So I built these back in the good old fury filled days of the Pathfinder Beta. They're for an oriental campaign setting I've been creating and have seen some play time. So far no complaints from the players but I thought I'd throw them up here and get some more thoughts on them.
Tengu Racial Statistics:
+2 Dexterity, +2 Intelligence, -2 Constitution
Medium: Speed 30ft
Flight: Tengu have a 20 ft fly speed (clumsy). A Tengu may take 10 on any fly check even when distracted. A Tengu may not fly and wield something in his hands as his arms are also his wings.
Master Swordsman: Tengu are regarded as the best swordsmen in the world, bar none. Respected even in the heavens and hells for their skill, the Tengu make it a point to teach all the members of their race the basics of swordsmanship. As a result all Tengu are automatically proficient with one sword-like weapon of their choice. This proficiency can include both Martial and Exotic weapons. See GM for what qualifies as “sword-like.”
Master Blacksmith: Tengu have produced some of the most legendary weapons and armor, especially in the days of their great kingdoms. That skill continues today. Tengu gain a +2 racial bonus to Craft (Armorsmithing) or Craft (Weaponsmithing).
Keen Senses: Tengu gain Low Light Vision and a +2 racial bonus on Perception checks.
Air Affinity: The Tengu are the ones who taught humans the basics of Air manipulation and communing with the spirits of the air. The Tengu's natural association with the Air Element grants the Tengu a +2 racial bonus on saves vs. spells with the Air descriptor and effects generated by Airbending. In addition, they gain a +1 racial bonus on Caster level when casting spells with the Air descriptor and a +1 bonus on their Airbending skill checks.
Hatred: Hundreds of years ago, the Tengu ruled much of this portion of the world, but in the end they were destroyed by the neighboring empire of Spirit-summoning Ogres. Both races have declined into pale shadows of those days, but the Tengu remember well the horrors, even if the Ogres don’t. Tengu receive a +1 bonus on attack rolls against Ogres and Spirits (devils, demons, fey, undead, see GM for clarification)
Defensive Training: The Tengu, now living in their mountain eyries, face constant threat of attack from their new neighbors the giants. Consequently, all Tengu have been trained in defending against their attacks. Tengu get a +4 dodge bonus to AC against monsters of the giant type.
Languages: Tengu begin play speaking Tho Fan and Tengen.
Vanara Racial Statistics:
+2 Constitution, +2 Charisma, -2 Wisdom
Medium: Speed 30ft
Climb: Vanara have a 20 ft climb speed. This grants them a +8 competance bonus on climb checks. A Vanara may take 10 on any climb check even when distracted.
Keen Senses: Vanara receive Low-Light Vision and a +2 racial bonus on Perception checks.
Prehensile Tail: A Vanara’s tail can be used as a third hand. It can be used with skill checks involving precision manipulation and hands in general such as Disable Device and Sleight of Hand, albeit at a -4 penalty. The tail can support the Vanara’s own weight if his strength score is high enough, allowing him to hang from his tail. A Vanara cannot use this ability if his own weight is less than or equal to his medium load capacity or he is carrying a medium load.
Natural Athlete: Vanara receive a +4 racial bonus on Acrobatics checks.
Simple Weapon Mastery: During character creation a Vanara chooses three simple weapons. These weapons function as one size category higher for damage in the Vanara’s hands. This ability does not stack with Improved Natural Attack for Unarmed Strikes
Earth Blood: The first Vanara, Sun Wukong, the Monkey King, was said to be born from a mountain and Vanara reflect some of this myth in their connection to Earth Magic. All Vanara have a +1 racial bonus to CL for all Earth subtype spells and a +1 bonus on Earthbending checks. They also may use the psionic power Stomp 1/day at half hit-die CL. This is a spell-like ability rather than a psi-like ability that functions as a Transmutation (Earth) spell. The Save DC is 11 + Cha modifier.
Fearless: The Vanara are well known for their laughter in the face of Death and many have died with a smile on their face. The Vanara have a +2 racial bonus on all saving throws against fear.
Languages: Vanara begin play speaking Tho Fan and Vani.
And before you ask, yes, I totally jacked Tho Fan from Jade Empire. It functions as the "Common" tongue in this part of the world. Mainly because, like in Golarion, Common already exists in the more European styled areas.