Core Races | Other Races


Half-Elves

Source Inner Sea Races pg. 237, Advanced Race Guide pg. 40, PRPG Core Rulebook pg. 24
Elves have long drawn the covetous gazes of other races. Their generous lifespans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives.  

Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, such trysts may lead to the birth of half-elves, a race descended from two cultures yet inheritor of neither. Half-elves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and elves alike. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.  

Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be humanlike in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue. This pattern changes for half-elves of drow descent, however. Such elves are almost unfailingly marked with the white or silver hair of the drow parent, and more often than not have dusky gray skin that takes on a purplish or bluish tinge in the right light, while their eye color usually favors that of the human parent.  

Society: Their lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often considered attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mind-sets and talents to whatever societies they find themselves in.  

Even half-elves welcomed by one side of their heritage often find themselves caught between cultures, as they are encouraged, cajoled, or even forced into taking on diplomatic responsibilities between human and elven kind. Many half-elves rise to the occasion of such service, seeing it as a chance to prove their worth to both races. Others, however, come to resent the pressures and presumptions foisted upon them by both races and turn any opportunity to broker power, make peace, or advance trade between humans and elves into an exercise in personal profit.  

Relations: Half-elves understand loneliness, and know that character is often less a product of race than of life experience. As such, they are often open to friendships and alliances with other races, and less likely than most to rely on first impressions when forming opinions of new acquaintances.  

While many races join together to produce mixed offspring of notable power, such as half-orcs, half-dragons, and half-fiends, half-elves seem to have a unique position in the eyes of their progenitors and the rest of the world. Those humans who admire elvenkind see half-elves as a living link or bridge between the two races. But this attitude often foists unfair expectations and elevated standards upon half-elves, and quickly turns to derision when they do not live up to the grand destinies that others set for them. Additionally, those half-elves raised by or in the company of elves often have the human half of their parentage dubbed a mere obstacle, something to be overcome with proper immersion and schooling in the elven ways, and even the most well-meaning elven mentors often push their half-elven charges to reject a full half of themselves in order to "better" themselves. The exception is those few half-elves born of humans and drow. Not unlike most half-orcs, such unions are commonly born out of violence and savagery that leaves the child unwanted by its mother if not killed outright. Moreover, as the physical features of half-drow clearly mark their parentage, crafting a reputation founded on deeds and character instead of heritage is more challenging for them. Even the most empathetic of other half-elves balk at the sight of a half-drow.  

Among other races, half-elves form unique and often unexpected bonds. Dwarves, despite their traditional mistrust of elves, see a half-elf's human parentage as something hopeful, and treat them as half-humans rather than half-elves. Additionally, while dwarves are long-lived, the lifespan of the stout folk is closer to a half-elf's own than that of either of her parents. As a result, half-elves and dwarves often form lasting bonds, be they ones of friendship, business, or even competitive rivalry.  

Gnomes and halflings often see half-elves as a curiosity. Those half-elves who have seen themselves pushed to the edges of society, truly without a home, typically find gnomes and halflings frivolous and worthy of disdain, but secretly envy their seemingly carefree ways. Clever and enterprising gnomes and halflings sometimes partner with a half-elf for adventures or even business ventures, using the half-elf's participation to lend their own endeavors an air of legitimacy that they cannot acquire on their own.  

Perhaps the most peculiar and dichotomous relations exist between half-elves and half-orcs. Those half-orcs and half-elves who were raised among their non-human kin normally see one another as hated and ancient foes. However, half-elves who have been marginalized by society feel a deep, almost instant kinship with half-orcs, knowing their burdens are often that much harder because of their appearance and somewhat brutish nature. Not all half-orcs are inclined or able to understand such empathy, but those who do often find themselves with a dedicated diplomat, liaison, and apologist. For their own part, half-orcs usually return the favor by acting as bodyguards or intimidators, and take on other roles uniquely suited to their brawny forms.  

Alignment and Religion: Half-elves' isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in or bending to societal convention—as a result, most half-elves are chaotic good. Half-elves' lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland. Others come to religion and worship later in their lives, especially if they have been made to feel part of a community through faith or the work of clerical figures.  

Some half-elves feel the pull of the divine but live beyond the formal religious instruction of society. Such individuals often worship ideas and concepts like freedom, harmony, or balance, or the primal forces of the world. Still others gravitate toward long-forgotten gods, finding comfort and kinship in the idea that even deities can be overlooked.  

Adventurers: Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove themselves to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery. Some half-elves claim that despite their longevity, they perceive the passage of time more like humans than elves, and are driven to amass wealth, power, or fame early on in life so they may spend the rest of their years enjoying it.  

Male Names: Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, Seltyiel, Zirul.  

Female Names: Cathran, Elsbeth, Iandoli, Kieyanna, Lialda, Maddela, Reda, Tamarie.

Half-Elf Racial Traits

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Subraces

Aquatic Half-Elves (Shoreborn)

Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 5
The children of aquatic elves and land-bound humans feel the disparity between their heritages more than any other. These half-elves show their parentage on their faces, with sandy, russet, or green-black skin to match their elven parent. Slightly webbed fingers and toes aid in swimming, but their neck slits almost never function as gills. A few aquatic half-elves can breathe underwater and live with their elven parents, but far more shoreborn live on land, feeling a constant call to the water. Many find work as sailors. Fishing vessels and merchant ships often have shoreborn deckhands and first mates, and a crew made up solely of aquatic half-elves sails an infamous pirate ship known as the Shoreline Scourge.

Ekujae Half-Elves (Wildborn)

Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 6
The half-elves of the Mwangi Expanse have the dark skin of their Ekujae parents, but they tend to be closer in stature and build to their human parents, allowing wildborn to pass for human more easily than most of their fellow half-elves. These half-elves are equally at home in the wilds of the jungle or arranging trade deals in the larger Mwangi cities. While some Ekujae raise their wildborn children, others ritually turn over their half-elven offspring to specific half-elven villages within their Mwangi nation. The adult wildborn of these villages seek out and accept any of these children who might have fallen through the cracks, raising them with respect for both the wilderness and society. Even a few half-elves from other backgrounds travel to the Mwangi Expanse to join these villages, finding acceptance they can’t get anywhere else. The members of these villages protect their homes fiercely, and few dare attack them.

Elf-Raised

Source Advanced Race Guide pg. 42
These half-elves represent those embraced by their elven relatives, and raised with all of the traditional cultural training and education typical of most full-blooded elves. These half-elves have the ancestral arms and arcane training alternate racial traits.

Half-Drow (Darkborn)

Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 6, Advanced Race Guide pg. 42
Scorned by both drow, who call them thinbloods, and humans, who call them darkborn, half-drow face discrimination and tribulation from an early age. Those half-drow who are not crushed by persecution are forced to age into particularly strong and independent adults. Some give into bitterness from their upbringing, becoming hardened assassins or wanton killers. Others deliberately rebel against their brutal childhoods, becoming righteous warriors against evil. Either way, half-drow fight fiercely to the very last. Darkborn have the gray skin and light-colored hair of the drow but have human-looking eyes, and they have a more difficult time appearing fully elven or human than most half-elves do.

Human-Raised

Source Advanced Race Guide pg. 42
These half-elves were born and raised into accepting human communities, often raised by generations of a single family, or through the charity of churches and temples. These half-elves have the integrated and wary racial traits.

Mordant Spire Half-Elves (Spireborn)

Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 7
Mordant Spire elves and humans almost never meet by accident. Their offspring, the Spireborn, only come about when Mordant Spire elves travel to human villages. Spireborn half-elves are almost always taken back to the Mordant Spire by their elven parent, and they are usually trained from youth to go on important missions outside of the Mordant Spire. Spireborn undergo both physical training and extensive education on the Azlanti. They tell no one they meet on their travels of their heritage or their top-secret duties.

Snowcaster Half-Elves (Snowborn)

Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 7
Found throughout the northern countries, snowborn are typically the children of twilight speakers—religious envoys from the normally distrustful Snowcaster clans, who consider it a sacred duty to befriend humans and other non-elves. Snowcaster clans vary in their acceptance of these children, but the average clan’s seclusion from humanity and inability to understand half-elves almost invariably ends up driving the snowborn away. Twilight speakers, however, tend to enjoy a particularly close relationship with their snowborn children, and the two groups often wander together. Snowborn have their elven parents’ snowy white skin and particularly sharp ears. Some Snowcaster half-elves find welcome homes among the Jadwiga and Ulfen communities, as well as the Erutaki tribes. Others wander, looking for a permanent place to belong.

Half-Elf Alternate Racial Traits

Replaces Ability Score Modifiers, Adaptability, Elven Immunities, Keen Senses, Multitalented

Kindred-Raised
Source Inner Sea Races pg. 212
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.

Replaces Adaptability

Alert for Betrayal
Source Legacy of the First World pg. 12
Some half-elves’ skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for them. This racial trait replaces adaptability.

Ancestral Arms
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Dimdweller
Source Blood of Shadows pg. 4
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.

Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Drow-Trained
Source Darklands Revisited pg. 7
Darkborn (half-elves descended from drow) are proficient with the hand crossbow, rapier, and shortsword. This racial trait replaces the adaptability racial trait.

Dual Minded
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Integrated
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.

Mordant Envoy
Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 7
Spireborn add +1 to the caster level of any transmutation spells they cast. Spireborn with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, and read magic. The caster level for these effects is equal to the Spireborn’s character level.

This replaces adaptability.

Sea Legs
Source Inner Sea Races pg. 212
Many half-elves find their way onto the water early in their youth, whether they live with trader families in or near Kyonin, work as smugglers around Lake Encarthan or the Inner Sea, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.

Sociable
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.

Starchild
Source Horror Adventures pg. 39
Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity (Occult Adventures 138) as a bonus feat at 1st level. This racial trait replaces adaptability.

Voice in the Darkness
Source Blood of Shadows pg. 5
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.

Weapon Familiarity
Source Inner Sea Races pg. 212
Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ’s weapon familiarity trait. This racial trait replaces adaptability.

Replaces Adaptability, Elf Blood, Elven Immunities

Dragon Soul
Source Legacy of Dragons pg. 11
Some half-elves have forsaken a part of their lineage by embracing a more distant connection to dragons. Half-elves with this trait choose to count as either elves or humans for any effect regarding race. Additionally, half-elves with this trait also count as dragons for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons, but not for prerequisites), and gain a +2 racial bonus on all saving throws against fear, sleep and paralysis effects. This trait replaces adaptability, elf blood, and elven immunities.

Replaces Adaptability, Keen Senses

Eye for Opportunity
Source Inner Sea Races pg. 211
Constantly facing the rough edges of two societies, some half-elves develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces adaptability and keen senses.

Spell Resistance
Source Blood of Shadows pg. 15
Some drow-blooded half-elves share the drow resistance to magic. A half-elf with this racial trait gains spell resistance equal to 6 + her character level. This racial trait replaces adaptability and keen senses.

Replaces Adaptability, Keen Senses, Low-Light Vision

Round Ears
Source Horror Adventures pg. 39
Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.

Replaces Adaptability, Multitalented

Drow Magic
Source Advanced Race Guide pg. 42
A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Lesser Spell-Like Abilities
Source Blood of Shadows pg. 14
Half-elves with this trait can cast dancing lights, darkness, and faerie fire once each per day. The caster level for these effects is equal to the user’s character level. This racial trait replaces adaptability and multitalented.

Reflexive Improvisation
Source Inner Sea Races pg. 212
Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces adaptability and multitalented.

Water Child
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

Replaces Bonus Languages

Drow Heritage
Source Blood of Shadows pg. 14
Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.

Hidden Half-Breed
Source Blood of Shadows pg. 14
In benign communities, half-elves endure assumptions and bigotry based on ignorance and suspicion. In drow society, public knowledge of one’s mixed ancestry can mean a cruel death. Half-elves with this trait gain a +2 bonus on Bluff and Disguise checks to pass as fullblooded drow, elves, or humans. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.

Replaces Elven Immunities

Cold-Honed
Source Heroes from the Fringe pg. 22, Bastards of Golarion pg. 7
Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments.

This replaces elven immunities.

Dreamer
Source Horror Adventures pg. 39
Half-elves with this trait gain a +2 racial saving throw bonus against illusion spells and effects. In addition, when entering a dreamscape in a lucid body (Pathfinder RPG Occult Adventures 241), a half-elf with this racial trait treats her Charisma score as 2 points higher for the purpose of effects related to the Dimension of Dreams. This racial trait replaces elven immunities.

Shadowhunter
Source Blood of Shadows pg. 5
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Sophisticate
Source Inner Sea Races pg. 212
Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.

Thinblood Resistance
Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 6
Darkborn are accustomed to torture at the hands of their drow forebears and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk poisoning themselves when applying poison to a weapon.

This replaces elven immunities.

Replaces Elven Immunities, Keen Senses

Poison Minion
Source Blood of Shadows pg. 5
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.

Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.

Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.

Psychic Sensitivity
Source Blood of Shadows pg. 15
The Darklands is full of strange energies, and the drow or half-drow who live there practice bloody rituals in exchange for favor and power. Drow or half-elves with this trait gain the Psychic Sensitivity feat (Pathfinder Roleplaying Game Occult Adventures 138), gaining access to occult skill unlocks normally only available to psychic spellcasters. This racial trait replaces keen senses for drow and half-elves and drow immunities for drow or elven immunities for half-elves.

Replaces Elven Immunities, Multitalented

Elf-Scorned
Source Inner Sea Races pg. 211
Many half-elves, especially half-drow and half-Ekujae, are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against elves. This racial trait replaces elven immunities and multitalented.

Replaces Keen Senses

Darklands Guide
Source Blood of Shadows pg. 5
Those who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).

Drow and half-elves can take this trait in place of keen senses. Tieflings can take this trait in place of the darkness spell-like ability.

Disregarded
Source Legacy of the First World pg. 5
Half-elves with this trait practice magical techniques to conceal their fey features from casual scrutiny. These half-elves treat their caster level as 1 higher when casting illusion spells. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities 1/day—guidance, innocenceAPG, lullaby, and mage hand. 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 keen senses.

Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.

Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

Fey Magic
Source Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or halfling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

Fraudulent
Source Heroes of the High Court pg. 15
To obtain and keep a position at court, some half-elves aren’t shy about exaggerating or fabricating claims to nobility. Half-elves with this racial trait gain a +1 racial bonus on Bluff checks, Knowledge (nobility) checks, and Linguistics checks to create forgeries. They need to spend only half as much on accessories (such as the jewelry required to accessorize a courtier’s or noble’s outfit) to appear suitable in a courtly setting. This racial trait replaces keen senses.

Sure Step
Source Blood of Shadows pg. 5
Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Darklands. Characters with this trait suffer no movement penalties when blinded or moving in darkness.

Drow and half-elves can take this trait in place of keen senses.

Wary
Source Advanced Race Guide pg. 42
Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Replaces Keen Senses, Low-Light Vision

Mismatched
Source Horror Adventures pg. 39
Rather than having bodily and facial features that are a blend of elven and human, or tending towards one parent or the other, a rare few half-elves have a strange combination of features. They have noticeable mismatched eyes and ears, as well as uneven limbs. Half-elves with this trait take a –2 penalty on Reflex saves but receive a +4 racial bonus on initiative checks. This racial trait replaces keen senses and low-light vision.

Replaces Low-Light Vision

Behind the Veil
Source Blood of Shadows pg. 4
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.

Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.

Drow-Blooded
Source Advanced Race Guide pg. 42
Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Replaces Low-Light Vision, Keen Senses

Child of the Sea
Source Heroes from the Fringe pg. 20, Bastards of Golarion pg. 5
Shoreborn gain a +4 racial bonus on Swim checks as well as on Profession (sailor) checks and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea.

This replaces low-light vision and keen senses.

Replaces Multitalented

Arcane Training
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.

Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.

Fey Thoughts
Source Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A halfling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Flexible Half-Breed
Source Blood of Shadows pg. 14
Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.

Jungle Affinity
Source Heroes from the Fringe pg. 21, Bastards of Golarion pg. 6
Wildborn gain a +4 racial bonus on Stealth checks while within jungle terrain and can move through natural difficult terrain in a jungle at their normal speed.

This trait replaces multitalented.

Multidisciplined
Source Horror Adventures pg. 39
Born to two races, half-elves have a knack for combining different magical traditions. If a halfelf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces multitalented.

Replaces Skilled

Inspire Imitation
Source Heroes of the Streets pg. 8
Whenever a half-elf succeeds at a skill check, she can inspire imitators as a swift action. Any ally within 30 feet who witnesses the successful check and attempts the same check within the next minute gains a +2 bonus on the check as if from the aid another action. This racial trait replaces skilled.

Half-Elf Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Half-Elves have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Half-Elves who have the listed favored class.

Alchemist (Advanced Race Guide pg. 42): Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Arcanist (Advanced Class Guide pg. 70): When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Barbarian (Advanced Race Guide pg. 42): Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Bard (Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17): Add +1 to the bard's total number of bardic performance rounds per day.
Bloodrager (Advanced Class Guide pg. 70): Increase the bonus gained from blood sanctuary by 1/4.
Brawler (Advanced Class Guide pg. 70): Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.
Cavalier (Advanced Race Guide pg. 42): Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
Cleric (Advanced Race Guide pg. 42): Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Cleric (Horror Adventures pg. 40): Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.).
Druid (Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17): Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Fighter (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
Gunslinger (Advanced Race Guide pg. 43): Add +1/4 to the number of grit points in the gunslinger's grit pool.
Hunter (Advanced Class Guide pg. 70): Add 1 foot to the hunter’s companion’s base speed. In combat, this has an effect only for every five increases in base speed.
Inquisitor (Advanced Race Guide pg. 43): Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
Investigator (Advanced Class Guide pg. 70): Gain a +1/4 bonus on all inspiration rolls.
Kineticist (Occult Adventures pg. 85): Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
Magus (Advanced Race Guide pg. 43): Add +1/4 to the magus's arcane pool.
Medium (Occult Adventures pg. 85): Gain a +1/3 bonus on all skill checks using occult skill unlocks.
Mesmerist (Occult Adventures pg. 85): When casting mesmerist enchantment spells, add 1/2 to the effective caster level of the spell, but only to determine the spell’s duration.
Monk (Advanced Race Guide pg. 43): Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
Occultist (Occult Adventures pg. 85): Gain a +1/2 bonus on Spellcraft checks to identify the properties of magic items and a +1/2 bonus on Use Magic Device checks to emulate a race.
Oracle (Advanced Race Guide pg. 43): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Oracle (Horror Adventures pg. 40): Select one revelation normally usable a number of times per day equal to 3 + the oracle’s Charisma modifier. Add 1/2 to the number of uses per day of that revelation.
Paladin (Advanced Race Guide pg. 43): Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Psychic (Occult Adventures pg. 85): Gain 1/6 of a new phrenic amplification.
Ranger (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Ranger (Horror Adventures pg. 40): The duration of the ranger’s companion bond increases by 1 round.
Rogue (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Shaman (Advanced Class Guide pg. 70): Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Shifter (Ultimate Wilderness pg. 31): Add a +1/2 bonus on Survival checks to get along in the wild, to avoid getting lost, and to avoid all natural hazards.
Skald (Advanced Class Guide pg. 70): Increase the skald’s total number of raging song rounds per day by 1.
Slayer (Advanced Class Guide pg. 70): Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information.
Sorcerer (Advanced Race Guide pg. 43): Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Spiritualist (Occult Adventures pg. 85): Add 1 skill rank to the spiritualist’s phantom.
Summoner (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add +1/4 to the eidolon's evolution pool.
Swashbuckler (Advanced Class Guide pg. 70): Increase the number of times per day the swashbuckler can use charmed life by 1/4.
Vigilante (Ultimate Intrigue pg. 17): Gain +1/2 on the Disguise bonus from seamless guise.
Warpriest (Advanced Class Guide pg. 70): Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.
Witch (Advanced Race Guide pg. 43, Advanced Player's Guide pg. 17): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard (Advanced Race Guide pg. 43): When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.