Race is selected once at character creation and defines several permanent mechanical properties of a character. Beyond flavor and appearance, race determines ability score modifiers, creature size, base movement speed, special senses, automatic and bonus languages, and a set of racial traits — passive abilities that apply for the character's entire adventuring career.

What Race Grants

Property How It Works
Ability Modifiers Racial bonuses and penalties applied to base ability scores after generation. Most core races have a +2 to one score and −2 to another; humans get +2 to any single score of their choice. Some races (half-orcs, half-elves) also get +2 to one chosen score with no penalty.
Size Most playable races are Medium. Gnomes and halflings are Small (−1 to CMB/CMD, +1 size bonus to attack rolls and AC, +4 Stealth, smaller weapons, ¾ carrying capacity). Size also affects space and reach — see Size & Reach for details.
Base Speed Standard races move 30 ft. per round. Dwarves, gnomes, and halflings move 20 ft. but are never slowed by medium or heavy armor or encumbrance (dwarves only for armor; gnomes and halflings have no armor exception).
Special Senses Many races have darkvision (60 ft., sees in total darkness as dim light, but no color) or low-light vision (sees twice as far as humans in dim light, still needs some light source). These replace normal vision, not supplement it.
Languages Each race has a set of automatic languages (always known) and bonus languages (one per point of INT bonus above 10, chosen from the race's list). Characters with INT 8 or lower lose a bonus language slot but cannot go below their automatic languages.
Racial Traits Passive abilities covering skill bonuses, resistances, spell-like abilities, weapon familiarity, and more. Each race entry lists its standard trait set.

Alternate Racial Traits

Many races have alternate racial traits — optional swaps that replace one or more standard racial traits with a different ability. An alternate trait lists explicitly which standard trait(s) it replaces. You may only take an alternate trait if you give up all of the listed standard traits it replaces.

Stacking. You cannot take an alternate trait and keep the trait it replaces. You also cannot combine two alternate traits that each replace the same standard trait — each standard trait can only be replaced once.

Favored Class Bonus

Each race has a list of favored classes — one per core class, with additional entries in the Advanced Player's Guide and other sourcebooks. When you gain a level in your favored class, you choose one of the following bonuses (once per level, every level):

Option Effect Best For
+1 HP Gain 1 extra hit point Frontline characters who want maximum durability
+1 Skill Rank Gain 1 extra skill rank (treated as a rank for all purposes) Skill-dependent characters (Rogues, Bards, Rangers)
Race/Class Bonus A special bonus listed in the race entry for that specific class — often a fraction that accumulates over multiple levels (e.g., +½ to one specific ability per level taken) Focused builds that match their race to their class

The favored class bonus applies only on levels taken in that class. Multiclassing does not invalidate past bonuses — they simply stop accruing if you switch away. You do not have to choose your favored class at character creation; you declare it the first time you gain a level in the class you want to designate.

Common house rule. Favored class bonuses are one of the most frequently dropped mechanics in home games. Many GMs find the tracking overhead not worth the incremental benefit, especially at tables that already use Pathfinder Unchained's background skills or consolidated skills variants. If your table doesn't use favored class bonuses, you simply skip the choice each level — nothing else changes.

Building a Custom Race

The Advanced Race Guide introduces the Race Point (RP) system — a framework for designing balanced custom races from scratch. Every racial trait is assigned an RP cost; standard published races cost between 8 RP (humans) and 23 RP (fetchlings). The system doesn't enforce a budget — GMs and players can intentionally build over or under — but the RP total gives a useful benchmark for comparing races.

Race Forge. The Race Forge lets you build custom races with full RP tracking. Pick traits from the ARG library or write your own homebrew traits, and share finished races with other players. See the Race Builder rules for the full RP system, or jump straight to the Race Forge.