Ferret, while your Shadow wood raccoon is kind of cool. It really doesn't qualify as a 'humanoid'. Try to stay within the threads theme please. (You don't have to remove the Shadowood 'coons though.)
ANYWAY, here's another one for ya'll... a half-celestial lizardfolk race. (God, I must be tired, I just typed ya'll.)
Scalefolk (Planetouched)
Medium-Size Outsider (Aquatic, Good, Reptilian)
Hit Dice: 2d8+6 (15 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 60 ft. (good)
AC: 19 (+1 Dex, +6 natural, +2 large shield)
Attacks: 2 claws +4 melee (or morningstar +4 melee), bite +2 melee; or javelin +2 ranged
Damage: Claw 1d4+3 (or morningstar 1d8+3), bite 1d4+1, or javelin 1d6+3
Special Attacks: Spell-like abilities
Special Qualities: Immunities, light, low-light vision, spell-like abilities
Face/Reach: 5 ft. / 5 ft.
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2)
Skills: Balance +9, Concentration +7, Hide +5, Jump +11, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +6, Swim +11
Feats: Multiattack
Climate/Terrain: Temperate and warm lands (marsh 75%)
Organization: Solitary or gang (2-3)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: By character class
Level Adjustment: +5
Immunities: Scalefolk are immune to acid, cold, disease, electricity, poison, and
charm and
hold spells or abilities.
Light (Su): Scalefolk can use
light at will as a free action.
Spell-Like Abilities: Scalefolk can use the following as a 2nd-level cleric: 3/day –
protection from evil (cast on others); 1/day –
bless.
Skills: Thanks to their tails, scalefolk receive a +4 racial bonus to Jump, Swim, and Balance checks.
More to come right away...