Humans, or Homo sapiens are the dominant species of Earth. In the post–apocalyptic age, “human” is more specifically used to denote those that have been more-or-less unaffected by radiation as opposed to mutants like ghouls and super mutants, even though said mutant types originate from humans. Non–mutated humans are sometimes called normals, smoothskins or bleeders by their mutant counterparts. Four distinguishable, common ethnic groups are present in post-War America: African, Asian, Caucasian, and Hispanic.

Standard Racial Traits

  • Ability Score Racial Traits: +2 to one ability score of choice.
  • Size: Humans are Medium creatures.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking English and may learn any language.

Feat and Skill Racial Traits

  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


By taking one or more deformities, human characters are awarded a certain number of mutation points. These points can then be spent on one or more of the beneficial mutations listed below.

  • Deformities:
Deformity MP Awarded
Blind 4
Deaf 4
Fragile 3
Fractured Mind 3
Lame 1
Light Blindness 2
Misshapen 2
Poor Ability 2
Spasms 3
Useless Arm 2
Vulnerability 2

Blind (Ex) The mutant cannot see, and gains the blinded condition unless it possesses a means of seeing other than normal vision, darkvision, or low-light vision. This blindness cannot be removed.

Deaf (Ex) The mutant can’t hear, and gains the deafened condition. This deafness cannot be removed.

Fragile (Ex) When the mutant fails a Fortitude save, it is staggered for 1 round.

Fractured Mind (Ex) When the mutant fails a Will save, it is confused for 1 round.

Lame (Ex) The mutant’s stunted legs reduce its base speed by 10 feet.

Light Blindness (Ex) The mutant has the light blindness special ability. This deformity cannot be taken in conjunction with the blind deformity.

Misshapen (Ex) The mutant cannot wear armor fashioned for normal humans. Armor made to fit the mutant costs twice as much.

Poor Ability (Ex) The mutant takes a –2 racial penalty to one ability score.

Spasms (Ex) When the mutant fails a Reflex save, it loses its Dexterity bonus to AC, on ranged attack rolls and attack rolls with finesse weapons, and on ability checks and skill checks, and it cannot take attacks of opportunity or immediate actions for 1 round.

Useless Arm (Ex) One of the mutant’s arms is malformed and useless.

Vulnerability (Ex) The mutant is vulnerable to one energy type. Alternatively the mutant is vulnerable to critical hits (see the robot subtype on the d20pfsrd).

  • Mutations:
Mutation MP Cost
Agile 2
Armored 2
Bite 2
Bulbous Eyes 3
Claw 1
Extra Arm 2
Gore 2
Gills 4
Increased Speed 2
Leaping 2
Radiation Affinity 4
Resistance 1

Agile (Ex) The mutant’s dodge bonus to defense increases by +1. This ability can be taken once for every 5 level.

Armored (Ex) The mutant’s natural bonus to defense increases by +1. This ability can be taken once for every 5 level.

Bite (Ex) The mutant gains a bite attack.

Bulbous Eyes (Ex) The mutant has darkvision with a range of 60 feet and low-light vision.

Claws (Ex) The mutant gains one claw attack. This mutation can be taken up to four times but the mutant must have an appropriate number of arms.

Extra Arm (Ex) The mutant has an extra arm. This ability can be taken up to two times.

Gore (Ex) The mutant gains a gore attack.

Gills (Ex) The mutant has the aquatic subtype, the amphibious special ability, and a swim speed equal to its base speed.

Increased Speed (Ex) The mutant’s land speed is increases by 10 feet. This ability can be taken once for every 5 level.

Leaping (Ex) The mutant gains Acrobatics as a class skill and a +10 bonus on Acrobatics checks to jump. The mutant always counts as having a running start when jumping.

Radiation Affinity (Ex) The mutant treats radiation levels as 1 lower than they really are. This mutation can be take up to 2 more times by an Evolutionary, costing 2 MP every time. Additionally, the mutant counts as a ghoul.

Resistance (Ex) The mutant has resistance to a single energy type equal to its CON bonus. This special ability can be selected multiple times, each time for a different energy type.

  • Psyker Mutations:

Psyker mutations are special mutations which require points be spent for them to function. Picking up any of the following mutations grants the mutant a pool of Psychic Points equal to 1/2 her HD + her Cha modifier. The DC for these mutations is equal to 10 + 1/2 her HD + her Cha modifier. Psyker mutations possess thought and emotional components as psychic spells do. Mutant characters have an effective caster level of 1.

Mutation MP Cost
Burner I 1
Chirurgeon I 1
Photokinetic I 1
Shocker I 1
Telekinetic I 1
Telepath I 1

Burner I (Sp) The mutant can cast flare, jolt (deals fire damage), and spark at-will.

Chirurgeon I (Sp) The mutant can cast bleed, stabilize, and virtue at-will.

Photokinetic I (Sp) The mutant can cast dancing lights, flare, and light at-will.

Shocker I (Sp) The mutant can cast jolt, spark, and touch of fatigue at-will.

Telekinetic I (Sp) The mutant can cast mage hand, open/close, and telekinetic projectile at-will.

Telepath I (Sp) The mutant can cast daze, lullaby, and message at-will.


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