Raptorians
Raptorians are reptillian creatures descended from various species of raptor dinosaurs, such as Velociraptors. They have evolved specialized hands with three fingers, one in opposition to the other two. They have thick skin and are natural runners. They have lived underground for many hundreds of generations, and have adapted to life in a cave environment.
Physical Description: Raptorians are bipedal, with a long tail, taloned feet, a large mouth with sharp teeth, thick skin, and vestigal feathers that are ornamental in addition to providing some warmth. Their hide varies in color from black to gray to green and occassionally dark blue. Raptorians are warm blooded reptiles, and find the cold uncomfortable but not deadly.
Society: Raptorians have an oral tradition, and do not understand the concept of reading and writing. Their leaders are the oldest and wisest among them, and they revere those who are older than them. Typical lifespans for a Raptorian are comparable to humans. They are generally peaceful, unless provoked.
Relations: Raptorians are generally between two semi hostile forces, the humans of the surface world and the Phaitai, a race of four armed mushroom type creatures. With hostiles on all sides, the Raptorians have learned not to go find trouble, it will instead find them.
Alignment and Religion: Raptorians do not discuss their religion with outsiders, although it seems to be something akin to ancestor worship. Generally Raptorians tend toward lawful and neutral alignments, although Raptorians of any alignment can be found, especially among those who don't conform to their brethren (the most likely to be adventurers or travellers).
Adventurers: Raptorians are not pre-disposed toward being adventurers by nature, but there is always some small number of them that do travel either the underpassages or the surface world. Those that do are considered mildly insane by their fellows, and not overly bright.
Names: Azure Streak Upon Wind, Blue Haze In Song, Black Spray In Dance
Raptorian Racial Traits
+2 Dexterity, +2 Constitution, -2 Intelligence: Raptorians are fast and hardy, but not always the brightest in the room.
Monstrous Humanoid: Raptorians are Monstrous Humanoids with the Reptile subtype.
Medium: Raptorians are Medium sized, with no bonuses or penalties for their size.
Speed: Raptorians have a movement speed of 40ft, as their bodies are built for running.
Darkvision: Raptorians have Darkvision out to 60 ft.
Natural Armor: Raptorians thick hide grant them a +2 Natural Armor bonus.
Skilled: Raptorians gain a +1 Racial bonus on Knowledge(Dungeoneering) and Survival Checks.
Cave Stalker: Raptorians can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat.
Natural Predator: Raptorians are natural predators, and have a Bite (1d4 damage), as well as two Talon attacks (1d4 damage). These are primary attacks.
Raptor Charge: When making a charge attack with a Talon attack, a Raptorian doubles damage dice with that attack, and gains a damage bonus of 1 1/2 it's strength, instead of it's strength as normal. If the Raptorian can make more than one attack at the end of a charge, only the first talon attack gains this benefit.
Ancient Enemies: Raptorians are often trained to fight their natural enemies. Raptorians gain a +2 dodge bonus to AC against either Humans or Phaitai (only 1, choice is permanent) and a +2 racial bonus on combat maneuver checks made to trip their trained enemy.
Light Blindness: Abrupt exposure to bright light blinds raptorians for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Oral Tradition: Raptorians can never learn to read and write. However, their natural ability to remember grants them a +2 to all INT checks to remember something they have heard or seen, and a +1 to any Knowledge checks to identify creatures.
Weak Hands: Raptorians hands are not designed for manual dexterity, and they receive a -2 penalty on all crafting checks. Raptors cannot wield manufactured weapons in their hands.
Scent: Raptorians have the scent trait.
Languages: Raptorians start with Raptorian language. Raptorians with high Int bonuses may learn Surfacer, Phaitai, and Terran languages.
ALTERNATE RACIAL TRAITS
Cave Messenger: Some Raptorians act as Messengers between far flung cities in the underground. Such Raptorians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. They also increase their base movement by +10 ft (to a total of 50ft).
This trait replaces Cave Stalker
Surface Trader: Some Raptorians act as traders with the surface folk, and have adapted to the bright light of the sun. These Raptorians gain +2 Racial bonus to Appraise and Perception checks.
This trait replaces Ancient Enemies, Cave Stalker, & Light Blindness.
Exotic Combat Training: Some Raptorians, rather than being trained to fight specific species, are instead trained in the ancient arts of combat. Those so instructed can use their tails to make attacks of opportunity with a reach of 5 feet. This is a natural attack that deals 1d8 points of damage plus the user's Strength modifier. If the Raptorian's size changes to Large for any reason, the strength bonus on the attack increases to 1 1/2 times Strength modifier (in addition to the die increase normally associated with growth).
This trait replaces Ancient Enemies.
Stonesinger: Some Raptorians have a natural affinity for the stone they live in, and a natural magical connection to it. Such Raptorians are found early and trained in magic from an early age. Such Raptorians add +2 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day each—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the Raptorian's character level. Additionally, the Raptorian is treated as 1 level higher when using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.
This trait replaces Ancient Enemies.
Favored Class Bonuses
Bloodrager(Bloodtainted): Increase the bloodrager's total number of bloodrage rounds per day by 1.
Hunter(Seeker): Add 1 skill rank to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Investigator(Judge): Add one extract formula from the investigator's formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Kineticist(Wild Mage): Gain 1/6 of an Extra Wild Talent feat.
Medium(Ghost Talker): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day. Source
Mesmerist(Trickster): Increase the mesmerist's towering ego bonus by 1/3 point (to a maximum increase of +2).
Occultist(Fortune-Teller): Gain 1/6 of a new focus power.
Psychic(Seer): Add one spell known from the psychic spell list. This spell must be at least 1 level lower than the highest spell level the psychic can cast. Source PRG:OA
Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald(Battle Herald): Add one spell from the skald's spell list to the skald's known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
Slayer(Assassin): Gain 1/6 of a new slayer talent.
Spiritualist: Add 1 skill rank or 1 hit point to the spiritualist's phantom. Source PRG:OA
Swashbuckler(Duelist): Increase the total number of points in the swashbuckler's panache pool by 1/4.