Outsider (native) (3 RP)
A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. When making a native outsider race, it is sometimes important to pick a single Outer Planes that race is tied to. For example, tieflings are tied to Abaddon, the Abyss, or Hell. Such ties can be important for qualifying for other racial abilities, but it's not required that a native outsider be tied to another plane. A native outsider race has the followings features.
Native outsiders have the darkvision 60 feet racial trait.
Native outsiders breathe, eat, and sleep.
Small (0 RP)
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Flexible (2RP)
+2 Dex and Wis
Hydrated Vitality (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race 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.
Cold Resistance (1 RP)
Resist Energy 5 Cold.
Swim (2 RP)
Swim speed of 30 feet, and +8 to swim checks.
Terrain Stride (1 RP)
Ignore nonmagical favored terrain in water.
Elemental Vulnerability (-2 RP)
Fire deals half again as much damage.
Amphibious (2 RP)
Breathe both air and water.