Some I've worked out so far as as follows:
Ky'Atrah is a rather large barbaric cat race just for not. There are no gnomes, there is also a smaller cat race called the Ky'Minah but I haven't worked out their information yet.
~Ferrix
Scent [Racial, Ky’Atrah]
Your sense of smell is far beyond that of any normal Ky’Atrah.
Prerequisite: Limited Scent
Benefit: You gain the full benefits of the Scent ability as described in the Monster Manual. This overrides the Limited Scent ability.
Limited Scent [Racial, Ky’Atrah]
Your sense of smell is better than that of most of your kin.
Prerequisite: None
Benefit: You have the equivalent of the Scent ability in the Monster Manual however all ranges are halved and the DC’s of any Scent related checks are increased by 5.
Dire Ancestry [Racial, Ky’Atrah]
Your ancestors are descended from a dire blooded animal.
Prerequisite: Must be taken at level 1
Benefit: You become a large creature, you gain all the associated benefits and penalties associated with being large however your abilities do not receive the standard modifiers when a creatures size is increased.
Terrifying Roar [Racial, Ky’Atrah]
You have developed a powerful roar that can frighten your foes.
Prerequisite: None
Benefit: Once plus your Constitution modifier per day you may emit a frightening roar. All living enemies within 30’ of you able to hear the roar must succeed against a Will saving throw (DC 15) or suffer a -1 penalty to attack and damage rolls for 2d4 rounds. This is a mind-affecting fear affect.
Racial Bite [Racial, Ky’Atrah]
Your jaws are more developed than other Ky’Atrah and are strong enough to be used in battle.
Prerequisite: Must be taken at level 1
Benefit: As a natural attack or during a full attack action with natural weapons you may also make a bite attack that inflicts 1d6 damage plus half of your Strength modifier. This bite attack is at your normal natural weapon attack bonus minus two.
Nocturnal Hunter [Racial, Ky’Atrah]
You are a hunter of the night and your eyes have adapted to even total darkness.
Prerequisite: Wis 13+
Benefit: You gain darkvision of 60 ft.
Nocturnal Master [Racial, Ky’Atrah]
You have honed your keen senses in the darkness and can function even if blind.
Prerequisite: Wis 15+, Nocturnal Hunter
Benefit: You gain blindsight in a five foot radius.
Feral Claws [Racial, Ky’Atrah]
Your claws are unnaturally long and dangerous, however they cannot be fully retracted and make fine manual manipulation difficult.
Prerequisite: Must be taken at level 1.
Benefit: Your claw damage is increased to 1d6 damage per strike, however you receive a -2 penalty to Pick Pockets, Open Locks and Disable Device. You also receive a -1 penalty to attack rolls when using weapons that must be held in the hand.
Bestial Ancestry [Racial, Ky’Atrah]
You have a bestial ancestry bestowing unnatural abilities upon you.
Prerequisite: Must be taken at level 1.
Benefit: Choose one of the following ancestors: displacer beast, raksasha, learcat. You gain benefits corresponding to your bestial ancestry.
Displacer beast: Somewhere in the origin of your heritage a displacer beast was involved, this grants you the benefits of a 10% miss chance when opponents attempt to strike you as you seem to blur when you move. However others find it difficult to keep their eyes on you for extended periods of time as you seem to blur and can cause headaches. You receive a -2 penalty to all charisma related checks.
Raksasha: Somewhere in your ancestry a Raksasha was involved, their ability to assume the identity of humans is in minor ability transferred upon you. You can assume a human form that is individual to you, you are of relative stature in human form and often have similar characteristics. Assuming human form is a full round action and you are considered helpless while doing so. You lose your natural weapons yet retain your ability scores and forms of vision.
Learcat: The learcat is a creature of intangible luck, you posses this creatures odd ability of having more than one life. Whenever reduced to -10 hit points or struck dead by a death effect, instead of dying you automatically become stabilized at -9 hit points. However you remain effectively dead, heal checks and spells that verify if someone is dead or not conclude that you are dead, healing spells will not grant you hit points and so on, however you can be raised, reincarnated, or resurrected at this point. After 24 hours have passed since you were brought to -10 hit points you return to life with half your maximum hit points. This is however a trying experience and your experience point total is reduced to the minimum needed to remain your current level. However this luck runs out, after having returned to life nine times from this ability you return to using the standard rules for death and dying. It does not count as a use of this feat if you are raised, reincarnated or in some manner returned to life before 24 hours have passed.
Sidhe Blood [Racial, Elf]
The blood of the ancient ancestors of the elves, the sidhe, runs in your veins.
Prerequisite: Must be taken at level 1.
Benefit: All age brackets past adulthood occur at twice the listed numbers. You are also considered immortal as you no longer die of old age. You also receive a +4 bonus to save against disease.
Unearthly Presence [Racial, Elf]
You are deeply connected to the earth and can manifest this connection.
Prerequisite: Cha 15+
Benefit: Once per day, you may call upon that connection and seeming double your height and weight. This often draws immediate attention to the elf. You gain a +2 bonus to intimidate and diplomacy checks when manifesting this ability. Also, all those viewing you must make a Will saving throw (DC 10 + level/2 + Cha modifier) or be shaken and receive a -1 penalty to all rolls for 1d4 rounds. Your manifestation may last up to your Charisma score in minutes. Elves and half-elves are not affected by this ability.
Elven Hatred [Racial, Elf]
You carry a vengeance against your racial enemies.
Prerequisite: None
Benefit: Choose a favored enemy, you receive a +1 bonus to attack and damage rolls against them and your weapons critical multiplier is increased by one against them. However you receive a -2 penalty to all charisma related checks when dealing with your racial enemies. This can be chosen up to two times, each time it applies to a creature type.
Elven Fury [Racial, Elf]
Your blood boils in the presence of your racial enemies.
Prerequisite: Elven Hatred
Benefit: When battling your favored enemies you seemingly shrug off blows from them without consequence. You gain damage reduction 2/- against all of your favored enemies attacks. This feat can be taken multiple times, each time applying to a different favored enemy.
Natural Hunter [Racial, Elf]
Once in a great while an elf is born with unerring ability as a natural hunter.
Prerequisite: Dex 13+, Wis 13+, Cha 13+, Must be taken at level 1.
Benefits: You gain a +1 bonus to hide and move silently checks. You may also track as if you possessed the track feat.
Unearthly Stalker [Racial, Elf]
Those of the ancient blood and born with the abilities of the hunter are beyond all ability the greatest stalkers in the world.
Prerequisite: Natural Hunter, Sidhe Blood, level 3 or higher
Benefits: You receive a +2 bonus to your checks when tracking, you also may ambush opponents unaware of you. Your opponent must be unaware of you and is thus caught flat-footed, you receive a +4 racial bonus to hit and if you strike you automatically are considered to threaten for a critical hit.
Natural Warrior [Racial, Elf, Dwarf]
You are a natural warrior of your race and are more than adept at using racial weapons.
Prerequisite: None
Benefit: You receive a +1 bonus to attack with racial weapons, this includes weapons that are race specific (dwarven waraxe) or weapons that you gain automatic proficiency with from your race or a racial feat.
Staunch Heritage [Racial, Dwarf]
Rich dwarven blood flows in your veins allowing you to shrug off spells with ease.
Prerequisites: Must be taken at level 1.
Benefit: You receive a spell resistance equal to 8 plus your Constitution modifier however you cannot automatically fail a spell resistance check, even against helpful magic you roll a spell resistance check.
Unwavering Heart [Racial, Dwarf]
Your spirit is indomitable.
Prerequisite: Wis 15+, Cha 13+
Benefit: You gain a +6 bonus on all saving throws against mind-affecting and fear affects.
Stoneheart [Racial, Dwarf]
Your body is as tough as the stone itself.
Prerequisite: Con 15+
Benefit: The first point of damage from any attack against you is treated as subdual damage. You may take this feat multiple times increasing the amount of damage converted to subdual damage by one, however each additional time you take it the prerequisite Constitution score increases by two, 17+ the second time, 19+ the third time and so on.
Weapon of Heritage [Racial, Dwarf]
You possess a weapon of your heritage as you begin to adventure.
Prerequisite: Must be taken at level 1.
Benefit: You gain proficiency with a dwarven racial weapon and have in their possession a masterwork version of this weapon that is crafted of mithral. This specific weapon can gain enchantment in a similar manner to a samurai’s katana. If you ever lose this weapon however you receive a -4 penalty on all charisma related checks with dwarfs knowing their heritage until you recover the weapon.
Stone Skipper [Racial, Halfling]
You became quite adept at skipping rocks as a youth.
Prerequisite: Must be taken at level 1.
Benefit: You gain proficiency with the halfling skiprock and can find rocks of the required form to be a skiprock with a Search check (DC 15, 25 for masterwork) with a full round of searching. You are also able to use the ricochet ability with slings without requiring an Exotic Weapon Proficiency.
Fleet of Foot [Racial, Halfling]
You are markedly quicker on your feet than most Halflings.
Prerequisite: Dex 15+
Benefit: Your base speed is 30 ft. instead of 20 ft.
Kleptomaniac [Racial, Halfling]
You have a knack for nabbing small objects deftly, however you are unable to control your hands sometimes.
Prerequisite: Must be taken at level 1.
Benefit: You receive a +5 bonus to pick pocket checks. However whenever you see an item of at least 50 gp value or more that is no larger than small size, you must make a Will saving throw (DC 10 + 2 for every additional 100gp of worth) or attempt to snag the item. To realize that you have nabbed an object you have to make a Wisdom check (DC 15) or you have pocketed the item without realizing it.
Hapless Nature [Racial, Halfling]
You are often overlooked in combat situations due to your unthreatening nature.
Prerequisite: Bluff 2 ranks
Benefit: Whenever combat is entered, opponents must make a Sense Motive check (DC 10 + your ranks in bluff) or ignore you until there are no other targets remaining. You are treated as invisible for all intensive purposes even against creatures able to perceive invisible creatures as you have passed beneath their notice of a threat. The moment you however make a threatening action, any action that would end an invisibility spell, you cancel all benefits of this feat.
Skipmaster [Racial, Halfling]
You have mastered the art of skipping stones and ricocheting them.
Prerequisite: Stone Skipper
Benefit: You increase the damage of a skiprock to 1d4 and can ricochet up to a cumulative distance of the first range increment. Each time you ricochet the attack penalty increases by 2.
Curious Mind [Racial, Halfling]
Your curious nature subverts all means of caution.
Prerequisite: Must be taken at level 1.
Benefit: You are immune to all fear effects.
Blood of Kings [Racial, Human]
Through your veins flows the blood of strong and ancient kings.
Prerequisite: Must be taken at level 1.
Benefit: You receive a +1 bonus to all of social related rolls.
Old Blood [Racial, Human]
The blood of your forebears runs strongly in your veins, occasionally granting you the insight and wisdom of countless generations.
Prerequisite: Blood of Kings
Benefit: You may call upon the old blood for access to skills, ancient knowledge, or insight and ideas. Roll 1d6. If the result is a 1, the old blood responds. If not, you cannot call upon the old blood again this game session for the same topic, though you can call upon it for other issues. The old blood only responds once per game session, however-once you have rolled a 1 and successfully called upon the old blood, you cannot do so again until your next game session. See the WoT book for uses.
Survival Instinct [Racial, Human]
You can feel when something is going to go wrong.
Prerequisite: Sense Motive 2 ranks
Benefit: You may make a Sense Motive check in place of any Spot, Listen or Search check. The DC is reduced by ten, however you do not gather exact information but have a feeling of direction, general number, etc.
Inhuman Blood [Racial, Human]
In your ancestry a creature of unnatural origin entered your bloodline.
Prerequisite: Must be taken at level 1.
Benefit: Choose one of the following ancestry, you gain the associated benefits.
Celestial - Somewhere in your past you have an inkling of celestial blood, you receive a +2 bonus to saving throws against all spells and spell-like abilities used by evil creatures. You also receive a +1 bonus to attack and damage rolls against evil creatures.
Infernal or Abyssal – Somewhere in your past you have an inkling of infernal or abyssal blood, you receive a +2 bonus to saving throws against all spells and spell-like abilities used by good creatures. You also receive a +1 bonus to attack and damage rolls against good creatures.
Elemental – Somewhere in your past you have an inkling of elemental essence. Choose one element type, you gain damage resistance of 5 against that damage type.
Draconic – Somewhere in your ancestry a true dragon entered your bloodline. All DC’s of spells you cast increase by 2, you also can understand Ancient Draconic.
Heroic Surge [Racial, Human]
By drawing on hidden reserves, you can perform additional actions in a round.
Prerequisite: None
Benefit: You may take an extra move or attack action, either before or after your regular actions. You may use Heroic Surge once per day for every four character levels you have attained, but never more than once per round.