These Races should be balanced and as usual GM permission require since these are not any of the Core Races.

Aasimar
Aasimar Racial Traits
+2 Charisma, +2 Wisdom:
Aasimars are insightful, confident, and personable.
Medium: Aasimar are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Aasimar have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic,
Dwarven, Elven, Gnome, Halfling, and Sylvan.

Aellar
Aellar Racial Traits
+2 Dexterity, +2 Wisdom, –2 Constitution:
Aellar are agile, swift, and in tune with themselves and the world around them. They
also have hollow bones and thin frames, leaving them somewhat vulnerable to physical assaults compared to other races.
Medium: Aellar have no bonuses or penalties due to size.
Normal Ground Speed: Aellar have a base ground speed of 30 feet.
Low-Light Vision: Aellar have low-light vision and can see twice as far as humans in
conditions of dim light.
Flight: Aellar have a 30-foot flight rate, and Fly is always a class skill for an aellar. An
aellar cannot fly when in heavy armor, when carrying a medium or heavier load, or when
carrying a shield. Aellar cannot fly in any space that would squeeze a Huge creature. If an aellar enters such an area, he falls.
Elf Blood: Aellar count as elves for any effect related to race.
Eagle Soul: Aellar gain a +3 bonus to Perception and Survival skill checks.
Languages: Aellar begin play speaking Common and Elven. Aellar with high
Intelligence scores can choose from the following: Auran, Celestial, Draconic, Gnome,
Orc, and Sylvan.

Bugbear
Bugbear Racial Traits
+2 Strength +2 Wisdom -2 Charisma
Bugbears are strong and perceptive, but are bad tempered
Size: Bugbears are medium creatures and do not gain any bonuses or penalties due to their size.
Speed: Bugbears have a base land speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a Scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the Scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Sneaky: Bugbears gain a+4 racial modifier to Stealth.
Intimidating: Bugbears gain a +4 racial modifier to Intimidate.
Stalker (Ex): Perception and Stealth are always class skills for bugbears.
Languages: All Bugbears begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Changeling
Changeling Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution:
Changelings are agile and charming but their mutable form makes them more frail then others.
Medium: Changelings are medium size creatures and have no special bonuses or penalties due to size.
Normal Speed: Base speed for a changeling is 30 feet.
Shapeshifter: Changelings are humanoids with the Shapechanger subtype.
Fluid Mind: Changelings get a +2 bonus to saving throws against mind altering effects.
Minor Shape Chage: Changelings can alter their apperance as if under the effects of an Alter Self spell except that the effect lasts as long as the changeling wishes it too.
Languages: Changelings begin play speaking Common. Changelings with a high Intelligence scrore can choose any language except secret languages.

Deva
Deva Racial Traits
+2 Intelliegence, +2 Wisdome, -2 Strength:
Devas are both bright and wise, but they lack the strength of other races.
Medium: Devas are medium creatures with no bonuses or penalties due to size.
Normal Speed: Base speed for a Deva is 30 feet.
Celestial Blood: Devas are considered Outsiders with the Native subtype for the purpose of effects that target race.
Memories of a Thousand Lifetimes: Devas can add a +2 Insight bonus to an attack role, skill check or saving throw a number of times per day equal to its Wisdom Modifier.
Languages: Devas begin play speaking Common and Celestial. Devas with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Dhampir
Dhampir Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution:
Dhampirs are fast and seductive, but closer to death than most mortals.
Medium: Dhampir are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Dhampir have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity (Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity (Ex): The creature alive, but reacts to positive and negative energy as if it were undead— positive energy harms it, negative energy heals it.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Resist Level Drain (Ex): A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

Dragonborn
Dragonborn Racial Traits
+2 Strength, +2 Charisma, -2 Dexterity:
Dragonborn are powerful and regal, but somewhat clumsy.
Medium: Dragonborn are medium creatures and have no bonuses or penalties from size.
Normal Speed: Base speed for a Dragonborn is 30 feet.
Breath Weapon: Dragonborn can use a breath weapon three times per day. The breath weapon is a line with a range of 5 feet plus 5 feet per Hit Die, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Dragonborn possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.
Draconic Heratige: Dragonborn count as Dragons for the purposes of effects that target Type.
Educated: Dragonborn get a +2 racial bonus to Knowledge (History) checks.
Frightful Presence: Dragonborn get a +2 bonus to Intimidate checks.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelliegence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Drow
Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution:
Drow are nimble and manipulative.
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against
enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness— this poison allows drow to capture slaves with great ease.
Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, and Goblin.

Duergar
Duergar Racial Traits
+2 Constitution, +2 Wisdom, –4 Charisma:
Duergar are hearty and observant, but also stubborn and belligerent.
Medium: Duegar are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
Spell-Like Abilities: Duergar can cast enlarge person and invisibility each once per day, using their character level as their caster level. Both of these spell-like abilities affect the duergar only.
Light Sensitivity: Duergar are dazzled as long as they remain in an area of bright light.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence can choose bonus languages from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.

Eladrin
Eladrin Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution:
Eladrin are quick and smart, but they are physically frail.
Medium: Eladrin are medium creatures and have no special bonuses or penalties due to sze.
Normal Speed: Base Speed for an eladrin is 30 feet.
Low-light Vision: Eladrin can see twice as far in poor lighting as a human can.
Eladrin Will: Eladrin get a +1 bonus to their Willpower saving throws. In addition they get a +2 bonus to saves to resist enchantment effects.
Fey Blood: Eladrin count as Fey for the purposes of effects that target Type.
Fey Step: As a move action, eladrin can teleport up to 25 feet away, the Eladrin may do this a number of times per day equal to their Constitution modifier.
Weapon Familiarity: Eladrin are proficent with longswords.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnome, Halfling, Orc, and Sylvan.

Githzerai
Githzerai Racial Traits
+2 Dexterity, +2 Intelligence, -2 Constitution
Githzerai are quick and smart but fragile of body.
Medium: Githzerai are medium creatures and gain no bonuses or penalties due to their size.
Normal Speed: Githzerai have a base move of 30 feet.
Athletic: Githzerai have a +2 racial bonus to Acrobatics and Climb skill.
Danger Sense: Githzerai gain a +2 racial bonus to their initiative checks.
Defended Mind: Githzerai have a +2 racial bonus to saves against Charm, Daze and Stun effects.
Iron Mind: When a Githzerai is hit with an attack he gains a +2 situational bonus to his AC until the end of his next turn. This may be used a number of times equal to his Charisma modifier per day.
Languages: Githzerai speak common and undercommon. Githzerai with high intelligence scores can choose any language as a bonus language (except druidic and other secret languages).

Gnoll
Gnoll Racial Traits
+2 Strength -2 Intelligence -2 Charisma

Gnolls are strong but lack intellegence and leadership skills.
Medium: Gnolls are medium sized creatures and gain no bonuses or penalties due to their size.
Speed: Gnolls have a ground speed of 30 feet.
Darkvision: Gnolls have darkvision out to 60 feet.
Tough Hide: Gnolls have a +1 natural armor bonus.
Languages: Gnoll, Gnolls with high intelligence scores may choose from Abyssal, Draconic, Giant, Goblin, Orc and Undercommon

Goblin
Goblin Racial Traits
–2 Strength, +4 Dexterity, –2 Charisma:
Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled (Ex): +4 racial bonus on Ride and Stealth checks.
Goblin Weapon Proficiency: Goblins are proficient with dogslicers.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

Goliath
Goliath Racial Traits
+2 Strength, +2 Constitution, -2 Charisma:
Goliaths are strong and tough, but standoffish.
Medium : Goliaths are medium creatures and have no bonuses or penlties because of their size.
Normal Speed: Base speed for a goliath is 30 ft.
Mountain Folk: Goliaths recieve a +2 bonus on Climb and Knowledge (Nature) checks.
Stone's Endurance: Goliaths recieve a +1 natural armor bonus to Armor Class.
Tenacity: Goliaths recieve a +2 bonus to Willpower saves.
Languages: Goliaths begin play seaking Common and Giant. Goliaths wth high Inteligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling, Orc, and Terran.

Grippli
Grippli Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength:
Gripplis are nimble and alert, but spindly.
Small: Gripplis are Small sized and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls,
a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast Speed: Gripplis have a base speed of 30 feet and a base climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Camouf lage: +4 Stealth in marshes or forested areas.
Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Weapon Familiarity: Gripplis are proficient with nets.
Languages: Gripplis speak Common and Grippli. Gripplis with high Int scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, Sylvan.

Half-Nymph
Half-Nymph Racial Traits
-2 Strength,+2 Dexterity, +2 Charisma
Half-Nymphs are beautiful and graceful but weak.
Subtype: Humanoid
Medium: Half-Nymphs are medium creatures and do not gain any bonuses or penalties due to their size.
Normal Speed: Half-Nymphs have normal speed for their size and have a base speed of 30 feet.
Low-Light Vision: Half-Nymphs can see twice as far as humans in conditions of dim light.
Dazzlling Beauty (sp): Half-Nymphs may may dazzle a single target as a gaze attack (-1 to all attack rolls for the next round. Usable 3 times per day)
Inspiration (sp): Touch inspires a target for Charisma modifier in rounds adding +1 to all performance skill checks.
Stunning Grace (sp): may use the Daze spell 3 times per day as a Spell-Like ability.
Languages: Half-Nymphs speak Common and Sylvan. Half-Nymphs with high intelligence scores may choose from the following: Aquan, Celestial, Elf, Gnome, Gnoll, Goblin,Kobold,
and Orc.

Half-Ogre
Half-Ogre Racial Traits
+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom:
Half-ogres are immensely strong and hardy, but somewhat slow-witted and brash.
Medium: Half-Ogres are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-ogres have a base speed of 30 feet.
Darkvision: Half-Ogres can see in the dark up to 60 feet.
Imposing Figure: Half-ogres are intimidating without trying. They get a +2 racial bonus to intimidate checks.
Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race.
Languages: Common, Giant. Half-ogres with high Intelligence scores can choose any of the following: dwarven, goblin, orc, or giant.

Hobgoblin
Hobgoblin Racial Traits
+2 Dexterity, +2 Constitution:
Hobgoblins are fast and hearty.
Medium: Hobgoblins are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, and Orc.

Ifrit
Ifrit Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom:
Ifrits are passionate and quick, but also impetuous and destructive.
Medium: Ifrit are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Ifrit have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability (SP): Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Elemental Resistance: Ifrits have fire resistance 5.
Elemental Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Kestral
Kestrel Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength:
Kestrels are nimble, cheerful, empathic, and graceful. However their grace comes at a price,
with their bodies built to focus most muscular strength into their wings. As a result they lack
the great physical power of that seen in their larger harpy forebears.
Small: Kestrels are Small creatures, and they gain a +1 size bonus to their AC, a +1 size bonus to attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver
Defense, and a +4 size bonus on Stealth checks.
Slow Ground Speed: As a result of their slight stature and awkward gait on their talons,
Kestrels have a base ground speed of 15 feet. When calculating their speed in armor, they
move 5 feet slower than a creature with a 20 foot base speed.
Flight: Kestrels have a 30-foot flight rate, and Fly is always a class skill for a kestrel. A kestrel cannot fly when in medium or heavier armor, when carrying a medium or heavier load, or when carrying a shield. A kestrel cannot fly in any space that would squeeze a Medium creature. If a kestrel enters such an area, she falls
Mixed Blood: A kestrel counts as both a harpy and whatever race her father was
(gnome or halfling) for any effect related to race.
Darkvision: Like their harpy forebears, kestrels can see in the dark up to 60 feet.
Lilting Voice: Kestrels gain a +2 racial bonus to Diplomacy and Perform (oratory
and singing) checks. A kestrel bard gains a +1 bonus to the DC of her fascinate bardic
ability.
Wind Warriors: Due to training and natural maneuverability, a kestrel gains a +1 dodge bonus to AC while flying.
Claws: Kestrel’s foot talons are natural weapons, dealing 1d3 damage + one-half
the kestrel’s Strength modifier. A kestrel who is not flying suffers a –2 circumstance
penalty to attacks made with her talons. A kestrel cannot use any other weapon in
the same round she uses her talons. Any Disguise check made to mask a kestrel as
a creature that does not have taloned feet suffers a –4 circumstance penalty.
Languages: Kestrels begin play speaking Common. Kestrels with high Intelligence
scores can choose from the following: Abyssal, Giant, Gnome, and Halfling.

Kobold
Kobold Racial Traits
–4 Strength, +2 Dexterity, –2 Constitution:
Kobolds are fast but weak.
Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Kobolds are fast for their size and have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius
of a daylight spell.
Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Common, Dwarven, Gnome, and Undercommon.

Merfolk
Merfolk Racial Traits
+2 Dexterity, +2 Constitution, +2 Charisma:
Merfolk are graceful, hale, and beautiful.
Medium: Merfolk are Medium creatures, and have no bonuses or penalties due to their size.
+2 Natural Armor: Merfolk have tough skin.
Aquatic: Merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphibious, but prefer not to spend long periods out of the water.
Low-Light Vision: All merfolk have low-light vision.
Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.

Minotaur
Minotaur Racial Traits
+2 Strength, 2 Constitution, -2 Inteligence:
Minotaur ar powerful and hearty, but uneducated.
Medium: Minotaur are medium sized creatures and have no bonuses or penalties due to size.
Normal Speed: Base speed for a minotaur is 30 ft.
Ferocity: Once per day, if a minotaur ight below 0 hit points it may continue to act for one more round before falling unconcious. If it is not brought back to above 0 hit points by that time it falls unconcious.
Horns: Minotaur have horns which can be used as natural weapons. he horns inflict 1d6+ their strength modifier damge and do not provoke attacksof opportunity.
Languages: Minotaur begin play speaking Common. Minotaur with high Intelligence scores can choose from the following: Drconic, Dwarven, Elven, Goblin, Gnome, Hafling, and Orc.

Mul
Mul Racial Traits
+2 Strength, +2 Dexterity, -2 Charisma
Muls are strong and quick but aren’t very friendly
Size: Mul's are Medium creatures and have no bonuses or penalties due to their size.
Speed: Muls have a base speed of 30ft.
Dwarven Blood: Mul’s count has both humans and dwarves for any effect related to race.
Hardy: Mul’s gain a +2 racial bonus on saving throws poison, spells, and spell-like abilities.
Tireless: Mul’s only require half has much rest to benefit from the effects of a full rest.
Languages: Mul’s begin play speaking Common and Dwarven. Mul’s with high Intelligence can choose from the following; Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Neandrathal
Neandrathal Racial Traits
+2 to Constitution -2 Intelligence
Neandrathal are healthy but primative
Medium: Neandrathal are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Neandrathal have a base speed of 30 feet.
Primative: Neandrathal are raised in the wild and learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
Wilderness Survival: Neandrathal have lived off the land for centuries Survival is always a class skill.
Armor Proficiency: Neandrathal that choose Hide or Leather armor gain a racial modifier of +2 to their armor class.
Languages: Common, Neandrathal with high Intelligence scores can choose any language as a bonus language (except druidic and other secret languages).

Orc
Orc Racial Traits
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma:
Orcs are brutal and savage.
Medium: Orcs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity (Ex): A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and looses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Light Sensitivity (Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius
of a daylight spell.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Oread
Oread Racial Traits
+2 Strength, +2 Wisdom, –2 Charisma:
Oreads are strong, solid, stable, and stoic.
Medium: Oread are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Oread have a base speed of 30 feet.
Darkvision:Oreads can see in the dark up to 60 feet.
Spell-Like Ability (SP): Magic stone 1/day (caster level equals the oread’s total Hit Dice).
Elemental Resistance: Oreads have acid resistance 5.
Elemental Affinity (Ex) Oread sorcerers with the Elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread
clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages:
Aquan, Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Undercommon.

Piper
Piper Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom:
Pipers are lithe and personable, but tend towards rash and impulsive actions.
Medium: Pipers are short by human standards, but not short enough to qualify
as size Small.
Normal Speed: Pipers have a base speed of 30 feet.
Born Performer: A piper gains a +2 bonus to any two Perform checks of the player’s choice.
Racial Feats: Pipers have access to a set of racial feats, abilities often associated
with great piper heroes and exceptional adventurers. These are detailed below.
Mystic Voice (Su): Piper spellcasters have a natural magic in their voice and must
use it as an element of all their spellcasting. The additional magic imbued in their voice
means a spellcasting piper never has to worry about somatic components, and ignores the
somatic component of any spell. However, pipers cannot cast spells without singing
out verbal components. Even spells that normally do not have verbal components
gain them when cast by a piper, and pipers cannot use the Silent Spell feat. Further, a
piper cannot cast such spells quietly. It is not possible for a piper to make a Stealth
check when casting.
Soul of Music: Music is part of a piper’s sustenance as surely as food, sleep and air.
A piper must have music. Being prevented from performing or listening to music has
the same effects as starvation.
Languages: Pipers begin play speaking Common and Sylvan. Pipers with high
Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, and Orc.

Ratling
Ratling Racial Traits
-2 Strength, +2 Dexterity, +2 Wisdom:
Ratlings are weak but quick and perceptive.
Small: Ratlings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their
Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Ratlings are fast for their size and have a base speed of 30 feet.
Low-Light Vision: Ratlings can see twice as far as humans in conditions of dim light.
Athletic: Ratlings gain a +2 racial bonus to Climb and Swim Skill rolls.
Keen Senses: Ratlings receive a +2 racial bonus on Perception skill checks.
Light Sensitivity: Ratlings are dazzeled in areas of bright sunlight or with in the radius of a Daylight spell.
Ratling Fortitude: Ratlings get a +2 to Fortitude saves against Poison and Disease.
Tremor Sense: The Ratling is sensitive to vibrations in the ground and can automatically pin point the location of anything in contact with the ground with in 20 feet.
Languages: Ratlings speak Common and Undercommon. Ratlings with high intelligence scores may choose from the following: Dwarven, Gnome, Gnoll, Goblin, Orc, and Sylvan

Saurian
Saurian Racial Traits
+2 Constitution, +2 Charisma, -2 Intelligence.
Saurians are hardy and personable creatures, but a bit dull when it comes to new ideas.
Medium: Saurians are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Saurians have a base speed of 30 feet.
Natural Armor: Saurians get a +2 natural armor bonus due to their tough, scaly skin.
Noble Bearing: Saurians get a +2 racial bonus on Diplomacy and Intimidate checks.
Fearless: Saurians get a +2 racial bonus on saves against fear.
Languages: Saurians begin play speaking Common and Draconic (of which saurish is a dialect). Saurian with high Intelligence scores can choose any of the following: dwarven, elven, giant, or infernal.

Shardmind
Shardmind Racial Traits
+2 Intelligence, +2 Wisdom, -2 Dexterity:
Shardminds are smart and intuative, but their crystal bodies slow their reactions.
Medium: Shardminds are medium creatures ad get no special bonuses or penalties due to size.
Normal Speed: Base speed for a shardmind is 30 feet.
Outsider traits: Shardminds are conisdered an Outsider with the Native subtype for the purpose of effects that target type.
Crystaline Body: Shardminds do not need to eat, drink, sleep, or breath. They never suffer the effects of hungar, thirst, exhustian, or suffication. Sharmind spellcasters still need to rest eight hours to prepare their spells.
Shard Swarm: as a full round action a number of times per day equal to the Constitution score, a shardmind can disolve into a swarm of crystals and reform in any unoccupied area within 10 feet. This does not provoke an Attack of Opportunity.
Languages: Shardminds begin play speaking Common and Undercommon. Shardminds with a high Intelligence scores can select any language, except secret languages.

Shifter, Longtooth
Longtooth Racial Traits
+2 Strength, +2 Wisdom, -2 Charisma:
Longtooth shifters are strong and alert, but their presence is unsettling.
Medium: Longtooth shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a Longtooth Shifter is 30 feet.
Low-light Vision: Longtooth shifters can see twice as far in poor lighting as humans can.
Athletic: Climb and Swim are always class skills for a longtooth shifter.
Shifting: Three times per day as a minor action a longtooth shifter gains a +2 bonus to attack rolls and Fast Healing 2 for a number of rounds equal to 3 plus his Constitution modifier.
Languages: Longtooth shifters begin play speaking Common. Longtooth shifters with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, and Orc.

Shifter, Razorclaw
Razorclaw Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength:
Razorclaw shifters are agile and intuative, but not as powerful as others.
Medium: Razorclaw shifters are medium creatures and have no bonuses or penalties due to size.
Normal Speed: Base Speed for a razorclaw Shifter is 30 feet.
Low-light Vision: Razorclaw shifters can see twice as far in poor lighting as humans can.
Nimble: Acrobatics and Stealth are always class skills for a razorclaw shifter.
Shifting: 3 times per day as a minor action, a razorclaw shifter gains a +1 bonus to AC and Reflex saving throws and move +10 feet per round for a number of rounds equal to 2 plus her Constitution modifer.
Languages: Razorclaw shifters begin play speaking Common. Razorclaw shifters can choose from the following: Dwarven, Elven, Gnome, Halfling, Orc, and Sylvan.

Svirfneblin
Svirfneblin Racial Traits
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma:
Svirfneblin are fast and observant, but relatively weak and emotionally distant.
Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
Senses: Svirfneblin have darkvision 120 ft. and lowlight vision.
Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.
Stonecunning: Svirfneblin receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Spell Resistance: Svirfneblin have SR equal to 11 + class levels.
Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the spell-like abilities listed above; caster level equals the svirfneblin’s class levels.
Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Int scores can choose from the following bonus languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

Sylph
Sylph Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution:
Sylphs are quick and insightful, but slight and delicate.
Medium: Sylphs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Sylph Magic (SP): Feather fall 1/day (caster level equals the sylph’s Hit Dice).
Elemental Resistance: Sylphs have electricity resistance 5.
Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their
Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the
Air domain cast their domain powers and spells at +1 caster level.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Half ling, Ignan, and Terran.

Tengu
Tengu Racial Traits
+2 Dexterity, –2 Constitution, +2 Wisdom:
Tengus are fast and observant, but relatively fragile and delicate.
Medium: Tengu are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Tengu have a base speed of 30 feet.
Senses: Tengus have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including b*****d swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language.

Tiefling
Tiefling Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma:
Tieflings are quick in body and mind, but are inherently strange.
Medium: Tieflings are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability
equals the tief ling’s class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Thri-Kreen
Thri-Keen Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence
Thri-Kreen are quick and willful but their alien minds make it hard to relate to human society
Size: Medium
Speed: Base speed for a Thri-Kreen is 30feet.
Dark Vision: Thri-Kreens of Dark Vision out to 60ft.
Strong Legs: Gain a +2 racial bonus to Acrobatics
Hard Carapace: +1 bonus to natural armor
Monstrous Build: Thri-Kreen posses two pairs of arms, one stronger main pair and a weaker secondary pair. They qualify to take Multiattack, Multiweapon Fighting, Improved Natural Attack, and Improved Natural Armor monster feats for their feat selection..
Natural Weapons: Thri-Kreen have claws on each of their hands that deal 1d4 as a full round action they make make 2 claw attacks at their base attack bonus.
Languages: Thri-Kreen and Common. Thri-Kreen with high Intelligence can chose from Draconic, Dwarven, Elven, Giant, Goblin, and Undercommon

Undine
Undine Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength:
Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Medium: Undine are Medium creatures, and have no bonuses or penalties due to their size.
Speed: Undines have a base speed of 30 feet and a swim speed of 30 feet.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Abilities (SP): Hydraulic push* 1/day. (Caster level equals the undine’s total Hit Dice.)
Elemental Resistance: Undines have cold resistance 5.
Elemental Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages:
Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Terran.

Warforged
Warforged Racial Traits
+2 Strength, +2 Constitution, -2 Charisma;
Warforged are strong and hearty, but lack the social graces others take for granted.
Medium: Warforged are medium sized creatures. They receive no bonuses or penalties due to size.
Normal Speed: Base speed for warforged is 30 ft.
Living Construct: Warforged do not need to eat, drink, sleep, or breath. They never suffer the effects of hunger, thirst, exhaustion, or suffocation. Warforged spellcasters still need to rest eight hours to prepare their spells. Warforged do not suffer the effects of nonlethal damage.
Armored Hide: Warforged gain a +2 natural armor bonus to their AC.
Unnatural: Warforged gain a +2 bonus to Intimidation skill checks.
Warforged Resolve: Unlike other beings Warforged do not fall unconcious when reduced to 0 hit points. Instead they can continue to act as normal each round, but lose 2 hit points per round in doing so. Warforged that reach their negative Constitution score lapse into a sort of coma but do not die. Instead they simply shutdown until they are repaired and their hit points are back above 0.
Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can learn any language except secret languages