Korimyr the Rat said:
What kinds of races can I use for the Americas? What are the magical traditions like? What non-Aztec cultures should I base the colony worlds off of?
In my campaign setting I took a cue from Alternity in making the PC races of my rough Americas analog. If you're familiar with the Alternity races, the parallels aren't too hard to see.
Mechanically, I tweaked the stats of some existing races to get what I needed. Ohdowa are a Gnome and Kobold combo, with a dash of Dwarf. Sokqueatl are based on the Krynn Minotaur, Mannegishi owe a lot to the Kalashtar, and the Tlanuwa are a Raptoran variant.
Ohdowa
This race combines elements of the creature from the stories of south-western tribes, with the saurians of modern UFO lore and Richard Shaver's Dero and Tero. Ohdowa are small reptilian humanoids.
Ohdowa possess the following racial traits.
+2 Constitution, +2 Dexterity, -4 Strength.
Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A ohdowa’s base land speed is 30 feet.
Darkvision out to 60 feet.
+2 racial bonus on saving throws against enchantments.
Add +1 to the Difficulty Class for all saving throws against enchantment spells cast by ohdowa. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+2 racial bonus on saving throws against poison.
+2 racial bonus on Bluff and Sense Motive.
Automatic Languages: Common, Ohdowa. Bonus Languages: Draconic, Gnoll, Terran, Mannegishi, Sokqueatl, Tlanuwa.
Spell-Like Abilities: 1/day—speak with animals (saurian only, duration 1 minute). An ohdowa with a Charisma score of at least 10 also has the following spell-like abilities: Daze - 2/day. Caster level 1st; save DC 10 + ohdowa’s Cha modifier + spell level.
Favored Class: Wokan (i.e. Sorcerer).
Sokqueatl
These are the creatures spoken of by the north-western tribes that inspired the legend of sasquatch, or bigfoot. Sokqueatl stand nearly eight feet tall and are covered in thick fur. They have faces that suggest both beast and human.
Sokqueatl possess the following racial traits.
+4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma
Medium: As Medium creatures, sokqueatl have no special bonuses or penalties.
Sokqueatl base land speed is 30 feet.
Sokqueatl have the Scent special quality.
Natural armor: Sokqueatl have exceptionally tough hides, which gives them a +2 natural armor bonus to AC.
Natural weapon: Sokqueatl have a slam attack that deals 1d4 points of bludgeoning damage.
+2 racial bonus on Hide and Intimidate checks.
Automatic Languages: Common and Sokqueatl. Bonus Languages: Sylvan, Gnoll, Ohdowa, Mannegishi, Tlanuwa.
Favored Class: Barbarian.
Mannegishi
This race is inspired by the creature from tales of the north-eastern tribes, as well as the "Dover Demon" and the modern Grey. Mannegishi are humanoids with no hair and brownish-grey skin, similar in appearance to wet river stone. They have large black eyes, but nearly non-existant ears and noses. Their hands and feet each have six digits.
Mannegishi possess the following racial traits.
+2 Intelligence, +2 Dexterity, -2 Constitution, -2 Strength.
Medium: As Medium creatures, mannegeshi have no special bonuses or penalties due to their size.
Mannegishi base land speed is 30 feet. Mannegishi have a swim speed of 40 feet
Amphibious (Ex): Mannegishi can survive indefinitely on land and in fresh water. They can not breathe saltwater.
Low-Light Vision
+2 racial bonus on saving throws against mind-affecting spells and effects, and possession.
Naturally Psionic: Mannegishi gain 1 extra power point per character level, regardless of whether they choose a psionic class.
Psi-like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the Mannegishi's Hit Dice (minimum 1st level).
Automatic Languages: Common and Mannegishi. Bonus Languages: Aquan, Gnoll, Ohdowa, Sokqueatl, Tlanuwa.
Favored Class: Ulansuti (i.e. Psion)
Tlanuwa
This creature blends aspects of the "great mythic hawk" of the south-eastern tribes with the thunderbird, and the cryptoform known as the mothman. Tlanuwa are winged humanoids with feathered bodies. They stand with a hunch, and have faces reminiscent of both hawk and owl.
Tlanuwa possess the following racial traits.
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma.
Medium: As Medium creatures, tlanuwa have no special bonuses or penalties due to their size.
Tlanuwa base land speed is 30 feet.
Low-Light Vision.
Wing-Aided Movement: Tlanuwa can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a tlanuwa a +10 racial bonus on Jump checks.
Gliding (Ex): A tlanuwa can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Tlanuwa glide at a speed of 40 feet (average maneuverability). Even if a tlanuwa's maneuverability improves, she can't hover while gliding. A tlanuwa can't glide while carrying a medium or heavy load. If a tlanuwa becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The tlanuwa descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When a tlanuwa reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A tlanuwa can't fly while carrying a medium or heavy load or while fatigued or exhausted. Tlanuwa can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Tlanuwa are likewise fatigued after spending a total of more than 10 minutes per day flying. Because tlanuwa can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 10 Hit Dice, tlanuwa have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A tlanuwa with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A tlanuwa can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A tlanuwa with flight can use the run action while flying, provided she flies in a straight line.
Child of Thunder: Tlanuwa spellcasters cast spells with the electricity and sonic descriptor at +1 caster level.
Unerring Direction: Tlanuwa have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.
+2 racial bonus on Climb and Spot checks.
Automatic Languages: Common and Tlanuwa. Bonus Languages: Auran, Gnoll, Mannegishi, Ohdowa, Sokqueatl.
Favored Class: Ranger.