Racial Archetypes and Bloodlines
The following racial bloodline and racial archetypes are available to humans.
Buccaneer (Gunslinger)
Freebooters who cling to the convoluted codes that rule independent ships, the buccaneer is a gunslinger of the high seas. Their exploits are fueled by the thrill of danger and often by the temporary courage provided by grog. A buccaneer has the following class features.
Deeds
A buccaneer swaps four of the normal gunslinger deeds for the following deeds.
Seadog's Gait (Ex)At 1st level, the buccaneer gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. This replaces the quick clear deed.
Pirate's Jargon (Ex): At 3rd level, the buccaneer's baffling palaver of nautical jargon and piratical cant provides a +2 bonus on Bluff and Intimidate checks. Furthermore, she can spend a swift action and 1 grit point to cause a single living creature within 30 feet to make a Will saving throw (DC = 10 + 1/2 her buccaneer level + her Charisma modifier) or become confused for 1 round. This is a mind-affecting language-dependent effect. This replaces the pistol whip deed.
Rope Swing (Ex): At 7th level, as long as the buccaneer has at least 1 grit point, she gains a bonus on Acrobatics and Climb checks equal to her gunslinger level when climbing or swinging on a rope. If she spends 1 grit point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. This replaces the dead shot deed.
Captain's Curse (Sp): At 11th level, a buccaneer can spend 2 grit points to use old salt's curse as a spell-like ability. At 15th level, she may use black mark instead. The caster level for these spell-like abilities is equal to the buccaneer's class level, and the save DC is equal to 10 + her buccaneer level + her Charisma modifier. This replaces the lightning reload deed.
Grit
Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger's grit class feature.
At 2nd level, a buccaneer gains the ability to fortify her grit with strong drink. The act of drinking is a standard action that provokes attacks of opportunity, and each drink provides 1 grog point. Grog points can be used in place of grit points to fuel deeds or grit feats (including those requiring a minimum of 1 grit point to use). The buccaneer can gain a maximum number of grog points each day equal to her Constitution modifier (minimum 1), and they last for 1 hour or until used, whichever comes first. She gains a morale bonus on saves against fear and a dodge bonus to AC against attacks of opportunity equal to her current grog point total. This ability replaces the nimble ability.
In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats: Expert Driver (water vehicles only), Master Siege Engineer, Siege Engineer, Siege Gunner, Skilled Driver (water vehicles only).
At 5th level, a buccaneer gains a familiar as a wizard of half the buccaneer's class level (though the exotic pet never gains the ability to deliver touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As long as the pet is within 30 feet of the buccaneer, the buccaneer also gains the benefit of evasion. This ability replaces gun training 1.
At 9th level, a buccaneer gains Sword and Pistol as a bonus feat even if she does not meet the prerequisites. This ability replaces gun training 2.
Gun Training
A buccaneer gains this ability only at 13th level with a single type of firearm.
At 17th level, whenever an enemy misses a buccaneer with an attack of opportunity, it provokes an attack of opportunity from the buccaneer. This ability replaces gun training 4.
Some youths, abandoned in the wilderness and then raised by animals, are so connected with their adoptive home and family that they become feral. Suspicious of civilized society, these foundlings often choose allegiance to the wild over their human forebears. A feral child has the following class features.
Weapon and Armor Proficiency
A feral child loses proficiency with the scimitar, scythe, and sickle and with shields.
Class Skills
A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.
Illiteracy
At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.
At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.
At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is nonmagical.
At 1st level, a feral child must select an animal companion as her nature bond.
At 3rd level, a feral child gains the favored terrain ability as a ranger of her class level. A feral child may not choose urban as a favored terrain. This ability replaces trackless step and a thousand faces.
At 3rd level, a feral child gains trap sense as a barbarian of equal level, and in her favored terrain, she immediately receives a Perception check to notice traps within 10 feet, as the trap spotter rogue talent. In addition, at 3rd level and every three levels thereafter, she may choose one combat maneuver, and gains a bonus equal to her trap sense bonus to her CMD against that maneuver. This ability replaces wild shape.
At 4th level, a feral child gains a +1 bonus on saving throws against disease, exhaustion, fatigue, fear, and poison. When she is in her favored terrain, she instead applies her favored terrain bonus on such saving throws. She also recovers from ability damage, exhaustion, and fatigue at twice the normal rate. This ability replaces resist nature's lure.
At 9th level, when in her favored terrain, for any summon nature's ally spells a feral child uses to summon animals that are native to that terrain, she treats the duration of the spell as if she were 2 levels higher.
At 17th level, when the feral child uses summon nature's ally spells to summon such animals, those animals gain a +2 bonus to both their Strength and Constitution ability scores. This stacks with the effects of the Augmented Summoning feat.
This ability replaces venom immunity and timeless body.
Imperious Bloodline (Sorcerer)
A scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity's history, an imperious embodies the apex of human potential, as well as human temerity and uninhibited hubris.
Class Skill
Perform (oratory).
Bonus Spells
moment of greatness, eagle's splendor (5th), heroism (7th), threefold aspect (9th), greater command (11th), repulsion (13th), greater age resistance, prediction of failure, overwhelming presence (19th).
Diehard, Endurance, Heroic Defiance, Heroic Recovery, Improved Initiative, Lingering Spell, Magical Aptitude, Persuasive.
Bloodline Arcana
Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.
You draw upon ancestors both legendary and forgotten.
Student of Humanity (Ex)At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.
Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.
Take Your Best Shot (Su): At 9th level, if you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear you.
At 13th level, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no save is allowed, you cannot use this ability).
Heroic Legends (Su): At 15th level, you may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell's level; this duration is doubled for human recipients.
Immortal Legend (Ex): At 20th level, you cease aging; no longer need to eat, drink, or sleep; and gain immunity to death effects and energy drain.
Wanderer (Monk)
Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need. A wanderer has the following class features.
Class Skills
The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.
Far Traveler
At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon. This ability replaces the bonus feat gained at 1st level.
Long Walk
At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue. This ability replaces still mind.
At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level). This ability replaces slow fall.
At 5th level, the wanderer gains a supernatural air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. In addition, by spending 1 point from his ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to his monk level. This ability replaces high jump.
At 7th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of his monk level by spending 2 points from his ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer's Wisdom modifier (minimum 1 round). This ability is language-dependent. This ability replaces wholeness of body.
At 12th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as long as he is adjacent to at least one creature of his size or larger, by spending 1 point from his ki pool. This effect lasts until the beginning of the wanderer's next turn and may be continued in consecutive rounds by spending 1 ki point each round. This ability replaces abundant step.
Free Step
At 13th level, the wanderer gains continuous freedom of movement as a continuous spell-like ability. This ability replaces diamond soul.