This is somewhat of a weird concept, and I'm not quite sure I have the special qualities right. So please take a look and comment. Thanks.
Unraval
Small Outsider (Extraplanar, Lawful)
Hit Dice: 2d8+5 (14 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 14 (+1 size, -1 Dex, +4 chain shirt), touch 10, flat-footed 14
Base Attack/Grapple: +2/-1
Attack: Masterwork glaive +5 melee (1d8+1/x3)
Full Attack: Masterwork glaive +5 melee (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Counterspell, magic penetration
Special Qualities: Damage resistance 10/non-magical, darkvision 60 ft., low-light vision, magic resistance 17, magically inert
Saves: Fort +5*, Ref +2*, Will +4*
Abilities: Str 12, Dex 9, Con 15, Int 13, Wis 12, Cha 14
Skills: Diplomacy +11, Disable Device +9, Gather Information +4, Hide +3, Knowledge (any one) +10, Knowledge (any one) +7, Listen +5, Search +8, Spot +5
Feats: Combat Expertise, Toughness(B)
Environment: Native plane
Organization: Solitary
Challenge Rating: 1
Treasure: 100% coins, 100% goods, no items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3
The unraval are short, stocky humanoid-shaped beings with ashen flesh and bright green hair. Their skin seems almost paper thin, with prominent green blood vessels clearly visible underneath. The hair of the unraval is unusually thick: more like whiskers or slender quills than normal hair. Their eyes are various solid shades of green, and slowly become darker with age. The pupils are diamond-shaped, being taller than wide except in conditions of near darkness.
This creature has unusually long legs in proportion to its body, and so its torso appears oddly shrunken. Likewise they have no neck and so the head rests directly on the body, although it is able to pivot about normally. Like the legs, the arms of the unraval are equally long, hanging down below the knees. This gangly form proves somewhat cumbersome for physical activities, and the unraval are not noted for their agile movements. However they are tough, resilient beings who can withstand an unusual amount of damage before succumbing.
The unraval has the distinctive quality of being exceptionally resistant to magic. In fact the unraval are almost the antithesis of magic, and they excel at the ability to negate magical effects. This makes them very limited in some respects, but also formidable opponents of races that chielfy employ the magical arts. The unraval are unable to prepare or cast magical spells, use magic objects, or benefit from magic effects. However some members of the unraval community are capable of practicing the psionic abilities of psychic warriors, which partially compensates for this limitation.
In many respects the unraval are similar to halflings in temperment, although they are more warlike and fierce in battle. They have deep communal ties and readily form life-long bonds with their friends and allies. However, like dwarves, they have a long memory of broken promises or bad behavior, and those they scorn are forever banished from their company. They are not particularly artistically inclined, but they have a deep love of puzzle solving and clever inventiveness.
With the exception of a few powerful psions and their allies, unraval are almost never found outside their native plane. They speak a language known as Gar-ul, as well as common.
Combat
Unraval are courageous fighters who are little detered by powerful magic. They fight in organized groups using coordinated tactics, and are rarely put to the rout. Few unraval are skilled at the use of ranged weapons, however, so they prefer to fight on terrain where missile fire is less effective.
Counterspell (Su): An unraval can attempt to counterspell any spell as a caster with the dispel magic spell prepared. To do so the unraval must take a ready action, but a Spellcraft check is not required. The dispel check roll is made using 1d20 +1 per 2 hit dice of the unraval.
Magic Penetration (Su): Due to their unusual nature, an unraval can partially negate the damage reduction of creatures that are vulnerable to magic. For every Hit Dice of anattacking unraval, the damage reduction of an opponent is effectively reduced by 1.
Magically Inert (Su): *An unraval has a +4 racial bonus on saves against spells and spell-like abilities, and can never voluntarily choose to forego a saving throw or lower her spell resistance against a spell or spell-like ability. She can not prepare or cast spells, and can not employ spell-like abilities.
Any magic items in the possession of an unraval automatically have no magical properties active, and are treated as inert masterwork objects that radiate no magical aura. However, the properties of magic items are immediately restored once they leave the possession of the unraval.
Skills: Unravals have a +2 racial bonus on Disable Device and Search checks.
Unravals as Characters
Most unraval leaders are fighters or rogues. Unraval priests typically take levels in expert, monk, or psychic warrior classes, and can multi-class as a psychic warrior/monk without losing their ability to advance in levels as a monk. There are no practicing unraval spell casters.
Unraval characters possess the following racial traits.

Unraval
Small Outsider (Extraplanar, Lawful)
Hit Dice: 2d8+5 (14 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 14 (+1 size, -1 Dex, +4 chain shirt), touch 10, flat-footed 14
Base Attack/Grapple: +2/-1
Attack: Masterwork glaive +5 melee (1d8+1/x3)
Full Attack: Masterwork glaive +5 melee (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Counterspell, magic penetration
Special Qualities: Damage resistance 10/non-magical, darkvision 60 ft., low-light vision, magic resistance 17, magically inert
Saves: Fort +5*, Ref +2*, Will +4*
Abilities: Str 12, Dex 9, Con 15, Int 13, Wis 12, Cha 14
Skills: Diplomacy +11, Disable Device +9, Gather Information +4, Hide +3, Knowledge (any one) +10, Knowledge (any one) +7, Listen +5, Search +8, Spot +5
Feats: Combat Expertise, Toughness(B)
Environment: Native plane
Organization: Solitary
Challenge Rating: 1
Treasure: 100% coins, 100% goods, no items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3
The unraval are short, stocky humanoid-shaped beings with ashen flesh and bright green hair. Their skin seems almost paper thin, with prominent green blood vessels clearly visible underneath. The hair of the unraval is unusually thick: more like whiskers or slender quills than normal hair. Their eyes are various solid shades of green, and slowly become darker with age. The pupils are diamond-shaped, being taller than wide except in conditions of near darkness.
This creature has unusually long legs in proportion to its body, and so its torso appears oddly shrunken. Likewise they have no neck and so the head rests directly on the body, although it is able to pivot about normally. Like the legs, the arms of the unraval are equally long, hanging down below the knees. This gangly form proves somewhat cumbersome for physical activities, and the unraval are not noted for their agile movements. However they are tough, resilient beings who can withstand an unusual amount of damage before succumbing.
The unraval has the distinctive quality of being exceptionally resistant to magic. In fact the unraval are almost the antithesis of magic, and they excel at the ability to negate magical effects. This makes them very limited in some respects, but also formidable opponents of races that chielfy employ the magical arts. The unraval are unable to prepare or cast magical spells, use magic objects, or benefit from magic effects. However some members of the unraval community are capable of practicing the psionic abilities of psychic warriors, which partially compensates for this limitation.
In many respects the unraval are similar to halflings in temperment, although they are more warlike and fierce in battle. They have deep communal ties and readily form life-long bonds with their friends and allies. However, like dwarves, they have a long memory of broken promises or bad behavior, and those they scorn are forever banished from their company. They are not particularly artistically inclined, but they have a deep love of puzzle solving and clever inventiveness.
With the exception of a few powerful psions and their allies, unraval are almost never found outside their native plane. They speak a language known as Gar-ul, as well as common.
Combat
Unraval are courageous fighters who are little detered by powerful magic. They fight in organized groups using coordinated tactics, and are rarely put to the rout. Few unraval are skilled at the use of ranged weapons, however, so they prefer to fight on terrain where missile fire is less effective.
Counterspell (Su): An unraval can attempt to counterspell any spell as a caster with the dispel magic spell prepared. To do so the unraval must take a ready action, but a Spellcraft check is not required. The dispel check roll is made using 1d20 +1 per 2 hit dice of the unraval.
Magic Penetration (Su): Due to their unusual nature, an unraval can partially negate the damage reduction of creatures that are vulnerable to magic. For every Hit Dice of anattacking unraval, the damage reduction of an opponent is effectively reduced by 1.
Magically Inert (Su): *An unraval has a +4 racial bonus on saves against spells and spell-like abilities, and can never voluntarily choose to forego a saving throw or lower her spell resistance against a spell or spell-like ability. She can not prepare or cast spells, and can not employ spell-like abilities.
Any magic items in the possession of an unraval automatically have no magical properties active, and are treated as inert masterwork objects that radiate no magical aura. However, the properties of magic items are immediately restored once they leave the possession of the unraval.
Skills: Unravals have a +2 racial bonus on Disable Device and Search checks.
Unravals as Characters
Most unraval leaders are fighters or rogues. Unraval priests typically take levels in expert, monk, or psychic warrior classes, and can multi-class as a psychic warrior/monk without losing their ability to advance in levels as a monk. There are no practicing unraval spell casters.
Unraval characters possess the following racial traits.
- Dexterity -2, Constitution +2, Charisma +2.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- An unraval's base land speed is 30 feet.
- Darkvision out to 60 feet and low-light vision.
- Spell resistance equal to 15 + class levels.
- +2 racial bonus on saves against spells and spell-like abilities.
- Racial Hit Dice: An unraval begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
- Racial Skills: An unraval's outsider levels give it skill points equal to 5 x
(8 + Int modifier, minimum 1). Its class skills are Diplomacy, Disable Device, Gather Information, Knowledge, Listen, Search, and Spot. Unravals have a +2 racial bonus on Disable Device and Search checks. - Special Attacks (see above): Counterspell, magic penetration.
- Special Qualities (see above): Magically inert.
- Automatic languages: Common, Gar-ul. Bonus Languages: Abyssal, Celestial, and Infernal.
- Favored class: Psychic Warrior.
- Level adjustment: +3.