General Description

Each race’s entry begins with a general description of the race followed by specific entries for the race’s physical description, society, relations with other races, alignment and religion, and common motivations for adventuring members of the race.

Racial Traits

Each race’s entry features a sidebar listing the race’s standard racial traits. This information includes the race’s type, size, vision, and base speed, as well as a number of other traits common to most members of the race. With your GM’s permission, you will also have the option to exchange these standard racial traits for a number of alternate racial traits, the rules for which are provided in the section below.

Alternate Racial Traits

Members of each race can swap standard racial traits for the alternative racial traits listed in this section. Each alternate racial trait lists which standard trait it replaces. The full rules for swapping traits can be found in Chapter 1: Core Races.

Favored Class Options

Each race can take the listed favored class options instead of the normal favored class rewards (either +1 hp or +1 skill rank). The full rules for favored class options can be found in Chapter 1: Core Races.

Racial Archetypes

This section presents two archetypes for each of the expanded races, with the exception of the kobold entry, where both an archetype and a sorcerer bloodline are presented. Typically, only members of the section’s race can take the listed archetype or bloodline, though such options rarely interact with the racial traits or alternate racial traits of that race. An archetype usually features a thematic link to the race, granting it class features that complement the abilities and the background of the race. Because adventurers are often societal outliers, sometimes these archetypes feature a theme that is the exception to the norm for racial tendencies. The class for each archetype or bloodline is listed in parentheses.

Aasimars: Purifier (oracle), tranquil guardian (paladin)

Catfolk: Cat burglar (rogue), nimble guardian (monk)

Dhampirs: Cruoromancer (wizard), kinslayer (inquisitor)

Drow: Cavern sniper (fighter), demonic apostle (cleric)

Fetchlings: Dusk stalker (ranger), shadow caller (summoner)

Goblins: Feral gnasher (barbarian), fire bomber (alchemist)

Hobgoblins: Fell rider (cavalier), ironskin monk (monk)

Ifrits: Immolator (inquisitor), wishcrafter (sorcerer)

Kobolds: Bushwhacker (gunslinger), kobold sorcerer (sorcerer bloodline)

Orcs: Dirty fighter (fighter), scarred witch doctor (witch)

Oreads: Shaitan binder (summoner), student of stone (monk)

Ratfolk: Gulch gunner (gunslinger), plague bringer (alchemist)

Sylphs: Sky druid (druid), wind listener (wizard)

Tengus: Shigenjo (oracle), swordmaster (rogue)

Tieflings: Fiend flayer (magus), fiendish vessel (cleric)

Undines: Undine adept (druid), watersinger (bard)

New Racial Rules

The final section of each race’s entry provides new rules options for the race beyond archetypes, detailed in the following four categories.

Equipment: The equipment section for each race provides new rules for standard and alchemical equipment available to the race.

Feats: This section provides a host of new racial feats for members of this race. All of these feats have a race listed in their prerequisites, so members of other races cannot take them.

Magic Items: Magic items provided in this section are often created and used exclusively by members of the race. Some have effects that interact with racial traits, but others have broader uses, and can be used by members of other races.

Spells: The spells in this section are common to spellcasting members of this race. Sometimes they only target members of the race, but often they are just the race’s well-guarded secrets; members of other races can learn to cast them with the GM’s permission.