I’ve updated the hutaakan, nuwisha, and zerda races with race point totals and a few minor fixes.
Additionally, under the cut, you’ll find PC race writeups for the two canine humanoids from Bestiary 3, the adlet and tanuki. If you use them alongside lupins, treat them (as well as kitsune) as humanoids with the lupin subtype instead of their listed types. They’re quite powerful, roughly on par with the svirfneblin (24 RP). Don’t ask what the tanuki uses to make its slam attack.
ADLET CHARACTERS (26 RP)
+2 Dexterity, +2 Wisdom (2 RP)
Medium (0 RP): Adlets are Medium creatures and have no bonuses or penalties due to their size.
Fast (1 RP): Adlets have a base land speed of 40 feet.
Low-Light Vision (1 RP): Adlets can see twice as far as humans in conditions of dim light.
Arctic Stride (1 RP): Adlets can move through natural difficult terrain at their normal speed while in areas of snow or ice. Magically altered terrain affects them normally.
Bite (1 RP): Adlets have a natural bite attack that deals 1d3 points of damage. This is a primary attack, or a secondary attack if the adlet is wielding manufactured weapons.
Breath Weapon (3 RP): Once per day, an adlet can make a supernatural breath weapon attack that deals 2d6 points of damage within a 15-ft. cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the adlet's character level + the adlet's Constitution modifier. Those who succeed at the save take no damage from the attack.
Camouflage (1 RP): Adlets gain a +4 racial bonus on Stealth checks while within areas of snow or ice.
Cold Subtype (2 RP): Adlets have the cold subtype. They are immune to cold damage and have vulnerability to fire.
Frozen Bite (1 RP): Once per day as a swift action, an adlet can call on the elemental energy lurking in her veins to shroud its fangs in ice. Her bite attacks deal +1d6 points of cold damage. This lasts for 1 round per character level. The adlet may end the effects of her elemental assault early as a free action.
Natural Armor (2 RP): Adlets gain a +1 natural armor bonus to their Armor Class.
Scent (4 RP): Adlets gain the scent ability (see Bestiary pg. 304).
Spell-Like Abilities (7 RP): Adlets gain the following spell-like abilities: at will - pass without trace; 1/day - fog cloud and sleet storm. The caster level for these effects is equal to the adlet's level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the adlet's Charisma modifier.
Languages (0 RP): Adlets begin play speaking Catfolk and Lupin. Adlets with high Intelligence scores can choose from the following languages: Erutaki, Giant, Gnome, Orc, Sylvan, and Ulfen.
TANUKI CHARACTERS (24 RP)
+2 Constitution, +2 Charisma (2 RP)
Medium (0 RP): Tanuki are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Tanuki have a base land speed of 30 feet.
Darkvision (2 RP): Tanuki can see in the dark up to 60 feet.
Low-Light Vision (1 RP): Tanuki can see twice as far as humans in conditions of dim light.
Natural Armor (2 RP): Tanuki gain a +1 natural armor bonus to their Armor Class.
Slam (1 RP): Tanuki have a natural slam attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the tanuki is wielding manufactured weapons.
Spell-Like Abilities (16 RP): Tanuki gain the following spell-like abilities: constant - detect poison; at will - purify food and drink; 1/day - create food and water, disguise self, minor creation (up to 1 cubic foot), and shrink item. The caster level for these effects is equal to the tanuki's level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the tanuki's Charisma modifier.
Languages (0 RP): Tanuki begin play speaking Common and Senzar. Tanuki with high Intelligence scores can choose from the following languages: Giant, Goblin, Lupin, Minkaian, Sylvan, Tengu, and Tien.
The nuwisha are merry tricksters native to the vast plains and forests of the western continent of Arcadia. Close relatives of the warrior lupins, the coyote-folk do not get along with their bigger, stronger cousins, who find them downright insufferable. For their part, nuwisha greatly enjoy knocking a lupin down a few pegs.
Nuwisha are not brave warriors, nor are they particularly proud. They fight to win, not for honor, and can be treacherous in a fight. Still, they are good folk who root out evil wherever they find it, preferably leaving it utterly humiliated in the process. Nothing delights a nuwisha more than making an enemy look like a fool.
Nuwisha live in small hunting packs led by a shaman elder. They are more individualistic than lupins, and nuwisha commonly leave their packs to take up a solitary existence for a few months or years before settling back in with another pack. They are strictly nomadic, building only temporary shelters.
Humor is all-important in nuwisha culture. They see themselves as teachers, and humor is their most important tool. Nuwisha make a clear distinction between tricks and pranks: a trick is played on one's friend to teach them a lesson, while a prank is played on one's enemy to put them in their place. Nuwisha pranks often feature death as their punchline.
Despite their irreverence, the nuwisha are a deeply spiritual people. Nuwisha elders are often powerful witches or oracles who spend much of their time exploring the spirit world through mind-altering substances or mystic rituals. The nuwisha have a monotheistic religion, worshiping a trickster god known simply as Coyote, but they habitually "adopt" other gods as Coyote's aspects. The rare nuwisha who make their way to the Inner Sea region typically worship Cayden Cailean, Desna, Calistria, or even Norgorber as faces of Coyote.
NUWISHA
CR: 1/2
XP: 200
Nuwisha rogue 1
CG Medium humanoid (lupin)
Init: +3; Senses: Low-light vision, scent; Perception +7
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AC: 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp: 10 (1 HD)
Fort +1, Ref +5, Will +1
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Speed: 30 ft.
Melee: Spear +1 (1d8+1/x3)
Ranged: Shortbow +4 (1d6/x3/60 ft.) or spear +3 (1d8+1/x3/20 ft.)
Special Attacks: Sneak attack +1d6
Nuwisha Spell-Like Abilities (CL 1st, concentration +1):
1/day - Disguise self, ventriloquism (DC 11)
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Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 11
Base Atk: +0; CMB: +1; CMD: 14
Feats: Weapon Focus (shortbow)
Skills: Acrobatics +7, Bluff +6, Climb +5, Disable Device +8, Perception +7 (+8 trapfinding), Sleight of Hand +7, Stealth +9, Swim +5; Racial Modifiers: +2 Bluff, +2 Perception, +2 Stealth
Languages: Common, Lupin
SQ: Trapfinding +1
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Environment: Any temperate
Organization: Solitary, hunting party (2-4), or pack (11-20 plus 2 3rd-level braves and 1 leader of 4th-8th level)
Treasure: NPC gear (spear, shortbow with 20 arrows, masterwork studded leather armor)
NUWISHA CHARACTERS (10 RP)
+2 Dexterity, +2 Intelligence, -2 Constitution (0 RP)
Medium (0 RP): Nuwisha are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Nuwisha have a base speed of 30 feet.
Low-Light Vision (1 RP): Nuwisha can see twice as far as humans in conditions of dim light.
Keen Senses (2 RP): Nuwisha receive a +2 racial bonus on Perception skill checks.
Nuwisha Magic (3 RP): Nuwisha add +1 to the caster level of any conjuration (teleportation) spells they cast, as well as any spells that allow them to travel between planes (such as etherealness, shadow walk, or astral projection). Nuwisha with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day - disguise self and ventriloquism. The caster level for these effects is equal to the nuwisha's level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier.
Trickster (4 RP): Nuwisha receive a +2 racial bonus on Bluff and Stealth checks.
Languages (0 RP): Nuwisha begin play speaking Common and Lupin. Nuwisha with high Intelligence scores can choose from the following: Auran, Catfolk, Elven, Gnome, Goblin, Halfling, and Sylvan.
And that is the last of the lupins, based, naturally, on the werecoyotes from Werewolf: The Apocalypse. I'll get to the tortles in the near future and brainstorm on how to convert the rakasta breeds.
Zerdas are a small, secretive people on one of the more distant branches of the lupin family tree. These rare fennec-folk dwell exclusively in the interior deserts of Rahadoum, only briefly showing themselves to guide lost travelers to safety before disappearing back into the swirling sands. They are close relatives of the shapeshifting kitsune, and like them possess supernatural abilities, being able to bestow good fortune on their companions.
There are only a handful of zerda communities, and they do not willfully entertain outsiders. Not unlike kobolds, they dwell in simple but extensive warrens burrowed into soft earth, with communal living spaces and separate chambers for their oracular leaders. They worship no specific gods, only vaguely personified nature spirits. Though shy and retiring around outsiders, zerdas are playful and gregarious among their own kind.
The greatest enemies of the zerdas are the gnolls of the deep desert, who have hunted them nearly to extinction. The surest way for outsiders to befriend a zerda clan is to aid them against these deadly foes.
ZERDA
CR: 1/2
XP: 200
Zerda bard 1
CG Small humanoid (lupin)
Init: +2; Senses: Low-light vision; Perception +5
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AC: 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 shield, +1 size)
hp: 10 (1 HD)
Fort +1, Ref +4, Will +1
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Speed: 30 ft.
Melee: Rapier +3 (1d4+1/18-20)
Ranged: Shortbow +3 (1d4/x3/60 ft.)
Special Attacks: Bardic performance (7 rounds/day; countersong, distraction, fascinate, inspire courage +1; DC 13)
Zerda Spell-Like Abilities (CL 1st, concentration +4):
1/day - Blur, endure elements
Bard Spells Known (CL 1st, concentration +4):
1st (2/day) - Grease (DC 14), sleep (DC 14)
0 (at will) - Dancing lights, detect magic, ghost sound (DC 13), prestidigitation
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Str 12, Dex 15, Con 12, Int 10, Wis 8, Cha 17
Base Atk: +0; CMB: +0; CMD: 12
Feats: Weapon Focus (rapier)
Skills: Acrobatics +7, Bluff +7, Climb +4, Knowledge (all) +1, Perception +5, Perform (dance) +7, Stealth +9; Racial Modifiers: +2 Acrobatics, +2 Perception
Languages: Common, Lupin
SQ: Bardic knowledge +1, lucky boon
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Environment: Warm deserts
Organization: Company (2-4) or clan (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants)
Treasure: NPC gear (rapier, shortbow with 20 arrows, masterwork studded leather, buckler, other treasure)
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Lucky Boon (Su): A zerda can grant another creature good luck at will as a standard action. It can bestow this boon on any creature within 30 feet, and it must be able to see the target and have line of effect to it. The zerda's target can only benefit from this ability once per 24 hours. A creature under this boon gains a +1 bonus on all saving throws. This boon lasts for 24 hours or until the zerda bestows this boon on another creature. A zerda's boon can affect any kind of creature not immune to luck effects.
ZERDA CHARACTERS (10 RP)
+2 Dexterity, +2 Charisma, -2 Strength (0 RP)
Small (0 RP): Zerdas are Small creatures and 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.
Normal Speed (0 RP): Zerdas have a base speed of 30 feet.
Low-Light Vision (1 RP): Zerdas can see twice as far as humans in conditions of dim light.
Agile (2 RP): Zerdas receive a +2 racial bonus on Acrobatics checks.
Keen Senses (2 RP): Zerdas receive a +2 racial bonus on Perception checks.
Lucky Boon (2 RP): See above.
Zerda Magic (3 RP): Zerdas gain the following spell-like abilities: 1/day - blur and endure elements. The caster level for these effects is equal to the zerda's level.
Languages (0 RP): Zerda begin play speaking Common and Lupin. Zerdas with high Intelligence scores can choose from the following: Elvish, Gnoll, Halfling, Kelish, Osiriani, and Sylvan.
DRAIJAKAL
These relations of the zerda resemble the bat-eared fox. They are typically neutral in alignment, and live in the savannahs of southern Garund. Draijakal are morbid doomsayers and seekers of secrets who can bestow ill fortune on their enemies. They have the same statistics as zerdas except as follows:
Draiakal Magic: A draijakal gains detect secret doors as a spell-like ability instead of endure elements.
Jinx (Su, 2 RP): A draijakal can curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and the draijakal must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 the draijakal's level + your Charisma modifier). If the target makes this saving throw, it is immune to that draijakal's jinx ability for 24 hours. A jinxed creature takes a -1 penalty on all saving throws. This jinx lasts for 24 hours or until the draijakal attempt to use its jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This replaces lucky boon.
An offshoot of the lupin race, these jackal-headed humanoids adapted long ago to the rugged mountains of northern Garund. The hutaakans were allies of Ancient Osirion, and taught the pharaohs the secrets of embalming and mummification. Hutaakans were welcome in the courts of the ancient kings and frequently served as priests and court magicians. Since the fall of Ancient Osirion, the hutaakans have dwindled as well, with only a few clans now inhabiting ruined cities in the mountains. Yet they have kept the knowledge of old, and may be indispensable to those seeking the secrets of the pharaohs.
Hutaakans congregate in small clans of only a couple hundred at most, hunkering in the ruins of their ancestors, which they keep free of monsters and brigands (with limited success). They primarily worship Anubis and a jackal-headed aspect of Pharasma, as well as Isis, Osiris, and Nethys in lesser roles; a few degenerates have devoted themselves to Lamashtu or Set. Spellcasters of all kinds are valued in hutaakan society - priestly clerics, astrologer-oracles, bardic lorekeepers, wizardly mystics, and so on. The hutaakans are an insular people who do not welcome outsiders, and getting them to open up is no easy task.
HUTAAKAN
CR: 1/2
XP: 200
Hutaakan cleric 1
LN Medium humanoid (lupin)
Init: +2; Senses: Carrion sense, darkvision 60 ft.; Perception +4
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AC: 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 shield)
hp: 10 (1 HD)
Fort +2, Ref +2, Will +0
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Speed: 30 ft.
Melee: Sickle +1 (1d6+1) or spear +1 (1d8+1/x3)
Ranged: Sling +2 (1d4+1/50 ft.) or spear +2 (1d8+1/x3/20 ft.)
Special Attacks: Channel negative energy (3/day, 1d6, DC 10)
Combat Gear: 10 sling stones, 2 spears
Cleric Spell-Like Abilities (CL 1st, concentration +4, +1 melee touch):
6/day - Bleeding touch (1 round), rebuke death (1d4)
Hutaakan Spell-Like Abilities (CL 1st, concentration +4, +1 melee touch):
1/day - Bleed (DC 14), chill touch (DC 15), detect poison, touch of fatigue (DC 14)
Cleric Spells Prepared (CL 1st, concentration +4, +1 melee touch):
1st - Cause fear D (DC 15), cure light wounds (DC 14), divine favor
0 (at will) - Detect magic, read magic, stabilize
D Domain spell. Domains: Death, Healing
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Str 12, Dex 14, Con 13, Int 8, Wis 17, Cha 10
Base Atk: +0; CMB: +1; CMD: 13
Feats: Combat Casting
Skills: Perception +4, Stealth +3; Racial Modifiers: +2 Stealth
Languages: Common, Lupin
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Environment: Warm mountains
Organization: Solitary, pair, patrol (5-8), sect (11-20 plus 2-5 2nd-level clerics), or congregation (20-200 plus 50% noncombatants, plus 1 1st-level warrior per 10 adults, and 1 4th-level cleric per 50 adults and 1 8th-level cleric leader)
Treasure: NPC gear (sickle, 2 spears, sling with 10 sling stones, masterwork studded leather armor, light steel shield, other armor)
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Carrion Sense (Ex): Hutaakans have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
HUTAAKAN CHARACTERS (12 RP)
+2 Dexterity, +2 Wisdom, -2 Strength (0 RP)
Medium (0 RP): Hutaakans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (2 RP): Hutaakans have a base speed of 30 feet.
Darkvision (2 RP): Hutaakans can see in the dark up to 60 feet.
Carrion Sense (1 RP): See above.
Fell Magic (3 RP): Hutaakans gain +1 to the DC of any saving throws against necromancy spells that they cast. Hutakaans with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day - bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the user's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the user's Wisdom modifier.
Natural Armor (2 RP): Hutaakans receive a +1 natural armor bonus.
Stealthy (2 RP): Hutaakans receive a +2 racial bonus on Stealth checks.
Languages (0 RP): Hutaakans begin play speaking Common and Lupin. Hutaakans with high Intelligence scores can choose from the following: Ancient Osirian, Celestial, Draconic, Dwarven, Gnoll, Kelish, and Infernal.
Lupins are a race of proud, strong warriors native to the hills, forests, and tundras of the north. These humanoids are unsophisticated hunters, living in in loose clans or packs modeled after the wolves they resemble. Due to their resemblance to werewolves, humans often assume that lupins are evil savages similar to gnolls or orcs, but in fact the wolf-people are brave and loyal protectors of the frozen frontier who constantly battle frost giants, ice trolls, winter wolves, and worse evils. Though often aggressive toward outsiders, once gained, a lupin's respect is eternal.
Lupins are seminomadic. During the summer the clan ranges across large stretches of forest or tundra, living off the land, but when winter approaches they retreat to small villages centered around a large communal longhouse. Each clan is governed by an elder who is democratically elected and serves for one year. Once per year, under a full moon, all lupin clans in an area gather for three nights in a festival called the White Howl, in which news is shared, young braves choose mates, and the clans reaffirm their ties. Most lupins are nature worshippers; they practice the Green Faith (as druids) or venerate ancestors and animal spirits (as oracles) rather than revering specific gods. Lupins often capture and tame die wolves to ride as mounts.
Lupins despise werewolves. The lupins believe that the first werewolves were descended from lupins who mated with humans, for which they were cursed by the wolf spirits for polluting their bloodline. They also hate werewolves for the grief caused to them by humans mistaking them for lycanthropes. Lupins believe they have a sacred duty to exterminate all lycanthropes, and this zeal sometimes brings them into conflict with nonevil shapechangers such as werebears.
Lupins can be found throughout Golarion's northern hemisphere. They are extremely common in northern Arcadia. In Avistan, lupins are the primary inhabitants of the Ice Steppes to the north of Irrisen and the Lands of the Linnorm Kings, and they sometimes come south to trade. They are also found in smaller numbers around the edges of the Crown of the World and in northern Casmaron and Tian Xia.
A wide variety of lupin subraces exist, most of them resembling dogs of various breeds. Most such subraces are extremely limited in numbers and geographical scope, usually limited to only a few thousand individuals.
LUPIN
CR: 1/2
XP: 200
Lupin fighter 1
LG Medium humanoid (lupin)
Init: +4; Senses: Low-light vision, scent; Perception +4
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AC: 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp: 13 (1 HD)
Fort +4, Ref +0, Will +1
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Speed: 30 ft.
Melee: Longsword +5 (1d8+3/19-20)
Ranged: Longbow +1 (1d8/x3/100 ft.)
Special Attacks: Hatred
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Str 17, Dex 11, Con 14, Int 10, Wis 12, Cha 8
Base Atk: +1; CMB: +4; CMD: 14
Feats: Improved Initiative, Weapon Focus (longsword)
Skills: Perception +4, Ride +7; Racial Modifiers: +2 Perception, +2 Ride
Languages: Common, Lupin
SQ: Hatred
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Environment: Cold forests or plains
Organization: Hunting party (2-4), pack (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure: NPC gear (longsword, longbow with 20 arrows, masterwork chain shirt, heavy wooden shield, other treasure)
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Hatred (Ex): Lupins receive a +1 bonus on attack rolls against humanoids with the gnoll or shapechanger subtype.
LUPIN CHARACTERS (10 RP)
+2 Strength, +2 Wisdom, -2 Intelligence (0 RP)
Medium (0 RP): Lupins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Lupins have a base speed of 30 feet.
Low-Light Vision (1 RP): Lupins can see twice as far as humans in conditions of dim light.
Expert Rider (2 RP): Lupins receive a +2 racial bonus on Ride checks.
Hatred (1 RP): See above.
Keen Senses (2 RP): Lupins receive a +2 racial bonus on Perception skill checks.
Scent (4 RP): Lupins gain the scent ability (see Bestiary pg. 304)
Languages (0 RP): Lupins begin play speaking Common and Lupin. Lupins with high Intelligence scores can choose from the following: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan.
LUPIN BREEDS
Numerous breeds, or subraces, of lupins exist. The statistics above are for the most common breed: wild lupins, also known as wolvenfolk, which resemble humanoid wolves. Other lupin subraces have different racial traits, as follows.
MONGREL LUPINS
Mongrel lupins are the second most common subrace and resemble dogs of no particular breed. These lupins are integrated into human society, living in small family units in cities and towns throughout the world. They are humble people and wear the name of "mongrel" with pride. They have the same racial traits as wild lupins except as follows.
Skilled Laborer: Common lupins receive a +2 racial bonus on a Craft or Profession skill of their choice. This replaces the wild lupin's expert rider racial trait.
FERAL LUPINS
Feral lupins resemble various types of wild canines; the wolf-like wild lupins fall into this group. Contrary to popular belief, gnolls have no relation to lupins. Most feral lupins have very different statistics from common lupins, and the adlet and tanuki are not suitable as player characters.
Adlet: These rare lupins resemble winter wolves and have powerful supernatural abilities. Replace adlet subtype with lupin subtype.
Hutaakan: These rare lupins resemble jackals. They are devout servants of their gods and skilled astrologers.
Kitsune: Kitsune resemble foxes and are skilled shapeshifters. Replace kitsune subtype with lupin subtype.
Nuwisha: These merry tricksters resemble coyotes.
Simensi (Ethiopian Wolf): These plains-dwelling lupins have vibrant red-brown fur. They protect the savannahs from gnoll slavers and marauding lycanthropes. They are typically chaotic good and have the same statistics as wolvenfolk, except they gain a +2 bonus to Acrobatics instead of Ride.
Tanuki: These shapeshifting lupins resemble raccoon dogs; they are consummate hedonists. Although they are monstrous humanoids, tanukis count as lupins for any effect related to race.
Zerda: These small desert-dwelling lupins resemble fennecs. They can impart luck on their companions.
GUARDIAN LUPINS
Guardian lupins are big, strong warriors. They include the following breeds.
Doggerman (Doberman Pinscher): This lupin breed receives a +2 racial bonus on Intimidate and Sense Motive checks instead of the expert rider and keen senses racial traits.
Maremma: This lupin breed gains a +2 competence bonus on Perception checks made to oppose other creatures' Stealth checks; this ability replaces the expert rider racial trait and stacks with keen senses.
Mastiff: This lupin breed receives Endurance as a bonus feat instead of the expert rider and keen senses racial traits.
Pit-bull: This lupin breed receives a +2 racial bonus on Intimidate checks and a +2 racial bonus on saving throws against fear instead of the expert rider and keen senses racial traits.
Shar-pei: This lupin breed is proficient with spears, shortspears, longspears, and tridents; this replaces the expert rider racial trait.
Ye Great Dogge (Great Dane): This lupin breed receives a +2 racial bonus on Diplomacy and Heal checks instead of the expert rider and keen senses racial traits.
HUNTER LUPINS
Hunter lupins are clever trackers; they have the following ability score modifiers: +2 Dexterity, +2 Wisdom, -2 Strength. They include the following breeds.
Basset: This lupin breed receives a +2 racial bonus on Stealth checks instead of the expert rider racial trait.
Beagle: This lupin breed receives a +2 racial bonus on Knowledge (geography) and one Perform skill instead of the expert rider and keen senses racial traits.
Chow Chow: This lupin breed's hatred ability applies against native outsiders instead of gnolls.
Cocker (Cocker Spaniel): This lupin breed receives a +2 racial bonus on initiative checks and increases the range increment of any ranged weapon it wields by 10 feet; these abilities replace the expert rider and keen senses racial traits.
Golden Lupin (Golden Retriever): This lupin breed is proficient with longbows, shortbows, throwing daggers, and slings; this replaces the expert rider trait.
Pharoah: This lupin breed receives a +2 racial bonus on Knowledge (history) and Use Magic Device checks instead of the expert rider and keen senses racial traits.
Tricolore (Français Tricolore): This lupin breed receives Taunt as a bonus feat instead of the expert rider racial trait. Tricolores ignore the Small size prerequisite for Taunt.
SHEPHERD LUPINS
Shepherd lupins are quiet, reliable people. They include the following breeds.
Boreal Shepherd (German Shepherd): This lupin breed receives a +2 racial bonus on Handle Animal checks and a +2 racial bonus on initiative checks instead of the expert rider and keen senses racial traits.
Hill Herder (Puli): This lupin breed receives a +2 racial bonus on Handle Animal and Sense Motive checks instead of the expert rider and keen senses racial traits.
Shag-head (Old English Sheepdog): This lupin breed receives a +2 racial bonus on Knowledge (religion) and Spellcraft checks instead of the expert rider and keen senses racial traits.
WORKER LUPINS
Worker lupins are solid and hard-working; they receive a +2 bonus to Constitution instead of Strength. They include the following breeds.
Bloodhound: This lupin breed receives Endurance as a bonus feat instead of the expert rider racial trait.
Bulldog: This lupin breed receives a +2 racial bonus on Intimidate checks and a +2 racial bonus on saving throws against fear instead of the expert rider and keen senses racial traits.
Mountaineer (Saint Bernard): This lupin breed gains the mountaineer and terrain stride (mountains) racial traits (Advanced Race Guide pg. 231). This replaces the expert rider racial traits.
Malamute: This lupin breed gains the desert runner racial trait (Advanced Race Guide pg. 222). This replaces the expert rider racial traits.
Sentinel (Dalmatian): This lupin breed receives a +2 racial bonus on saving throws against attacks that deal fire damage (including spells with the fire descriptor) instead of the expert rider racial trait.
Snoutzer (Schnauzer): This lupin breed gains the terrain stride (forest) and weather savvy racial traits (Advanced Race Guide pg. 231).
STALKER LUPINS
Stalker lupins are quick and adroit; they have the following ability score modifiers: +2 Dexterity, +2 Charisma, -2 Strength. They include the following breeds.
Blue Bandit (Kerry Blue Terrier): This lupin breed receives a +2 racial bonus on Bluff and Disguise checks instead of the expert rider and keen senses racial traits.
Bonnie Bandit (Scottish Terrier): This lupin breed receives a +2 racial bonus on Knowledge (dungeoneering) checks instead of the expert rider racial trait, and its hatred ability applies against undead instead of gnolls and shapechangers.
Burrow Bandit (Jack Russell Terrier): This lupin breed receives a +2 racial bonus on Escape Artist checks instead of the expert rider racial trait.
Das Hund (Dachshund): This lupin breed receives a +2 racial bonus on Sleight of Hand checks instead of the expert rider racial trait.
NOMAD LUPINS
Nomad lupins are tall, lanky travelers; they receive a +2 bonus to Constitution instead of Strength. They include the following breeds.
Borzoi: This lupin breed has a natural bite attack that deals 1d3 points of damage. This is a primary attack, or a secondary attack if the shere khan is wielding manufactured weapons. This ability replaces the expert rider racial trait.
Long-runner (Grayhound): This lupin breed gains Endurance as a bonus feat instead of the expert rider racial trait.
WEE FOLK
Wee lupins are frail but gifted; they are Small, have a base speed of 20 feet, and have the following ability score modifiers: +2 Dexterity, +2 Charisma, -2 Strength. They include the following breeds.
Bouchon (Bichon Frisé): This lupin breed gains the hardy racial trait (Advanced Race Guide, pg. 223) instead of expert rider.
Carrasquito (Chihuahua): This lupin breed receives Taunt as a bonus feat instead of the expert rider racial traits.
Crested (Chinese Hairless): This lupin breed receives a +2 racial bonus on Knowledge (arcana) and Spellcraft checks instead of the expert rider and keen senses racial traits.
Hairless (Mexican Hairless): This lupin breed has darkvision 60 ft. in addition to low-light vision. This replaces the expert rider racial trait.
Papillon: This lupin breed receives a +2 racial bonus on Disable Device and Escape Artist checks instead of the expert rider and keen senses racial traits.
Pug: This lupin breed receives a +2 racial bonus on Diplomacy and Knowledge (nobility) checks instead of the expert rider and keen senses racial traits.
Allow me to throw another bone, so to speak, to the furries of Pathfinder fandom. I had a player in my last campaign who would have killed for this race - wish I'd thought of converting lupins then.
I will leave it as an exercise to GMs to figure out how the different breeds fit into Golarion, if at all. Look for hutaakan and possibly nuwisha and zerda stats in the future.