Return to the Time of Troubles
Occasionally a human is born more physically perfect than others. More of what it means to be human than his brethren. This epitome of human perfection is known as a Transcendent.
- +4 Strength, +4 Constitution, and +2 to any other two different stats.
- Medium size.
- Base land speed 40
- +2 Natural armor bonus. Transcendent humans muscle fibers have become so dense and numerous it makes them naturally resistant to damage and the damage is less effective.
- Keen vision: A Transcendent’s eye sight is so well developed that he can see double normal distance in all light conditions. (Effect similar to low-light vision, but also increases distance in normal light).
- Keen Shot: Because of having such keen vision it is easier for a Transcendent to aim over long distances. Each range increment for bows/cross bow increases by 10
- Powerful Build: Because of physical stature in any way that is advantageous to him when the transcendent is subject to a size modifier or special size modifier he is treated as one size larger than normal. They gain +2 to CMD and an additional +4 when resisting bull rush or trip attempts while standing on the ground. A transcendent may choose to wield a two-handed melee weapon in one hand without penalty on attack rolls while doing so. The weapon must be appropriately sized for them, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
- 2 feats at 1st level
- Adaptive Learning: At 1st level a Transcendent gains a +4 racial bonus to a single non-racial skill. Racial bonuses stack with the Skill Focus feat.
- Skilled: A Transcendent gains an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
- Multitalented: Transcendents choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
- Stubborn: Transcendents gain a +2 racial bonus on Will saving throws to resist spells, spell-like abilities, and effets of the illusion (figment) and illusion (glamer) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
- Healthy: +4 racial bonus to fortitude saving throws against poison and disease saving throws. If they fail they may attempt a second save a round later at the same DC.
- Stubborn: +4 racial bonus to will saves vs enchantment spells and effects. If they fail they may attempt a second save a round later at the same DC.
- Gatecrasher: +4 racial bonus to strength checks to lift or break objects and +4 to attempts to sunder. You still provoke an attack of opportunity when performing a sunder combat maneuver without the sunder feat.
- Ferocity: If the hit points of a Transcendent falls below 0 but it is not yet dead, they can continue to fight. If it does, they are staggered, and lose 1 hit point each round. They still die when their hit points reach a negative amount equal to their Constitution score.
- Hold Breath: A Transcendent can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.