Core Races | Other Races


Elves

Source Inner Sea Races pg. 236, Advanced Race Guide pg. 20, PRPG Core Rulebook pg. 22
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.  

However, their links to nature are not entirely driven by pragmatism. Elves' bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.  

Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Elves take great joy in forging alliances with races that share or exceed their long lifetimes, and often work to befriend dragons, outsiders, and fey. Those elves who spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.  

Physical Description: Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.  

While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters.  

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Although, like most, elves prefer bountiful lands where resources are plentiful, when driven to live in harsher climates, they work hard to protect and shepherd the region's bounty, and learn how to maximize the benefit they receive from what little can be harvested. When they can carve out a sustainable, reliable life in deserts and wastelands, they take pride as a society in the accomplishment. While this can make them excellent guides to outsiders they befriend who must travel through such lands, their disdain of those who have not learned to live off the scant land as they have makes such friends rare.  

Elves have an innate gift for craftsmanship and artistry, especially when working in wood, bone, ivory, or leather. Most, however, find manipulating earth and stone to be distasteful, and prefer to avoid forging, stonework, and pottery. When such work must be done within a community, a few elves may find themselves drawn to it, but regardless of their craftsmanship, such "dirt-wrights" are generally seen by other elves as being a bit off. In the most insular of elven societies, they may even be treated as lower class.  

Elves also have an appreciation for the written word, magic, and painstaking research. Their naturally keen minds and senses, combined with their inborn patience, make them particularly suited to wizardry. Arcane research and accomplishment are seen as both practical goals, in line with being a soldier or architect, and artistic endeavors as great as poetry or sculpture. Within elven society, wizards are held in extremely high regard as masters of an art both powerful and aesthetically valued. Other spellcasters are not disdained, but do not gain the praise lavished upon elven wizards.  

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet on an individual level, they are excellent judges of character. In many cases an elf will come to value a specific member of another race, seeing that individual as deserving and respectable, while still dismissing the race as a whole. If called on this behavior, the elf often doesn't understand why his "special friend" is upset the elf has noticed the friend is "so much better than the rest of his kind." Even elves who see such prejudice for what it is must constantly watch themselves to prevent such views from coloring their thinking.  

Elves are not foolish enough, however, to dismiss all aspects of other races and cultures. An elf might not want a dwarf neighbor, but would be the first to acknowledge dwarves' skill at smithing and their tenacity in facing orc threats. Elves regard gnomes as strange (and sometimes dangerous) curiosities, but regard their magical talent as being worthy of praise and respect. Halflings are often viewed with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, who seem to live in a few short years as full a life as an elf manages in centuries. In fact, many elves become infatuated with humans, as evidenced by the number of half-elves in the world. Elves have difficulty accepting crossbreeds of any sort, however, and usually disown such offspring. They similarly regard half-orcs with distrust and suspicion, assuming they possess the worst aspects of orc and human personalities.  

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good, wishing all creatures to be safe and happy, but unwilling to sacrifice personal freedom or choice to accomplish such goals. serving as an example of personal artistry and freedom of expressions, rather than seeking some base physical gratification.  

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their ancestors. This need to see a wider world is accepted by their societies as a natural part of becoming mature and experienced individuals. Such elves are expected to return in some few decades and take up lives in their homelands once more, enriched both in treasure and in worldview. For those elves raised among humans, however, life within their homes—watching friends and family swiftly age and die—is often stifling, and the ephemeral and unfettered life of an adventurer holds a natural appeal.  

Elves generally eschew melee because of their relative frailty, preferring instead to engage enemies at range. Most see combat as unpleasant even when needful, and prefer it be done as quickly as possible, preferably without getting close enough to smell their foes. This preference for making war at a distance, coupled with their natural accuracy and grasp of the arcane, encourages elves to pursue classes such as wizards and rangers.  

Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.  

Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Subraces

Aquatic Elves

Source Heroes from the Fringe pg. 10
Aquatic elves are the oceanic cousins of landborn elves. These elves have developed gills and webbed fingers and toes that allow them to survive and navigate the waters of Golarion, and often have blue, coral, or seaweed-black skin to blend into their environment. A significant number of aquatic elves live in the Steaming Sea near Mordant Spire, and in the Arcadian Ocean. Aquatic elves typically live secluded lives, either on their own or in small communities, though groups of aquatic elves that interact with land-dwelling communities are not uncommon. These elves are as varied as their land-dwelling kin, with unique cultures and customs scattered throughout the oceans and seas of Golarion. Aquatic elves often have the aquatic mastery alternate racial trait described below.

Arctic Elf

Source Advanced Race Guide pg. 23
These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

Dusk Elf

Source Advanced Race Guide pg. 23
Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.

Ekujae Elves

Source Heroes from the Fringe pg. 10
Though the Ekujae clans are often mistaken for unaffiliated tribes, they are in fact a united nation and still hold vestiges of the power that their ancient kingdom once wielded. Ekujae elves reside within the Mwangi Expanse in hidden jungle villages so interwoven with the surrounding trees that the buildings there are overlooked even by travelers passing within a few hundred feet them. Unlike many of the elves of Avistan, the Ekujae remained on Golarion despite the calamity of Earthfall and tell tales of having defeated a “Great Darkness” after the disaster. They still hone their skills for war and are ever ready to fight the Darkness if it returns. Due to this ancient responsibility, Ekujae hold to strict traditions in many matters, including the burying of their fallen and the act of swearing oaths and ritualized agreements.

Like other elves, Ekujae have keen intellects and are skilled in magical lore, including what has been passed down through their oral traditions and the numerous secrets of the Mwangi Expanse. They often journey to the Magaambya to study magic or to share their knowledge with that academy’s students. Ekujae frequently have the long-limbed alternate racial trait and either the woodcraft, silent hunter, or light against darkness alternate racial traits, as well as the sense thoughts alternate racial trait described below.

Forlorn Elves

Source Heroes from the Fringe pg. 11
Forlorn elves rarely refer to themselves by that name; instead, other elves use the term to refer to elves who reside among shorter-lived races. Forlorn elves often watch many of their friends and family die before their first century is past. Some Forlorn have adopted a variety of unhealthy coping mechanisms as a result, such as recklessness or substance abuse; others develop antisocial tendencies and keep others at arm’s length to avoid the pain of loss. Still others learn to accept the brevity of the lives around them, cherishing what time they have with friends while they still have it.

Forlorn are the most common wanderers of elvenkind, whether they’re traveling widely to avoid attachment or relishing travel with short-lived companions, and many become adventurers. Some find their way to elven lands, where their kin sympathetically welcome them, while others avoid such places out of bitterness or fear of rejection. Forlorn elves frequently have the envoy and urbanite alternate racial traits; some also have the devoted companion alternate racial trait described below.

Jininese Elves

Source Heroes from the Fringe pg. 11
The elves of Jinin are descended from those who traveled underground millennia ago to escape Earthfall. Led by the oracle Jininsiel and guided by a vast, treelike vein of mithral, these elves emerged in Tian Xia, where they founded the nation of Jinin. Jininese elves have adopted many of the customs of their human and samsaran neighbors—Jinin’s culture places great emphasis on artistic pursuits, especially those involving mithral, which serves as a national symbol, lucrative export, and treasured cultural relic for Jininese elves. The elves of Jinin are far less isolationist than many other elven cultures, freely permitting outsiders into Jinin; likewise, while most Jininese elves remain there, many travel or settle across the Dragon Empires and beyond.

Jininese elves frequently have the dreamspeaker and envoy alternate racial traits, as well as the Jininese weapon mastery alternate racial trait described below.

Savage Elf

Source Advanced Race Guide pg. 23
In lands where every day is a constant struggle to survive and the niceties of civilization are rare, elves adapt to depend on swift strikes and lifelong vigilance to keep their families alive. These elves have the eternal grudge and fleet-footed alternate racial traits.

Snowcaster Elves

Source Heroes from the Fringe pg. 11
The Snowcaster tribes of the far north are extraordinarily reclusive, hiding their settlements in icy caverns, mountain valleys, the hearts of snow-shrouded pine forests, and other difficult-to-reach places. Their loyalty to their homes borders on religious reverence, whether they are ancestral burial grounds, ancient elven ruins, or simply places they’ve chosen as their own. Snowcasters rarely journey outside their homes or meet with outsiders. The primary exceptions to this are the twilight speakers, who serve as emissaries to the outside world. Less commonly, Snowcasters who have been exiled, who have lost their homes to monsters, or who are simply overcome with wanderlust may journey to the outside world to seek a new life.

Snowcasters frequently have the desert runner, elemental resistance (cold), and fleet-footed alternate racial traits; a few have the frostmelding alternate racial trait described below.

Spiresworn Elves

Source Heroes from the Fringe pg. 11
The Mordant Spire’s elves, with their eerie masks and off-putting mannerisms, are a mystery to most Avistani. These elves have sworn to prevent exploration of Azlant in order to preserve and isolate the remnants of the Azlanti culture and protect Golarion from another Earthfall. The reclusive Spiresworn use enchantment and water magic to dissuade explorers; they resort to violent or deadly means only with utmost reluctance. In recent years, some younger Spiresworn have begun to question their isolationist traditions. While their commitment to protecting Azlant remains firm, a growing segment of Spiresworn believe that there is much to gain from interaction with the wider world. These elves sometimes leave the Spire to seek knowledge and experience.

Spiresworn frequently have the keeper of secrets alternate racial trait, as well as the crossbow training, natural swimmer, and tongue of the sea alternate racial traits; some also have the moonkissed alternate racial trait described below.

Tower Elf

Source Advanced Race Guide pg. 23
Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.

Elf Alternate Racial Trait

Replaces Elven Immunities

Blightborn
Source Horror Adventures pg. 38
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.

Dreamspeaker
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.

Elemental Resistance
Source Advanced Race Guide pg. 22
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Perfect
Source Horror Adventures pg. 38
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
Source Horror Adventures pg. 39
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.

Replaces Elven Immunities, Elven Magic

Lightbringer
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Memories Beyond Death
Source Inner Sea Races pg. 211
Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2 racial bonus on saving throws against fear effects. They also choose two Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1 racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic.

Replaces Elven Immunities, Keen Senses

Moonkissed
Source Heroes from the Fringe pg. 11
Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws.

This replaces elven immunities and keen senses.

Sense Thoughts
Source Heroes from the Fringe pg. 11
Ekujae are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level.

This replaces elven immunities and keen senses.

Replaces Elven Magic

Creepy
Source Horror Adventures pg. 38
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.

Desert Runner
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 12
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Envoy
Source Advanced Race Guide pg. 22
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Eternal Grudge
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic.

Fey-Sighted
Source Legacy of the First World pg. 4
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.

Frostmelding
Source Heroes from the Fringe pg. 12
A few rare Snowcaster elves are able to supernaturally blend with their surroundings to avoid the eyes of outsiders. Elves with this alternate racial trait can use meld into stone as a spell-like ability once per day, with a caster level equal to their character level, except that they instead meld with snow and ice and the spell duration is 1 round per level.

This replaces elven magic.

Keeper of Secrets
Source Horror Adventures pg. 38
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
Source Horror Adventures pg. 38
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.

Retreat Magic
Source Inner Sea Races pg. 211
Elves raised in the traditions of those who protected elven holdings before, during, and shortly after Earthfall specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a +1 racial bonus to their caster levels for the purpose of determining the range and duration of all conjuration and illusion spells that they cast. This racial trait replaces elven magic.

Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.

Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.

Silent Hunter
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.

Vigilance
Source Legacy of the First World pg. 12
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

Woodcraft
Source Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13
Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Replaces Elven Magic, Keen Senses

Ageless Patience
Source Inner Sea Races pg. 210
Some families of elves have been strongly influenced by rigidly honorable non-elven cultures, such as Forlorn elves raised in nations such as Taldor and the elves of Jinin influenced by Tian-Min travelers. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.

Natural Swimmer
Source Pathfinder #124: City in the Deep pg. 79
Mordant Spire elves learn to dive and swim at an early age. Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.

Sovyrian-Born
Source Inner Sea Races pg. 211
Elves who come from the ancient elven civilization of Sovyrian are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.

Replaces Elven Magic, Weapon Familiarity

Devoted Companion
Source Heroes from the Fringe pg. 11
While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a +1 racial bonus on attack rolls and caster level checks while adjacent to an ally who has been reduced to fewer than half her maximum hit points.

This replaces elven magic and weapon familiarity.

Disinterested Observer
Source Inner Sea Races pg. 210
Elves who frequently interact with shorterlived species, especially members who hail from Varisia, often come to rely on their ability to weight out such impatient races. These elves gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat. This racial trait replaces the elven magic and weapon familiarity traits.

Human-Raised
Source Inner Sea Races pg. 211
Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Overwhelming Magic
Source Inner Sea Races pg. 211
Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

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.

Spirit of the Waters
Source Advanced Race Guide pg. 22, Advanced Player's Guide pg. 13
Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.

Replaces Keen Senses

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.

Draconic Consular
Source Legacy of Dragons pg. 10
Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge (arcana) checks. 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 spelllike 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.

Fey Wisdom
Source Heroes of the High Court pg. 14
Elves tend to be too aloof and capricious to make reliable diplomats, but some elves specially train to serve as ambassadors to fey courts. Elves with this racial trait gain a +1 racial bonus on Diplomacy and Knowledge (nature) checks, and Knowledge (nature) is a class skill for them. This racial trait replaces keen senses.

Illustrious Urbanite
Source Heroes of the Streets pg. 8
City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.

Urbanite
Source Advanced Race Guide pg. 22
Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

Replaces Keen Senses, Weapon Familiarity

Fleet-Footed
Source Advanced Race Guide pg. 22
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Replaces Languages

Elven Arrogance
Source Inner Sea Races pg. 211
Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan (or Senzar instead of Sylvan if they hail from Tian Xia).

Tongue of the Sea
Source Pathfinder #124: City in the Deep pg. 80
Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf ’s normal languages.

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.

Darkvision
Source Advanced Race Guide pg. 22
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Replaces Weapon Familiarity

Aquatic Mastery
Source Heroes from the Fringe pg. 10
Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the DC of any spell with the water descriptor they cast by 1.

This replaces weapon familiarity.

Arcane Focus
Source Advanced Race Guide pg. 22
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Crossbow Training
Source Pathfinder #124: City in the Deep pg. 79
Mordant Spire elves train with weapons that can be used underwater. An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.

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.

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).

Jininese Weapon Mastery
Source Heroes from the Fringe pg. 11
The elves of Jinin are proficient with many of the weapons of the Dragon Empires. Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons.

This replaces weapon familiarity.

Long-Limbed
Source Horror Adventures pg. 38
Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

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.

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.

Elf Favored Class Options

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

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

Alchemist (Advanced Race Guide pg. 23): Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist (Advanced Class Guide pg. 69): Increase total number of points in the arcanist’s arcane reservoir by 1.
Barbarian (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Bard (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Bloodrager (Advanced Class Guide pg. 69): Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
Brawler (Advanced Class Guide pg. 69): Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
Cavalier (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric (Advanced Race Guide pg. 23): Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid (Advanced Race Guide pg. 23): Add +1/3 to the druid's natural armor bonus when using wild shape.
Fighter (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Gunslinger (Advanced Race Guide pg. 23): Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Hunter (Advanced Class Guide pg. 69): Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
Inquisitor (Advanced Race Guide pg. 23): Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
Investigator (Advanced Class Guide pg. 69): Increase the total number of points in the investigator’s inspiration pool by 1/3.
Kineticist (Occult Adventures pg. 84): Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
Magus (Advanced Race Guide pg. 23): The magus gains 1/6 of a new magus arcana.
Medium (Occult Adventures pg. 84): Gain a +1/3 bonus on all skill checks using occult skill unlocks.
Mesmerist (Occult Adventures pg. 84): Gain a +1/2 bonus on Acrobatics checks to move through a threatened area and a +1/2 bonus on Bluff checks to feint.
Mesmerist (Horror Adventures pg. 39): Add a +1/4 bonus on grapple and trip combat maneuver checks.
Monk (Advanced Race Guide pg. 23): Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Occultist (Occult Adventures pg. 84): Increase the occultist’s total number of points of mental focus by 1/2 point.
Oracle (Advanced Race Guide pg. 23): Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.
Paladin (Advanced Race Guide pg. 23): Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
Psychic (Occult Adventures pg. 84): Increase the total number of points in the psychic’s phrenic pool by 1/3 point.
Ranger (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Rogue (Advanced Race Guide pg. 23): Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Shaman (Advanced Class Guide pg. 69): Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
Shifter (Ultimate Wilderness pg. 31): Add 1 to the shifter’s base speed. This has no ingame effect unless the shifter has selected this reward five times (or any multiple of five) to enhance her speed by 5 feet. For example, a 4th-level elven shifter who has selected this option four times has a base speed of 34 feet, but is treated as if she still had a base speed of 30 feet. When she reaches 5th level and takes this favored class option again, her base speed becomes 35 feet. This bonus applies only when the shifter is wearing no armor.
Skald (Advanced Class Guide pg. 70): Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
Slayer (Advanced Class Guide pg. 70): Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Sorcerer (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): 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.
Sorcerer (Horror Adventures pg. 39): 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.
Spiritualist (Occult Adventures pg. 84): Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
Summoner (Advanced Race Guide pg. 23): The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Swashbuckler (Advanced Class Guide pg. 70): Increase the total number of points in the swashbuckler’s panache pool by 1/4.
Vigilante (Ultimate Intrigue pg. 17): Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas.
Warpriest (Advanced Class Guide pg. 70): Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.
Witch (Advanced Race Guide pg. 23): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Witch (Horror Adventures pg. 39): Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
Wizard (Advanced Race Guide pg. 23, Advanced Player's Guide pg. 13): Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.