Some further details:
I will be GMing the game using the Pathfinder RPG gaming system. Each individual Keidren race will have its own unique racial template (which I am currently finalizing and will be added to this post by the end of the day today). We will be starting the game at third level, using a 20 point buy stat-block and giving each player a basic (3,000 GP) magic item to start the game with. All of the primary rule books (Core, APG, Advanced Race Guide, Ultimate Combat, Ultimate Magic, etc) will be allowed.
Expect this post to expand exponentially as a plot is chosen and stat-blocks are finalized. :) Playable Races:
Attribute bonuses: +2 dex and intellingence, -2 Wisdom; Feline Keidren are Lithe and intelligent, but their curiosity can overwhelm their better judgment.
--Cat's Luck: Once a day, when a Feline Keidren makes a Reflex saving throw, she can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
--Low-Light Vision: Feline Keidren can see twice as far as humans in dim light
--Curiosity: Feline Keidren are naturally inquisitive about the world around them, though some are more curious than others. Such keidren gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Attribute Bonuses: +2 strength and wisdom, -2 charisma; wolf keidrens are powerful and masters of their surroundings; however, their snarls and long teeth can make them intimidating to others.
--Coordinated Maneuvers: All Lupines gain this bonus feat at first level
--Scent: Lupine Keidren all have the Scent ability
--Sprinter: Lupine Keidren gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Racial Traits: +2 Constitution and Strength, -2 dexterity; Bear keidren are hulking physical specimens, but their size makes them slower than their smaller kin
--Slow: Ursine Keidren have a lumbering gate, and move 20' per round instead of 30.
--Cornered Fury: Ursine Keidren are not to be trifled with; if ever the ursine reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
--Hardy: Ursine Keidren are tough, and gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
--Low Light Vision
Attribute Bonuses: +2 Wisdom and Intelligence, -2 strength; Avian keidren see things that many others might miss, and are paragons in the realm of the mind; however, their hollow bones are a hindrance in combat).
--Enclave Protector:Avian Keidren are reclusive, and they guard their Aeries fiercely. add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user's character level):
1/day—faerie fire, obscure object, sanctuary
--Lightbringer: immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
--Skill Bonus: Perception
Attribute Bonuses: +2 constitution and intelligence , -2 Charisma; Shark keidren are apex predators, capable of withstanding punishment and adept planners; however, they are even more fearsome than their lupine kin, and it shows in their scarred bodies and wicked teeth.
Bite Attack: Selachine Keidren have inherited their ancestors' wicked jaws and fangs, and are capable of delivering a vicious bite for 1d4 damage. This is a primary natural attack.
Ferocity: If the hit points of a Selachine Keidren 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.
Water Child: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.
Attribute Bonuses: +2 dex and Charisma, -2 strength Fox keidren are nimble and sly, but they lack the fearsome power of their lupine brethren.
-Silver Tongued: Vulpine Keidren gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
-Scavenger: Vulpine Keidren gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
-Fleet Footed: Vulpine Keidren receive Run as a bonus feat and a +2 racial bonus on initiative checks.
--Keidren Mystical Stones replace most material components for spells, and most components are fairly cheap; however, for spells requiring specific, expensive components, the cost is translated into the quality and type of stone. Keidren Sorcerers will fulfill the role of Shamans must still carry a pouch of "blank" stones to cast spells.
However, Sorcerers are able to use Spellcraft to "charge" spells for their allies in the field.
--Keidren "Common" and Human "Common" are two different languages in this game, as are each keidren subset's unique dialects. The other languages available are: Aquan, Sylvan, Draconic, Celestial, Undercommon, and Infernal.