Looking good so far!  Remember this is a chat, too, so don't hesitate to ask questions, get opinions, or just discuss things as we go.<br/><br/>The next task is race.<br/><div class="quoteheader"><div class="topslice_quote">Quote from: Paizo</div></div><blockquote class="bbc_standard_quote">Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races). There are seven basic races to choose from, although your GM might have others to add to the list. Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Pathfinder, like D&D, loves a variety of races, including all the classic fantasy tropes as well as venturing into the just plain weird.  However, there are seven "core", or basic, player races to choose from: Dwarves, Elves, Gnomes, Half Elves, Half Orcs, Halflings, and Humans.  While loosely based on Norse mythology as interpreted by Tolkein's Lord of the Rings, they do vary a bit and if you aren't familiar with other D&D systems it's worth reading through the descriptions.<br/><br/>Racial Traits:<br/>All races convey adjustments to ability scores, which are applied after rolling or buying via point system.  While a +2 may not seem major, it can be really nice.  Once you've adjusted your abilities to their final number, determine your modifier for each one and write it next to the stat.  You'll tend to use these Ability Modifiers routinely, far more than using ability scores themselves.<br/><br/>(https://i.imgur.com/5eideur.png)<br/><br/>Racial Traits also include a Size (either Medium or Small for all the core races).  Humans are Medium.  Being small imparts a few logical changes: shorter legs move slower, smaller people are harder to hit, use smaller weapons that don't hit as hard, and so forth.  Languages are also chosen by Race; but honestly, I've found few campaigns where it really makes a big difference.  "Common" is the universal tongue and those who can't speak it are usually the ones who don't want to talk to you anyways.  Don't get too caught up in picking the perfect languages.  Other traits may be self explanatory, while several will make more sense once we get into classes, skills, and other features.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Alternate Racial Traits</div><div class="spoiler_body">Alternate Racial Traits:<br/>I mentioned previously that Pathfinder pushed D&amp;D a bit toward a point-based system concept, and that shows up in Race with Alternate Racial Traits.  These are basically alternative, flavorful options for each race that can be swapped out for specific abilities that are normally included: an elf might be a water or underworld breed, or have more natural talent in magic than weapons.  Alternate traits aren't required, but they can add a neat twist on something generic or replace an ability that just won't have any real effect on your character due to class or concept.  <br/><br/>Just be sure to note that every Alternate includes a note on what it replaces; and you can't replace something more than once!</div></div><br/><br/>There are also Favored Class benefits for each race that we'll go into later.<br/><br/>On a personal note, as both GM and Player: try not to let Races limit you to a cliche.  At heart, they're just a collection of abilities and those can be applied in very different ways with a little description.  A half elf's stats could easily apply to a harpy whose wings were viciously hacked off by adventurers.  I've used Android, one of the alternate races, to represent both a futuristic cyborg and a gothic-horror living marionette.  It's fine to stay within the expected, just don't feel like you HAVE to.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Homework</span><br/>Pick one of the seven core races (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces.html); apply ability adjustments and determine your Ability Modifier for each score.  Note your Size, Movement Speed and Languages on your sheet (you get bonus languages based on your Intelligence Modifier - a 16 Intelligence is +3, so chooses three additional languages), as well as Low Light or Dark vision if you have them.  Make a list of your other Racial Traits.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Languages</div><div class="spoiler_body">Learn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.<br/><br/>    Abyssal (demons and other chaotic evil outsiders)<br/>    Aklo (derros, inhuman or otherworldly monsters, evil fey)<br/>    Aquan (aquatic creatures, water-based creatures)<br/>    Auran (flying creatures, air-based creatures)<br/>    Celestial (angels and other good outsiders)<br/>    Common (humans and the core races from Races)<br/>    Draconic (dragons, reptilian humanoids)<br/>    Druidic (druids only)<br/>    Dwarven (dwarves)<br/>    Elven (elves, half-elves)<br/>    Giant (cyclopses, ettins, giants, ogres, trolls)<br/>    Gnome (gnomes)<br/>    Goblin (bugbears, goblins, hobgoblins)<br/>    Gnoll (gnolls)<br/>    Halfling (halflings)<br/>    Ignan (fire-based creatures)<br/>    Infernal (devils and other lawful evil outsiders)<br/>    Orc (orcs, half-orcs)<br/>    Sylvan (centaurs, fey creatures, plant creatures, unicorns)<br/>    Terran (earth-based creatures)<br/>    Undercommon (drow, duergar, morlocks, svirfneblin)</div></div><br/><br/><br/>Example: As a half-elf, Elona can add +2 to any single ability score.  I picked Intelligence - raising it from a 14 to a 16.  She's pretty smart for an innkeeper, and it'll help out with her magic.<br/><br/>She's a Medium, human-size creature with a 30' speed.  She automatically knows Common and Elven; her intelligence gains her three more, so I choose Sylvan and Orc, to talk with some of the creatures nearby, and Draconic, which is often used for magical texts.  She has Low Light vision.<br/><br/>I don't plan to ever have more than one class, so I use the Alternate Traits to swap out Multitalented for Arcane Training, and write out her abilities:<br/><br/>Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.<br/>Elf Blood: Half-elves count as both elves and humans for any effect related to race.<br/>Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.<br/>Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.<br/>Arcane Training: They can use spell trigger and spell completion items for their favored class as if one level higher.<br/><br/>Character Sheet (https://www.myth-weavers.com/sheet.html#id=1373704)