Races of Ivalice

Hume- See Human
http://finalfantasy.wikia.com/wiki/Human

Viera: +2 Dexterity, +2 Charisma, 2 Constitution
Humanoid
Bunny’s Luck
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Mist Fury: When in area’s of high mist, +2 on attack rolls and damage, but always attacks the nearest living entity, including allies.
Spell-like ability: Detect Magic 3x/day
Keen Senses: +2 Perception
Sub: Feol Viera (Half Aegyl, Half Viera): +2 Dexterity, +2 Wisdom, -2 Constitution
http://finalfantasy.wikia.com/wiki/Viera

Aegyl: +2 Strength, +2 Wisdom, 2 Charisma
Flight: 50 ft
Emotionless: -4 to sense motive
Fearless: Aegyl receive a +2 racial bonus on all saving throws against fear.
Illusion susceptibility
-2 on saving rolls against spells with the illusion subtype.
Sky Sentinel: Enemies on higher ground gain no attack roll bonus against Aegyl with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.
Natural Attack Wings: 1d4
http://finalfantasy.wikia.com/wiki/Aegyl

Bangaa: +2 Strength, +2 Constitution, -2 Intellegence
Reptilian subtype
Armored Scales: +1 Nat Armor
Intimdiating: +2 to Intimidate skills and is considered a class skill
Senses: +2 to perception
Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Bite: Natural Bite Attack 1d4
http://finalfantasy.wikia.com/wiki/Bangaa

Gria: 2 Strength, +2 Dexterity, -2 Wisdom
Flight: 50 ft (
8rp)
Heavy Handed: Can wield two handed weapons with one hand
Natural Attack Wings: 1d4
http://finalfantasy.wikia.com/wiki/Gria

Moogle: +2 Dexterity, +2 Intelligence, 2 Constitution
Small
are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fey: Low-light vision
Vestigal wings: These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks.
Water Sensitivity: Moogles become shaken when submerged in or are near any large body of water.
Skilled (2rp)- Disable Device, Knowledge Engineering, Use Magic Device, Slight of Hand
http://finalfantasy.wikia.com/wiki/Moogle_(Race)

Nu Mou: +2 Intelligence, +2 Wisdom, -2 Strength
Fey: Low-light vision
Skilled: Spellcraft, Use Magic Device, Handle Animal
Nu Mou Magic: +2 to overcome spell resistance, +2 on spell save DC
Spell-like abilities: Read Magic and Arcane mark 3x/day
Water Sensitivity: Moogles become shaken when submerged in or are near any large body of water.
http://finalfantasy.wikia.com/wiki/Nu_Mou

Seeq: 4+ Strength, -2 Intelligence, -2 Charisma, -2 Wisdom
Monstrous Humanoid: Darkvision 60 ft
Ferocity: Seeq can remain conscious and continue fighting even
if their hit point totals fall below 0. Orcs are still staggered at 0
hit points or lower and lose 1 hit point each round as normal.
Scent: See Bangaa section for ability details
Scavenger: +2 appraise and +2 perception to find hidden objects
http://finalfantasy.wikia.com/wiki/Seeq

Races of Ivalice

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