Races

All of the core rule races are allowed as well as the races presented below.
(note: all the following race write ups are borrowed with permission from this page. Seriously he has done fantastic work on these.)

Xixchil Racial Traits
+2 Dexterity, +2 Intelligence, -4 Charisma.
Size: Medium
Base land speed: 30 feet.
Insectoid Blood: Xixchil are of the Aberration (insectoid) subtype
Compound Eyes: Dark vision out to 60 ft.
Racial Skills: Heal is always a class skill for Xixchil
Chitin: +4 natural armor.
Xixchil Poison (Ex) Bite—injury; save Fort DC 15, frequency 1/round for 3 rounds, effect 1 Con or Sleep, cure 2 consecutive saves
Automatic Languages: Common, Xixchil. Bonus Languages: Dwarven, Elven, Thri-Kreen, Drommite, Orc.
Body Modifications: most xixchil wil have additional modifications in the form or additional limbs or attack forms. The cost of these modifications will be deducted from the character’s starting funds. See Xixchil Body Modification feat. (Forthcoming)

Hadozee racial traits
+2 Dexterity, +2 Constitution, -2 Charisma.
Size: Medium.
Base land speed: 20’ / Climb 30’
Brachiator: Hadozee do not lose their Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand or foot. He can also move through wooded area by swinging from tree to tree at full climbing speed and when doing so, they ignore all forms of penalties due to ground terrain.
Glide: Hadozee can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A hadozee glides at a speed of 40 feet (average maneuverability). They lose the ability to glide when they wear medium or heavy armor or carry a medium or heavy load.
Extra Manipulators: Hadozee have very dexterous feet which can function as an alternate pair of hands. They can even use their big toes as opposable thumbs. This allows hadozee to use melee weapons with any two appendages. For example, they can hang from the rigging with their arms and fight with a melee weapon in each foot, or a weapon in one hand and one foot. A hadozee can still use a maximum of only two weapons at a time. Hadozee are treated as one size category larger than they actually are for grappling purposes only. A side effect is ,that Hadozee cannot wear footwear (including magical footwear), but can wear an additional set of gloves or gauntlets.
Natural Spacers: Hadozee have a +2 bonus to Blanace and Profession (Spacehand) checks. In addition, they gain a +2 bonus to Acrobatics and Climb checks made on board ships.
Automatic Languages: Common and Sylvan. Bonus Languages: Dwarven, Elven, Halfling.

Giff racial traits
+6 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom.
Base land speed: 30 feet.
Darkvision: Giff can see in the dark up to 60 feet.
Weapon Familiarity: A giff treats all Firearms as martial weapons
Trigger Happy: A giff who encounters a new type of explosive or firearm must make a Will Save DC 15 or pick it up and try it out (without any thought of potential consequences)
Dweomer Resistance: all giff have SR 15, which must be overcome even by friendly magic such as cure spells. They cannot willingly allow effects to bypass this SR. Magic weapons and armor do not. Giff cannot take a class that can cast spells.
Powerful Build: In situations where it would be advantageous to the character consider a giff to be large rather than medium sized. A giff can use a weapon one category larger than normal with no penalty.
Thick Hide: +2 natural armor bonus.
Special Attacks: Head Butt.
Automatic Languages: Common, Giffspeeq Bonus Languages: Elven, Dwarven, Orc, Goblin.

Head Butt (Ex) An unarmed giff can use its head in attacking. The top of the giff’s head and snout are plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. When making a charge attack, the Giff may use the plates on its head to do a head butt. This attack does 1d6 points of damage plus the giff’s Strength modifier. .

Pirate of Gith racial traits
+2 Dexterity, -2 Wisdom.
Size: Medium
Base land speed: 30 feet.
Darkvision: Pirates of Gith can see in the dark up to 60 feet.
Special Qualities: Psi-like Abilities.
Naturally Psionic: gains the wild talent feat at 1st level. If the Pirate of Gith takes a psionic class, he instead gains the psionic talent feat.
Psionic Aptitude: When a Pirate of Gith takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Bonus Languages: Githyanki, Common.

Dracon racial traits
+4 Strength, +2 Constitution, -2 Charisma.
Size: Large
Quadruped: Can carry 1.5 times the normal weight allowance allowed by it’s Strength Score
A dracon’s base land speed is 40 feet.
Darkvision: Dracons can see in the dark up to 60 feet.
Thick Hide: +4 natural armor bonus.
Stability: Dracons receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Trample: As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Automatic Languages: Common, Draconic. Bonus Languages: Elven, Dwarven, Orc, Goblin, Giant.

Grommam racial traits
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma
Size: Medium
Base land speed: 20 feet.
Racial Skills: +8 racial bonus on Climb checks.
Long Arms: +2 racial bonus on CMB when used for grappling
Special Qualities:
Automatic Languages: Common and Grommish. Bonus Languages: Elven, Sylvan, Dwarven.

Rastipede racial traits
2 Dexterity, +2 Intelligence, -4 Charisma
Size: Medium.
Insectoid Blood: of the aberration (insectoid) subtype.
Quadruped: Can carry 1.5 times the normal weight allowance allowed by it’s Strength Score
Base land speed: 40 feet.
Compound Eyes: Darkvision out to 60 ft., +2 perception
Chitin: +2 natural armor bonus.
Natural Attacks: 2 claws (1d4).
Special Qualities: Ambidexterity, Spelljamming Talent (4 TR)
Automatic Languages: Common, Rastipede. Bonus Languages: Any.

Scro racial traits
+4 Strength, +2 Constitution, -2 Charisma
Base land speed: 30 feet.
Darkvision: Scro can see in the dark up to 60 feet.
Viscious Brute (Ex): Scro use their Str modifier for their Intimidate skill instead of Cha.
Hatred: Scro receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype due to special training against these hated foes.
Orc Blood: For all effects related to race, a scro is considered an orc. Scro, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
Orc Ferocity: Once per day, when a scro is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Automatic Languages: Orc, Elven. Bonus Languages: Common, Goblin, Giant, Draconic.

Hurwaeti racial traits
-2 Constitution, +2 Wisdom, +2 Dexterity.
Size: Medium
Base land speed: 20 feet.
Leap: +10 racial bonus on Jump checks.
Thick Hide: +1 natural armor bonus.
Spell-Like Ability: Hurwaeti can use fog cloud once per day as a spell-like ability (caster level equals the hurwaeti’’s class level).
Amphibious(Ex) Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Elven, Dwarven, Goblin

Races

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