
Golden-Esque |

Hey, I'm busy working on homebrewed races for my campaign setting, and I think I'm just about done. I was hoping for some feedback before I present them to my players, so if anyone would be so kind I'd appreciate it.
I like my stuff to look nice and neat, so I put the races into this PDF. Hopefully everything's readable.
Any comments are highly valued, and if there's anything wrong with the PDF viewer, please let me know.

Golden-Esque |

Regarding "dragonborne" --
"Borne" means "carried by," implying that this is a race of dragon-riders. If you mean "descended from," then "Dragonborn" would be the correct spelling.
Outside of that, I'm not a big fan of furries, so I'm unable to give much useful feedback.
Thanks for your feedback on the names of the dragonborn. This suggestion as been noted and the files were changed.
While I respect your dislike of anthromorphic-animal races, I'm a little disappointed that you didn't think that any of the elementalkin or the alternate favored class bonuses for the Core Races and Psionics Unleashed races were worth providing feedback for.

Ringtail |

After just skimming through the first three (Airkin, Bharrian, and Dragonborne) I have a few questions and comments.
Airkin:
Their base speed is 35 when in a light load, reduced to 30 when in medium or above, yes? Is their speed intended to drop further when they are wearing medium or heavy armor, or is it never supposed to dip below 30? I felt this was a bit unclear. My initial reaction that everything added together on the Airkin make them nearly unsurpassed Wizards or Rogues, since I think they get a bonus feat along with the bonus to Dex and Int, something the elf doesn't get, which seems to be the best base analogue to this race since they share attribute changes. Perhaps a bit high powered, though not terribly so.
Bharrian:
No attribute penalty while getting 2 great bonus's struck me as a bit strong, on top of having excellent features all around. Too good in my opinion, compared to base races; the speed hurts, but they need a spot of tempering yet.
Dragonborne:
They get a bonus to natural armor (equivilent to a feat) as well as getting a bonus feat? While narrower than the human who can chose any feat, I think that the bonuses of this race are so focused that what you will get is more than equivilent. Out of the three I've read thus far, probably the most balanced, but I'd need to examine it more closely.
Unfortunately I don't have time right now to read through everything, but I will probably stop back periodically in coming days to reread, read more, and offer more feedback. Have you read Remarkable Races? It offers some well balanced race options that might help you as a basis when fine tuning yours.

Golden-Esque |

After just skimming through the first three (Airkin, Bharrian, and Dragonborne) I have a few questions and comments.
Airkin:
Their base speed is 35 when in a light load, reduced to 30 when in medium or above, yes? Is their speed intended to drop further when they are wearing medium or heavy armor, or is it never supposed to dip below 30? I felt this was a bit unclear. My initial reaction that everything added together on the Airkin make them nearly unsurpassed Wizards or Rogues, since I think they get a bonus feat along with the bonus to Dex and Int, something the elf doesn't get, which seems to be the best base analogue to this race since they share attribute changes. Perhaps a bit high powered, though not terribly so.Bharrian:
No attribute penalty while getting 2 great bonus's struck me as a bit strong, on top of having excellent features all around. Too good in my opinion, compared to base races; the speed hurts, but they need a spot of tempering yet.Dragonborne:
They get a bonus to natural armor (equivilent to a feat) as well as getting a bonus feat? While narrower than the human who can chose any feat, I think that the bonuses of this race are so focused that what you will get is more than equivilent. Out of the three I've read thus far, probably the most balanced, but I'd need to examine it more closely.Unfortunately I don't have time right now to read through everything, but I will probably stop back periodically in coming days to reread, read more, and offer more feedback. Have you read Remarkable Races? It offers some well balanced race options that might help you as a basis when fine tuning yours.
I don't agree with several of your assessments.
The bonus feat airkin receive (which isn't detailed here) gives them a small resource pool to use a special ability with. The best analogue I can think of is the old Hidden Talent psionic feat from 3.5; the one that gave you several power points and a 1st level power of your choice. On the other hand, elves gain a +2 bonus to overcome spell resistance, which is the equivalent of a feat in itself (Spell Penetration). The airkin bonus speed is modeled identically to the Fleet of Foot feat. When weighed on a point system, elves actually come out 1 point ahead of airkin (11 points to 10), for all that it is worth. Airkin, similarly to their human parents, spend most of their raical point allotment on several big abilities instead of a bunch of small ones, like the elf or dwarf.
For the bharrian, I think the speed penalty is their biggest balancing factor. Being slow really hurts your battlefield control, and while its not a huge penalty, therian blood is there as sort of a balancing factor. It allows several classes that wouldn't normally be able to control you (Druid and Ranger) to have a bit of control. Engame, however, is definitely a good racial trait. It was designed to be. Hibornator is more of a cosmetic thing; most parties are going to have a Cleric, so healing additional HP while you sleep is more of a quality of life thing.
Finally, with Dragonborn, Draconic Heritage functions exactly like Air Blessed (airkin) except it gives a draconic ability. However, while brainstorming, I couldn't think of a purpose for the feat that didn't tread on the Sorcerer's draconic bloodline, so I am probably going to scrap it.
TL;DR version:
Airkin are balanced around only having a few good and well-rounded creatures. They do make good spellcasters, but the elf has several noticable advantages over them (free, stackable spell penetration.
Slow speed hurts the bharrian, and other than Endgame, claws, and no ability penalty, they don't really get any extremely useful class features.
Dragonborn I agree with; I am probably going to drop the bonus feet and figure out something new for them. I am taking suggestions :P.
Thanks for your time, and I hope you find time to look through the rest of my races. To answer your question, I have not seen the new Race book (I'm a broke college student who spent the last of his money on printed copies of Psionics Unleashed and Bestiary 2 T.T), though I did use Voodoo Mike's race building guide from this thread to build all of these races.

Golden-Esque |

The small races moving at 30 is a bonus you didn't account for in balance
Actually I did. For the other Pathfinder races, having a movement speed of 20 feet (regardless of whether or not you are a small race) earns you extra "points" to spend on it. Since the two small races I made don't have slow speed, they didn't get extra points to buy new racial abilities with. The goblin (Bestiary 1) is also balanced in this way.

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Andrew R wrote:The small races moving at 30 is a bonus you didn't account for in balanceActually I did. For the other Pathfinder races, having a movement speed of 20 feet (regardless of whether or not you are a small race) earns you extra "points" to spend on it. Since the two small races I made don't have slow speed, they didn't get extra points to buy new racial abilities with. The goblin (Bestiary 1) is also balanced in this way.
They seemed to have plenty of bonuses on top of that. Goblin is not a PC race and not balanced to be one

Golden-Esque |

Golden-Esque wrote:They seemed to have plenty of bonuses on top of that. Goblin is not a PC race and not balanced to be oneAndrew R wrote:The small races moving at 30 is a bonus you didn't account for in balanceActually I did. For the other Pathfinder races, having a movement speed of 20 feet (regardless of whether or not you are a small race) earns you extra "points" to spend on it. Since the two small races I made don't have slow speed, they didn't get extra points to buy new racial abilities with. The goblin (Bestiary 1) is also balanced in this way.
"We Be Goblins" and "Goblins of Golarin" would like to have a word with you. A word that involves a particularly nasty-looking morningstar :P.
Like I said, according to the race building guide posted by VooDooMike, which has merits as the system Paizo balances their race with, having a movement speed of 30 does not impact the effective power of your race. Having a slow speed (20 feet) does; it gives you additional points with which to gain racial traits with. By having a movement speed of 30, it just means that the Nashi and the Nimhven don't have as many bonuses as, say, a Gnome or Dwarf (seriously, check out the gnome. They have a LOT of good stuff).
I'm not entirely sure where the idea of a "fast small race" doesn't work mechanically or realistically came from, to be honest. If you apply the Young Template to a human to get a human child (a small creature), it becomes a Small creature with a movement speed of 30 feet. And you LOOSE a CR, or effective power, doing that :P.

Purplefixer |

I'm reading the PDF right now. It's a slow day and I have time to fiddle about while reflecting on the post I'm about to make about my custom spellbook...
Have you seen the Sylph, Undine, Oread, Dhampir, Fetchling, and Ifrit races from Bestiary 2? Along with the "absolutely a PC race - represent!" Goblins and Kobolds the possibility of non-standard races is really filling out.

Purplefixer |

Airkin
Stats: Just like elves, so this looks fine.
Fast Speed: Why not give them the "Fleet" feat for free? Make sure to clarify and specify, as this makes it look like they're not slowed by encumberance or armor. Then you can easily have it replaced by your alternate racial features as normal.
Your alternate racial features: Are awesome.
Air Blessed: Please re-print Air Blessed in the document, or offer a page reference. I don't know what you're talking about.
BALANCE: This race looks good. Compare to the Sylph, Pathfinder Bestiary 2, p258.
Bharrian
Stats: Bears are impulsive, short tempered, powerful, tough, and cowardly as all get out. They're also near-sighted and frequently hard of hearing. How about a +2 Str, +2 Con, -2 Wis, -2 Cha?
Slow and Steady: I don't know what you know about bears... but bears are freaking TERRIBLY FAST. They also don't carry heavy weights often. Consider a speed bonus while charging and a bonus to bull-rush for their exceptional sizes instead of making them more dwarflike. The Badger-People should be more dwarflike.
Therian Blood: Remove "1 or" from Therian Blood in case it ever matters.
Endgame: Make this weapon/claw/unarmed damage only. Treat it as a strength bonus, and let it go ahead and apply to critical hits and such. Bharrian wizards will claw your damned face off.
Hibernator: Neat!
Alternate Racial Features: Nice. Remember though, that each power point is one spell-per-day. No one gets that as a racial feature because its far too powerful. 1/2 or more realistically 1/4 is better.
BALANCE: The Bharrians aren't very balanced. Expect people to want to play BarBharrians. :D They have far too many bonuses, and the theme could have been handled a bit better. I can see them as being clever, but are they supposed to have better memories and problem solving skills than humans? Better tool-use and innovation? Exceptionally, perhaps, but remember that on average, two points is a -significant- bump when you compare two species. Dwarves are legendarily unsinkable and unkillable, shrugging off blows like water off a ducks back... and that's just a +2 con. Elves are supposed to walk on top of snow and be able to run up people's spears to stab them in the face, and that's just a +2 dex. These guys aren't gnomes, and even gnomes don't get a +2 to intelligence, and they're fantasy's 'magical engineers'.
Dragonborn
Looks good. Dragongheart should be Dragonheart. You should change Dragonheart to read:
Dragonheart (Ex) Dragonborn sorcerers with the
draconic bloodline treat their
Charisma score as 2 points higher for all
sorcerer class abilities. This replaces the Draconic Birthright racial trait.
And again, please tell us what Draconic Birthright is.
BALANCE: Pretty good.Earthkin
Earth Blood: 30' burrow speed is HUGE. 'Half land speed' is better. 10' is even better than that.
Again, what is Earth Touched?
Be careful with your wording on Earth Warder.
Your barbarian alternate favored class feature is very poorly worded. Remember this is a bonus that applies with each class level, and can be EITHER +1hp, +1 skill point, or... this. Your clerics are going to go gaga over a simple 13 spell resistance. It will make them virtually immune to magic.
BALANCE: Not bad. The burrow speed is kind of a deal breaker, but that can be fixed. Remember that burrow tends to be a 'fair escape immune to all your stupid powers' ability. The earth breaks line of effect. Compare these guys to the Oread in Bestiary 2.
Firekin
Again, what is flame kissed?
Rain Fire is poorly named for a touch power that can increase melee damage, but otherwise pretty cool. I want to deliver this as bonus fire damage on my monk. Flamefinger, burning touch, searing caress, grip of cinders, branding grasp...
Blazing Speed suffers from the same terminology issues as the Airkin. Electricity is the (AIR) element in DnD, and should not be increased from Mastery of Flame. Not unless you've changed the way things work because of the 'purity of fire' Bending-Mythos stuff. (I too, loved that show, but it's so not DnD...)
BALANCE: Pretty neat! Check out the Ifrit in the Bestiary 2.
Leline
See: Bherrians
Nature's Call: Are you sure? SUCH POWERFUL SUMMONING DRUIDS!
Otherwise:/BALANCE: Pretty cool!
Mephian
Stats: Not just brash and reckless, remember that -2 wisdom means a penalty to PERCEPTION. Mephians are appropriately near-sighted.
EQUIPMENT: Outside of Theria, and inside Theria if the Mephians are the only digitigrade species, their armor should cost 20% more base, because of needing to be adapted for tails and digitigrade leg-structure.
Musk: If the musk is tail-sprayed within five feet, it should provoke an attack of opportunity. I suggest sickening for (Con Modifier) rounds and not allowing it to be removed at all. Ever been sprayed by a skunk? It's a lot like being hit in the face with a sack of hellish invisible bees. If you still want it to be able to be removed, specify whether removing it provokes AoO, or if using the ability does, it's poorly worded.
Strong Stomach: Should be increased to also allow them to eat spoiled food, and be a +4 save, not +2. The least common introduction of poison is through ingestion, and this isn't worth hardly anything at all.
BALANCE: Cool! Be careful around a Mephian Fae-Blood Sorcerer...
NASHI
Stats: TOO STRONG! I suggest badger people with no strength penalty, but not racoons with an effective strength bonus. The average racoon is not capable of dragging 10x their body weight. Also, people only think racoons are cute because they've never met one up close. They're rangy long-legged rats that smell bad and scream at people. +2 intimidate maybe... I'd argue against the charisma bonus.
Society: You really need to make more distinction between the halflings and the nashi. Their cultures are extremely similar. People aren't ever going to mistake them for cute little human children, and they have a reputation as brigands, and even the good natured ones are thought to be thieves. Harp on this. Drop their charisma, expand their mafia allegiances. Make them lawful evil as a species to oppose the halfling chaotic goodness.
BALANCE: Poor. Nashi are better than halflings in every respect, and their stats don't reflect their animal well. I suggest -2 str, -2 cha, +2 dex, and a 1d6 racial sneak attack. Possibly also a 'loans and favors' or 'godfather' benefit.
Nimhven
Refers to Nashi. Rats are some of the -highest evolved creatures- in the world. Along with bats and cockroaches, they are expected to survive nuclear holocaust, and thrive in the wreckage. These particular ones have a powerful resemblance to the Skaven of Warhammer Fantasy fame. I suggest a fairly total rewrite.
Stats: Small = -2 str +2 dex. Rat = +2 con. Horribly murderous paranoid rat = -2 wis, -2 cha.
Speed: Small = 20'. Rats aren't faster than normal, really. They scuttle along at a clip, but they got stubby lil legs.
Aberrant Therian: Treat as VERMIN, not as animals. Change anything that says animals to vermin. This should help to make them immune to most things therians are vulnerable to. Another reason therians don't like them.
Senses: Scent, Darkvision 120', low-light vision. The nimhven's long whiskers are so well developed and sensitive they gain blindsense within 5'.
Naturally Psionic: Nimhven are subjected to horrible radiations within the darkness of the world, formerly known only to the deepest dwelling aberattions, the Aboleth. Like the Aboleth that hunt and dominate them, the Nimhven have adapted to this power source, and gain 2 power points at 1st level. This does not allow them to manifest powers unless they also possess a manifesting class.
Unearthly Resilience (Su): A nimhven is incredibly, supernaturally resilient. They may spend power points as an immediate action to reduce incoming damage by 2 points per power point spent. Remember the limits on immediate actions.
Gnaw (Su): Like their animal counterparts, a Nimhven is capable of chewing through -anything-. When not in danger, a Nimhven may spend 1 power point to ignore the hardness of a single object or barrier for one day.
Slink (Ex): A Nimhven's skeleton is extraordinarily flexible, and the murderous little rodents are known to even be able to compress their skulls slightly with little to no ill effects. All Nimhven get a +4 racial bonus to Escape Artist checks, and it is always considered a class skill for them.
Vicious (Ex): Nimvhen are extraordinarily dangerous in hordes. They often ambush their prey in the great darkness, and few hope to survive a well coordinated attack. All nimhven are capable of dealing 1d6 points of sneak attack damage when their foes are flatfooted or flanked, even if the foe is a trained rogue. This damage follows all other rules for sneak attack damage, including stacking with other sources and not being multiplied on a critical hit.
Tail: Nimhven gain a +2 bonus on acrobatics checks to maintain their balance. Their tails are so dextrous they are capable of holding tiny objects in them (not more than one pound, plus one pound per point of strength bonus).
Hard to Kill: Not only do nimhven gain a +2 bonus on constitution checks to stabilize while dying, they gain a +1 luck bonus on all saving throws, and a +3 racial bonus on saves against poison.
Bite: Nimhven have huge front teeth, often like a small dagger. These teeth grow inordinately fast, and require a great deal of maintenance to keep from becoming a real problem. They also grant the Nimhven a 1d4 damage bite attack that adds their full strength bonus as a primary natural attack, or 1/2 their strength damage if used as a secondary/offhand attack in a full attack action.
Well, my 4th Ed game is starting now, so I need to go, but I'll revisit these later!

Golden-Esque |

Before I start, thanks so much for all of your excellent feedback, Purplefixer!
Airkin - I was thinking about giving them fleet of foot for free. Haven't decided yet, but it would definitely make things easier.
Comparing to the Native Outsiders in the Bestiary: I actually didn't hear about them until AFTER I made the four element-touched races; if I had, I probably wouldn't have gone to the trouble of making the elementkin xD. The major difference between the elementkin and the Bestiary 2 races is that the elementkin don't usually have elemental parents; they're warped into their current form by high exposure to elemental energies. In this sense, they're basically mutants.
Bharrian: The reason I picked the stats I did for the bharrian is their namesake; the Favored of Bharrian prestige class from Book of Exalted Deeds. I am hesitant to change their stats to what you suggested because I think it would encourage players to min-max with the race. If it makes a more balanced people, I am okay if the race doesn't perfectly reflex on the real animal.
As for the slow and steady thing, bharrian were designed as cavilers in mind; I won't lie. I have a player who loves the concept of bearfolk riding war bears into battle, and the race definitely plays homage to that vision.
In regards to therian blood, do you think I should reword it to "as if their intelligence were 2 or lower" then?
Engame: This was supposed to be a bonus that benefited anyone who takes the class.
Psionic Aptitude: See the new Psionics Unleashed races :). This racial trait is actually cut-and-pasted from the Psionics Unleashed book.
Balance: Actually, yes. In the fluff I provided for them, bharrians ARE more innovative then humans, though that's mostly because they're virtually the only "old race" (think elves and dwarves) that isn't afraid to adopt new ideas from the "young races" if they're good. I can see your arguement though, and I think a Wisdom bonus might be better. Also, I balanced this race as 10 points because I classified hibornate as a 0 point trait. When most parties are balanced around having magical healing of some kind, 1 extra hit point healed per die doesn't make that much of a difference. In a party with no Clerics Oracles, then yes, that trait is much better, but such parties aren't "the norm."
Thanks for looking at what you have so far, and when I get back from work I'll look over the rest of your evaluations!

Golden-Esque |

Earthkin:
Burrow Speed: I agree with you on the burrow speed. I'll change it to 10'. Maybe give them a racial feat to improve it or something.
Barbarian Favored Bonus: What would you recommend changing it to?
Cleric Favored Bonus: Does -1/2 sound better to you? How about -1/3?
Firekin:
Rain of Fire: Does scalding touch sound better to you?
Blazing Speed: Fleet of Foot as a bonus feat, ho?
Mastery of Flames: I KNEW I was going to catch heat for this, so to speak, for this one :P. Yes, I am going the Firebender route and saying that in its natural form, electricity is a discharge of heat, which is the realm of firebenders. Throughout the document I've been hinting at a bender class; after I feel good about the races, that's the next thing I am going to share.
Leline:
Bharrians: This is another race that I was okay with not basing it completely on its "Base" form (lion). You can kind of argue for the same thing for humans; if humans were based off of monkies, we'd probably have a Str / Dex bonus with an Int bonus (depending on gorilla or tree-swinger) and take penalties to Con / Cha (monkeys can be VERY mean!). But, instead we get +2 to whatever we want. Go figure :).
I wanted the therian races to be something more than "anthromorphic animals;" I tried hard to give them real cultures that reflected what I wanted them to be in my world, and not necessarily what they look like. Hope that makes sense.
Nature's Call: Yeah ... I knew the consequences of giving them this, and I'm okay with it. So begin the lion-summoning-lions jokes :P.
Mephian:
Ability Scores: Yeah, I thought the near-sighted thing was appropriate for a race of skunks as well :). My Dad once caught one in a white bed sheet by holding it up in front of him. Skunk had no idea he was there because of its crumby eyesight.
Equipment: I could add a penalty to buying armor. How many points do you think that's worth, though?
Musk: I ended up making it a touch attack for balance. You can blame evolution, if you like; they're simply not as good at "shooting" it as skunks are; plus no self-respecting mephian is going to waggle their rears about like that anyway :). The idea is that they perform sort of a flourish, and shoot the musk at close range. Using the musk is considered an armed touch attack, so it doesn't provoke AoO. Trying to scrub the musk off, however, does. I think I am going to remove the scrubing part, though, and just give it a duration.
Strong Stomach: Both ideas sound good to me.
Nashi:
Ability Scores: How do you figure they have an effective Strength bonus? Their Charisma bonus also has nothing to do with their appearances; even the good ones are fast-talking, swindling thieves.
Society: I thought I did a pretty good job of distinguishing their societies, personally. The nashi society is basically run by the mafia, but worded nicely. Being "in power" in the mafia also has nothing to di with your skills as a leader; if you have the shiny, you run the joint regardless of whether you bought your position, stole it from its previous owner (literally), or outright killed them for it. It's a pretty nasty place, really.
Balance: I agree that the race, ability wise, needs a little more distinction from the halfling. Do you think a racial sneak attack is too strong? I don't want my players to look at ANY of my races and say "this is the best X class race, but I'd never be anything else." I think shuffling the ability bonuses around so they don't have as many as most races would be an interesting twist, though. I'll mull it over and repost something later.

Golden-Esque |

Nimhven
Background: Yes, they're a mix of the Skaven from Warhammer and the intelligent rats from Mrs. Frisby and the Rats of NIMH. See what I did there? :P
Ability Scores: Wow ... that's a lot of penalties 0_0. Their racial traits would have to be really good to make up for that.
Speed: I was going to argue against slow speed (Skaven in Warhammer move as fast as the High Elves), but then I saw your stubby little legs point. Between this and the ability scores, they'd have a LOT of negative points to make up.
Aberrant Therian: When I looked up the rules for vermin, it said that it only applies to creatures without an intelligence score and that being a vermin made you immune to all mind-affecting abilities. I don't know if either of those things are good for the race. Not to mention that Vermin only includes invertebrate pests now.
Sense: Blindsense is really, really good ....
Naturally Psionic: Psionics Unleashed as a Wild Talent variant I could give them.
Unearthly Resilience: That's really cool!
Gnaw: Another cool one.
Slink: I like this.
Vicious: If I'm giving nashi a racial sneak attack, I don't feel comfortable giving one to this race too. I think that'll make them too similar.
Tail: One of the things I wanted to do with this is give them racial feats that let them use their tails to wield light weapons and perform somatic components of spells, but that doesn't affect these rules. I like them.
Hard to Kill: Good points.
Bite: Yeah, I don't know what I was thinking with giving them claws.
Now I REALLY have to go to work! Be back soon, hopefully with new ideas in tow.

Golden-Esque |

Some quick edits:
Airkin:
Changed the airkin's racials. Instead of having a base speed of 35 feet, they have fleet of foot as a bonus feat.
Bharrian:
Ability Scores: Changed to +2 Con, +2 Int, -2 Wis. I kept the Intelligence bonus because of the whole "climbing your trees and stealing your foods" thing. I kept Con over Str because of the spell (Bear's Endurance).
Bharrian's speed improved to 30 feet. They lost the ability to move in armor without encumbrance, however. I'd like to give it back to them, but would that be too good? What does the forums think?
Dropped Endgame (+1 damage from all sources). Instead, they gain Thundering Charge, which allows them to treat their movement speed as 5 feet faster when declaring a charge attack or a bull rush combat maneuver.
Dragonborn:
The bonus feat has been removed (and scrapped, for that matter). Instead, dragonborn gain a pair of claw attacks. They were originally an alternate trait, but now they're baseline. Yay for originality!
The Dragonborn gain Glide as an alternate racial trait. It basically functions as the spell. They have to trade their natural armor for it. I'm looking for critiques on this one, as I feel that it's a strong ability; perhaps too strong, but we'll see.
Dragonheart's ability name is now correctly spelled.
Earthkin:
The earthkin's burrow speed has been reduced to 10 feet (down from 30).
The Barbarian favored class bonus has been changed to boost the barbarian's damage reduction (1/6).
The Cleric favored class bonus has been changed to instead grant 1/4 spell resistance.
Flamekin:
Rain Fire has been renamed Scalding Touch. Same effects apply.
The Blazing Speed racial trait has been removed. In its place is the Fleet of Foot racial trait, which grants Fleet of Foot as a bonus feat at 1st level.
Mephian:
The Strong Stomach alternate racial trait has been buffed; it now provides a +4 bonus on Fortitude saves against ingested poisons.
Nashi:
The nashi fluff has been expanded. They were always greasy little crime lords, but their previous society entry did not do a good job of showing their true colors. Hopefully this new version "clears things up."
Ability Modifiers changed to +2 Dex, +2 Wisdom, -2 Strength
Nashi lost their racial ability to reroll one saving throw each day. The Artful Blackmailer alternate racial trait replaced this ability.
The Make Your Own Luck alternate racial trait was clarified and updated to replace the Artful Blackmailer racial trait.
A new alternate racial trait was added. Unfair Fighting causes a nashi that attacks a flanked creature or a creature that is denied its Dexterity bonus to deal 1d3 additional points of damage.
Nimhven:
Ability Scores: Changed to +2 Dex, +2, -2 Str, -2 Cha
Nimhven gained Naturally Psionic as a racial trait.
Nimhven gained Too Terrible to Die as a racial trait.
Reworded tail-appendage to clarify its rules.
Universal Errors and Changes:
Cleaned up redundancy in the Therian Blood racial feature.
Several activated abilities were given symbols, such as (Ex), (Sp), etc to represent what type of ability it is.
The Medium-sized therian races' claw damage was off. It should have been 1d6, and they were all 1d4 (Small size damage). This has been corrected.