This is solid. Rock solid, in fact. The synergy of traits with the favoured class is wonderful. It's also nice to see a tiny race added to the tiny list of tiny races.
Still, truth be told, this might be way too solid by WotC metrics. Very good stealth, a finesseable iterative for free, an effective +8 to AC while naked and with a 10 in DEX IF it doesn't take the juicy spirit shaman ACF for a further +3… I just don't see how this could possibly have no LA.
This should be a racial trait.Caymen gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).
Tiny size and -4 STR make that a questionable strategy, unless Shadow Blade or Crossbow Sniper get thrown into the mix. These fellows need some source of extra damage badly.The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.
Marsh Guide is pretty useful, but this one's weird. The stronger benefit's tacked on almost as an afterthought and it's not even that strong to start with, given the 20' land speed.Veteran Marsh Guide
What kind of loser is afraid of a little quicksand?
Prerequisites: Cayman, Marsh Guide
Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG). You also gain a Swim speed equal to half your land speed.
What's a cayma?The Fine Art of Concealment
You're good at concealing doors to the village or building hunting blinds.
Prerequisites: Cayman or Cayma
I'm not sure, on the other hand, that these guys warrant 7 RHD and and such a hefty LA. The natural AC is nice, but the ability modifiers or the swim speed are nothing all that special, if we use ogres or blackscales as a benchmark.
Again, these should be racial traits or something. The racial feat thing you did with the bakali could work here as well.Gator Men grow bigger with age. At the Old age class they become Size Class Huge with all the benefits listed in the MM. In addition they take no Str or Con penalties due to age.
Does "as a sorcerer" mean that these are keyed off CHA? That'd be a tad bit counterintuitive.Mutant
The magical experiments that gave rise to your kind came with some odd consequences.
Prerequisites: Gator Man
Benefits: Choose a 1st Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.
Super Mutant
You're a little odder than most
Prerequisites: Gator Man, Mutant, 6 Hit Dice
Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list. You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.
An ACF for a full caster class is a weird pick. Like you said, with a starting ECL of 10 this can pretty much only end up as an underwhelming combo.Druid
Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor). You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.