Warhawk7 |
Here is my contribution:
The Neo-Nephilim are a race of cybernetically-enhanced and nanite-infused androids created by an unknown otherworldly race as a “perfect” blend of science and religion and to be used as foot soldiers in their holy wars. The creator race has long been forgotten, but these Neo-Nephilim survive to this day.
Physical Description: Neo-Nephilim looks like a human except for a few minor cosmetic differences. Their hair and eyes tend to run the gamut of the color spectrum, and their skin often has a slight metallic sheen to it. The biggest differences they have over other creatures is their large, metal wings that enable them to fly. Their nanites not only aid in their enhanced senses, but they also repair their bodies, protect them from certain energies, and can be used to form a synthetic halo above their head that emanates light.
Ability Scores:+2 Str, +2 Dex, +2 Con. +4 Wis, -2 Cha (Advanced +4)
Type:Neo-Nephilim are Outsiders (native-Elysium) and Half-Construct. (Outsider +3, Half-Construct +7)
Size: Neo-Nephilim are Medium creatures and thus receive no bonuses or penalties due to their size. (Medium +0)
Speed: Neo-Nephilim have a base speed of 30 feet. They also have a fly speed of 50 ft. with Average maneuverability. (Normal +0, Flight +8)
Languages: Neo-Nephilim begin play speaking Common and their racial language. Neo-Nephilim with a high Intelligence score can choose any languages they want (except secret languages, such as Druidic). (Linguist +1)
Senses: Neo-Nephilim have Darkvision 60 ft. and Low-Light Vision (Outsider, Low-Light Vision +1)
Halo: Neo-Nephilim can create light centered on their head at will as a spell-like ability. When using the halo, a Neo-Nephilim gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
Celestial Resistance: Neo-Nephilim gain acid resistance 5, cold resistance 5, and electricity resistance 5.
Fast Healing: Neo-Nephilim regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow them to regrow lost body parts. Fast healing continues to function (even at negative hit points) until the Neo-Nephilim dies, at which point the effects of fast healing immediately end.
Swordtrained: Neo-Nephilim are programmed in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Attack (Wings): A Neo-Nephilim can use it’s metallic wings to attack as a secondary natural attack that deals 1d4 damage.
Think the Android race with metallic wings and a nifty technological halo.
SoulDragon298 |
Ok :) I present to you, the bladeborn:
Bladeborn
The bladeborn are walking war machines. They were created to be simple fighting machines, but they soon gained consciousness, though how they did this, not even the brightest scholars have figured out yet. What is known is that the bladeborn are not a people to mess with. While generally calm, the slighest slur against them and they become whirling storms of death, using their built in blade-claws to slice apart enemies. Many bladeborn seek tomes and teachers that can bestow powerful combat techniques to them. They, however, do not take kindly to attempts to make them just the simple war engines they used to be. They wish to be considered valuable soldiers, just as any other race.
Physical Description
Bladeborn are all modeled after different suits of armor, which,if not for the blades extending from their forearms (2 on each arm), would have them be mistaken for wandering living warriors. Some resemble heavy suits of plate armor, while others are draped in the lamellar of traditional samurai armor. Many bladeborn also have intimidating designs cut into their "faces".
Standard racial traits:
Construct
Medium
Speed 30 ft.
Ability modifiers:+4 Strength, -2 to Intelligence,Wisdom,and Charisma. Bladeborn are very strong,but they're still not used to their newfound mental capabilities.
Languages: Bladeborn speak Common and Bladeborn (A very loud language involving the scraping of their blade-claws and hitting up against their tough armor.). If they have high Intelligence they can learn Dwarven,Gnome,Goblin,Halfling,Ignan,Terran,or Undercommon.
Defense racial traits:
Damage Reduction: Bladeborn have DR 5/magic.
Improved Natural Armor:+2 natural armor
Movement racial traits:
Sprinter: Bladeborn add +10 to their movement spped when using the charge,run, or withdraw actions.
Offense racial traits:
Ferocity: Bladeborn gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score(which is treated as 10 since they are constructs).
Natural Weapon: Bladeborn have 2 claw attacks that deal 1d4 damage. These are primary natural attacks.
Swordtrained: Bladeborn are trained from creation in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Senses:
Darkvision 60 ft.
Low-light vision
I realize they are more geared towards martial classes. If that's a problem I can post my other race.
SoulDragon298 |
@SD
I see they are more geared to martial. But its not like you gave them 2 or 3 free feats all geared to hitting things. They look like the orc race. Im okay with this race =^^=
I just now realized how much like orcs they are XD. I tried to just make them a race dedicated to becoming swordmasters.
Seth86 |
I have one question for those that have allready posted:
What do you think about the following:
From those that are eventually chosen, i designate a number to the race, and you roll to see what race you are? No duplicates?
Just an idea, if u guys feel its not the best of plans i just keep with u are the race you designed
fnord72 |
Well, then reducing to diminutive would work. But since he's not okay with the initial change then I'm looking at other options.
I thought it would go without saying that reduce person, being of a similar vein as enlrage person, has the same terminology. multiple magic effects don't stack for changing size.
There are only a couple of ways to get close.
Take Tiny, then spell-like ability, at will for alter self for 4 RP.
It won't get you to large, but does get you from tiny to medium.
I think you may need to pick one end of the spectrum and work on that.
Seth86 |
1 person marked this as a favorite. |
If we do do the random chance races things, I'd say let's make a couple of races up each for it, that way we have a better chance of playing a race we wanna play.
[url=http://www.d20pfsrd.com/bestiary]Look what I found.[/b] Rules by type for hit die, skills, BAB etc.[/b]
Will need to look at it tomorrow. But a quick glance, it does help a bit... a lot... =^^=
JABIII |
Here's a little something, pretty vanilla but humans deserve some lovin' too. I'll design a second race as well.
Type:Humanoid(Human)
Size:Medium
Speed:Fast(40ft)
Ability Scores:+2 to Everything
Language:Standard
Racial Abilities
-Greater Spell Resistance(11 + Character Level)
-Lesser Lucky(+1 to All Saves)
-Damage Reduction(5/Magic)
-Fast Healing(1)
-Wyrmscourged
-Blindsense 30ft
Background:Created by the greatest scientists/wizards, Ascended are a race of genetically perfect and magically enhanced soldiers designed to fight dragons on a distant and now forgotten world.
Now able to breed true due to genetic tampering of their own, these not-quite-human beings are a force to be reckoned with.
Philo Pharynx |
Philo Pharynx wrote:Well, then reducing to diminutive would work. But since he's not okay with the initial change then I'm looking at other options.I thought it would go without saying that reduce person, being of a similar vein as enlrage person, has the same terminology. multiple magic effects don't stack for changing size.
There are only a couple of ways to get close.
Take Tiny, then spell-like ability, at will for alter self for 4 RP.
It won't get you to large, but does get you from tiny to medium.I think you may need to pick one end of the spectrum and work on that.
Shrinking wouldn't be stacking magical effects. I'd be tiny without any effects. But the GM doesn't like at-will size changing, so I'm out. I'm also not really into random races, so I'm going to be out.
JABIII |
Here's my second creation.
Type:Outsider(Native: Positive/Negative Energy Planes)
Size:Medium
Speed:Standard(30ft)
Ability Scores:+4 to Con & Wis
Language:Standard
Racial Abilities
-Deathless Spirit
-Eternal Hope
-Fearless
-Lifebound
-Resist Level Drain
-Blindsense 30ft
-Lowlight Vision
-Light & Dark
-At-will SLA: Music of the Spheres
Background:An energy race born as a side-effect from the creation of the Positive and Negative Energy Planes Greylings are humanoid energy beings. Always wreathed in a coruscating black and white light, most see them as a greyish color, hence 'Greylings'. While able to tolerate positive and negative energies, Greylings prefer positive for obvious reasons like living. Most Greylings travel the planes combatting Darkness emanating from the dawn of creation itself.
JABIII |
Here's my third creation just for kicks.
Type:Dragon
Size:Medium
Speed:Standard(30ft)
Ability Scores:+2 to Str, Con, Wis & Cha(Changes Below)
Language:Standard
Racial Abilities
-Darkvision 60ft
-Lowlight Vision
-Immunity to Magic sleep & Paralysis
-Flight 60ft(Good)
-Blindsense 30ft
-Breath Weapon(Choose from below for cosmetic scale colors/ability modifier changes/damage type/shape/2 enhancements.)
-Red&Gold/Fire/Cone/IncDam+PowBre
-Green&Copper/Dex,Int,Wis Cha/Acid/Cone/IncAre+ExtBre
-Blue&Bronze/Con,Int,Wis,Cha/Electricity/Line/IncAre+IncDam
-White&Silver/Dex,Int,Wis,Cha/Cold/Cone/IncDamx2
-Black&Copper/Dex,Con,Int,Wis/Acid/Line/IncAre+PowBre
-Red&Brass/Str,Dex,Int,Cha/Fire/Line/ExtBrex2
Background:Dragonlords are a near mythical race of dragonkind originating on the same world as the Ascended. Created by the all-but-annihilated dragons of that world, the Dragonlords took millennia to evolve from saurian creatures to what they are today. Each individual has a unique design of two colors of scales, one always metallic and the other chromatic. These exemplify differences in psychology, physiology, and most notably their breath weapon.
Seth86 |
@warhawk
If you can justify it and make it flow. Sure. Why not =^^=
@Philo
Sorry. Now and then my english goes out the door. Not a native speaker.
What i am trying to say, i did not say i do not like the idea. I was merely trying to tie it together better. I was going on what you said about them. That it takes effort for them to shift into different sizes. So i though a times/day ability would fit
Warhawk7 |
The Venusai are a humanoid plant-like species native to some long forgotten jungle planet. They are a carnivorous, magic-resistant race capable of influencing others with their natural pheromones and using their prehensile vines and paralytic saliva to aid them in catching prey. While not physically imposing, they can be nimble and manipulative.
Physical Description
The Venusai have evolved to look like an attractive female to aid them in catching prey. Their skin ranges from green to pink, with long vines in place where a humanoid’s hair would normally be. These vines are extremely long, reaching nearly to the ground, and a Venusai can control these vines to manipulate small objects or even attack others. Many Venusai are capable of using their natural pheromones to charm other species, drawing them in before using their toxic blood or saliva to paralyze them.
Ability Scores: -2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha. (Advanced +4)
Type: Venusai are Plants. (Plant +10)
- Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
- Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Size: Venusai are Medium creatures and thus receive no bonuses or penalties due to their size. (Medium +0)
Low-Light Vision: Venusai have can see twice as far as a race with normal vision in conditions of dim light. (Plant)
Hypnotic Pheremones: Venusai add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level). Additionally, Venusai gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. (Seducer +2. Hypnotic gaze +3)
Hydrated Vitality: Venusai gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. (Hydrated Vitality +3)
Prehensile Vines: Venusai have a long, flexible vines that can be used to carry objects. They cannot wield weapons with their vines, but they can retrieve small, stowed objects carried on their persons as a swift action. They can also use these vines to make attacks of opportunity with a reach of 5 feet. The vines are a natural attack that deals 1d8 points of damage plus the user's Strength modifier. When a Venusai successfully hits with its prehensile vines, it can make a trip attack as a free action that does not provoke attacks of opportunity. (Prehensile Tail +2, Slapping Tail +3, Tripping Tail +4)
Paralytic Venom: Venusai gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. (Toxic +1)
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Honeyed Words: Venusai gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.. When they attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Additionally, when a Venusai successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours. (Gregarious +1, Sociable +1, Beguiling liar +2)
Spell Resistance, Greater: Venusai gain spell resistance equal to 11 + their character level. (Spell Resistance,Greater +3)
Quick Reactions: Venusai receive Improved Initiative as a bonus feat. (Quick Reactions +2)
I changed the wording and combined abilities for ‘flavor’ of the race. I would have used Nereid Fascination as well for the Hypnotic Pheremones, but I wanted the race to remain Plant due to the Toxic ability An alternate form would be a Fey creature and replace Toxic and Quick Reactions. In fact, I may just work one of those out later. I put too much effort into this one at the moment.. heh.
Warhawk7 |
Here is a Fey version.
The Venusai are a Fey species native to some long forgotten jungle planet. They are a carnivorous, magic-resistant race capable of influencing others with their natural pheromones and using their ability to change their shape in catching prey. While not physically imposing, they can be nimble and manipulative.
Physical Description
The Venusai have evolved to look like an attractive female to aid them in catching prey. Their skin ranges from green to pink, with long vines in place where a humanoid’s hair would normally be. These vines are extremely long, reaching nearly to the ground, and a Venusai can control these vines to manipulate small objects or even attack others. Many Venusai are capable of using their natural pheromones to charm other species, often changing shape to aid in drawing them in.
Ability Scores: -2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha. (Advanced +4)
Type: Venusai are Fey. (Fey +3)
Size: Venusai are Medium creatures and thus receive no bonuses or penalties due to their size. (Medium +0)
Low-Light Vision: Venusai have can see twice as far as a race with normal vision in conditions of dim light. (Fey)
Hypnotic Pheremones: Venusai add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user's character level). Additionally, Venusai gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. Also once per day, a Venusai can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier). (Seducer +2. Hypnotic gaze +3, Nereid Fascination +3)
Hydrated Vitality: Venusai gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function. (Hydrated Vitality +3)
Prehensile Vines: Venusai have a long, flexible vines that can be used to carry objects. They cannot wield weapons with their vines, but they can retrieve small, stowed objects carried on their persons as a swift action. They can also use these vines to make attacks of opportunity with a reach of 5 feet. The vines are a natural attack that deals 1d8 points of damage plus the user's Strength modifier. When a Venusai successfully hits with its prehensile vines, it can make a trip attack as a free action that does not provoke attacks of opportunity. (Prehensile Tail +2, Slapping Tail +3, Tripping Tail +4)
Venusai Resistances: Venusai gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. (Plagueborn +1)
Venusai Deception: Venusai can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. This is a supernatural ability. (Change Shape, Greater +6)
Honeyed Words: Venusai gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.. When they attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Additionally, when a Venusai successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member's Charisma-based skills for the next 24 hours. (Gregarious +1, Sociable +1, Beguiling liar +2)
Spell Resistance, Greater: Venusai gain spell resistance equal to 11 + their character level. (Spell Resistance,Greater +3)
Wei Ji the Learner |
Tweaked the background a bit, to try and give a bit more feel for the 'race in decline'...
The crowlike Urtienko are becoming known as a race of scavengers and irrepressible thieves. Covetous creatures seemingly motivated by greed, they are now vain and easily won over with flattery. Deceptive, duplicitous, and cunning, urtienkos seek circumstances in which they can take advantage of the situation, often at the expense of others, including their own kind. They can be highly competitive, but impulsive and rash. Some claim their behavior is innate, while others believe their selfish mannerisms are cultural and developed as a learned adaptation that has enabled their people to endure through centuries of oppression.
It wasn't always this way. From days of long ago, from uncharted regions, there comes a legend. The legend of ur-Tien-ko, Defenders of the Astral Paths. Flighty avians, loved by good, feared by evil. As the ur-Tien-Ko's legend grew, they grew complacent, and they began to fall. Rumors swirl that there is an enclave somewhere of the ancestral winged people, but no one has been able to find it.
Scholars believe that the ur-Tien-Ko are becoming the Urtienko through a combination of laziness and exposure to readily accessible knowledge, and more philosopical sorts seem to believe that the race is poised to suffer even more degradation over time, perhaps even losing their beloved ability to fly.
Physical Description: Urtienko are avian humanoids whose features strongly resemble crows. They have broad beaks and both their arms and their legs end in powerful talons. Urtienkos who wish to be more easily identified by other humanoids may bleach certain feathers or decorate their beaks with dyes, paint, or tiny glued ornaments. Though they are about the same height as humans, they have slight builds and tend to hunch over. An urtienko's eyes sit slightly back and to the sides of his head, giving him binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, urtienkos have modest musculature and reproduce by laying eggs.
Saafris |
Sounds pretty cool, and looks like lots of people are already hitting the ground running.
I'm gonna give it a try too. How many people do you think you'll accept?
I wanted to make a modified version of the Yuan-Ti, so they have a snake-like lower half. It's a modification of a much less powerful race I already have in my homebrew world, so I just need to modify the fluff that I'll post later.
Summary: Big lamia/naga snake people that are intelligent, good grapplers, and can smell magic (scent + constant detect magic!)
I made them as hard to trip as possible to make the tail make sense. +16 vs trip total.
They are carnivorous ambush hunters that, in times before they became civilized, constricted their prey, a racial skill that all Lyss still have regardless of profession.
Lyss height can vary depending on how tall they want to seem, but most have a resting height of 6' to 8' tall. Their tails are often more than 25' long, and Lyss can weigh hundreds of pounds.
Long ago, before the race existed, their home planet was pelted by millions of small asteroids, transforming the planet's surface into a place of steep, jagged cliffs and deep canyons. Over time, jungles grew across the planet's surface. Many of the creatures on the planet evolved in ways that helped them avoid falling to their deaths down these steep cliffs. The Lyss' snakelike body was essential to their survival in this environment, as well as making them fast enough to keep up with prey and catch prey.
Many of the creatures on the planet used various forms of minor magic to avoid predators, or catch prey. The Lyss evolved a very sensitive tongue that they can use to track creatures and even detect traces of magic in the air.
As the Lyss developed into a civilization, their innate ability to sense magic grew into a natural understanding of spells and the arcane. They value intelligence and research, and many often devote themselves to arcane and technological pursuits, while others sometimes train themselves in ancient ways to stay true to their more predatory nature.
Standard Racial Traits
Ability Score Racial Traits: Lyss gain +6 Str, -4 Dex, +2 Int, +2 Wis, and +2 Cha.
Type: Lyss are Monstrous Humanoids.
Size: Lyss are Large creatures and thus take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
Speed: Lyss have a base speed of 40 feet.
Languages: Lyss begin play speaking Common. Lyss with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Defensive Racial Traits:
Stability: Lyss receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
Skill Training: Knowledge (Arcana) and Spellcraft are always considered class skills for lyss.
Offensive Traits:
Slapping Tail: Slapping tail natural attack that deals 1d10+1-1/2 Str, and has a reach of 10'.
Magical Racial Traits
Constant Spell-Like Divination: Lyss can use detect magic as a constant spell-like ability (the caster level is equal to the lyss's character level).
Senses Racial Traits
Darkvision: Lyss can see in the dark up to 60 feet.
Scent: Members of this race gain the scent ability.
Other Racial Traits
Grabbing Appendages (Tail): Lyss tails are suited for grappling creatures, and allow them to hold on without needing to use their hands. Lyss gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.
Prehensile Tail: Lyss have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Tail (Quadruped x3): Lyss possess a long tail and two arms, granting them a +12 racial bonus to CMD against trip attempts. In addition, Lyss use weapons and armor as if they were Medium (instead of Large).
Saafris |
Pretty much! I actually didn't give them any magical abilities on their own, since they used to hunt magical creatures, but nowadays their civilization is naturally inclined towards the arcane.
Shame there's no 'untrippable' trait. I had to take Quadruped like 4 times to get a reasonable cmd vs tripping.
Edit:
Changed them a tiny bit to give them slapping tail instead of some skill bonuses, they didn't fit amazingly anyway and this makes more sense.
Scaffold Kane |
Color me interested. I have an alien race in mind that I came up for a game waaaaay back. I'll get the specifics together later, but I'll throw out a short premise to get the ball rolling.
The Tennak are a race of humanoid mammalian people with a long standing galactic involvement and stigma. They were one of the first species to discover FTL travel, probably due to the species' knack for engineering, but instead of focusing on colonization, they focused on building fleets.
Some time later, [insert heavily militaristic species] attacked their home planet of Jord and reduced it to a planet of nothing but prisons. Many of the planets inhabitants were imprisoned, the rest of the galaxy convinced that the Tennak were a race of criminals and a blight.
They recently liberated themselves and have been piecing back together what was once theirs and using whatever scrap they can find to rebuild their fleets. Many Tennak had little choice bit to turn to piracy and thievery to get by, thereby confirming their stereotype. Even though they are largely a race of pirates, many of them still uphold the law and do what they can to maintain a non-corrupt government. Reconstruction is difficult, however.
Ideas:
Probably +4 Int, +2 Dex, +2 Cha stats
+4 to intimidate, but -2 diplomacy.
Something like heart of the fields, only it applies to all Craft checks. Breadth of Experience as a bonus feat.
Skilled and Focused Study
And I'll think on more, but that's got a lot of what I was thinking.