Mongrelfolk (Pathfinder Race)
From D&D Wiki
- 1 Mongrelfolk
- 1.1 Physical Description
- 1.2 Society
- 1.3 Relations
- 1.4 Alignment and Religion
- 1.5 Adventurers
- 1.6 Mongrelfolk Racial Traits (12 RP)
- 1.7 Alternate Racial Traits
- 1.8 Favored Class Options
- 1.9 Vital Statistics
Mongrelfolk are a hodgepodge race of deformed oddities. Possessed of the ability to breed with nearly any humanoid creature, each new generation of mongrels adds new layers of deformity and mutation to their people, but as hideous as these deformities are, they more often than not grant the mongrel key abilities to aid in his survival in the dangerous wilds of Nar-Voth. Despite their monstrous appearances, mongrelfolk are generally hardworking and peaceful creatures. This strange mixture enforces mongrelfolk’s place in the edges of the world, for they are shunned by all who fear their twisted appearance. Mistaken as enemies by all, mongrelfolk just prefer to be left alone.
There is no simple way to describe the way a mongrelman might look. Their appearances vary greatly based on that particular individual's lineage. They have a multitude of different racial features that would appear to have come from the many different humanoid races. Most mongrelmen appear as deformed humanoids, a collection of various traits that do not belong together.
A mongrelfolk can produce offspring with any humanoid, mixing bloodlines in strange ways to create hardier crossbreeds. No two mongrelfolk look the same. One may have a face that is half hobgoblin, half lizardfolk, with one human-like foot and one cloven hoof, while his sister may have elven ears, a dwarven beard, orc tusks, and clawed hands. Each mongrelfolk usually has characteristics from at least a half-dozen different races. Despite their varied physical forms, most mongrelfolk average 5–6 feet tall and weigh between 150 and 250 pounds on average. A tragically short lifespan limits the creatures’ population growth— mongrelfolk rarely live past 35 years.
Mongrelfolk are one of the groups of descendants of the Azlanti who hid underground to escape the destruction of Earthfall. Their ability to breed with almost any humanoid creature, adding new mutations with every generation, has led these creatures to quickly adapt and survive the dangers of Nar-Voth.
Most mongrelfolk live below the surface of the world in hidden caves far from civilization. These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Other foul and intelligent races who claim dominion in the underworld take mongrelfolk as slaves (particularly morlocks and derro), finding this deformed race’s docile nature and hardworking attitude makes them extremely useful as tools of labor. In this role, mongrelfolk still fall back on their pride of survival, slow to rebel and patiently waiting for the overthrow of their masters.
Mongrelfolk society is a collection of close-knit tribes, each with its own leader. Mongrelfolk never fight against other mongrelfolk, preferring to live peaceably with others of their kind, for all mongrelfolk know they are shunned by outsiders and must stick together if their race is to survive. Mongrelfolk dwelling on the surface sometimes live amid the hustle and bustle of cities, sequestering themselves in ghettos and sewers to avoid notice. Urban mongrelfolk may rely on begging and pickpocketing to get by, but most form rural communities near trading routes.
Mongrelfolk are shunned from society because of their appearance. They make their homes far from civilization, and those few encountered in settled areas are usually slaves or servants of the local humanoid races. Mongrelfolk that must travel among other races take precautions so as not to reveal their true identities, using cloaks, capes, and the like to hide their forms. Despite this ostracization, mongrelfolk are the most friendly and hospitable to surface dwellers among the inhabitants of Nar-Voth, sometimes trading with them or providing shelter. This benevolence to outsiders is an attribute that has not garnered them many friends in those darkened tunnels.
Alignment and Religion
The mongrelmen's pantheon is culled from a wide range of other racial pantheons, with the most commonly worshiped deities being Gozreh, Pharasma, and Sivanah.
Mongrelfolk Racial Traits (12 RP)
- Ability Score Modifiers (-1 RP): +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: While physically strong and hardy, Mongrelfolk are dim-witted and their twisted appearance repulses most races.
- Type: Mongrelfolk are humanoids with a flexible subtype depending on dominant racial heritage.
- Size: Mongrelfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Mongrelfolk have a base speed of 30 feet.
- Languages: Mongrelfolk begin play speaking Undercommon and their own guttural language (Mongrelfolk). Mongrelfolk with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Dark Folk, and Orc.
Offense Racial Traits
- Natural Attack (1 RP): Pick one of the following natural attacks: gore, tentacle, hoof, slam, talons, or wings. Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while tentacle, hoof and wings are secondary natural attacks. The damage is based on the creature’s size.
Defense Racial Traits
- Thick Skinned (2 RP): Mongrelfolk receive a +1 natural armor bonus.
Feat and Skill Racial Traits
- Cave Dweller (2 RP): These creatures pride themselves on their survival skills, for the bowels of the earth are no place for weaklings. Members of this race gain a +2 bonus on Knowledge (dungeoneering) and Survival checks.
- Emulate Race (Ex) (1 RP): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk who have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill. Furthermore, if they are a spellcaster, mongrelfolk can cast any spell restricted to specific races.
- Hide to Survive (1 RP): Outcast by all other races, mongrelfolk lay low to avoid their aggressive cousins. With no one else to rely on, the mongrelfolk pride themselves on their self sufficiency. Disguise, Stealth and Survival are always considered class skills for mongrelfolk.
- Social Pariah (-1 RP): Mongrelfolk provoke fear and disgust from other races. Mongrelfolk take a -2 penalty to Diplomacy and Bluff when interacting with other races and a +2 racial bonus to Stealth.
- Sound Mimicry (Ex) (1 RP): Mongrelfolk have an extremely well developed voice that can be used to mimic a vast array of sounds such as chirps, roars, clicks and the like. Mongrelfolk perfectly imitate certain sounds or even specific voices. Mongrelfolk make a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –4 penalty on its Sense Motive check. Mongrelfolk have a +6 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. Mongrelfolk cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.
- Underworld Guide (2 RP): Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).
Senses Racial Traits
- Darkvision (2 RP): Mongrelfolk can see perfectly in the dark up to 60 feet.
Other Racial Traits
- Mixed Blood (2 RP): Mongrelfolk can pick one humanoid sub-type and can adopt another racial subtype through alternate racial traits. Mongrelfolk can take feats, traits & archetypes matching their subtypes that are otherwise restricted to those races. Mongrelfolk count as the race of each chosen subtype for any effect related to race.
Alternate Racial Traits
Replaces Underworld Guide
- Bone Spikes (2 RP): The strange union of a multitude of different physiologies have caused these mongrelfolk to grow spikes of bone from their joints. They can use them as armor spikes of their size and are proficient with them. Mongrelfolk can take this trait in place of underworld guide.
- Claws (2 RP): Mongrelfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size. This replaces underworld guide.
- Deadly Jaws (2 RP): Mongrelfolk are known for their mismatched features, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Mongrelfolk with this trait gain a bite attack as a primary natural attack. The damage is based on the creature's size. This racial trait replaces underworld guide.
- Extra Natural Attack (2 RP): In place of underworld guide, these mongrelfolk may select an additional natural attack from this list: gore, tentacle, hoof, slam, talons, or wings. Mongrelfolk may not have already selected this natural attack. Gore, slam, and talons are primary natural attacks, while tentacle, hoof and wings are secondary natural attacks. The damage is based on the creature’s size. This racial trait replaces underworld guide and social pariah.
- Flippers (2 RP): These mongrelfolk were born with a flipper on one or more limbs, and webbed fingers/toes on their others. They have a swim speed of 20 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. If the flipper replaces a foot, the mongrelfolk's base speed is reduced to 20 ft. If the flipper replaces a hand the mongrelfolk cannot wield a weapon or manipulate objects with that limb. Mongrelfolk can take this trait in place of underworld guide.
- Grabbing Claw (2 RP): Some mongrelfolk have one large, claw like that of a crab. These creatures can make a single claw attack (using damage from a size category one lower than normal) and gains the grab universal monster ability. The mongrelfolk cannot wield a weapon or manipulate objects with that limb. Mongrelfolk can take this trait in place of underworld guide.
- Pass as Race (2 RP): Not all mongrelfolk have shocking, deformed features. These mongrelfolk can pass for other races and avoid most of the scorn heaped upon their brethren. They often serve as envoys and traders between mongrelfolk communities and other races. They receive a +5 racial bonus on disguise to appear as another race, a +2 racial bonus on appraise and learn one free language matching each humanoid subtype they have. This racial trait replaces underworld guide, natural attack and social pariah.
- Prehensile Tail (2 RP): Some mongrelfolk have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Replaces underworld guide.
- Sticky Tongue (2 RP): These mongrelfolk were born with a long sticky tongue like a giant frog or boggard. It can strike an enemy with a touch attack. A creature hit by a mongrelfolk’s tongue attack cannot move more than 10 feet away from the mongrelfolk and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the mongrelfolk’s actual hit points). The mongrelfolk cannot move more than 10 feet away from the target, but the mongrelfolk can release its tongue as a free action. Unlike a giant frog, mongrelfolk cannot pull targets toward it with its tongue. This racial trait replaces underworld guide.
- Thinblood Resilience (2 RP): Mongrelfolk from the underdark with this racial trait are accustomed to torture at the hands of their drow masters, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the underworld guide racial trait.
Replaces Underworld Guide & Cave Dweller (and others)
- Exotic Heritage (4 RP): The ancestry of some mongrelfolk is truly bizarre, these mongrelfolk gain the Exotic Heritage feat and can ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite. This racial trait replaces underworld guide and cave dweller.
- Healthy (3 RP): Some mongrelfolk's unique physiology makes for a robust, healthy hybrid. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces underworld guide, cave dweller and social pariah.
- Oversized Eyes and Ears (4 RP): While looking rather ridiculous on their mismatched head, these mongrelfolk have freakishly large ears capable of picking up even the smallest sounds and eyes too large for their face. Mongrelfolk with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces underworld guide and cave dweller.
Replaces Cave Dweller
- Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Mongrelfolk can take this trait in place of cave dweller.
- Driven Worker (2 RP): Many mongrelfolk are hard working and industrious and have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These mongrelfolk gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces cave dweller.
- Evader (2 RP): While underground, mongrelfolk with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks. This replaces cave dweller.
- Hidden in Plain Sight (2 RP): Some mongrelfolk choose to live outside of their secret underground communities and integrate themselves within other races. They become adept at disguising their unusual characteristics so they can avoid trouble. These mongrelfolk receive a +4 racial bonus on disguise checks. This replaces cave dweller.
- Lurker (2 RP): Some mongrelfolk survive through alertness and secrecy. They gain a +2 racial bonus on Perception and Stealth checks. This racial trait replaces cave dweller.
- Survivor (2 RP): Only the most stalwart mongrelfolk survive the years of harsh treatment that morlock enslavers subject them to. Mongrelfolk survivors with this trait gain Endurance as a bonus feat. This racial trait replaces the cave dweller racial trait.
Replaces Thick Skinned (and others)
- Poison Minion (4 RP): Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison. The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Mongrelfolk can take this trait in place of thick skinned and cave dweller.
- Resourceful (4 RP): Mongrelfolk with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces thick skinned and underworld guide.
- Slender (2 RP): Some mongrelfolk appear unnaturally thin by other races’ standards. Mongrelfolk with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces thick skinned.
- Loose Joints (3 RP): The joints of these mongrelfolk can effortlessly dislocate and correct themselves, They gain a +4 racial bonus on Escape Artist checks and a +2 racial bonus on saving throws against effects that cause the entangled condition, to CMD against grapples, and on combat maneuver checks to escape a grapple. This racial trait replaces thick-skinned and hide to survive.
- Cave Climber (1 RP): Some mongrelfolk are born and raised in caves and rarely see the light of day. Mongrelfolk with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Mongrelfolk with this racial trait have a base speed of 20 feet. This replaces their normal speed.
- Deep Warrior (1 RP): Mongrelfolk with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces natural attack.
- Diffuse Blood (2 RP): Prerequisite: Emulate Race: The heritage of these mongrelfolk is so varied and diverse that no particular ancestries are dominant. These mongrelfolk gain a +2 racial bonus on saving throws against any spell or ability that targets a particular race or ignores a particular race. Furthermore, they receive +2 dodge AC against any race that possesses a hatred racial trait or class that have a bonus (like favored enemy or bane) against particular types or subtypes. These mongrelfolk have the monstrous humanoid type and do not gain a subtype. This racial trait replaces mixed blood.
- Minesight (2 RP): Mongrelfolk with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
- Mismatched (1 RP): Sometimes mongrelfolk features develop in hideous yet useful ways, other times they combine to make a person awkward and unbalanced. Their mismatched limbs make them clumsy, yet their unnatural movement can catch enemies off guard. Mongrelfolk with this trait take a -2 penalty on acrobatics and Reflex saves but receive a +2 racial bonus on initiative checks. This racial trait replaces social pariah.
- Short Ancestors: The size of some mongrelfolk is stunted due to more ancestry from smaller races. These mongrel folk are small instead of medium and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. They also receive +2 Dexterity instead of +2 Strength. Their movement speed is reduced to 20 ft, but if two members of this race or any other race that has the swarming racial trait who are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait replaces ability score modifiers, size and base speed.
- Unnatural (1 RP): Mongrelfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These mongrelfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal’s starting attitude toward mongrelfolk is one step worse than normal. This trait replaces the hide to survive racial trait.
Replaces Sound Mimicry (and others)
- Hold Breath (1 RP): These mongrelfolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. This racial trait replaces sound mimicry.
- Rock Stepper (1 RP): Mongrelfolk with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces sound mimicry.
- Skulker (2 RP): Oppressed mongrelfolk train from a young age to take advantage of times when their oppressors ignore them. Such mongrelfolk gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces sound mimicry and hide to survive.
Replaces Emulate Race (and others)
- Amphibious (2 RP): Members of this race are amphibious and can breathe both air and water. The mongrelfolk gains the grippli, gillmen, or merfolk subtype. This racial trait replaces emulate race and natural attack.
- Bonus Feat (4 RP): Some mongrelfolk possess the same flexibility and talent as their human forefathers. These mongrelfolk select one extra feat at 1st level. The mongrelfolk gains the human subtype. This racial trait replaces emulate race, underworld guide and sound mimicry.
- Craven (3 RP): Oppressed and enslaved by morlocks or drow, perhaps forcibly bred with captured halflings, some mongrelfolk turn skittish, making them particularly alert. Mongrelfolk with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. The mongrelfolk gains the halfling subtype. This racial trait replaces emulate race and underworld guide.
- Dragon-Scaled (2 RP): Like their kobold ancestors, some mongrelfolk are born with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Black-scaled and green-scaled mongrelfolk with this racial trait gain acid resistance 5. Blue-scaled mongrelfolk with this racial trait gain electricity resistance 5. Red-scaled mongrelfolk with this racial trait gain fire resistance 5. White-scaled mongrelfolk with this racial trait gain cold resistance 5. The mongrelfolk gains the kobold subtype. This racial trait replaces emulate race and natural attack.
- Drow Magic (4 RP): A few mongrelfolk with drow ancestry exhibit the innate magic of that race. Mongrelfolk with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the mongrelfolk's character level as the caster level for these spell-like abilities. The mongrelfolk gains the elf subtype. This racial trait replaces emulate race, natural attack and thick skinned.
- Eat Anything (4 RP): Raised with little or no proper food, many mongrelfolk have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Mongrelfolk with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. The mongrelfolk gains the goblin subtype. This racial trait replaces emulate race, cave dweller and sound mimicry.
- Elven Immunities (3 RP): These mongrelfolk are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. The mongrelfolk gains the elf subtype and low-light vision. This racial trait replaces emulate race and darkvision.
- Gliding Wings (5 RP): Some mongrelfolk are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. Mongrelfolk with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. These mongrelfolk prefer to live away from the claustrophobic underground of their brethren. The mongrelfolk gains the strix, kobold or tengu subtype. This racial trait replaces emulate race, thick skinned and darkvision.
- Grabbing appendages (6 RP): These mongrelfolk have a small group of appendages that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages. This racial trait replaces emulate race, thick skinned, underworld guide and sound mimicry.
- Halfling Luck (2 RP): These mongrelfolk inherited the lucky streak of halfling ancestors and receive a +1 racial bonus on all saving throws. The mongrelfolk gains the halfling subtype. This racial trait replaces emulate race and natural attack.
- Hardy (3 RP): Some mongrelfolk with a strong dwarven heritage gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. The mongrelfolk gains the dwarf subtype. This racial trait replaces emulate race and underworld guide.
- Illusion Resistance (1 RP): Some mongrelfolk possess the natural resistance to illusions of gnomes and gain a +2 racial saving throw bonus against illusion spells and effects. The mongrelfolk gains the gnome subtype. This racial trait replaces emulate race.
- Multi-Armed (8 RP): Some mongrelfolk have four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. The mongrelfolk gains the kasatha subtype. This racial trait replaces underworld guide, natural attack, thick skinned, emulate race and cave dweller.
- Pain Tolerance (4 RP): Some mongrelfolk share their orc ancestor's increased tolerance for pain. They gain DR 1/— against nonlethal damage and receive a +2 racial bonus on saving throws against spells and spell-like effects with the pain descriptor. The mongrelfolk gains the orc subtype. This racial trait replaces emulate race, hide to survive and thick skinned.
- Scent (2 RP): Some mongrelfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These mongrelfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing. The mongrelfolk gains the ratfolk subtype. This racial trait replaces emulate race and sound mimicry.
- Slow & Stable: These mongrelfolk have a strong influence of dwarven blood in their veins. They have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. In addition, they gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. The mongrelfolk gains the dwarf subtype. This racial trait replaces emulate race, normal speed and social pariah.
- Toxic Skin (Ex) (2 RP): A number of times per day equal to its Constitution modifier (minimum 1/day), a mongrelfolk can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, mongrelfolk can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The mongrelfolk is immune to its own poison. The mongrelfolk gains the grippli, reptilian, or vishkanya subtype. This racial trait replaces emulate race and sound mimicry.
- Mongrelfolk Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.
- Vestigial Wings (2 RP): - Some mongrelfolk possess a pair of undersized, withered, or stunted wings. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. 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. The mongrelfolk gains the strix, kobold or tengu subtype. This racial trait replaces emulate race and natural attack.
Favored Class Options
- Barbarian: While you are raging, your racial natural attacks deal +1/4 point of damage.
- Bloodrager: Add 1/4 to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.
- Brawler: Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
- Cleric: Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.).
- Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
- Fighter: Add 1 to the fighter’s CMD when resisting disarm or trip attempts.
- Hunter: Add 1 minute to the number of minutes per day that the hunter can use animal focus.
- Kineticist: Gain 1/6 of an Extra Wild Talent feat.
- Monk: Add +1/3 to the monk’s AC bonus class ability.
- Ranger: Add a +1/3 bonus to Stealth and Survival checks in the ranger’s favored terrain.
- Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
- Shifter: Add +1/3 to the number of minutes the shifter can assume her minor form each day.
- Skald: Increase the skald’s total number of raging song rounds per day by 1.
- Spiritualist: Add 1/2 hit point and 1/2 skill point to the spiritualist’s phantom.
- Stalker: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks.
- Warpriest: Gain a +2 bonus on rolls to stabilize when dying.
|Middle Age1||Old2||Venerable3||Maximum Age|
|16 years||25 years||35 years||+1d4 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d8||120 lb.||6d8 × (4) lb.|
|Female||4' 8"||+2d8||100 lb.||6d8 × (4) lb.|