（Keeper of secret）：有些精灵希望能保护年轻的种族免受那些危险知识的伤害。他们对类人生物施放的惑控系法术的DC提升1，且在唬骗和制造或识破伪造文书的语言学检定上得到+2种族加值。此特性取代精灵魔法。暗中之光
（Light against darkness）：精灵从古代就一直在对抗恶魔的腐化。拥有此特性的精灵在对恶魔亚种的异界生物的攻击骰上得到+1种族加值。此特性取代精灵魔法。
（Shadow dodger）：拥有此特性的侏儒在对抗虚体生物和不真实的生物或物品（例如被shadow conjuration创造的）时，AC获得+4闪避加值。但必需相信他们是不真实的。此特性取代防御训练和幻术抗性。尾行者
（Psychic Defense）：出身于异能者文化的人类会训练自己的心灵抵抗外部影响。拥有此特性的人类在对抗异能法术和类法术，包括psychic magic能力（Bestiary 5 297）的豁免上得到+2种族加值。此特性取代奖励专长。 自我暗示
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Horror is common to all intelligent species, but the specific things they find terrifying vary from race to race. Dismembered bodies that would make a halfling lose his appetite might stir an ancestral bloodlust in the heart of a half-orc. Yet even the most battle-hardened half-orc fears horrors that transcend flesh and blood. Every race has its own historical or mythical fears skulking just out of sight. Dwarves often dwell close to ghouls and unnameable creatures haunting the depths. Gnomes know that not all from the fey realm are kindly, and they also fear the inhabitants of its dark reflection, the Shadow Plane. The greatest horror for any race, though, is the monster that hides within. Unchecked greed has led many dwarves astray, and not a few gnomes have been lost to their obsessions. Elves fight zealously against demons because they know how easily the taint of evil can transform them. Humans are often surprised to discover what creatures lurk in their family trees. Full rules for alternate racial traits and favored class options are found on pages 8–9 of the Pathfinder RPG Advanced Race Guide. Remember that alternate racial traits are not a category of traits (those are called race traits).
DWARF Dwarves might be stalwart defenders against underground horrors or misers who hoard riches as jealously as any dragon.
Alternate Racial Traits Dwarves can select the following racial traits. Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning. Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred. Healthy: Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy. Sense Aberration: Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations. This racial trait replaced stonecunning. Tightfisted: Dwarves with this racial trait gain a +4 racial bonus to their CMD against disarm and stealAPG combat maneuvers and a +2 racial bonus on Perception checks to notice Sleight of Hand attempts. If a dwarf with this trait notices a Sleight of Hand attempt to steal from him and the dwarf is not flat-footed or has Combat Reflexes, the attempt
triggers an attack of opportunity from that dwarf. This racial trait replaces stability and stonecunning. Viscous Blood: Dwarves with this trait takes 1 less point of hit point damage, ability damage, or ability drain (minimum 1) from bleed and blood drain. They can attempt Heal checks to staunch their own bleeding as a swift action each round. This racial trait replaces hardy.
Favored Class Options The following options are available to dwarves. Paladin: Choose a creature type (and subtype, if necessary) from the ranger’s favored enemies list. Add a +1/2 bonus on Knowledge checks to identify creatures of that type. You can choose the same creature type up to six times; if you choose the same creature type six times, add 1 point of damage when smiting creatures of that type. Spiritualist: Add a +1/4 bonus on weapon damage rolls with the slam attacks from ectoplasmic bonded manifestation. Wizard: Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.
ELF Elves’ appearances reflect the beauty of nature around them, yet in realms twisted by evil, elves becomes equally distorted.
Alternate Racial Traits Elves can select the following racial traits. Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spelllike abilities and spells and spell-like abilities with the curseUM descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities. Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic. Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces elven magic. Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity. Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities. Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
Favored Class Options The following options are available to elves. Mesmerist: Add a +1/4 bonus on grapple and trip combat maneuver checks. Sorcerer: Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration. Witch: Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
GNOME Death is temporary in the land of the fey, so fear and despair are a newer concept for gnomes than they are for other races.
Alternate Racial Traits Gnomes can select the following racial traits. Fairy Catcher: Some gnomes are especially sensitive to the presence of fey and receive a +2 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +2 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces defensive training, hatred, and keen senses. Inquisitive: Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive. Shadow Dodger: Gnomes with this trait gain a +4 dodge bonus to their AC against incorporeal creatures and partially real creatures and objects, such as those created by shadow conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance. Shadow Foe: Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred. Stalker: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature.
These bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
Favored Class Options The following options are available to gnomes. Druid: The druid’s animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR. Kineticist: Add a +1/6 bonus on combat maneuver checks attempted as part of a substance infusion. Magus: Add 1/2 of an illusion spell from the sorcerer/ wizard spell list that isn’t on the magus spell list to the magus’s spellbook. The magus treats this spell as if it were on the magus spell list at the same level as on the sorcerer/ wizard list. This spell must be at least 1 level below the highest spell level the magus can cast. Rogue: Add 1/4 to the Perception and Disable Device DCs of traps the rogue creates.
HALF-ELF Inheriting humanity’s quick wit and elven farsightedness, half-elves have their own unique way of thinking.
Alternate Racial Traits Half-elves can select the following racial traits. Dreamer: 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. Mismatched: 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. Multidisciplined: 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. Round Ears: 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.Starchild: 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.
Favored Class Options The following options are available to half-elves. Cleric: Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.). Oracle: 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. Ranger: The duration of the ranger’s companion bond increases by 1 round.
HALF-ORC Some half-orcs draw on their experience to protect others from cruelty, while others inflict their own suffering on the world.
Alternate Racial Traits Half-orcs can select the following racial traits. Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage (see page 12) caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity. Monstrous Sympathy: Some half-orcs know how monsters think. They receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against evil creatures. This racial trait replaces intimidating and orc ferocity. Pain Tolerance: Some half-orcs have an increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the painUM descriptor. This racial talent replaces intimidating and orc ferocity. Projection: Some half-orcs channel negative emotions through magic. The DCs of any saving throws against spells with the fear or painUM descriptor they cast increase by 1. This racial trait replaces orc ferocity and weapon familiarity. Smog Sight: Half-orcs with this racial trait can see double the normal range in dense fog and smoke (including magic effects like obscuring mist) and ignore concealment from smoke or fog for targets within 5 feet. This racial trait replaces darkvision. Stoic: Some half-orcs learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and orc ferocity.
Favored Class Options The following options are available to half-orcs. Alchemist: Gain a +1/2 bonus on Strength checks to break objects and on sunder combat maneuver checks when under the effects of a mutagen that increases the alchemist’s Strength or Constitution score. Bard: Gain a +1/2 bonus on Bluff checks to pass secret messages, Sense Motive checks to discern secret messages, and Linguistic checks to decipher unusual handwriting. Fighter: The fighter gains 1/2 point of DR/— against nonlethal damage (maximum DR 10/—).
HALFLING Halflings are surprisingly resistant to malign influence, but when they do turn evil, it is all the more shocking.
Alternate Racial Traits Halflings can select the following racial traits. Acquisitive: Halflings with this trait receive a +2 racial bonus on Appraise checks. This bonus increases to +4 when used to determine the most valuable item visible in a treasure hoard. This racial trait replaces keen senses. Attentive: Halflings with this trait receive a +2 racial bonus on Sense Motive checks. This bonus increases to +4 to notice when someone is enchanted or possessed. This racial trait replaces keen senses. Blessed: Halflings with this trait receive a +2 racial bonus on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless. Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed. Deep Jungle: Some reclusive halfling tribes flourish in tropical locales. These halflings begin play speaking only Halfling (in addition to any additional languages gained from having a high Intelligence score), rather than Common and Halfling. They gain a +2 racial bonus on Survival checks and are proficient with blowguns. In addition, they have the poison use ability (they never risk poisoning themselves accidentally). This racial trait alters halflings’ languages and replaces sure-footed and weapon familiarity. Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.Resourceful: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off Guard or Throw Anything feats for the purpose of qualifying for feats. This racial talent replaces sure-footed and weapon familiarity.
Favored Class Options The following options are available to halflings. Barbarian: Add 1 foot to the range increment of thrown weapons the barbarian wields. This option has no effect unless the barbarian has selected it 5 times (or another increment of 5). Cavalier: The cavalier’s mount gains a +1/2 bonus on saving throws against fear effects. If the cavalier ever replaces his mount, the new mount gains this bonus. Monk: Gain a +1/4 bonus to CMD against trip and on damage rolls against prone targets that add the monk’s Strength modifier.
HUMAN The human mind is powerful enough to unlock the secrets of the universe, yet too fragile to accept what it discovers. Human bodies that appear out of the ordinary may bear traces of inhuman ancestry.
Alternate Racial Traits Humans can select the following racial traits. Aquatic Ancestry: Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled. Giant Ancestry: Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks. This racial trait replaces skilled. Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait. Psychic Defense: Humans from cultures steeped in the occult sometimes train their minds to resist outside influence. They gain a +2 racial bonus on saving throws
against psychic spells and spell-like abilities, including those that originate from the psychic magic ability (Pathfinder RPG Bestiary 5 297). This racial trait replaces the bonus feat trait. Rationalize: Humans have the ability to assuage their own fears by convincing themselves that what they saw or read is not real. Humans with this trait gain a +3 bonus on saving throws against effects that cause sanity damage (see page 12). This racial trait replaces the bonus feat trait. Reptilian Ancestry: Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.
Favored Class Options The following options are available to all humans who have the listed favored class. Inquisitor: Add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures. Occultist: Add a +1/3 bonus on any skill check attempted as a part of an occult ritual (Occult Adventures 208). Psychic: Add a +1/4 bonus to AC when flatfooted, to a maximum of what the psychic’s AC would be if not flat-footed.