unbeliever536
2013-03-20, 05:21 PM
I've been working on a campaign setting for a while in fits and starts, and I decided early on that I would build my own races to replace the standard set in 3.5 (except humans). I've also always felt that the free feat and extra 3+level skill points that a human gets are (or at least look) much stronger than what most other races get. To that end, I decided to give each of the races I created a special power that I tried to make comparable to a good feat.
Some notes:
-many of these races started as something in core, which is more or less obvious depending on the race.
-Assume Rich's Diplomacy rules (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2) will be in use.
-I'll be using FrozenFeet's feat redesign (http://www.giantitp.com/forums/showthread.php?t=154811) with these races, and each race will have a synergy buff equivalent to one feat in one or two tags. If there's interest, I'll add which ones to the current stats.
So then, without further ado, my questions are as follows:
1) Are these races balanced with each other?
1a) If not, who is weak, and what should be done about it?
2) Are these races balanced with humans, as they exist in SRD?
2a) If not, what can I add to humans to make them closer?
Also, anyone who wants to provide art for these races, I will love you forever.
Dareth
Dareth are lithe humanoids with nearly black skin. They are shorter and thinner than humans, with lighter, finer bones. Their hair is usually extremely pale blond, verging on white, and most dareth have red or yellow eyes. Dareth have thin jaws with little fat on them; their mouths are small and filled with finely pointed teeth.
A dareth’s most arresting physical feature is the pair of ears that she possesses. A dareth's ears are supported by several long bones rayed out in a star pattern and webbed like a frog's foot. They are set somewhat higher on the head than a human's, and are controlled by muscles near the base, giving the dareth the ability to fold her ears like a fan. The degree to which the ears are folded is an important part of a dareth’s body language. These ears make dareth able to pick up sounds that would be too quiet for a human to hear. The ability to hear such subtle sounds leads dareth to speak somewhat more quietly than other races. Their ears also make dareth somewhat sensitive to loud noises, though they can partially fold their ears to counteract this sensitivity.
Dareth can be divided into three ethnic groups based on the number of bones in their ears. The most common are four-boned dareth. At full extent, a four-boned dareth’s ears measure six inches from base to tip along the bone, and about the same distance from the tip of the first bone to the tip of the fourth. The next most common variety have five bones. Their ears are much larger, measuring near eight inches from base to tip and almost ten from first bone to fifth at their full extent. The final ethnic group possess three ear bones. These bones are about as long as those of four-boned dareths, but three-boned dareth have less connective skin between the bones, so their ears measure no more than three inches from first to third bone. While their ears unfold less, a three-boned dareth’s ear joint is more articulated than those of other dareth, so a three-boned dareth can rotate his ears. This results in a similar level of expressibility but a somewhat different body language.
Dareth racial traits
+2 Dexterity, -2 Strength: Dareth are quick and agile, but have less muscle mass than humans.
Humanoid (dareth): Dareth are humanoids with the dareth subtype.
Medium: As medium creatures, dareth have no special bonuses or penalties due to size.
Dareth base land speed is 30 feet.
Blindsense 30 feet: A dareth can use sound to detect the presence of other creatures she cannot see. A dareth does not need to make Spot or Listen checks to notice and locate creatures within 30 feet of her. Any opponent she cannot see still has total concealment against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects her movement. She is still denied her Dexterity bonus to Armor Class against attackers she cannot see. Magical silence effects negate this ability. This ability is not active while the dareth is asleep, but see below. If a dareth loses her blindsense, it does not affect her vision.
Weapon Proficiency: A dareth is automatically proficient with the hand crossbow and the kukri. All dareth are trained in the use of subtle weapons useful to spies.
+2 racial bonus on Hide and Move Silently checks: All dareth master tricks of stealth at a young age.
+2 racial bonus on Listen checks: Dareth have sensitive ears. Additionally, dareth take only a -5 penalty on listen checks made while sleeping.
Favored Class: Rogue. A multiclass dareth’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Krauusk
Krauusk are tall, muscular humanoids, with rough, light grey skin. They have a small amount of dark, rope-like hair on their heads, less than a human might, and no hair anywhere else on their bodies. Krau have thin necks and tall skulls, with expanded and slightly jutting jaws. The jaw opens wider than a human’s, with three ranks of inch long, bladelike teeth before a short tongue. A Krau’s hands lack thumbs. Instead, they have three or four fingers of three joints which all oppose each other. A Krau’s feet are large and thick, with four short, thick, splayed toes. They tend to have dark green or brown eyes.
Krauusk racial traits
+4 Strength, -2 Constitution: Krauusk are powerfully built, but they are naturally inclined towards great bursts of activity, rather than long sustained periods of work.
Humanoid (krauusk): krauusk are humanoid creatures with the krauusk subtype.
Medium: As Medium creatures, krauusk have no special bonuses or penalties due to size
Krauusk base land speed is 30 feet.
Burst (Ex): A krau may use a swift action to add a 10 foot racial bonus to his speed for 2 rounds. At every four character levels beyond first, this bonus increases by 10 feet, to a maximum of 30 feet at 9th level. This ability is usable twice per day, plus one additional time per point of Constitution bonus.
Low-light Vision: A krauusk can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Survival and Ride checks: All krauusk learn to live in the wilderness and ride horses at an early age.
Favored Class: Ranger. A multiclass krauusk’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Abshandi
Abshandi tend to be about as tall as humans, but are much thinner, and have short orange or tan fur covering most of their bodies, which is cut into patterns that reflect the abshandi's rank in society. As abshandi age, their fur fades to a dark, burnt-looking brown. Most have brown or hazel eyes.
Abshandi culture prizes knowledge and technical skill. Many great wizards in history were abshandi, and spells they developed have become common across the continent. Abshandi are also expert mechanics and alchemists; while they are skilled with magic, they are also very good at developing technologies that do not require magic to run at all.
Abshandi racial traits
+2 Intelligence, -2 Charisma: Abshandi culture encourages strong minds, but their strange looks and quiet nature often cause difficulties in social situations.
Humanoid (shandi): Abshandi are humanoids with the shandi subtype.
Medium: As medium creatures, abshandi have no special bonuses or penalties due to size.
Abshandi base land speed is 30 feet.
Darkvision: Abshandi can see in the dark out to 60 feet. Darkvision is black and white only, but otherwise like normal sight, and abshandi can function just fine with no light at all.
+2 racial bonus on Spellcraft and Craft (Alchemy) checks: Abshandi are adept at studying and identifying magic, and at mixing semi-magical concoctions. Additionally, an abshandi need not be a spellcaster in order to use Craft (Alchemy).
Potent Alchemy: Abshandi alchemy is more advanced than that of other races, allowing abshandi to craft more potent concoctions than normal. By increasing the cost of an alchemical substance by 5 gp and the DC of the skill check to craft it by 2, an abshandi may craft an alchemical item to deal +1 damage. By increasing the cost by 10 gp and the Craft DC by 4, he may craft the item with a save DC of 1 higher than normal. An abshandi may enhance an item in this way up to five times.
Scent (Ex): Abshandi have a very strong sense of smell. In still air, they can detect the presence of other creatures (except constructs and elementals) within 30 feet. This range is doubled if the abshandi is downwind of the creature, and halved if he is upwind. For strong odors, like smoke or rotting garbage, these ranges are doubled. For overpowering odors, like that of a troglodyte, they are tripled. Scent allows the abshandi to detect the presence but not the location of other creatures. Noting the direction of a scent is a swift action. If the abshandi moves within five feet of a scent's source, he can pinpoint its location. An abshandi with the Track feat can track by scent with the Survival skill. A typical DC for a fresh trail is 10. The track 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 the track is old, increase the DC by 2. Tracking by scent otherwise follows the normal rules for the Track feat.
Favored Class: Wizard. A multiclass abshandi’s wizard class does not count when determining whether he takes an experience point penalty for multiclassing.
Faechildren
Faechildren look human from a distance, but are fairer and thinner than most, and all are of very similar height. Closer examination will show that their ears are just slightly pointed, and that their jaws are somewhat longer and thinner than humans'. Faechildren also have oddly long fingers compared to humans.
Faechild racial traits
+2 Dexterity, +2 Charisma, -2 Constitution: Faechildren possess some of the grace of their fae parents, but they lack some of both the magic that supports the faeré and the simple toughness that supports humans, leaving them weaker in body than most humans.
Humanoid (human and fae): Faechildren are humanoids with both the human and fae subtypes. They are vulnerable to magical effects that affect both faeré and humans, and can take levels in prestige classes limited to either faeré or humans. Unlike faeré, faechildren need to sleep normally.
Medium: As medium creatures, faechildren have no special bonuses or penalties due to size.
Faechild base land speed is 30 feet.
Low-light vision: A faechild can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Charm (sp): Once per day, a faechild may cast Charm Person, as the spell (save DC 10 + the faechild’s Charisma score, caster level 1st), except that it lasts for thirty minutes while the target is with the faechild or ten minutes while the target is alone.
+2 racial saving throw against spells and spell-like abilities: A faechild’s unusual blood makes it difficult to affect her with magic.
+2 racial bonus on Bluff, Diplomacy, and Gather Information checks: faechildren learn to convince others to give them what they need in order to survive on the road, and are adept at finding out what they need to know.
+1 racial bonus on Listen and Spot checks: Faechildren possess some of the keen senses of their faeré forbearers.
Favored class: bard. A multiclass faechild’s bard levels do not count when determining whether she takes an experience point penalty for multiclassing.
Scalefolk
The scalefolk are human-like reptilian creatures, related to lizardfolk, who live in the Dragonback Mountains near the center of the continent. They are, however, more intelligent and less physically powerful than their cousins. They also look more human, with scales only on their upper bodies, largely human-like faces, and no tails. Their scales are usually rust-red or brown, but can be almost any color. Even when their scales are covered, scalefolk can usually be recognized by their eyes, which are yellow, with vertical pupils. In addition, they are shorter and stockier than humans.
Scalefolk racial traits
+2 Constitution, -2 Dexterity: Scalefolk are tough, but their thick bodies make them clumsier than most humanoids.
Humanoid (reptilian): Scalefolk are humanoids with the reptilian subtype.
Medium: As medium creatures, scalefolk have no special bonuses or penalties due to their size.
Scalefolk base land speed is 30 feet.
+1 racial bonus on attack rolls against lizardfolk: Scalefolk hate lizardfolk, and learn special techniques for fighting them.
+1 natural armor bonus: Their thick scales make it harder for weapons to harm a scalefolk.
Mountain Fighting (ex): Scalefolk exceptionally skilled at defending passes and fighting on cliffs. A scalefolk gains a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing on a stable surface). A scalefolk keeps the above bonus for counter attempts. Additionally, a scalefolk may react to a bull rush with a counter attempt in the same way that he could react to a trip attempt by tripping his opponent. The scalefolk cannot move with his opponent on a counter bullrush, but can push him more than five feet.
+2 racial bonus on Climb and Jump checks: Scalefolk are of the mountains, and know how to move around on uneven terrain.
Acclimated (ex): Scalefolk are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, scalefolk don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
Favored class: fighter. A multiclass scalefolk’s fighter levels do not count when determining whether she takes an experience point penalty for multiclassing.
Xhohai
Xhohai are bald humanoids with metalic-seeming skin, though their flesh is as vulnerable as that of any other race. It typically appears to be bronze or copper, but gold- and brass-skinned xhohai have been seen. A xhohai has lids over all openings on her body, including eyes, nostrils, and mouth. The nose and lips are not as strongly differentiated from the rest of the face as they would be in most other soft-skinned races; a xhohai has no lips, and her nose is just a small bump on her face. A xhohai’s hearing is not localized in a particular organ. Rather, a xhohai uses her entire skull to detect sound. Xhohai eyes lack whites or pupils, and can vary wildly in coloration, but are typically a sandy golden-brown or strong violet.
Xhohai racial traits
-2 Charisma: Xhohai are strongly inward-focused, and therefore have trouble with interpersonal relationships.
Medium: As Medium creatures, xhohai have no special bonuses or penalties due to their size.
Xhohai base land speed is 30 feet.
Darkvision (Ex): A xhohai can see 60 feet in perfect darkness. Darkvision is black and white, and is not in any way affected by light.
Naturally Psionic: Xhohai gain 2 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Xhohai can use psionic energy to increase their resistance to various forms of attack. As an immediate action, a xhohai can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Repletion (Su): A xhohai can sustain her body without food or water. If she spends 1 power point, a xhohai does not need to drink for 24 hours.
Adaption (Su): A xhohai is able to ignore the effects of hostile environments. If she spends 1 power point, she is treated as though she were under the effects of the Endure Elements spell for 24 hours.
Favored Class: Psion. A multiclass xhohai’s psion levels do not count when determining whether she takes an experience point penalty for multiclassing.
Kyshandi
(No real fluff right now, sorry. I haven't written it, but these are natural (arcane) magic users who look kind of, but not exactly like, goblins and are largely subterranian by choice.)
Kyshandi racial traits
+2 Charisma, +2 X, -2 Strength: Kyshandi have strong personalities, but their small size makes them weaker than most other humanoids.
I would like a third ability score to buff here, but I'm not sure what it should be. I thought about Wis, but that seemed too powerful.
Humanoid (shandi): Kyshandi are humanoids of the shandi subtype.
Small: As a Small creature, a kyshandi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Kyshandi base land speed is 20 feet.
Darkvision (Ex): A kyshandi can see 60 feet in perfect darkness. Darkvision is black and white, and is not in any way affected by light.
+2 racial bonus on Spellcraft and Psicraft checks: Kyshandi have a natural ability to detect and understand supernatural phenomena. Spellcraft and Psicraft are always class skills for a kyshandi.
Magically Attuned (Su): A kyshandi is constantly in tune with magic in the world around her. She can Detect Magic, as the spell, at all times, in a 20 foot radius emanation centered on her. At the start of her turn, she is treated as though she had studied the area within this radius for one round. She may choose to concentrate, as though she were sustaining the spell, in order to gain further detail, but otherwise gains no additional information from staying in the same area. A kyshandi automatically wakes up if an overwhelming aura appears within the radius of this ability. For faint, moderate, or strong auras, a kyshandi is entitled to a Spellcraft or Psicraft check, as appropriate, using the DCs listed on the following table. On success, she wakes up. Dim auras will not wake a kyshandi.
(I don't feel like making a table, so the DCs are Faint: 25, Moderate: 20, Strong: 15)
Spell-Like Abilities: 1/day—light, mage hand, mending. Caster level 1st or the kyshandi's arcane caster level if she has one.
Favored Class: Sorceror
I drafted an additional use for Spellcraft/Psicraft that allows a caster or manifester to disguise the strength of their spell/power and another that allows someone scanning to penetrate such a disguise. It is here (http://www.giantitp.com/forums/showthread.php?p=15909321#post15909321).
Some notes:
-many of these races started as something in core, which is more or less obvious depending on the race.
-Assume Rich's Diplomacy rules (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2) will be in use.
-I'll be using FrozenFeet's feat redesign (http://www.giantitp.com/forums/showthread.php?t=154811) with these races, and each race will have a synergy buff equivalent to one feat in one or two tags. If there's interest, I'll add which ones to the current stats.
So then, without further ado, my questions are as follows:
1) Are these races balanced with each other?
1a) If not, who is weak, and what should be done about it?
2) Are these races balanced with humans, as they exist in SRD?
2a) If not, what can I add to humans to make them closer?
Also, anyone who wants to provide art for these races, I will love you forever.
Dareth
Dareth are lithe humanoids with nearly black skin. They are shorter and thinner than humans, with lighter, finer bones. Their hair is usually extremely pale blond, verging on white, and most dareth have red or yellow eyes. Dareth have thin jaws with little fat on them; their mouths are small and filled with finely pointed teeth.
A dareth’s most arresting physical feature is the pair of ears that she possesses. A dareth's ears are supported by several long bones rayed out in a star pattern and webbed like a frog's foot. They are set somewhat higher on the head than a human's, and are controlled by muscles near the base, giving the dareth the ability to fold her ears like a fan. The degree to which the ears are folded is an important part of a dareth’s body language. These ears make dareth able to pick up sounds that would be too quiet for a human to hear. The ability to hear such subtle sounds leads dareth to speak somewhat more quietly than other races. Their ears also make dareth somewhat sensitive to loud noises, though they can partially fold their ears to counteract this sensitivity.
Dareth can be divided into three ethnic groups based on the number of bones in their ears. The most common are four-boned dareth. At full extent, a four-boned dareth’s ears measure six inches from base to tip along the bone, and about the same distance from the tip of the first bone to the tip of the fourth. The next most common variety have five bones. Their ears are much larger, measuring near eight inches from base to tip and almost ten from first bone to fifth at their full extent. The final ethnic group possess three ear bones. These bones are about as long as those of four-boned dareths, but three-boned dareth have less connective skin between the bones, so their ears measure no more than three inches from first to third bone. While their ears unfold less, a three-boned dareth’s ear joint is more articulated than those of other dareth, so a three-boned dareth can rotate his ears. This results in a similar level of expressibility but a somewhat different body language.
Dareth racial traits
+2 Dexterity, -2 Strength: Dareth are quick and agile, but have less muscle mass than humans.
Humanoid (dareth): Dareth are humanoids with the dareth subtype.
Medium: As medium creatures, dareth have no special bonuses or penalties due to size.
Dareth base land speed is 30 feet.
Blindsense 30 feet: A dareth can use sound to detect the presence of other creatures she cannot see. A dareth does not need to make Spot or Listen checks to notice and locate creatures within 30 feet of her. Any opponent she cannot see still has total concealment against her, and she still has the normal miss chance when attacking foes that have concealment. Visibility still affects her movement. She is still denied her Dexterity bonus to Armor Class against attackers she cannot see. Magical silence effects negate this ability. This ability is not active while the dareth is asleep, but see below. If a dareth loses her blindsense, it does not affect her vision.
Weapon Proficiency: A dareth is automatically proficient with the hand crossbow and the kukri. All dareth are trained in the use of subtle weapons useful to spies.
+2 racial bonus on Hide and Move Silently checks: All dareth master tricks of stealth at a young age.
+2 racial bonus on Listen checks: Dareth have sensitive ears. Additionally, dareth take only a -5 penalty on listen checks made while sleeping.
Favored Class: Rogue. A multiclass dareth’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Krauusk
Krauusk are tall, muscular humanoids, with rough, light grey skin. They have a small amount of dark, rope-like hair on their heads, less than a human might, and no hair anywhere else on their bodies. Krau have thin necks and tall skulls, with expanded and slightly jutting jaws. The jaw opens wider than a human’s, with three ranks of inch long, bladelike teeth before a short tongue. A Krau’s hands lack thumbs. Instead, they have three or four fingers of three joints which all oppose each other. A Krau’s feet are large and thick, with four short, thick, splayed toes. They tend to have dark green or brown eyes.
Krauusk racial traits
+4 Strength, -2 Constitution: Krauusk are powerfully built, but they are naturally inclined towards great bursts of activity, rather than long sustained periods of work.
Humanoid (krauusk): krauusk are humanoid creatures with the krauusk subtype.
Medium: As Medium creatures, krauusk have no special bonuses or penalties due to size
Krauusk base land speed is 30 feet.
Burst (Ex): A krau may use a swift action to add a 10 foot racial bonus to his speed for 2 rounds. At every four character levels beyond first, this bonus increases by 10 feet, to a maximum of 30 feet at 9th level. This ability is usable twice per day, plus one additional time per point of Constitution bonus.
Low-light Vision: A krauusk can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+2 racial bonus on Survival and Ride checks: All krauusk learn to live in the wilderness and ride horses at an early age.
Favored Class: Ranger. A multiclass krauusk’s ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Abshandi
Abshandi tend to be about as tall as humans, but are much thinner, and have short orange or tan fur covering most of their bodies, which is cut into patterns that reflect the abshandi's rank in society. As abshandi age, their fur fades to a dark, burnt-looking brown. Most have brown or hazel eyes.
Abshandi culture prizes knowledge and technical skill. Many great wizards in history were abshandi, and spells they developed have become common across the continent. Abshandi are also expert mechanics and alchemists; while they are skilled with magic, they are also very good at developing technologies that do not require magic to run at all.
Abshandi racial traits
+2 Intelligence, -2 Charisma: Abshandi culture encourages strong minds, but their strange looks and quiet nature often cause difficulties in social situations.
Humanoid (shandi): Abshandi are humanoids with the shandi subtype.
Medium: As medium creatures, abshandi have no special bonuses or penalties due to size.
Abshandi base land speed is 30 feet.
Darkvision: Abshandi can see in the dark out to 60 feet. Darkvision is black and white only, but otherwise like normal sight, and abshandi can function just fine with no light at all.
+2 racial bonus on Spellcraft and Craft (Alchemy) checks: Abshandi are adept at studying and identifying magic, and at mixing semi-magical concoctions. Additionally, an abshandi need not be a spellcaster in order to use Craft (Alchemy).
Potent Alchemy: Abshandi alchemy is more advanced than that of other races, allowing abshandi to craft more potent concoctions than normal. By increasing the cost of an alchemical substance by 5 gp and the DC of the skill check to craft it by 2, an abshandi may craft an alchemical item to deal +1 damage. By increasing the cost by 10 gp and the Craft DC by 4, he may craft the item with a save DC of 1 higher than normal. An abshandi may enhance an item in this way up to five times.
Scent (Ex): Abshandi have a very strong sense of smell. In still air, they can detect the presence of other creatures (except constructs and elementals) within 30 feet. This range is doubled if the abshandi is downwind of the creature, and halved if he is upwind. For strong odors, like smoke or rotting garbage, these ranges are doubled. For overpowering odors, like that of a troglodyte, they are tripled. Scent allows the abshandi to detect the presence but not the location of other creatures. Noting the direction of a scent is a swift action. If the abshandi moves within five feet of a scent's source, he can pinpoint its location. An abshandi with the Track feat can track by scent with the Survival skill. A typical DC for a fresh trail is 10. The track 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 the track is old, increase the DC by 2. Tracking by scent otherwise follows the normal rules for the Track feat.
Favored Class: Wizard. A multiclass abshandi’s wizard class does not count when determining whether he takes an experience point penalty for multiclassing.
Faechildren
Faechildren look human from a distance, but are fairer and thinner than most, and all are of very similar height. Closer examination will show that their ears are just slightly pointed, and that their jaws are somewhat longer and thinner than humans'. Faechildren also have oddly long fingers compared to humans.
Faechild racial traits
+2 Dexterity, +2 Charisma, -2 Constitution: Faechildren possess some of the grace of their fae parents, but they lack some of both the magic that supports the faeré and the simple toughness that supports humans, leaving them weaker in body than most humans.
Humanoid (human and fae): Faechildren are humanoids with both the human and fae subtypes. They are vulnerable to magical effects that affect both faeré and humans, and can take levels in prestige classes limited to either faeré or humans. Unlike faeré, faechildren need to sleep normally.
Medium: As medium creatures, faechildren have no special bonuses or penalties due to size.
Faechild base land speed is 30 feet.
Low-light vision: A faechild can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Charm (sp): Once per day, a faechild may cast Charm Person, as the spell (save DC 10 + the faechild’s Charisma score, caster level 1st), except that it lasts for thirty minutes while the target is with the faechild or ten minutes while the target is alone.
+2 racial saving throw against spells and spell-like abilities: A faechild’s unusual blood makes it difficult to affect her with magic.
+2 racial bonus on Bluff, Diplomacy, and Gather Information checks: faechildren learn to convince others to give them what they need in order to survive on the road, and are adept at finding out what they need to know.
+1 racial bonus on Listen and Spot checks: Faechildren possess some of the keen senses of their faeré forbearers.
Favored class: bard. A multiclass faechild’s bard levels do not count when determining whether she takes an experience point penalty for multiclassing.
Scalefolk
The scalefolk are human-like reptilian creatures, related to lizardfolk, who live in the Dragonback Mountains near the center of the continent. They are, however, more intelligent and less physically powerful than their cousins. They also look more human, with scales only on their upper bodies, largely human-like faces, and no tails. Their scales are usually rust-red or brown, but can be almost any color. Even when their scales are covered, scalefolk can usually be recognized by their eyes, which are yellow, with vertical pupils. In addition, they are shorter and stockier than humans.
Scalefolk racial traits
+2 Constitution, -2 Dexterity: Scalefolk are tough, but their thick bodies make them clumsier than most humanoids.
Humanoid (reptilian): Scalefolk are humanoids with the reptilian subtype.
Medium: As medium creatures, scalefolk have no special bonuses or penalties due to their size.
Scalefolk base land speed is 30 feet.
+1 racial bonus on attack rolls against lizardfolk: Scalefolk hate lizardfolk, and learn special techniques for fighting them.
+1 natural armor bonus: Their thick scales make it harder for weapons to harm a scalefolk.
Mountain Fighting (ex): Scalefolk exceptionally skilled at defending passes and fighting on cliffs. A scalefolk gains a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing on a stable surface). A scalefolk keeps the above bonus for counter attempts. Additionally, a scalefolk may react to a bull rush with a counter attempt in the same way that he could react to a trip attempt by tripping his opponent. The scalefolk cannot move with his opponent on a counter bullrush, but can push him more than five feet.
+2 racial bonus on Climb and Jump checks: Scalefolk are of the mountains, and know how to move around on uneven terrain.
Acclimated (ex): Scalefolk are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, scalefolk don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
Favored class: fighter. A multiclass scalefolk’s fighter levels do not count when determining whether she takes an experience point penalty for multiclassing.
Xhohai
Xhohai are bald humanoids with metalic-seeming skin, though their flesh is as vulnerable as that of any other race. It typically appears to be bronze or copper, but gold- and brass-skinned xhohai have been seen. A xhohai has lids over all openings on her body, including eyes, nostrils, and mouth. The nose and lips are not as strongly differentiated from the rest of the face as they would be in most other soft-skinned races; a xhohai has no lips, and her nose is just a small bump on her face. A xhohai’s hearing is not localized in a particular organ. Rather, a xhohai uses her entire skull to detect sound. Xhohai eyes lack whites or pupils, and can vary wildly in coloration, but are typically a sandy golden-brown or strong violet.
Xhohai racial traits
-2 Charisma: Xhohai are strongly inward-focused, and therefore have trouble with interpersonal relationships.
Medium: As Medium creatures, xhohai have no special bonuses or penalties due to their size.
Xhohai base land speed is 30 feet.
Darkvision (Ex): A xhohai can see 60 feet in perfect darkness. Darkvision is black and white, and is not in any way affected by light.
Naturally Psionic: Xhohai gain 2 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Xhohai can use psionic energy to increase their resistance to various forms of attack. As an immediate action, a xhohai can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Repletion (Su): A xhohai can sustain her body without food or water. If she spends 1 power point, a xhohai does not need to drink for 24 hours.
Adaption (Su): A xhohai is able to ignore the effects of hostile environments. If she spends 1 power point, she is treated as though she were under the effects of the Endure Elements spell for 24 hours.
Favored Class: Psion. A multiclass xhohai’s psion levels do not count when determining whether she takes an experience point penalty for multiclassing.
Kyshandi
(No real fluff right now, sorry. I haven't written it, but these are natural (arcane) magic users who look kind of, but not exactly like, goblins and are largely subterranian by choice.)
Kyshandi racial traits
+2 Charisma, +2 X, -2 Strength: Kyshandi have strong personalities, but their small size makes them weaker than most other humanoids.
I would like a third ability score to buff here, but I'm not sure what it should be. I thought about Wis, but that seemed too powerful.
Humanoid (shandi): Kyshandi are humanoids of the shandi subtype.
Small: As a Small creature, a kyshandi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Kyshandi base land speed is 20 feet.
Darkvision (Ex): A kyshandi can see 60 feet in perfect darkness. Darkvision is black and white, and is not in any way affected by light.
+2 racial bonus on Spellcraft and Psicraft checks: Kyshandi have a natural ability to detect and understand supernatural phenomena. Spellcraft and Psicraft are always class skills for a kyshandi.
Magically Attuned (Su): A kyshandi is constantly in tune with magic in the world around her. She can Detect Magic, as the spell, at all times, in a 20 foot radius emanation centered on her. At the start of her turn, she is treated as though she had studied the area within this radius for one round. She may choose to concentrate, as though she were sustaining the spell, in order to gain further detail, but otherwise gains no additional information from staying in the same area. A kyshandi automatically wakes up if an overwhelming aura appears within the radius of this ability. For faint, moderate, or strong auras, a kyshandi is entitled to a Spellcraft or Psicraft check, as appropriate, using the DCs listed on the following table. On success, she wakes up. Dim auras will not wake a kyshandi.
(I don't feel like making a table, so the DCs are Faint: 25, Moderate: 20, Strong: 15)
Spell-Like Abilities: 1/day—light, mage hand, mending. Caster level 1st or the kyshandi's arcane caster level if she has one.
Favored Class: Sorceror
I drafted an additional use for Spellcraft/Psicraft that allows a caster or manifester to disguise the strength of their spell/power and another that allows someone scanning to penetrate such a disguise. It is here (http://www.giantitp.com/forums/showthread.php?p=15909321#post15909321).