TEXT: 1
  T
  he Genius Guide to Races of Hoof and Horn added 
  three new playable races to the Pathfinder RPG 
  rules, the asterion, lapith, and piper. Since that 
  PDF was released, Paizo has released the Advanced 
  Players Guide, which contains new options for races to 
  have alternate racial powers or alternate favored class 
  options. In an effort to keep our three new races up to 
  date, this short, free supplement expands their options 
  to include their own set of alternate racial traits and 
  favored class options.
  Since many of our readers use like to use material 
  from a variety of sources, along with options drawn 
  from the Pathfinder Core Rulebook, the alternate favored 
  class options presented here include base classes that 
  have been published in the Advanced Player’s Guide and 
  the Genius Guide line of products. For your convenience, 
  we have noted the source of options that are not in the 
  core rulebook.
  Asterion
  Because of their size, build, and the horns that 
  grow from their heads, asterion are presumed by most 
  sages to be the offspring of minotaurs and some other 
  humanoid race. (For example, human sages suggest 
  a minotaur/orc heritage while orcish shamans claim 
  asterion are minotaur/human crossbreeds.) 
  AlternAte rAciAl trAits
  Bowkiller: Many asterions are trained from birth 
  to fight against enemies armed with bows and similar 
  ranged weapons. The asterion gains Deflect Arrows as 
  a bonus feat. This replaces the Endurance racial ability.
  Cunning: Some groups of asterion are famed for 
  being particularly cunning, with their members rarely 
  ever being fooled or becoming lost. Gain a +2 bonus 
  to all Wisdom checks and Wisdom-based skill checks. 
  This ability replaces the fast movement racial ability.
  
  2
  Hatred: Many asterion tribes teach their 
  young to revile a particular group of creatures, 
  often orcs or giants. Choose one favored enemy 
  from the ranger favored enemy list. This ability 
  replaces the vigorous charge racial ability.
  FAvored clAss options
  An asterion that takes a level in one of the 
  following classes and has it as a favored class 
  may take the listed bonus rather than the 1 
  additional skill point or hit point normally 
  gained.
  Alchemist*: +1/4 alchemical bonus to 
  Strength when using a mutagen. (+1 to Strength 
  for every 4 times you select this option.)
  Armiger**: +1 to AC against attack rolls 
  made to confirm a critical hit (maximum +10).
  Barbarian: +1 ft. fast movement. (+5 feet fast 
  movement for every five times you select this 
  option.)
  Cavalier*: +1/2 Strength to cavalier’s mount. 
  (+1 Strength every two times you select this 
  option.) If you replace your mount, the new 
  mount gains this bonus.
  Cleric: +1 to concentration checks to cast a 
  spell from one of your domains.
  Death Mage**: Deathless companion gains 
  +1 ft. fast movement. (+5 feet fast movement for 
  every five times you select this option.) Must 
  have deathless companion to select this option.
  Druid: +1 ft. fast movement when in wild 
  shape. (+5 feet fast movement for every five 
  times you select this option.)
  Fighter: +1 to CMD against bull rush or 
  overrun maneuvers.
  Godling, mighty**: +1 to CMB when making 
  a bull rush or overrun.
  Inquisitor*: +1/2 on Sense Motive and 
  Survival checks. (+1 to these checks for every 
  two times you select this option.)
  Monk: +1/3 to CMD. (+1 to CMD for 
  every three times you select this option.)
  Oracle*: +1/2 to all Knowledge (history) 
  and Spellcraft checks. (+1 to these checks for 
  every two times you select this option.)
  Ranger: Choose one favored enemy. 
  +1/2 circumstance bonus to attack rolls to 
  confirm critical hits against those enemies 
  (maximum +4). (+1 to rolls to confirm 
  criticals for every two times you select this 
  option.) Does not stack with Critical Focus.
  Summoner*: +1 ft. fast movement. (+5 
  feet fast movement for every five times you 
  select this option.)
  War Master**: +1/2 to all Bluff and 
  Intimidate checks. (+1 to these checks for 
  every two times you select this option.)
  Witch*: +1/3 to effective witch level when 
  determining the effectiveness of hexes. (+1 
  effective level for every three times you 
  select this option.)
  * This class is found in the Advanced 
  Player’s Guide.
  ** This class is found in a Genius Guide 
  product.
  LApith
  Lapith are bipedal humanoids with the 
  innate ability to assume a quadrupedal form 
  very similar to a centaur. They are the result 
  of arcane experimentation by centaur and 
  elf sorcerers, who used powerful magics 
  to blend the power of centaurs with the 
  adaptability of humans and elves.
  AlternAte rAciAl trAits
  Courser: Your formshift ability turns you 
  into a quadruped, but an extremely sleek 
  and nimble creature with features most 
  closely resembling a blend between a fey 
  and a gazelle. You do not gain a +2 Strength 
  in your quadruped form, but instead have 
  a 50-foot move rate. You may not take the 
  Mighty Form lapith feat.
  Dragoon: This racial trait only applies 
  if you have a companion or mount special 
  ability from your class. You do not gain a 
  companion or mount. Instead, gain one 
  additional favored class option for each 
  level you take of a class with the companion 
  or mount.
  Quadruped: You are always a size large 
  creature in a centaur form, as if you were 
  permanently using the formshift ability, 
  but this is your one and only true form. 
  This replaces the formshift and adaptable 
  abilities.
  FAvored clAss options
  A lapith that takes a level in one of the 
  following classes and has it as a favored class 
  may take the listed bonus rather than the 1 
  additional skill point or hit point normally 
  gained.
  Archon**: +1/2 to all Handle Animal 
  and Knowledge (arcana) checks. (+1 to these 
  checks for every two times you select this 
  option.)
  Barbarian: Reduce AC penalty when 
  raging by 1/5, to a maximum reduction of 
  2. (AC penalty is reduced by 1 for every five 
  times you select this option.)
  
  3
  Cavalier*: +1/6 of a bonus teamwork 
  feat. (+1 bonus teamwork feat for every 6 
  times you select this option).
  Cleric: +1/4 to damage healed or dealt 
  with the channel energy ability. (+1 healing 
  or damage for every four times you select 
  this option.)
  Druid: +1/4 to the number of 0-level 
  spells you may prepare. (+1 0-level spell for 
  every four times you select this option).
  Fighter: +1/2 to damage dealt on a 
  charge attack. (+1 damage to charge attacks 
  for every two times you select this option.)
  Godling, adept**: Select two adept 
  godling class skills. Gain +1/2 to checks for 
  those two skills (max +4 for any specific 
  skill). (+1 for every two times you choose a 
  skill after selecting this option.)
  Inquisitor*: Select one judgment. +1/5 to 
  the bonus provided by that judgment, to a 
  maximum of +1 for any single judgment. (+1 
  to judgment bonus for every five times you 
  select this option.)
  Magus**: Select one spell you already 
  know. This counts as a spell from your 
  primary spell list for purposes of having 
  at least 1/2 of all your spells be from your 
  primary spell list.
  Oracle*: Choose a new spell in place of 
  one you already know. The new spell’s level 
  must be the same as that of the spell being 
  exchanged. You cannot swap any cure or 
  inflict spells, nor any spell gained from your 
  mystery.
  Paladin: +1/4 AC bonus against a foe 
  you are targeting with smite evil. (+1 AC for 
  every 4 times you select this option.)
  Ranger: +1/4 an additional favored 
  terrain selection. (+1 favored terrain for 
  every 4 times you select this option.)
  Rogue: +1 ft. to the maximum range you 
  can use sneak attack. (+5 feet to maximum 
  sneak attack range for every five times you 
  select this option.)
  Sorcerer: Choose a new spell in place 
  of one your already know. The new spell’s 
  level must be the same as that of the spell 
  being exchanged. You cannot swap any 
  spell gained from your bloodline.
  Vanguard**: Gain SR equal to 5 + the 
  number of times you select this option.
  Witch Hunter**: +1/3 bonus to one 
  saving throw. (+1 to one save for every three 
  times you select this option.)
  * This class is found in the Advanced 
  Player’s Guide.
  ** This class is found in a Genius Guide 
  product.
  pipers
  Pipers are the offspring of satyrs that, 
  for various reasons, aren’t full-blood satyrs. 
  Most pipers are the children of druids who 
  had dalliances with satyrs, which leads many 
  to speculate that their hybrid appearance is 
  a result of the druids’ shapeshifting abilities 
  instinctively attempting to make the new 
  life match the mother’s form.
  AlternAte rAciAl trAits
  Born Charmer: Gain a +2 racial bonus 
  to all Bluff and Diplomacy checks. This 
  replaces the Born Performer racial ability.
  Elven Soul: Your elven heritage shows 
  through much more strongly than for 
  most pipers. You count as an elf for all 
  prerequisites. This ability replaces access to 
  piper racial feats.
  Voice of Command: You can make an 
  Intimidate check to demoralize a foe once a 
  round as a swift action. This ability replaces the 
  Soul of Music racial ability.
  FAvored clAss options
  A piper that takes a level in one of the 
  following classes and has it as a favored class 
  may take the listed bonus rather than the 1 
  additional skill point or hit point normally 
  gained.
  Archon**: Add +2 to the number of spells 
  you may know at a given level. These additional 
  spells must be of the enchantment or illusion 
  school, or have the sonic descriptor. You may 
  never know more archon spells at a lower level 
  than a level above it.
  Bard: Gain the ability to add metamagic to 
  bard spells without increasing casting time 1/3 
  times/day. (One use of this ability per day for 
  every three times you select this option.)
  Cleric: Increase the radius of your channel 
  energy ability by +1 foot. (+5 foot radius for 
  every five times you select this option.)
  Death Mage**: Treat your death mage level 
  as +1/5 higher when determining the power and 
  effectiveness of your death bond. (+1 effective 
  level for every five times you select this option.)
  Dragonrider**: Increase your dragon steed’s 
  Charisma by +1/3. (+1 Charisma for every three 
  times you select this option.) If you change 
  dragon steeds, your new steed gains this bonus.
  Druid: Add +1/2 to all Handle Animal and 
  Knowledge (nature) checks. (+1 to these checks 
  for every 2 times you select this option.)
  
  4
  Magus**: Select one bard spell. You may 
  learn this spell at its normal spell level and treat 
  it as being from your primary spell list.
  Oracle*: Add +1/2 to all Diplomacy and 
  Heal checks. (+1 to these checks for every two 
  times you select this option.)
  Ranger: Add one type of humanoid to 
  your humanoid favored enemy. (Must have 
  humanoid favored enemy to select this option.)
  Rogue: Add +1/2 level to all Sense Motive 
  and Use Magic Device checks. (+1 to these checks 
  for every two times you select this option.)
  Shadow 
  Assassin**: 
  Gain 
  the 
  “sing 
  darkness” ability. As a move action, you can 
  reduce the light condition within a 15’ radius 
  by one step if you make a DC 20 Perform (sing) 
  check. You can maintain this with an additional 
  move action each round, to a maximum number 
  of rounds per day equal to the number of times 
  you select this option.
  Sorcerer: Gain the ability to add metamagic 
  to spells without increasing casting time 1/3 
  times/day. (One use of this ability per day for 
  every three times you select this option.)
  Time Thief**: Add +1/2 level to all Disguise 
  and Sense Motive checks. (+1 to these checks for 
  every two times you select this option.)
  Vanguard**: Add +1/2 level to all Stealth 
  and Survival checks. (+1 to these checks for 
  every two times you select this option.)
  Witch*: Add +1 hp to your familiar.
  Wizard: Add +1/2 to your effective caster 
  level for any enchantment (charm) spell you 
  cast. (+1 effective level for every two times you 
  select this option.)
  * This class is found in the Advanced Player’s 
  Guide.
  ** This class is found in a Genius Guide 
  product.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Hoof and Horn Racial Options. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
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  Owen K.C. Stephens
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  Cover Art:
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Races/The Genius Guide to Hoof and Horn Racial Options v2.pdf