Natural Weapons: Kekwala possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the Kekwala wields a manufactured weapon.
Clans
Kekwala have a diversity in abilities, each pertaining to their ancestral clan's environment.
Caldura Clan (Desert) (+2 STR, -2 WIS)
Armored Scales: Those of the Caldura clan gain +1 natural armor bonus to their Armor Class.
Pain Tolerance: Those of the Caldura clan gan a +2 trait bonus to Constitution checks made to stabilize when reduced to negative hit points, as well as to concentration checks made due to taking damage while casting spells.
Silvic Clan (Forest) (+2 DEX, -2 CON)
Acrobatic: Those of the Silvic clan use their tail to help propel them when jumping, gaining a +4 racial bonus on Acrobatics checks.
Chameleon(Ex): Those of the Silvic clan possess conscious control of their skin pigmentation and can change their coloration to match their background. This grants the Kekwala a +4 racial bonus on Stealth checks. This is doubled to +8 when the Kekwala is not moving. If the Kekwala is prone, they gain an additional +2 circumstance bonus on Stealth checks.
Baraga Clan (Steppe) (+2 WIS, -2 STR)
Nictitating Membranes: The Kekwala possess a secondary set of translucent eyelids that protect them from assaults against their vision. They gain a +2 trait bonus to all saving throws against effects that would cause them to become blinded.
Sure Step: Those of the Baraga clan are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. In addition, windkin receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Balta Clan (Swamp) (+2 CON, -2 INT)
Spit Venom: Those of the Balta clan can spit a stream of venom at a target as the spell Spit Venom.
Hold Breath: Those of the Balta clan can hold their breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Fantoma Clan (Cavern) (+2 INT, -2 CHA
Climber: The Kekwala's claws and tail are adapted for climbing in rocky terrain. They can move without impediment in light rubble and dense rubble (see Environment) and gains a climb speed of 15 feet, including a +8 racial bonus on Climb checks.
Darkvision: Those of the Fantoma clan can see perfectly in the dark up to 60ft.