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Tanuki Tales
2014-01-07, 05:30 PM
I've made this piece of homebrew to go along with this discussion that I tried to start over in the 3e/3.5e/d20 subforum.

It's really rough and is meant to be just a bare bones representation of the concept. I plan to do a more flesh-outed race write up when all the mechanics are hammered out. In the mean time, please do PEACH and feel free to suggest and request races to be added onto the "To Do List" for the Mixed Ancestry racial trait.





MONGREL-FOLK RACIAL TRAITS
Ability Score Racial Traits: See Mixed Ancestry.
Type: Mongrel-folk are Humanoids with the Mongrel-folk subtype.
Size: Mongrel-folk are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Mongrel-folk have a base speed of 30 feet.
Mixed Ancestry: Each and every Mongrel-folk is the result of generations of bloodlines of different races intermixing and no two Mongrel-folk are the same. A Mongrel-folk character begins play with one Greater Ancestry trait (which determines their ability bonus) and four Lesser Ancestry traits. Once these traits are determined they can not be changed. Bonuses granted by Lesser Ancestry traits, unless noted otherwise, stack. [A GM may allow the player of a Mongrel-folk to select their Mixed Ancestry instead of rolling for it, but this is not advised unless there is explicit trust between a GM and his group.]
Languages: Mongrel-folk begin play knowing how to speak and write in Common. A Mongrel-folk with a high enough Intelligence score may select any additional languages to learn, as long as they are not secret (such as Druidic).




{table=head]Roll|Ancestry|Greater Ancestry Trait
1|Catfolk|+2 Dexterity
2|Duergar|+2 Constitution
3|Dwarf|+2 Constitution
4|Elf|+2 Intelligence
5|Gnome|+2 Charisma
6|Goblin|+2 Dexterity
7|Grippli|+2 Wisdom
8|Hag|+2 Charisma
9|Halfling|+2 Dexterity
10|Hobgoblin|+2 Constitution
11|Kitsune|+2 Charisma
12|Kobold|+2 Dexterity
13|Merfolk|+2 Constitution
14|Nagaji|+2 Strength
15|Orc|+2 Strength
16|Ratfolk|+2 Intelligence
17|Samsaran|+2 Intelligence
18|Skarn|+2 Strength
19|Spiker|+2 Constitution
20|Strix|+2 Dexterity
21|Svirfneblin|+2 Wisdom
22|Tengu|+2 Wisdom
23|Tibbit|+2 Dexterity
24|Vanara|+2 Dexterity
25|Vishkanya|+2 Charisma
26|Wayang|+2 Intelligence
[/table]





{table=head]Roll|Ancestry
1|Catfolk
2|Duergar
3|Dwarf
4|Elf
5|Gnome
6|Goblin
7|Grippli
8|Hag
9|Halfling
10|Hobgoblin
11|Kitsune
12|Kobold
13|Merfolk
14|Nagaji
15|Orc
16|Ratfolk
17|Samsaran
18|Skarn
19|Spiker
20|Strix
21|Svirfneblin
22|Tengu
23|Tibbit
24|Vanara
25|Vishkanya
26|Wayang
[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Lucky: Mongrel-folk receive a +1 racial bonus on saving throws.
2|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
3|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
4|Self-Sufficient: Mongrel-folk receive a +1 racial bonus on Survival checks.
5|Swift: Mongrel-folk increase their base land speed by five feet.
6|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
7|Cat's Paw: Mongrel-folk possess two claw attacks which deal 1d3 points of slashing damage. These are primary natural attacks.
8|Nimble Faller: Mongrel-folk always land on their feet even when they take lethal damage from a fall. Furthermore, Mongrel-folk with this trait gain a +1 bonus to their CMD against trip maneuvers.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Steady Advance: Mongrel-folk increase their movement speed(s) by ten feet whenever they suffer from an effect that lessens their movement speed (such as from encumbrance or a Slow spell) to a maximum of their normal speed.
2|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
3|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
4|Stability: Mongrel-folk receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
5|Expand: Mongrel-folk can use Expansion once per day as a Psi-like ability.
6|Cloud the Mind: Mongrel-folk can use Cloud Mind once per day as a Psi-like ability. The DC to resist is 10 + the Power's level + the Mongrel-folk's Charisma modifier.
7|Opened Mind: Mongrel-folk have a power point reserve of two points. If they already have a reserve, increase the amount of points in it by two. Mongrel-folk can gain 1 additional power point each level as a Favored Class bonus instead of a hit point or skill point.
8|Hardy Advance: Mongrel-folk receive a +2 racial bonus on saving throws against phantasms and effects that cause paralysis.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Steady Advance: Mongrel-folk increase their movement speed(s) by ten feet whenever they suffer from an effect that lessens their movement speed (such as from encumbrance or a Slow spell) to a maximum of their normal speed.
2|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
3|Greed: Mongrel-folk receive a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
4|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
5|Stonecunning: Mongrel-folk receive a +2 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
6|Stability: Mongrel-folk receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
7|Craftsman: Mongrel-folk receive a +2 racial bonus on Craft and Profession checks that relate to metal or stone.
8|Stonesinger: Mongrel-folk treat their caster level as one higher than it actually is when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, revelations of the oracle's stone mystery and any similar earth-themed class features.
[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Logical Mind: Mongrel-folk receive a +4 racial bonus on saving throws against enchantment spells and effects.
2|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
3|Arcane Aptitude: Mongrel-folk receive a +2 racial bonus on caster level checks to overcome spell-resistance.
4|Mage's Eye: Mongrel-folk receive a +2 racial bonus on Spellcraft checks when identifying the properties of magic items.
5|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
6|Far-runner: Mongrel-folk receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
7|Dreamspeaker: Mongrel-folk add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, Mongrel-folk with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the Mongrel-folk's character level).
8|Longevity: Mongrel-folk increase each age category (starting with middle-age) by twenty years.[/table]




{table=head]Roll|Lesser Ancestry Trait
1|Illusion Resistance: Mongrel-folk receive a +2 racial bonus on saving throws against illusion spells and effects.
2|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
3|Obsessive: Mongrel-folk receive a +2 racial bonus on a single Craft or Profession skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Craft or Profession skill to gain a +2 racial bonus to.]
4|Illusion Aptitude: Mongrel-folk increase the Save DC for any Illusion spell they cast by +2.
5|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
6|Land-bound: Mongrel-folk gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the dodge bonus by +2 or choose an additional terrain type.]
7|Knack with Poison: Mongrel-folk gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the Mongrel-folk accidentally poisons themselves when applying or readying the substance.
8|Warden of Nature: Mongrel-folk gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Saddle-born: Mongrel-folk receive a +1 racial bonus on Ride checks.
2|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
3|Swift: Mongrel-folk increase their base land speed by five feet.
4|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
5|Toothy: Mongrel-folk possess a bite attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
6|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
7|Self-Sufficient: Mongrel-folk receive a +1 racial bonus on Survival checks.
8|Stern Constitution: Mongrel-folk receive a +2 racial bonus on saving throws against disease and effects that cause the nauseated and sickened conditions.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Camouflage: Mongrel-folk receive a +2 racial bonus on Stealth checks in marshes and forested areas.
2|Swamp Stride: Mongrel-folk can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a Mongrel-folk normally. [If this Lesser Ancestry trait is rolled more than once, roll the result again.]
3|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
4|Great Leaper: Mongrel-folk receive a +1 racial bonus on Acrobatics checks.
5|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.
6|Charming: Mongrel-folk receive a +1 racial bonus on Diplomacy checks.
7|Soft Landing: Mongrel-folk take falling damage as if they fell ten feet less than they actually did.
8|Knack with Poison: Mongrel-folk gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the Mongrel-folk accidentally poisons themselves when applying or readying the substance.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Tough Skin: Mongrel-folk have a +1 Natural Armor bonus.
2|Claws: Mongrel-folk possess two claw attacks which deal 1d3 points of slashing damage. These are primary natural attacks. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
3|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
4|Hard Blows: Mongrel-folk deal 1 additional damage with melee attacks.
5|Green Widow: Mongrel-folk receive a +2 racial bonus on Bluff checks against creatures sexually attracted to them.
6|Sea Lungs: Mongrel-folk can hold their breath for a number of minutes equal to their Constitution score. [If this Lesser Ancestry trait is gained more than once, increase the amount of time by one increment (i.e. x2, x3, etc).
7|Mist Child: When Mongrel-folk have concealment or total concealment, they increase the miss percentage by 5%.
8|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Fearless: Mongrel-folk receive a +2 racial bonus on saving throws against fear effects.
2|Lucky: Mongrel-folk receive a +1 racial bonus on saving throws.
3|Sure-footed: Mongrel-folk receive a +1 racial bonus on Acrobatics and Climb checks.
4|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
5|Polygot: Mongrel-folk receive a +1 racial bonus on Linguistic checks and begin play knowing one additional language.
6|Wanderlust: Mongrel-folk receive a +1 racial bonus on Knowledge (Geography) and Survival checks.
7|Low Blow: Mongrel-folk receive a +1 racial bonus on attack rolls to confirm critical hits against creatures at least one size category larger than themselves.
8|Swift as Shadows: Mongrel-folk reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10 (to a minimum of +0 on both).[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Stealthy: Mongrel-folk receive a +1 racial bonus on Perception checks.
2|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
3|Tough Skin: Mongrel-folk have a +1 Natural Armor bonus.
4|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.
5|Battle Reflexes: Mongrel-folk receive a +1 bonus to their Combat Maneuver Defense.
6|Self-Sufficient: Mongrel-folk receive a +1 racial bonus on Survival checks.
7|Saddle-born: Mongrel-folk receive a +1 racial bonus on Ride checks.
8| Obsessive: Mongrel-folk receive a +2 racial bonus on a single Craft or Profession skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Craft or Profession skill to gain a +2 racial bonus to.][/table]



{table=head]Roll|Lesser Ancestry Trait
1|Agile: Mongrel-folk receive a +1 racial bonus on Acrobatics checks.
2|Master of Disguise: Mongrel-folk receive a +1 racial bonus on Disguise checks.
3|Enchantment Aptitude: Mongrel-folk increase the Save DC for any Enchantment spell they cast by +2.
4|Light-bringer: Mongrel-folk can use [i]Dancing Lights once per day as a spell-like ability.
5|Muzzle: Mongrel-folk possess a bite attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
6|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
7|Charming: Mongrel-folk receive a +1 racial bonus on Diplomacy checks.
8|Silver Tongue: Mongrel-folk receive a +1 racial bonus on Bluff checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Scaly Hide: Mongrel-folk have a +1 Natural Armor bonus.
2|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
3|Dragon-scaled: Mongrel-folk select one type of energy (Acid, Cold, Electricity, Fire, Force, Negative or Positive) and receive a +2 racial bonus on saves against any effect that deals the selected type of damage or has that energy descriptor. Once this selection is made it cannot be changed. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional energy type.]
4|Dragon-maw: Mongrel-folk possess a bite attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time. The Mongrel-folk may instead choose one energy type (Acid, Cold, Electricity, Fire, Force, Negative or Positive) and count half the damage from its bite attack as being of the selected energy type.]
5|Wyrm-crowned: Mongrel-folk select either Diplomacy or Intimidate and gain a +1 racial bonus on such checks. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase their racial bonus by +1 or gain a +1 bonus to the skill that they did not select.]
6|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
7|Soft Landing: Mongrel-folk take falling damage as if they fell ten feet less than they actually did.
8|Sure-footed: Mongrel-folk receive a +1 racial bonus on Acrobatics and Climb checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Tough Skin: Mongrel-folk have a +1 Natural Armor bonus.
2|Stability: Mongrel-folk receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
3|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
4|Sea Lungs: Mongrel-folk can hold their breath for a number of minutes equal to their Constitution score. [If this Lesser Ancestry trait is gained more than once, increase the amount of time by one increment (i.e. x2, x3, etc).
5|Strong Swimmer: Mongrel-folk receive a +1 racial bonus on Swim checks.
6|Master Performer: Mongrel-folk receive a +1 racial bonus on Perform checks.
7|Swift: Mongrel-folk increase their base land speed by five feet.
8|Wordsmith: Mongrel-folk increase the Save DC for any language dependent spell they cast by +2.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Scaly Hide: Mongrel-folk have a +1 Natural Armor bonus.
2|Reptile Empathy: Mongrel-folk receive a +4 racial bonus on Handle Animal checks when interacting with reptiles.
3|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
4|Slippery Mind: Mongrel-folk receive a +2 racial bonus on saving throws against Mind-affecting effects.
5|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
6|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
7|Charming: Mongrel-folk receive a +1 racial bonus on Diplomacy checks.
8|Knack with Poison: Mongrel-folk gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the Mongrel-folk accidentally poisons themselves when applying or readying the substance.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.
2|Ferocious Stand: When brought below 0 hit points, Mongrel-folk may act for 1 round as disabled instead of falling unconscious and dying. If the Mongrel-folk has the Diehard feat, this racial trait instead increases their maximum negative hit point total by 2.
3|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
4|Beastmaster: Mongrel-folk receive a +1 racial bonus on Handle Animal checks.
5|Toothy: Mongrel-folk possess a bite attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
6|Stern Constitution: Mongrel-folk receive a +2 racial bonus on saving throws against disease and effects that cause the nauseated and sickened conditions.
7|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
8|Destructive Strength: Mongrel-folk receive a +2 racial bonus on Strength checks to break objects and on sunder combat maneuvers.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
2|Wyrd Touch: Mongrel-folk receive a +1 racial bonus on Use Magic Device checks.
3|Rodent Empathy: Mongrel-folk receive a +4 racial bonus on Handle Animal checks when interacting with rodents and rodent-like creatures.
4|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
5|Cornered Fury: When a Mongrel-folk is reduced to half or fewer of their maximum hit points, and has no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.
6|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
7|Swarming: Mongrel-folk may occupy the same square as an allied creature if they make a DC 15 Acrobatics check as a free action. This lasts for one round or until either the Mongrel-folk or their ally leave that square. The Mongrel-folk must make a new Acrobatics check each round to continue occupying it or occupy an adjacent square as a free action.
8|Obsessive: Mongrel-folk receive a +2 racial bonus on a single Craft or Profession skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Craft or Profession skill to gain a +2 racial bonus to.][/table]



{table=head]Roll|Lesser Ancestry Trait
1|Lifebound: Mongrel-folk gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
2|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
3|Polygot: Mongrel-folk receive a +1 racial bonus on Linguistic checks and begin play knowing one additional language.
4|Healer: Mongrel-folk receive a +1 racial bonus on Heal checks.
5|Hungry Mind: Mongrel-folk receive a +2 racial bonus on a single Knowledge skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Knowledge to gain a +2 racial bonus to.]
6|Wyrd Touch: Mongrel-folk receive a +1 racial bonus on Use Magic Device checks.
7|Mystic Attunement: Mongrel-folk receive a +1 racial bonus on Spellcraft checks.
8|Longevity: Mongrel-folk increase each age category (starting with middle-age) by twenty years.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Infused Soul: Mongrel-folk have an Essentia pool of 1. If they already have an Essentia pool, increase it by 1 instead.
2|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.
3|Strong Grip: Mongrel-folk receive a +1 racial bonus on Climb checks.
4|Balanced Mind: Mongrel-folk receive a +2 racial bonus on Concentration checks.
5|Spines: Mongrel-folk possess a spine attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
6|Charming: Mongrel-folk receive a +1 racial bonus on Diplomacy checks
7|Obsessive: Mongrel-folk receive a +2 racial bonus on a single Craft or Profession skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Craft or Profession skill to gain a +2 racial bonus to.]
8|Hard Blows: Mongrel-folk deal 1 additional damage with melee attacks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Tough Skin: Mongrel-folk have a +1 Natural Armor bonus.
2|Durable Body: Mongrel-folk possess Damage Reduction 1/Piercing or Slashing
3|Acid Resistance: Mongrel-folk receive a +2 racial bonus on saves against any effect that deals Acid damage or has the Acid energy descriptor
4|Spines: Mongrel-folk possess a spine attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
5|Thorny Hug: Mongrel-folk automatically deal 1 point of piercing damage when grappling (regardless if they're the one pinning or the one being pinned).
6|Metal Affinity: Mongrel-folk deal 2 additional damage when wielding a weapon made of metal.
7|Suspicious: Mongrel-folk receive a +1 racial bonus on Sense Motive checks.
8|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
2|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
3| Illusion Resistance: Mongrel-folk receive a +2 racial bonus on saving throws against illusion spells and effects.
4|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
5|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
6|Intimidating: Mongrel-folk receive a +1 racial bonus on Intimidate checks.
7|Soft Landing: Mongrel-folk take falling damage as if they fell ten feet less than they actually did.
8|Silver Tongue: Mongrel-folk receive a +1 racial bonus on Bluff checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Lucky: Mongrel-folk receive a +1 racial bonus on saving throws.
2|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
3|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
4|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
5|Obsessive: Mongrel-folk receive a +2 racial bonus on a single Craft or Profession skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Craft or Profession skill to gain a +2 racial bonus to.]
6|Stonecunning: Mongrel-folk receive a +2 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
7|Illusion Aptitude: Mongrel-folk increase the Save DC for any Illusion spell they cast by +2.
8|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
2|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
3|Polygot: Mongrel-folk receive a +1 racial bonus on Linguistic checks and begin play knowing one additional language.
4|Beak: Mongrel-folk possess a bite attack which deals 1d4 points of piercing damage. This is a primary natural attack. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
5|Soft Landing: Mongrel-folk take falling damage as if they fell ten feet less than they actually did.
6|Talons: Mongrel-folk possess two claw attacks which deal 1d3 points of slashing damage. These are primary natural attacks. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
7|Carrion Sense: Mongrel-folk receive a +4 racial bonus on Perception checks to notice corpses or creatures below 50% their total hit points. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
8|Born for the Skies: Mongrel-folk receive a +2 racial bonus on Fly checks.[/table]




{table=head]Roll|Lesser Ancestry Trait
1|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks
2|Agile: Mongrel-folk receive a +1 racial bonus on Acrobatics checks.
3|Cat's Paw: Mongrel-folk possess two claw attacks which deal 1d3 points of slashing damage. These are primary natural attacks. [If this Lesser Ancestry trait is gained more than once, increase the dice size by one step for each additional time.]
4|Slender: Mongrel-folk receive a +1 racial bonus on Escape Artist checks.
5|Feline Empathy: Mongrel-folk receive a +4 racial bonus on Handle Animal checks when interacting with felines and feline-like creatures.
6|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
7|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
8|Swift: Mongrel-folk increase their base land speed by five feet.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Deft Hands: Mongrel-folk receive a +1 racial bonus on Climb checks.
2|Agile: Mongrel-folk receive a +1 racial bonus on Acrobatics checks.
3|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
4|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
5|Stability: Mongrel-folk receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
6|Hungry Mind: Mongrel-folk receive a +2 racial bonus on a single Knowledge skill of their choice. [If this Lesser Ancestry trait is gained more than once, the Mongrel-folk may either increase the racial bonus by +2 or choose an additional Knowledge to gain a +2 racial bonus to.]
7|Prehensile Tail: Mongrel-folk have a long, flexible tail that they can use to carry objects. They cannot wield weapons with their tail, but the tail allows their to retrieve a small, stowed object carried on their person as a swift action. [If this Lesser Ancestry trait is rolled more than once, roll the result again.]
8|Animal Friend: Mongrel-folk receive a +1 racial bonus on Handle Animal checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Hardy: Mongrel-folk receive a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
2|Knack with Poison: Mongrel-folk gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the Mongrel-folk accidentally poisons themselves when applying or readying the substance.
3|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
4|Slender: Mongrel-folk receive a +1 racial bonus on Escape Artist checks.
5|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
6|Master of Disguise: Mongrel-folk receive a +1 racial bonus on Disguise checks.
7|Low-light vision: Mongrel-folk can see twice as far as normal in conditions of dim light.
8|Master Performer: Mongrel-folk receive a +1 racial bonus on Perform checks.[/table]



{table=head]Roll|Lesser Ancestry Trait
1|Shadow Resistance: Mongrel-folk receive a a +2 racial bonus on saving throws against spells of the shadow subschool.
2|Keen Senses: Mongrel-folk receive a +1 racial bonus on Perception checks.
3|Stealthy: Mongrel-folk receive a +1 racial bonus on Stealth checks.
4|Self-Sufficient: Mongrel-folk receive a +1 racial bonus on Survival checks.
5|Darkvision: Mongrel-folk can see perfectly in darkness out to sixty feet.
6|Shadow Aptitude: Mongrel-folk increase the Save DC for any Shadow spell they cast by +2.
7|Silver Tongue: Mongrel-folk receive a +1 racial bonus on Bluff checks.
8|Light and Dark: Once per day as an immediate action, a Mongrel-folk can treat positive and negative energy effects as if they were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated. [/table]





The Mongrel-folk subtype is treated as identical to the human subtype. The Mongrel-folk subtype is also treated as identical to any other subtype that would be possessed by a member of any race that the Mongrel-folk has as a Greater or Lesser Ancestry. A Mongrel-folk does not gain any of the abilities and traits otherwise normally associated with those subtypes.




Character Options


Feats


Child of Many Clans
Prerequisites: Mongrel-folk
Benefit: Mongrel-folk who take this feat gain two additional Lesser Ancestry traits. These traits are selected as according to the Mixed Ancestry racial trait.
Special: This feat may only be selected at first level.


Heir to Many Clans
Prerequisites: Child of Many Clans, 3rd level
Benefit: Mongrel-folk who take this feat gain two additional Lesser Ancestry traits. These traits are selected as according to the Mixed Ancestry racial trait. Additionally, the Mongrel-folk receive the following against an effect or attack that is dependent on a subtype they possess because of the Mongrel-folk subtype:
+2 bonus to saving throws
+2 Dodge bonus to AC


Master of Many Clans
Prerequisites: Heir to Many Clans, 6th level
Benefits: Mongrel-folk who take this feat gain an additional Greater Ancestry trait. This trait is selected as according to the Mixed Ancestry racial trait.





Ogre
Lamia
Rune Giant
Devil
Gnolls
Naga
Vampire
Mimic
Drow
Troll



1/07/2014:
Added several races to the To Do List (Changelings to Wayang).
Gnome Ancestry added.
Tengu Ancestry added.

1/08/2014:
Catfolk and Goblin Ancestries added.


1/09/2014:
Hobgoblin and Kobold Ancestries added.
Ratfolk Ancestry added.
Hag Ancestry added.
Duergar and Grippli Ancestries added.
Kitsune and Merfolk Ancestries added.


1/10/2014:
Nagaji and Strix Ancestries added.
Child of Many Clans, Heir to Many Clans and Master of Many Clans feats added.
Skarn, Tibbit and Spiker added to the To Do List.
Skarn and Tibbit Ancestries added.


1/11/2014:
Svirfneblin and Spiker Ancestries added.
Vanara and Samsaran Ancestries added.
Vishkanya and Wayang Ancestries added.

Tanuki Tales
2014-01-07, 05:31 PM
Reserved for later.

Tanuki Tales
2014-01-08, 11:38 PM
So, that's four added thus far. I'm wondering though, since most of the bonuses are lessened to account for stacking, if these guys should get more than four Lesser Ancestry traits.

Thoughts?

Tanuki Tales
2014-01-10, 07:57 PM
Well, we're up to 18 different races as part of this thing.


I'm wondering though, since most of the bonuses are lessened to account for stacking, if these guys should get more than four Lesser Ancestry traits.

Thoughts?

Kazyan
2014-01-10, 09:43 PM
You could afford to bring up the power level, since people cannot just cherry-pick the bonuses they want, but as-is, it's probably alright. 18 races...that's a bunch of work on this thing.

Tanuki Tales
2014-01-10, 10:17 PM
You could afford to bring up the power level, since people cannot just cherry-pick the bonuses they want, but as-is, it's probably alright. 18 races...that's a bunch of work on this thing.

Well, I'm currently pursuing two lines of thought on tweaking their power level up:

Give an additional Greater Ancestry trait and two additional Ancestry traits.
Increase the +1 bonuses to +2


I'm also thinking of creating a feat chain that adds more traits.


And yeah, it's been a good deal of work thus far and I'm saddened that I had to cut the Samsarans. But they didn't really have a lot of racial traits that I could straight convert and I'm not well-versed enough in them to make ones up whole-sale.


Are there any races you'd like to see added, by the by?

Kazyan
2014-01-10, 10:28 PM
Without much experience with Pathfinder, I don't have any favorite races to pester you about.

Racial feats are a great way to add additional capabilities that you want to a race without overpowering it--I'm completely on board with that.

Tanuki Tales
2014-01-10, 10:32 PM
Without much experience with Pathfinder, I don't have any favorite races to pester you about.

I'm fine with converting 3.5 ones as well.


Racial feats are a great way to add additional capabilities that you want to a race without overpowering it--I'm completely on board with that.

Just need to think of a good balance. The Lesser Ancestry traits are weak enough that having a feat(s) giving multiples of them is balanced, but the Greater are too strong to give willy-nilly.

Kazyan
2014-01-10, 10:45 PM
You could make a feat that gives X Lesser Ancestry traits, which would be a prereq for one that gives a single Greater Ancestry feat. Or maybe have it be at the end of a three-feat chain.

3.5 races...some of my favorites are the Skarn (MoI), Tibbit (DComp), Kenku (http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4), and Spiker (PlH). A grab-bag, yeah, but I have a taste for the odd.

Tanuki Tales
2014-01-10, 10:46 PM
You could make a feat that gives X Lesser Ancestry traits, which would be a prereq for one that gives a single Greater Ancestry feat. Or maybe have it be at the end of a three-feat chain.

3.5 races...some of my favorites are the Skarn (MoI), Tibbit (DComp), Kenku (http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4), and Spiker (PlH). A grab-bag, yeah, but I have a taste for the odd.

I'll add them to the list, but other than the sound mimicry, are Kenku really any different than Tengu?

Kazyan
2014-01-10, 10:48 PM
I'll add them to the list, but other than the sound mimicry, are Kenku really any different than Tengu?

Mechanically they're quite different, but they're both bird-people, so...yeah, leave them off the list.

Tanuki Tales
2014-01-10, 11:07 PM
Mechanically they're quite different, but they're both bird-people, so...yeah, leave them off the list.

Right, they get that aid another synergy racial feature. Well, I'll see if I can work them in, but they won't be officially on the To Do List until I can think of a good way to differentiate them.

Edit:

Skarn and Tibbit are now up, by the by. I took liberties with the Skarn since, like the Samsarans, they didn't really have much going for them.

Tanuki Tales
2014-01-11, 02:08 PM
Twenty Six races done and three racial feats are up! I've exhausted my initial To Do List (still trying to figure what I want to do with Kenku) and I've gone through almost all of the first party Paizo races.

Next on my agenda is creating entries for monsters and looking into the 3rd party races, but please do suggest and request Ancestries to be added!

Zale
2014-01-12, 11:03 AM
I just wanted to say that this is a very interesting take on Mongrelfolk.

Awesome work.

Tanuki Tales
2014-01-12, 11:23 AM
I just wanted to say that this is a very interesting take on Mongrelfolk.

Awesome work.

Thank you very much!

Any requests?