
TimmyTheNerd |

I've only done the rules portion of the race so far.
Jumi
+2 Constitution +2 Intelligence -2 Dexterity
Native Outsider: Jumi are Outsiders with the Native sub-type and ties to the Elemental Plane.
Medium: Jumi are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Jumi have a base speed of 30 feet.
Dark Vision: Jumi can see in the dark up to 60 feet.
A Divided Race: Jumi come in two types, the arcane oriented Guardians and the combat oriented Knights. A Jumi must choose their type during character creation, this type cannot be changed for the rest of the game.
Emissary: Once per day, a Jumi can roll twice when making a Bluff or Diplomacy check and take the better roll.
Elemental Assault: Once per day as a swift action, a Jumi can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the Jumi's Core. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. Jumi may end the effects of its elemental assault early as a free action.
Jumi Core: Jumi are born with crystalized cores instead of hearts. During character creation, a Jumi must choose what core type they have, this type cannot be changed for the rest of the game.
Emerald: Able to speak Terran and Elemental Assault uses Acid Energy.
Saphire: Able to speak Aquan and Elemental Assault uses Cold Energy.
Ruby: Able to speak Ignan and Elemenetal Assault uses Fire Energy.
Amethyst: Able to speak Auran and Elemental Assault uses Electricity Energy.
Languages: Jumi begin play speaking Common and a second language dependent on their core. Furthermore, Jumi with an Intelligence Score of 11 or higher may also choose to speak one of the following: Abyssal, Celestial, Draconic or Infernal.
Weapon Familiarity: Jumi treat any weapon with the word 'Jumi' in its name as a Martial Weapon.
Guardian only Traits:
Arcane Focus: Guardian Jumi gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Weapon Familiarity: Guardian Jumi are skilled archers and are therefore proficient with Shortbows, Longbows and Composite Bows.
Knight only Traits:
Fast: Knight Jumi gain a +10 foot bonus to their base speed.
Weapon Familiarity: Knight Jumi are skilled swordsmen and are therefore proficient with Shortswords, Longswords and Greatswords.

Orthos |

Mana series, AKA Seiken Densetsu.
Specifically Legend of Mana it looks like, since that's the one with Jumi.
My one bit of advice would be to let the Guardians be any kind of caster, not just arcanists.

TimmyTheNerd |

Yeah. Games wise, it goes:
Final Fantasy Adventure
Secret of Mana
Secret of Mana 2 (only released in Japan as Seiken Densetsu 3)
Legend of Mana
Sword of Mana (Remake and expanded version of Final Fantasy Adventure)
Children of Mana
Friends of Mana
Dawn of Mana
Heroes of Mana
Circle of Mana
Of all the races in the mana games, I'm making the following into player races:
-Pathfinder Core races I don't have to change beyond lore-
Dwarf
Elf
Human
-Races I'm making from scratch-
Manaborn (Also called Child of Mana) - Magic tuned Human race/tribe.
Sprite - Short, about gnome sized, race, also skilled in magic.
Sproutling - Plant race, also short like Sprites. Very skilled with nature and psionics.
Anthro - A race of half-human, half-animals. Varies in their skills.
Valkyrie - Human like race that live in the mountains. Make good sorcerers and warriors.
Jumi - Seclude race now branching out from their old home. Their jeweled cores have magical properties.