### Alternate Racial Traits
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**Spell-Like Ability, Greater (4 RP)** Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.
This replaces both "Nimble Attacks" and "Spell-Like Ability, Lesser" racial traits.
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**Change Shape, Lesser (3 RP)** Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self with no duration, save that the creature does not adjust its ability scores.
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This replaces both "Nimble Attacks" and "Fearless" racial traits.
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### Favored Class Options
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**Alchemist** 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** Increase total number of points in the arcanist’s arcane reservoir by 1.
**Barbarian** 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: Add +1 to the bard’s CMD when resisting a disarm or sunder attempt.
**Bloodrager** 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** 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** Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
**Druid** Add +1/3 to the druid’s natural armor bonus when using wild shape.
**Fighter** Add +1 to the Fighter’s CMD when resisting a disarm or sunder attempt.
**Hunter** 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** 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** Increase the total number of points in the investigator’s inspiration pool by 1/3.
**Kineticist**Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
**Magus** The magus gains 1/6 of a new magus arcana.
**Medium** Gain a +1/3 bonus on all skill checks using occult skill unlocks.
**Mesmerist** Add a +1/4 bonus on grapple and trip combat maneuver checks.
**Monk** 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.
**Ninja** The ninja gains 1/4 of a new ninja trick
**Rogue** 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.
**Samurai** The samurai gains a +1/4 use of the resolve ability, per day.
**Skald** Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
**Slayer** 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** 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** Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
**Summoner** The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
**Wizard** 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.