Others, like dwarves and gnomes, have many. Some races have few racial traits, like half-orcs and humans. Racial traits, on the other hand, are those racial abilities described at the bottom of each race's description. Those traits are effectively half-feats, intended to tie characters to the specific nations, cultures, regions, and races of the Golarion campaign world. It is important to note that these racial traits are not the same as the trait rules found in Chapter 8 of this book (and originating in other Pathfinder products). The following race discussions also describe alternate racial traits for each character race. Characters can learn these typical attitudes about their class with a DC 10 Knowledge (local) check (DC 5 for attitudes of their own race). These attitudes instead describe the common attitudes of typical NPC members of their race and the values and attitudes their characters may have been raised with. As always, players are the ones in charge of their own characters. These attitudes should never be considered restrictions on what classes players may choose, regardless of their characters' race, nor are they a prescription that demands player characters think or act a certain way toward members of a class described as being highly favored (or highly disfavored) by members of their race. These expanded looks at racial attitudes can help give definition and depth to each race and spark ideas for how and why members of that race might be inclined to pursue one class rather than another, or what challenges they might face in adopting a career that goes against the grain of their society. Humans tend to fit easily into every class, while other races favor some occupations much more highly than others, with a handful of classes earning the contempt and suspicion of certain races. The following race discussions describe the general attitudes held by each race toward the 11 base classes in the Pathfinder RPG Core Rulebook and the six new base classes introduced here in the Advanced Player's Guide. This chapter is meant to offer game rules and options for how to reflect that diversity of attitude, heritage, and experience and how it affects the way the races interact with the various adventuring careers presented in the Pathfinder RPG core rules. The seven player character races in the Pathfinder RPG-dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans-are no more uniform than are humans in the real world. Working with racial archetypes can be achieved with a bit of roleplaying-whether developing a unique personality and style for every character or adopting one as clichéd as a surly dwarf fighter with a huge axe and a tankard of ale. The choice of character race is foundational to designing a character, whether you want to work within established archetypes for that race or to intentionally play against them.
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