### Alternate Racial Traits
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**Uniquely Skilled (4 RP)** Members of this race select one extra feat at 1st level.
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This replaces the "Weighty Stability" and "Relentless Momentum" racial traits.
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**Pyromaniac (3 RP)** Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
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1/day—dancing lights, flare, prestidigitation, produce flame
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This replaces the "Eat Anything" and "Relentless Momentum" racial traits.
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**Rotund Vigor (2 RP)** Members of this race gain Improved Toughness as a bonus feat.
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This replaces the "Weighty Stability" racial trait.
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### Favored Class Options
**Alchemist** The alchemist gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.
**Barbarian** Add +1 to the barbarian's rages per day.
**Bard** Add +1 to the bard’s total number of bardic performance rounds per day.
**Cavalier** Add +1 hit points to the cavalier’s mount companion. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
**Druid** Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
**Gunslinger** Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
**Oracle** Add +1 on concentration checks made when casting spells with the fire descriptor.
**Ranger** Gain a +1/2 bonus on damage dealt to dogs (and dog-like creatures) and horses (and horse-like creatures).
**Rogue** Add a +1 bonus on the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.
**Sorcerer** Add +1 spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast, and must have the fire descriptor.
**Summoner** Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that deal fire damage or protect the eidolon from fire (for example, resistance, energy attacks, immunity, breath weapon, and so on).
**Witch** Add +1 spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.