TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  101
  101
  101
  101    Alternate Racial Traits
  Alternate Racial Traits
  Alternate Racial Traits
  Alternate Racial Traits    
   
          
          
  by
  by
  by
  by    Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
  
   
  Rite Publishing Presents: 
  101 Alternate Racial Traits  
   
  Our H
  Our H
  Our H
  Our Humans are Bastards
  umans are Bastards
  umans are Bastards
  umans are Bastards    (Designer):  
  Steven D. Russell 
  Our Elves are Better
  Our Elves are Better
  Our Elves are Better
  Our Elves are Better (Editor): David Paul 
  Our Gnome
  Our Gnome
  Our Gnome
  Our Gnomessss    are 
  are 
  are 
  are Weirder
  Weirder
  Weirder
  Weirder    (Cover Artist): Joe Calkins 
  Our 
  Our 
  Our 
  Our Orcs are Meaner
  Orcs are Meaner
  Orcs are Meaner
  Orcs are Meaner    (Interior Artwork): 
  Joe Calkins, Arthur Rackham, Toby Gregory, and Public 
  Domain 
  Our 
  Our 
  Our 
  Our Dwarves are all the Same
  Dwarves are all the Same
  Dwarves are all the Same
  Dwarves are all the Same (Layout): Steven D. Russell 
   
  Dedication: To Miranda Russell 
  —for putting up with this human.    
   
  Special Thanks to the subscribers: Ben Asaro, Chris Mattson,  
  Craig Johnston, Jani Vaara, Jonathan Cavender, Jeffery Spencer, 
  Mark Gedak, Michael Welham, Michael Jacobs, Oliver Spreckelsen,  
  and Paul Watson  
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  101 Alternate Racial Traits © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
  
  1 
  Alternate 
  Alternate 
  Alternate 
  Alternate Dwarf
  Dwarf
  Dwarf
  Dwarf    Racial
  Racial
  Racial
  Racial    Traits
  Traits
  Traits
  Traits    
   
  Against the Wall: Dwarves with this racial trait 
  grew up learning group military tactics underground. 
  When adjacent to any ally, they cannot be flanked 
  unless the adjacent ally is also flanked. When adjacent 
  to any dwarf, they gain a +1 dodge bonus to Armor 
  Class and cannot be flanked at all. This racial trait 
  replaces the defensive training racial trait. 
   
  Ancestral Memories (Su): Dwarves are well 
  known for their reverence of their ancestors and 
  familial ties, sometimes these can even surpass death 
  itself. Once per week, a dwarf can contact his 
  ancestors to seek advice on a specific course of action. 
  This ability functions as the augury spell cast by a 
  cleric of a level equal to the dwarf’s Hit Die total. It is 
  the dwarf’s ancestors, rather than a deity, who offer a 
  prediction. Upon reaching 7th level this ability can 
  also function as the divination spell. Upon reaching 
  9th level this ability can also function as the commune 
  spell. This racial trait replaces the greed racial trait. 
   
  Armored Home: Dwarves with this racial trait 
  devote themselves to living inside their armor. They 
  can sleep in armor of any weight without becoming 
  fatigued and gain a +1 circumstance bonus to armor 
  class when wearing heavy armor of dwarven 
  manufacture. This racial trait replaces the defensive 
  training racial trait. 
   
  Born with the Axe or Hammer: Some dwarves 
  fight as if they were born with an axe or hammer in 
  their hand. They select either the axe or the hammer 
  at character creation; once chosen it cannot be 
  changed. They gain a +1 competence bonus to damage 
  rolls made from attacks with the selected weapon. 
  Further, if a foe attacks them with the selected 
  weapon, they gain a +1 dodge bonus to Armor Class 
  against that weapon. This racial trait replaces the 
  defensive training racial trait. 
   
  Defensive Archery: Dwarves with this racial trait 
  received instruction in the ancient traditions of close 
  quarter fighting skills of dwarven crossbowmen. 
  When adjacent to an ally who wields a melee weapon, 
  they do not provoke attacks of opportunity from any 
  adjacent opponents when they make an attack with a 
  ranged weapon. This racial trait replaces the defensive 
  training racial trait. 
   
  Defensive Casting: Dwarves with this racial trait 
  received schooling in the dwarven regimental military 
  orders for spellcasters. When adjacent to an ally, they 
  gain a +4 circumstance bonus on Concentration 
  checks made to cast spells while on the defensive. This 
  racial trait replaces the defensive training racial trait. 
   
  Dwarven Artisan: Many dwarves exceed the skill of 
  all other races when simply crafting functional 
  objects, elevating them to works of art. They gain 
  bonus ranks in a single Craft sill equal to their  
   
  Born with the Hammer 
   
  character level. They can purchase goods that they can 
  make with their Craft skills at a 10 percent discount, 
  as they know enough about their trade to find 
  bargains on quality- goods. Finally, they have a keen 
  eye for spotting flaws in objects. When they damage 
  an inanimate object, they inflict 1.5 times their 
  Strength bonus in damage with a one-handed 
  weapon, or twice their Strength bonus in damage with 
  a two-handed one. This racial trait replaces the 
  defensive training and hatred racial traits. 
   
  Lasher Ancestry: Some dwarves share a blood or 
  spiritual heritage with a dwarf who was transformed 
  by arcane experimentation into a crossbreed of roper 
  and dwarf, known as a lasher. These dwarves are able 
  to extend their arms and fingers up to 20 feet, 
  granting them up to a 20-ft reach However, they 
  cannot use all of their strength when extending their 
  arms this way. Treat their Strength score as 4 lower 
  when taking actions beyond their normal reach. This 
  racial trait replaces the defensive training and hatred 
  racial trait. 
   
  Stoic: Dwarves seldom reveal what they are thinking 
  or feeling, making it easy to conceal their intent from 
  others, and making them resilient to magic that 
  manipulates emotion. When another creature makes a 
  Sense Motive check against this dwarf, the DC 
  increases by +10. In addition, the dwarf gains a +2 
  bonus on saving throws against enchantment (charm) 
  spells and effects. This racial trait replaces the hardy 
  racial trait. 
   
  
  2 
  Strength from Duty (Su): Dwarves draws strength 
  from ties to their family, from their memory and even 
  from their very existence. Whenever the dwarf would 
  be reduced to 0 hit points or lower the dwarf can 
  concentrate on this connection to family and loved 
  ones, deciding that it is not time to fall yet, for sake of 
  this familial duty. The dwarf gains a number of 
  temporary hit points equal to the dwarf’s character 
  level plus the dwarf’s Wisdom modifier. The dwarf can 
  call upon this familial strength only once per day, and 
  the temporary hit points last until the end of the 
  encounter where this ability was triggered. This racial 
  trait replaces the greed racial trait. 
   
  Tried and True: Dwarves have a near-religious 
  devotion to the lore and traditions of their people. 
  Whenever a dwarf makes a skill check using a class 
  skill, a natural result of 19 or 20 on the d20 roll is 
  considered an automatic success regardless of the DC. 
  The dwarf cannot take 10 or 20 when using this 
  ability. In addition, the dwarf can extend the benefit 
  of his ancient traditions to allies; if the dwarf opts to 
  use the aid another action (with a class skill), he 
  increases the normal bonus by 1 (+3 bonus instead of 
  a +2). This racial trait replaces the stonecunning 
  racial trait. 
   
  Unshakeable: Dwarves are not easily intimidated, 
  and their resistance can even scare others who would 
  otherwise wish to cow him. If the dwarf successfully 
  resists a fear effect or an Intimidate check, the dwarf 
  gains an automatic chance to return the favor and 
  scare the would-be intimidator. The creature who 
  failed its intimidate check and/or failed to affect the 
  dwarf with a fear effect must make a Will save (DC 10 
  +1/2 the dwarf’s character level + his Constitution 
  modifier), if it fails, the creature suffers from shaken 
  condition for one round per two character levels the 
  dwarf possesses. This racial trait replaces the hardy 
  racial trait. 
   
  War in the North: Dwarves have long been in 
  conflict in the northern kingdoms, especially against 
  frost giants and white dragons. Dwarves receive a +1 
  bonus on attack rolls against creatures with the cold 
  subtype. This racial trait replaces the hatred racial 
  trait. 
   
  Watcher Ancestry: Some dwarves share a blood or 
  spiritual heritage with a dwarf who was transformed 
  by their deity or through ritual into a stonewarden 
  gargoyle. The dwarf’s skin is has the durability of 
  stone granting a +2 natural armor bonus. This racial 
  trait replaces the hatred racial trait. 
   
  Wendigo Ancestry (Su): Some dwarves share a 
  blood or spiritual heritage with a dwarf who was 
  transformed into a half-breed of winter wolf and 
  Dwarf or with an actual wendigo. These dwarves 
  possess a breath weapon consisting of a cone of cold, 
  30 feet long, that inflicts 1d6 points of damage per Hit 
  Die (maximum 20d6). A successful Reflex save (DC 10 
  + 1/2 the dwarf’s Hit Dice + Constitution modifier) 
  halves this damage. This ability is usable once per 
  day; the dwarf gains an additional use per day at 12th 
  level and again at 18th level. This standard action does 
  not provoke an attack of opportunity. This racial trait 
  replaces the defensive training and hatred racial trait. 
   
  Alternat
  Alternat
  Alternat
  Alternateeee    Elf
  Elf
  Elf
  Elf    Racial Abilities
  Racial Abilities
  Racial Abilities
  Racial Abilities    
   
  Aellar Ancestry: The bloodline of some elves holds 
  a relation to a pairing of a giant eagle and an elven 
  druid. Their wings allow these elves to glide up to 100 
  feet if they launch themselves from a height of at least 
  20 feet. When gliding, they move at a speed of 30 feet 
  (clumsy maneuverability). If they are wearing 
  medium or heavy armor, they cannot glide. If they 
  possess at least 5 Hit Dice, they can use their wings to 
  fly, taking their ground speed as their flight speed 
  (average maneuverability), and gain the fly skill as a 
  class skill. They can even wear medium or heavy 
  armor while flying. This racial trait replaces the elven 
  magic and weapon familiarity racial traits. 
   
  Alicorn Ancestry: The bloodline of some elves 
  holds a relation to a pairing of a unicorn and an elven 
  druid. Their spellcasters of any class can sacrifice a 
  spell of 1st level or higher to spontaneously cast cure 
  light wounds even if the spell is not on their spell list 
  and they are not a spontaneous caster. They also gain 
  a +4 racial bonus on all saves made against poisons. 
  This racial trait replaces the elven magic and keen 
  senses racial traits. 
   
  Ambush: Some elves have mastered the art of lying 
  in wait and performing a surprise attack. Against flat-
  footed opponents, elves gain a +2 bonus on attack 
  rolls. This racial trait replaces the elven magic trait. 
   
  Compassionate Heart: Some elves can see into the 
  hearts of other creatures with exceptional skill. They 
  gain a +2 bonus to all Sense Motive and Diplomacy 
  checks. This racial trait replaces keen senses and the 
  weapon familiarity traits. 
   
  Elven Vanguard (Su): Elves embody the power of 
  magic, this extends to their warriors as well as their 
  spellcasters. One attack per round (melee or ranged) 
  that is subject to the weapon familiarity racial trait is 
  considered magical for the purpose of penetrating 
  damage reduction. If the weapon is already magical its 
  weapon enhancement bonus equivalent is considered 
  one plus higher for the purpose of overcoming 
  damage reduction. This racial trait replaces the elven 
  magic trait. 
   
  Highborn: Some elves are born to lead their people. 
  These elves can choose any one Intelligence-based or 
  Charisma-based skill and receive Skill Focus with this 
  skill as a bonus feat. They also gain a +2 racial bonus 
  to their Leadership score and Diplomacy checks. This 
  racial trait replaces the keen senses and weapon 
  familiarity racial traits. 
   
  
  3 
   
   
  Houri Ancestry 
   
  Houri Ancestry: The bloodline of some elves holds 
  a relation to a pairing of an ugly nymph and lovely 
  elven male. Once per day as a standard action, all 
  creatures within 30 feet who look at these elves must 
  make a successful Will save (DC 10 +1/2 their Hit Dice 
  + their Charisma modifier) or be dazed for 1 round. 
  This ability lasts for 1 round for every two hit dice they 
  possess. This racial trait replaces the keen senses and 
  weapon familiarity racial traits. 
   
  Immortal: A few elves cannot die of old age. Upon 
  reaching maximum age, they often choose to travel 
  physically to the appropriate outer plane to serve their 
  deity directly in his or her court. This racial trait 
  replaces the weapon familiarity trait. 
   
  Inspiring Presence: The grand lore and history of 
  the elves often makes them the most esteemed races 
  in the land, inspiring all the other races to equal their 
  accomplishments. With a few words of 
  encouragement from them or examples of their 
  determined efforts leading the way, their allies 
  perform much better than normal for a brief time. As 
  a standard action usable three times per day, they can 
  grant an ally a morale bonus equal to their Charisma 
  bonus. This bonus applies to one single attack or skill 
  check of their choice. When they activate this ability, 
  they must choose a target. Until their next turn, they 
  can opt to grant the bonus to a single attack or skill 
  check the target attempts. They must choose to apply 
  this bonus before the roll. The target of this trait must 
  be able to see, hear, and understand them in order for 
  it to take effect. This racial trait replaces the keen 
  senses racial trait. 
   
  Invest Magic (Su): Many elves can tap into the 
  primal forces of the universe to fuel their spells. Once 
  per day when an elf casts a spell (or use a spell-like 
  ability), she can cast the spell (or make use of the 
  spell-like ability) without expending it, using up its 
  spell slot or spending a daily use. This racial trait 
  replaces the elven immunities and weapon familiarity 
  traits. 
   
  Nimble: Elves are renowned for their lively and 
  athletic forms of combat. They gain a +2 competence 
  bonus on Acrobatics checks and Combat Maneuver 
  Defense. This racial trait replaces the elven magic 
  trait. 
   
  Star-touched: The silence of the stars grips some 
  elves’ souls. Any effect that would disturb that silence 
  must overcome their power as well as their will. They 
  gain a +2 racial bonus to any saving throw to resist a 
  compulsion or phantasm effect. The elves also gain a 
  +2 racial bonus to Stealth checks. This racial trait 
  replaces the elven magic trait. 
   
  Sthein Ancestry: Some elves trace their linage back 
  to Sthein, the offspring born of a mystical blending of 
  guardian naga and elven bloodlines. Due to having the 
  lower body of a serpent, their base speed is increased 
  to 40 ft. These elves are proficient with using their 
  poisonous bite attack in combat and they are always 
  considered armed (the bite is considered a light 
  weapon). This bite inflicts damage based on their size 
  (Small: 1d2 + Strength piercing damage). When they 
  take a feat requiring them to specify a weapon (such 
  as the Weapon Focus feat), they can choose “bite.” If 
  these elves use a weapon (or unarmed attack) in the 
  same round as the bite attack, both the bite attack and 
  the other attack suffer a –2 penalty. When these elves 
  fight with a weapon in each hand (or with a double 
  
  4 
  weapon) and make a bite attack, all attacks suffer a –4 
  penalty in addition to normal two-weapon fighting 
  penalties the character might incur. The feats 
  Ambidexterity and Two-Weapon Fighting do not 
  modify the penalties associated with the bite attack. 
  Its bite can be enchanted as a magical weapon. This 
  racial trait replaces the normal speed, elven 
  immunities, and elven magic racial traits. 
  Poison (Ex) Bite—injury; save Fort DC (10 + 1/2 the 
  elves Hit Dice + their Constitution modifier); 
  frequency 1/round for 6 rounds; effect 1 point of Con 
  damage; cure 2 consecutive saves. 
   
  Sun-touched (Su): Some elves carry within them 
  the warmth of the sun. They gain a +2 racial bonus to 
  saves to resist ability damage and energy drain. Once 
  per day as a free action, they can ignore the effects of 
  existing ability damage or existing negative levels 
  caused by an undead creature for a number of rounds 
  equal to their Hit Dice. This racial trait replaces elven 
  immunities and the elven magic traits. 
   
  Superior Low-Light Vision: A few elves possess 
  amazing vision beyond that of any other creature. 
  Elves can see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. This racial trait replaces the low-light 
  vision and elven immunities traits. 
   
  Wild-touched: Infusing some elves is the 
  unpredictable power of the wild. They gain a +2 racial 
  bonus to one type of saving throw each day; roll 1d6 – 
  on 1-2 Fortitude saves are increased, on 3-4 Reflex 
  saves are increased and on 5-6 Will saves are 
  increased. This racial trait replaces the elven 
  immunities trait. 
   
  Alternat
  Alternat
  Alternat
  Alternateeee    Gnome
  Gnome
  Gnome
  Gnome    Racial Abilities
  Racial Abilities
  Racial Abilities
  Racial Abilities    
   
  Clockwork Magic: Some gnomes cannot speak with 
  animals, however, they claim to understand the 
  language of technology and gain a +4 racial bonus to 
  Craft checks when repairing items by ‘listening’ to 
  their complaints. They also gain a +2 racial bonus to 
  Disable Device and Use Magic Device checks, which 
  are always treated as class skills. This racial trait 
  replaces the gnome magic and the weapon familiarity 
  racial traits. 
   
  Gnomish Humor: Once per encounter as a free 
  action gnomes can make a spontaneous remark about 
  a situation and potentially break their opponent’s 
  concentration as they are overcome with laughter. 
  Their opponent must make a successful Will save (DC 
  10 + 1/2 the gnome’s character level + the gnome’s 
  Charisma modifier) or the subject is nauseated by 
  laughter for 1 round. A successful save makes the 
  opponent immune to a gnome’s humor until the 
  gnome gains an additional Hit Die. This racial trait 
  replaces the gnome magic, hatred, defensive training 
  and illusion resistance traits. 
   
  Insulting Remark: Gnomes sharp tongues and 
  quick wits are so brutal that some can actually harm 
  an opponent with words alone. Once per encounter 
  gnomes may, as a free action, insult an opponent with 
  exceeding wit, issuing a brutal slight. The opponent 
  must make a successful Will save (DC 10 + 1/2 the 
  gnome’s Hit Dice + the gnome’s Charisma modifier) 
  or suffer a -1 morale penalty to armor class, attack and 
  damage rolls, skill checks, and saving throws. This 
  penalty lasts one minute for every three Hit Dice the 
  gnome possesses. 
  A successful save makes the opponent immune to 
  their insults until the gnome gains an additional Hit 
  Die. This racial trait replaces the gnome magic and 
  hatred racial traits. 
   
  Irrepressible: A few gnomes seem to have fortune 
  on their side, or the gnomish deities take time off to 
  look after them. Either way, they are protected by a 
  combination of dumb luck and… more dumb luck. 
  Every time they would fail a save or skill check which 
  would potentially result in their death or destruction, 
  they get to roll again and keep the highest result. This 
  re-roll chance must be related to an act borne of 
  curiosity. This racial trait replaces the obsessive racial 
  trait. 
   
  Jury-Rig (Su): Some gnomish technological prowess 
  is based in their philosophy that if the solution to a 
  problem is elegant, who cares how nonsensical it 
  looks at first glance? Gnomes are able to perform 
  emergency repairs on malfunctioning magic items and 
  damaged constructs, not to mention normal 
  mechanisms. If a magic item loses its magical powers 
  due to a spell effect or becoming broken or ruined, 
  they can roll an appropriate Craft check (DC 10 + 
  item’s caster level requirement) to repair it; a repaired 
  item gains a number of additional uses or charges 
  equal to the gnome’s Charisma bonus (minimum of 1). 
  This ability still cannot exceed the maximum number 
  of uses per day and certain items cannot gain more 
  than one additional use (subject to GM adjudication 
  on items such as a ring of three wishes). In addition, 
  the item gains temporary hit points equal to the 
  gnome’s Hit Dice for 1 minute per hit die the gnomes 
  possess. The process usually involves a lot of shaking, 
  smacking and swearing, which requires a full-round 
  action. The item ceases functioning (and loses its 
  temporary hit points) at the end of this duration and 
  cannot be used again until repaired properly. For 
  damaged constructs, the gnome rolls the Craft check 
  pertaining to the construct’s materials against a DC of 
  10 plus the construct’s CR, also as a full-round action. 
  The DC to repair normal items is 15 and works 
  similarly to repairing constructs, but each check 
  represents one hour of work. This racial trait replaces 
  the defensive training and hatred racial traits. 
   
  Lurker Ancestry (Su): Some gnomes have a 
  spiritual or hereditary bond with an ancient relative 
  that was transformed into the combination of a 
  gnome and a cloaker. These gnomes can emit a 
  terrifying shriek forcing all creatures within a 30 ft. 
  
  5 
  radius to make a Will save (DC 10 +1/2 the gnome’s 
  Hit Dice + Charisma modifier). Those who fail this 
  save suffer from the shaken condition for a number of 
  rounds equal to half the gnome’s Hit Dice (minimum 1 
  round). They can use this ability a number of times 
  per day equal to their Charisma bonus (minimum of 
  1/day). Lurkers and gnomes with lurker ancestry are 
  immune to this sonic, mind-affecting, fear attack. This 
  racial trait replaces the gnomish magic racial trait. 
   
  Misunderstood Genius: Gnomes love to 
  experiment and to find new ways to do old things, but 
  a few gnomes can take this to the extreme, to the point 
  that even other gnomes believe they are crazy. Select 
  one skill (once chosen, it cannot be changed), if a 
  check using the selected skill results in a natural roll 
  of a 19 or 20, the inherent talent of the genius shines 
  through, adding a +20 circumstance bonus to the final 
  check’s result. This racial trait replaces the gnomish 
  magic racial trait. 
   
  Morlock Ancestry: Some gnomes have a spiritual 
  or hereditary bond with an ancient relative that was 
  transformed into the combination of a gnome and a 
  troglodyte. The musky scent of these gnomes is 
  powerful enough to temporarily disable a creature’s 
  sense of smell and scent ability for a number of hours 
  equal to the gnome’s Hit Dice (no save). However, 
  with a successful Perception check of (DC 15), a 
  creature knows that something with a horrible stench 
  has been though the area. This ability remains in 
  effect for a number of minutes equal to the gnome’s 
  Hit Dice after the gnome has left the area. This racial 
  trait replaces the gnomish magic racial trait. 
   
  Nondetection (Su): Some gnomes are impossibly 
  hidden from all divinations. They have a continuous 
  nondetection ability as the spell (caster level equal to 
  their Hit Dice). This racial trait replaces the gnome 
  magic and illusion resistance racial traits. 
   
  Pass without Trace (Su): A few gnomes can walk 
  about without leaving a trace of their passing. They 
  have the innate ability, once per day as a free action 
  (self only), to use pass without trace as the spell. 
  Their caster level equals their Hit Dice. This racial 
  trait replaces the hatred racial trait. 
   
  Quickling Spirit: Some gnomes are quite fast on 
  their feet, whenever they take a double move action or 
  a run action, their base land speed increases by +10 
  feet. They do not gain this benefit if they take a single 
  move action. This racial trait replaces the obsessive 
  racial trait. 
   
  Steam and Fumes: Some gnomes are quite used to 
  dealing with foul-smelling substances. They gain a +2 
  racial bonus on saving throws against poisons and 
  gasses. This racial trait replaces the illusion resistance 
  racial trait. 
   
  Strapping: A few gnomes can carry more than other 
  creatures of their size. For the purpose of carrying 
  capacity, they count as a creature one size category  
   
   
  Trixie Ancestry 
   
  larger. In addition, when wielding a weapon sized for 
  a creature one size larger, they take no penalty on 
  attack rolls, and their speed is not reduced when they 
  wear medium armor. This racial trait replaces the 
  gnome magic and illusion resistance racial traits. 
   
  Trixie Ancestry: Some gnomes have a spiritual or 
  hereditary bond with an ancient relative that was 
  transformed into the combination of a gnome and a 
  pixie. As a full-round action, they can become 
  Diminutive. They gain a +6 size bonus to their 
  Dexterity, and –4 penalty to their Strength, a +1 
  natural armor bonus, a +4 size bonus to attack rolls 
  and armor class, a +6 size bonus to the Fly skill, a +12 
  size bonus to Stealth and a -4 size penalty to both 
  CMB and CMD. Their gear is also changed 
  appropriately for the character’s new stature. If they 
  possess at least 5 Hit Dice they gain thin, transparent 
  wings that allow them to fly at a speed of 30 with 
  perfect maneuverability, their gear is transformed to 
  allow for and accommodate their wings, and they also 
  gain Fly as a class skill. This racial trait replaces the 
  gnomish magic racial trait. 
   
  Well-Traveled: During their travels many gnomes 
  are exposed to a variety of written and spoken 
  languages. At 1st level and at every three levels 
  thereafter, they gain a bonus language which may be 
  selected from any language (including secret 
  languages such as Druidic). This racial trait replaces 
  the hatred racial trait. 
   
   
  Half
  Half
  Half
  Half----Elf 
  Elf 
  Elf 
  Elf Alternate
  Alternate
  Alternate
  Alternate    Racial
  Racial
  Racial
  Racial    Traits
  Traits
  Traits
  Traits    
   
  A Bastard’s Life: Many half elves, half-orcs and 
  other half-breeds have a traumatic life of hatred and 
  torment without the kindness of loving parents. These 
  half-breeds do not die when their hit points are 
  reduced to a negative amount equal to their 
  
  6 
  Constitution score, instead they die when their hit 
  points are reduced to a negative amount equal to their 
  Constitution score plus their character level. This 
  racial trait replaces the elf blood or the orc blood 
  racial trait. 
   
  Adaptive Learning: Half-elves quite often possess 
  esoteric aptitudes. A half elf can designate one skill 
  not on his class skill list as a class skill each time he 
  enters a new base class (but not prestige class). This 
  racial trait replaces the elven immunities racial trait. 
   
  Lovely Distraction: A rare number of half elves are 
  intoxicating—visions of beauty, desire incarnate 
  blending the best of human and elven splendor. They 
  gain a +2 racial bonus on all Charisma-based skill 
  checks made against those creatures whose sexual 
  orientation could allow them to be attracted to gender 
  and some part of the half-elf’s racial background. For 
  example a female half-orc could be attracted to a male 
  human so the half-elf would gain the benefit of this 
  ability even if the female half-orc hates elves. This 
  racial trait replaces the multitalented racial trait. 
   
  Multi-cultural: Many half-elves are born into the 
  two cultures of their parents and learn to bridge the 
  gaps between them. These elves gain a +2 racial bonus 
  on Diplomacy checks. This racial trait replaces the 
  multi-talented racial trait. 
   
  Seakith: The blood of sea elves flows in a rare few 
  half-elven veins. Half-elves gain the aquatic subtype 
  and the amphibious special quality. In addition, half-
  elves gain superior low-light vision, allowing them to 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. This racial trait replaces the low-light 
  vision and elven immunities racial traits. 
   
  Half
  Half
  Half
  Half----Elf
  Elf
  Elf
  Elf    (Drow)
  (Drow)
  (Drow)
  (Drow)    Alternate
  Alternate
  Alternate
  Alternate    Racial
  Racial
  Racial
  Racial    
  Traits
  Traits
  Traits
  Traits    
   
  +2 Dexterity, +2 Charisma, –2 Constitution: A 
  few half-elves are children of the dark elves and their 
  parents sometimes pass on their physical attributes. 
  These half-elves are nimble and manipulative.
   
  This racial trait replaces the +2 to One 
  Ability Score racial trait 
   
  Drow Magic: A few half-elves are children of the 
  drow and they sometimes inherit some of their ability 
  to use magic. Half-elves with a Charisma of 11 or 
  higher also gain the following spell-like abilities: 
  1/day—dancing lights, darkness, and faerie fire. The 
  caster level for these effects is equal to the half-elf's 
  level. The DC for these spells is equal to 10 + the 
  spell's level + the half-elf's Charisma modifier. This 
  racial trait replaces the adaptability racial trait. 
   
  Drow Resistance: A few half-elves are children of 
  the drow and their resistance to magic bears out this  
   
   
  Drow Ancestry 
   
  legacy. They possess spell resistance equal to 5 + their 
  Hit Dice. This racial trait replaces the elven 
  immunities racial trait. 
   
  Drow Vision: A few half-elves are children of the 
  drow and their sight is more akin to this hereditary 
  link. They gain darkvision and can see in the dark up 
  to 60 feet. This racial trait replaces the low-light 
  vision racial trait. 
   
  Drow Weapon Familiarity: Some elves are raised 
  by their drow parent and as such they focus more on 
  their ways that those of their human parentage. These 
  half-elves are proficient with the hand crossbow, 
  rapier, and short sword. This racial trait replaces the 
  multi-talented racial trait. 
   
   
   
  Half
  Half
  Half
  Half----Drow
  Drow
  Drow
  Drow    
  If half-elves possess two or more of the alternate 
  racial traits that are the result of drow (dark elf) 
  parentage, these half-elves suffers from the following 
  drawback. 
   
  Light Blindness: Abrupt exposure to bright light 
  blinds half-elves for 1 round; on subsequent rounds, 
  they are dazzled as long as they remain in the affected 
  area. 
   
   
  
  7 
   
  Half
  Half
  Half
  Half----Orc 
  Orc 
  Orc 
  Orc Alternate
  Alternate
  Alternate
  Alternate    Racial
  Racial
  Racial
  Racial    Traits
  Traits
  Traits
  Traits    
   
  +4 Strength, –2 Intelligence, –2 Wisdom, –2 
  Charisma: Some half-orc bloodlines are completely 
  dominated by their orcish parentage, leaving them 
  brutal and savage. Selecting this racial trait imposes 
  the light sensitivity special quality. This racial trait 
  replaces the +2 to One Ability Score and intimidating 
  racial traits. 
   
   
  Light Sensitivity (Ex) Creatures with light 
  sensitivity are dazzled in areas of bright sunlight or 
  within the radius of a daylight spell. 
   
   
  Exception: Some half-orcs embrace their human 
  side and seek to break the stereotype of the savage 
  half-orc with extreme courtesy and civilized behavior. 
  They gain a +2 racial bonus to Diplomacy skill checks. 
  This racial trait replaces the intimidating racial trait. 
   
  Guerrilla Skirmisher: In their drive to defeat 
  opponents with unconventional tactics, half-orcs learn 
  patience and deadly accuracy. A half-orc gains a +2 
  racial bonus to attack rolls with readied attacks made 
  with a ranged weapon. This racial trait replaces the 
  orc ferocity racial trait. 
   
  Jovian Ancestry: Some half-orcs have parents with 
  the race of giants in their bloodline; rarer still are 
  those with parents both of whom hail from giants. 
  These half-orcs are Large and gain a natural reach of 
  10 feet, but take a –4 size penalty on Stealth checks 
  and a –1 size penalty on attack rolls and AC. Their 
  space is 10 feet rather than 5 feet. Also, they take a –2 
  penalty to Dexterity and their weight increases by 
  50%. This racial trait replaces the Medium, orc blood, 
  orc ferocity, and weapon familiarity racial traits. 
   
  Kneecapper: Half-orcs are often skilled in making 
  attacks that take out opponents quickly. Once per 
  round, they may make a single attack against an 
  opponent who is not aware of their position (if they 
  are invisible or have successfully beaten the 
  opponent’s Perception check with their Stealth check, 
  for example); this attack inflicts +1d6 points of 
  damage. This damage bonus stacks with sneak attack 
  damage and faces the same limitations as sneak attack 
  (creatures immune to critical hits and sneak attacks 
  are immune to this ability). Half-orcs cannot make 
  ranged attacks using this ability. This racial trait 
  replaces the orc ferocity racial trait. 
   
  Mercenary: Some half-orcs are master opportunists, 
  serving whichever master pays the most and seizing 
  whatever odds are in their favor. They gain a +2 racial 
  bonus to initiative. This racial trait replaces the 
  intimidating racial trait. 
   
   
   
   
  Mind Ripper Ancestry and other races
  Mind Ripper Ancestry and other races
  Mind Ripper Ancestry and other races
  Mind Ripper Ancestry and other races    
  Any race can be used to create a mind ripper so this 
  racial trait can be applied to any race so long as this 
  racial trait replaces all other racial traits except for 
  ability modifier, size, speed, vision (darkvision), and 
  languages racial traits. 
   
   
   
  Mind Ripper Ancestry (Ex and Su): Some half-
  orcs have parents who have ancestors that spawned 
  from the horrid experiments of vile eldritch 
  aberrations; in extreme cases, both parents have such 
  ancestry. Once per day these rare half-orcs can, as a 
  standard action, make a supernatural (or psionic if 
  psionic rules are used) attack against a single 
  opponent within 100 feet. The target must make a 
  Will Save (DC 10 +1/2 the half-orc’s Hit Dice + the 
  half-orc’s Intelligence modifier); upon a failed save, 
  the target takes 1 point of Intelligence and Wisdom 
  damage plus an additional point of each for every 5 
  Hit Dice the half-orc possesses, in addition, the target 
  is dazed for 1 round. These half-orcs have 4 tentacles 
  around their mouths that can extend from their face, 
  but they can only be used as weapons against helpless 
  or pinned targets as a full-attack action; against these 
  foes they automatically hit and deal a total of 1d8 
  points of damage plus half their Strength modifier. 
  This racial trait replaces all other racial traits except 
  its ability modifier (+2 to one ability score), size 
  (Medium), speed (normal speed), vision (darkvision), 
  and languages racial traits. 
   
  Noble Savage: Some half-orcs minds are pure, 
  untouched by “civilized” ideas like bigotry, jealousy, 
  and betrayal. Once a day, these half-orcs can reroll 
  any Diplomacy or Perform skill check. The decision to 
  reroll must be made immediately and the second roll 
  is binding, whatever its result. This racial trait 
  replaces the orc ferocity racial trait. 
   
  Orc Magic (Sp): Some half-orcs learn how to 
  unleash damaging spells with increased ferocity, 
  thanks to the power of their orcish blood. Upon 
  selecting this trait, select an energy type. When half-
  orcs cast a damaging spell of that energy type, these 
  spells deal an extra 1d6 points of damage per spell 
  level of the spell (minimum +1d6) upon a failed save. 
  The damage type is the same as that of the spell. 
  Damaging spells that do not offer a save do not deal 
  this extra damage. For example, a magic missile 
  would not inflict additional damage but if an 
  opponent failed his save against a fireball cast by 5th 
  level half-orc wizard who had selected fire it would 
  deal 5d6+3d6 points of fire damage. This ability can 
  be used once per day; an additional use is gained 
  every five caster levels (two uses at 6th caster level, to 
  a maximum of five uses at 21st caster level). If no 
  target fails its save, the ability is not considered to 
  
  8 
  have been used. This racial trait replaces the orc 
  ferocity racial trait. 
   
  Orc Warcry (Su): Some half-orcs especially learn 
  the ancient ritual of the orcish war cry. Once per day 
  as a free action, these half-orcs can make a battle cry 
  that rallies and inspires her allies. All allies within 30 
  feet of her gain a +1 morale bonus to attack rolls, 
  saving throws, and checks for 1 round per Hit Die. 
  Further, all allies within the area under the effects of 
  an unwanted enchantment can make another saving 
  throw against the effect (at the original DC, but with 
  the morale bonus to the save) to throw it off. Effects 
  without saving throws cannot be thrown off in this 
  way. This racial trait replaces the orc ferocity racial 
  trait. 
   
  Outcast: Regardless of who raised them, half-orcs 
  are painfully aware that they are different; they know 
  that they are not fully part of the community where 
  they grew up but still are very loyal to it through 
  either love or fear. Perception and Survival are always 
  class skills. If they gain another ability that grants 
  these skills as class skills, they gain a +1 racial bonus 
  to these skills instead. This racial trait replaces the 
  intimidating racial trait. 
   
  Runt: Because of their human blood, many half-orcs 
  are the runts in the orcish litters. Because of the 
  constant and relentless abuse they endured in life, 
  runts are tougher and more resilient than other half-
  orcs who may have received better treatment. They 
  gain one extra hit point at every level, in addition to 
  any bonus for high Constitution scores and favored 
  class bonuses. This racial trait replaces the 
  intimidating racial trait. 
   
  Separatist: Some half-orcs believe their people 
  should have their own homeland where they can live 
  unbothered by the imperialist humans, the 
  supremacist elves, the intolerant dwarves, and the 
  barbaric orc hordes. These orcs gain a +2 bonus to 
  saving throws against all enchantment spells and 
  effects. This racial trait replaces the intimidating 
  racial trait. 
   
  Tusker: Some half-orcs are able to make attacks with 
  their bite and weapons with little difficulty. If half-
  orcs possess the toothy racial trait and uses a weapon 
  (or unarmed attack) in the same round as their bite 
  attack, both the bite attack and the other attack suffer 
  a –1 penalty. Half-orcs fighting with a weapon in each 
  hand (or with a double weapon) can make a bite 
  attack, but all attacks suffer a –4 penalty in addition 
  to normal two-weapon fighting penalties the character 
  might incur. The feats Ambidexterity and Two-
  Weapon Fighting do not modify the penalties 
  associated with the bite attack. The bite can be 
  enchanted as a magical weapon. This trait requires the 
  toothy racial trait to be selected and replaces the 
  weapon familiarity racial trait. 
   
  Wretch Ancestry (Sp): Some half-orcs have 
  parents, both of whom have ancestors that hail from  
   
   
  Noble Savage 
   
  the race of hags in their bloodline. Once per day he 
  can, as a swift action, curse a single opponent within 
  30 feet. The target must make a Will Save (DC 10 +1/2 
  the half-orc’s Hit Dice + the wretch’s Intelligence, 
  Wisdom or Charisma modifier—player’s choice); upon 
  a failed save the target suffers a -1 penalty to attack 
  rolls, saves, ability checks and skill checks for 1 hour 
  per level. This penalty increases by 1 for every two Hit 
  Dice the half-orc possesses. If he possesses at least 5 
  Hit Dice, the duration becomes permanent and the 
  curse bestowed by this ability cannot be dispelled, but 
  it can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell. This racial 
  trait replaces the orc ferocity and the weapon 
  familiarity racial traits. 
   
  Halfling 
  Halfling 
  Halfling 
  Halfling Alternate
  Alternate
  Alternate
  Alternate    Racial
  Racial
  Racial
  Racial    Traits
  Traits
  Traits
  Traits    
   
  Blinking Ancestry: Some halflings can trace their 
  bloodline back to a group of divine creatures who 
  were merged by a deity, combining the forms of blink 
  dogs and halflings. If they possess at least 5 Hit Dice 
  these halflings can blink as the spell as an immediate 
  action a number of times per day equal to 3 + their 
  Charisma bonus (minimum 1/day), at a caster level 
  equal to their Hit Dice. This racial trait replaces the 
  halfling luck and sure-footed racial traits. 
   
  Cannibalistic Reputation: Some tribes of halflings 
  are known to observe an unusual dietary practice of 
  eating other humanoid creatures and advertise this 
  fact through their dress, often wearing the bones of 
  
  9 
  their previous meal. However, they never eat other 
  halflings and as such are not truly cannibals. 
  Consciously or not though, opponents pay more 
  attention to these halflings in a fight than they do 
  their allies. During combat, if opponents can see one 
  such halfling, all that halfling’s allies gain a +2 
  circumstance bonus to Stealth checks as their 
  opponents find their gazes invariably drawn to the 
  halfling’s strange appearance. This opening may allow 
  their allies to sneak into position. If an opponent 
  threatens the halfling and one or more of his allies, 
  the halfling may attempt a combat maneuver as a free 
  action (though no more than once per round) with a 
  +4 circumstance bonus to the roll to force the foe to 
  attack the halfling. If the halfling successfully make 
  the combat maneuver check and the foe chooses to 
  attack the halfling’s allies, the foe must attack the 
  halfling at least once during the attack. This racial 
  trait replaces the sure-footed racial trait. 
   
  Common Sense: Many halflings are known to have 
  an extraordinary sense of what the best course of 
  action is. Once per day as a free action if they fail an 
  attempt on any action, they may abort their actions 
  for that round and must perform a different set of 
  actions for that round. This functions as if they never 
  attempted any of their other actions for that round. 
  For example, if they left a hiding place, moved up and 
  attacked the creature, and failed to hit the creature’s 
  Armor Class, they could choose to stay hidden and 
  drink a healing potion instead, essentially 
  reconsidering their choice to make an attack. This 
  racial trait replaces the fearless and halfling luck 
  racial traits. 
   
  Corpulent: Obesity in halflings does not cause the 
  same health problems that fat would cause 
  on other creatures, and is more akin to the 
  nature of fat on a bear or whale. The 
  halfling’s Constitution score gains a +2 
  racial bonus. However, his speed is reduced 
  by 5 feet, and his armor check penalty is 
  increased by two points, even when not 
  wearing armor. If he falls or is thrown on 
  anyone, he inflicts an extra 1d6 points of 
  damage. His weight is increased by 33%. 
  This racial trait replaces the keen senses and 
  sure-footed racial traits. 
   
  Curiosity: Many halflings’ need to know 
  can be seen as a kind of defense mechanism. 
  Smaller than almost every other dominant 
  species in their worlds, halflings are often 
  forced to use their wits and observations for 
  survival, and as such, they seek out 
  knowledge of their world with a passion; 
  others are just simply that curious. Once per 
  day, they may add a +2 morale bonus to an 
  attack roll or skill check, but only when 
  entering a location they have previously not 
  explored (subject to GM adjudication). This 
  racial trait replaces the keen senses racial 
  trait. 
   
  Faithful Friend: Many halflings are true to their 
  friends to the bitter end. They may designate up to 
  eight creatures as close friends. When one of their 
  friends is suffering from the Helpless condition (and 
  they are aware of this fact), they gain an immediate +1 
  morale bonus to attacks, checks, and saves until their 
  friend is safe. A friend is safe once they no longer 
  suffer from the Helpless condition. These halflings 
  gain this benefit until the end of the encounter in 
  which their friend gained the Helpless condition. They 
  can change their faithful friends over time. Once they 
  remove someone from this list, they must wait 24 
  hours before adding a new creature. They can drop 
  one person per day from this list of friends. This racial 
  trait replaces the sure-footed racial trait. 
   
  Feral: There are rare halflings that are wild and 
  untamed, degenerating to a more primitive state. 
  These halflings gain a +1 racial bonus on damage rolls 
  with melee weapons. This racial trait replaces the 
  halfling luck and weapon familiarity racial traits. 
   
  Hedonism: Some halflings openly embrace life and 
  all its pleasures. They receive a +2 racial bonus on all 
  saving throws against necromantic spells and effects. 
  This bonus stacks with the bonus granted by the 
  fearless halfling luck racial traits. This racial trait 
  replaces the sure-footed racial trait. 
   
  Integration: Many halflings possess a nearly 
  miraculous ability to integrate into virtually any 
  society. They may automatically shift an NPC’s 
  attitude one step toward helpful without having to 
  make a Diplomacy check. This ability is usable only 
  once per day against a single NPC. This racial trait 
  replaces the sure-footed racial trait. 
   
  Kestrel Ancestry: Some halflings trace 
  their bloodline back to the treetop-living 
  halflings who fell prey to vile harpies. Their 
  wings allow these halflings to glide up to 
  100 feet if they launch themselves from a 
  height of at least 20 feet. When gliding, 
  they move at a speed of 30 feet (clumsy 
  maneuverability). If they are wearing 
  medium or heavy armor, they cannot glide. 
  If they possess at least 5 Hit Dice, they can 
  use their wings to fly, taking their ground 
  speed +10 feet as their flight speed 
  (average maneuverability), and gain the 
  Fly skill as a class skill. They can even wear 
  medium or heavy armor while flying. This 
  racial trait replaces the halfling luck and 
  sure-footed racial traits. 
   
  Piper Ancestry: A few halflings can trace 
  their bloodline back to the mating of a wild 
  halfling lass and a lusty satyr. These 
  halflings gain a +2 racial bonus to Perform 
  (wind instrument), and this skill is always 
  considered a class skill. Once per day when 
  they play a wind instrument for one full 
  round all creatures within a 60-foot radius 
  must make a Will save (DC 10 +1/2 the 
  
  10 
  halfling’s Hit Dice + Charisma modifier) or be affected 
  by charm person. If the halfling possesses at least 7 
  Hit Dice the effect functions as charm monster. This 
  racial trait replaces the halfling luck and sure-footed 
  racial traits. 
   
  Sidekick: Some halflings work best when working 
  alongside their companions. These halflings gain a +1 
  racial bonus to skill checks made with their class skills 
  as long as they are adjacent to an ally. This racial trait 
  replaces the sure-footed racial trait. 
   
  Trustworthy Façade: A small number of halflings 
  seem to never get accused of anything, always being 
  given the benefit of the doubt. The first time another 
  creature or opponent wins an opposed roll against the 
  halfling’s Bluff check using the creature’s or 
  opponent’s Sense Motive, they initially assume that 
  they merely misunderstood the halfling and that such 
  upright halflings could never have been trying to trick 
  them. The halfling’s Bluff check still fails, but the 
  other character is not angered or suspicious, believing 
  the halfling has made a mistake, is joking, and/or 
  doesn’t understand the error of his statement; 
  subsequent attempts against the same creatures or 
  opponents do not gain the benefit of this ability. This 
  racial trait replaces the halfling luck and weapon 
  familiarity racial traits. 
   
  Untapped Potential: A few rare halflings have such 
  potential that even they are unaware of what they are 
  capable of until tested. These halflings do not have to 
  allocate all of their skill points or feats gained during 
  character creation or when they gain a level. They 
  may, at any point in the game, suddenly allocate these 
  skill points or feats as normal. This racial trait 
  replaces the halfling luck and sure-footed racial traits. 
   
  Urchin: A few halflings make their living in human 
  cities disguised as small children or performing other 
  small-time scams. These halflings gain a +2 racial 
  bonus to Bluff and Disguise checks. This racial trait 
  replaces the keen senses racial trait. 
   
  Human
  Human
  Human
  Human    Alternate
  Alternate
  Alternate
  Alternate    Racial
  Racial
  Racial
  Racial    Traits
  Traits
  Traits
  Traits    
   
  Bewitching: Some humans have an uncanny ability 
  to manipulate others, often due to an alluring physical 
  trait. When dealing with NPCs whose starting attitude 
  toward them is not hostile, they can choose to use this 
  ability to temporarily improve their attitude toward 
  those NPCs by a greater degree than normal. When 
  making a Diplomacy check, treat the NPC’s starting 
  attitude as one level higher than it actually is for the 
  purpose of determining their new attitude. The NPC’s 
  new attitude lasts only for a number of minutes equal 
  to the Charisma score of the possessor of this trait. 
  After that time, the attitude returns to the state it was 
  before the Diplomacy check. If circumstances in the 
  interim have rendered the NPC violent or hostile 
  (such as from being attacked by the bewitcher), the 
  NPC’s attitude remains where it is (rather than 
  returning to its original state). This racial trait 
  replaces the skilled racial trait. 
   
  Child of Prophecy: Whether it is fate or some other 
  agency, something looks out for these rare humans. 
  Whenever they roll a “1” on an attack roll or saving 
  throw, they gain a prophecy point. Any time they are 
  about to make an attack roll or saving throw, they can 
  choose to spend a prophecy point on the roll. Each 
  prophecy point grants them a +1 bonus for that roll 
  only; they must announce how many prophecy points 
  they are spending before they make the roll. They can 
  spend as many prophecy points as they wish on a 
  single roll, up to the number currently in their pool. 
  Prophecy points do not expire; the points are lost only 
  when they are used. However, humans can only have 
  a maximum number of prophecy points at any one 
  time equal to 10 + their Hit Dice. This racial trait 
  replaces the bonus feat racial trait. 
   
  Cold Ones Ancestry: Some human bloodlines trace 
  their linage back to greenfolk, offspring born of 
  lizardfolk and human parentage. These humans can 
  hold their breaths for 5 minutes per point of 
  Constitution. In addition, their webbed hands and feet 
  grant them a +2 racial bonus on Swim checks. Finally, 
  these humans are proficient with using their two claw 
  attacks in combat and are always considered armed 
  (the claws are considered light weapons). The humans 
  inflict damage based on their size (Medium: 1d4 + 
  Strength slashing damage), When these humans take 
  a feat requiring them to specify a weapon (such as the 
  Weapon Focus feat), they can choose “claw.” If these 
  humans use a weapon (or unarmed attack) in the 
  same round as a single claw attack, both the claw 
  attack and the other attack suffer a –2 penalty (but 
  not if they use both claw attacks). Theses humans 
  cannot make a claw attack with a hand that is not free. 
  Their claws can be enchanted as magical weapons. 
  This racial trait replaces the bonus feat and the skilled 
  racial traits. 
   
  Deranged: Compared to other races, humans are 
  fragile and easily damaged; this sometimes results in 
  their taking actions and engaging in behaviors that are 
  very eccentric. Some of these humans have unusual 
  cognitive processes that render them more resistant to 
  mental attacks. They gain a +3 racial bonus to all 
  saves against mind-affecting effects, and they are 
  immune to the Confused condition. This racial trait 
  replaces the bonus feat and skilled racial traits. 
   
  Dhampir Ancestry: A rare few human bloodlines 
  trace their linage back to a dhampir, the offspring 
  born of a vampire claiming the life a pregnant woman. 
  A number of times per day equal to half their Hit Dice 
  (minimum 1 plus 1/day) these humans can play with a 
  humanoid opponent's will as a standard action. 
  Anyone targeted must succeed on a Will save (DC 10 + 
  1/2 the human’s Hit Dice plus his Charisma modifier) 
  or fall instantly under the human's influence, as 
  though by a charm person spell (caster level equal to 
  the human’s Hit Dice). The ability has a range of 30 
  
  11 
  feet. If the human possesses at least 9 Hit Dice, this 
  effect functions as the dominate person spell. (At the 
  GM's discretion, some with this trait might be able to 
  affect different creature types with this power.) This 
  racial trait replaces the bonus feat and the skilled 
  racial traits. 
   
  Eidetic Memory: A few rare humans have perfect 
  recall, allowing them to remember minor details from 
  an event that others have long forgotten. They enjoy a 
  +1 racial bonus to all Knowledge checks. They also 
  gain a +2 racial bonus on Perception checks to detect 
  a disguise. If they have any questions about an event, 
  such as a person’s name or exactly what happened, 
  their GM must tell them the details (even if the 
  character’s player has forgotten them). They cannot 
  remember extremely fine details, such as the text of a 
  book left open on a desk, but they can remember the 
  general gist of the book or the topic the passage 
  covered. They always remember faces, names, and the 
  basic sequence of events. This racial trait replaces the 
  skilled racial trait. 
   
  Finite Life: To be human is to be flawed, limited, 
  and finite; but some humans nonetheless struggle 
  through and work against or despite these limitations. 
  That they live short lives and die gives their time in 
  this life meaning and fuel for art, science, and 
  creativity. They gain a bonus equal to half their 
  character level to a Perform or Knowledge skill chosen 
  at the time of character creation. Once per day, they 
  do not die until their hit points drop to a negative 
  amount equal to or lower than their Constitution 
  score + 4 + their Hit Dice, this effect lasts for 1 minute 
  per character level, activation of this ability is not an 
  action. This racial trait replaces the skilled racial trait. 
   
  Grendle Ancestry: Some human bloodlines trace 
  their linage back to a grendle, an offspring born of 
  troll and human parentage. Living humans with this 
  racial trait are immune to bleed damage. If they also 
  possess at least 5 Hit Dice they heal 1 point of damage 
  per round and an equal amount of nonlethal damage. 
  If they possess at least 13 Hit Dice and they lose a 
  limb, an organ, or any other body part, once per day 
  they can regenerate it as the spell. This racial trait 
  replaces the bonus feat and the skilled racial traits. 
   
  Imperialistic: Some humans believe in the innate 
  superiority of their culture and seek to possess the 
  dominant role in any situation, often leading them to 
  dominating those around them. These humans add a 
  +2 racial bonus to their Leadership scores, and a +2 
  racial bonus to on opposed Charisma checks. This 
  racial trait replaces the skilled racial trait. 
   
  Intuitive Learning: Other races are more 
  intelligent than humans but these high races often 
  struggle with new concepts that many humans grasp 
  intuitively, knowing exactly what needs to be done. 
  These humans use their Wisdom modifier, rather than 
  their Intelligence modifier, to calculate the number of 
  languages they know at 1st level, as well as the bonus  
   
   
  Grendle Ancestry 
   
  skill points they gain at each level (including 1st). 
  These humans cannot put any ranks into Intelligence-
  based skills. This racial trait replaces the bonus feat 
  and skilled racial traits. 
   
  Personal Sacrifice: Some humans possess a love so 
  great that they will do whatever it takes to keep the 
  loved one alive. They gain a bonus equal to half their 
  character level to Heal checks, and once per day if 
  they are adjacent to an ally they can negate a single 
  attack against that ally by becoming the subject of that 
  attack themselves; the resolution of attacks and saving 
  throws are performed as though they and not their 
  ally were the original target. This racial trait replaces 
  the skilled racial trait. 
   
  Slave: Humans tend to be the most common slaves 
  found in any society, as humans are one of the rare 
  races that will even enslave their own kind. Due to 
  their developed unassuming manner, and substantial 
  experience with escape attempts, these humans gain a 
  +1 racial bonus to Escape Artist, Stealth, Disable 
  Device, and Linguistics. This racial trait replaces the 
  skilled racial traits. 
   
  Vengeful: While orcs may hate elves and kobolds 
  hate gnomes, humans have a unique ability to hate 
  singular individuals, even dumb animals, to the point 
  of insanity. When someone does injury to them, they 
  cannot be satisfied until they have paid the attacker 
  back in full. Whenever a creature inflicts damage on 
  them, their strikes become fueled with a white-hot 
  
  12 
  need for revenge. They gain a +1 racial bonus to attack 
  and damage rolls against that specific creature until 
  they inflict the same amount of damage, condition, or 
  ultimately kill or destroy that opponent. They do not 
  gain the use of this ability again against any other 
  creature until one of those circumstances is met. This 
  racial bonus increases to +2 at 4th level, +3 at 8th 
  level, +4 at 12th level, and reaches a maximum bonus 
  of +5 at 16th level. (This is an unnamed bonus: It 
  stacks with itself and with all other bonuses to attack 
  and damage rolls.) This racial trait replaces the bonus 
  feat and skilled racial traits. 
   
  Vitality: Many humans have an unquenched zest for 
  life. These humans gain a +4 racial bonus to all 
  Fortitude saves against massive damage, and their 
  chance to stabilize when dying increases by 20%. They 
  also gain a number of bonus hit points equal to their 
  character level plus their Constitution bonus 
  (minimum +1). This racial trait replaces the skilled 
  racial trait. 
   
   
   
   
   
   
  Xenophobic: A surprising number of humans suffer 
  from hatred or fear of foreigners and strangers often 
  due to their differing appearances, politics, religions, 
  or cultures. These humans gain a +2 bonus to damage 
  against all humanoids that are not human. With the 
  GM’s approval these humans can even gain this 
  benefit against humans who possess a different 
  cultural, religious or political background. This racial 
  trait replaces the bonus feat racial trait. 
   
   
   
  
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  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
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  reserved. 
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  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. 
  Legions of Hell, Copyright 2001, Green Ronin Publishing, LLC; Author Chris Pramas. 
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing, LLC; Authors Erik Mona and Chris Pramas. 
  Book of the Righteous, Copyright 2002, Aaron Loeb. 
  Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing, LLC; Author Matthew Sernett. 
  The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing, LLC.; Authors Jesse Decker and Chris 
  Thomasson. 
  The Book of Fiends, Copyright 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik Mona, Chris Pramas, 
  and Robert J. Schwalb. 
  Cry Havoc ©2003 Skip Williams. All rights reserved. 
  The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing, LLC; Author Robert J. Schwalb. 
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  Creature Catalogue, © 2001–2004, Scott Greene (http://www.enworld.org/cc). 
  Dragons, Copyright 2001, Alderac Entertainment Group. 
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  Jade Dragons and Hungry Ghosts, Copyright 2001, Green Ronin Publishing; Authors 
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  Steven E. Schend. 
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  and David “Zeb” Cook. 
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  Chris Pramas and Matt Forbeck. 
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  Author Jesse Decker. 
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  Authors Robert J. Schwalb and Owen K.C. Stephens. 
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  Schwalb. 
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  Schwalb, et al. 
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  Decker and Robert J. Schwalb 
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  Thomasson, Jesse Decker, and Robert J. Schwalb 
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  Johnson and Robert J. Schwalb 
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  Robert J. Schwalb 
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  Robert J. Schwalb 
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  Robert J. Schwalb 
  Advanced Race Codex: Humans, Copyright 2006, Green Ronin Publishing; Authors Jesse 
  Decker and Robert J. Schwalb 
  The Quintessential Elf copyright 2002, Mongoose Publishing. 
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  The Quintessential Gnome copyright 2003, Mongoose Publishing Ltd. 
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   The Quintessential Dwarf copyright 2002, Mongoose Publishing. 
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  The Quintessential Human copyright 2003, Mongoose Publishing Ltd. 
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark 
  Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, 
  John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon 
  Thompson, Thomas Boxall. 
  101 Alternate Racial Traits Copyright 2011 Steven D. Russell 
  
  Rite Publishing Presents
  Rite Publishing Presents
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  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  On Sale May 11th 2011!
  
  On Sale Now!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 Alternate Racial Traits (v.2).pdf