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<blockquote data-quote="lordxaviar" data-source="post: 5815346" data-attributes="member: 56673"><p><strong>Mongrel-Folk</strong></p><p></p><p>Mongrel-folk</p><p>(Fiend Folio pg 125) ½ CR: ½ ; Sz: ; H: , W: ; Age: ; HD: 1d8+2; Hp: 6; Init: 0; Spd: 20’ (hide armor) base 30’; AC: 13; (+3 hide armor), T: 10, FF: 13; BaB: 0; Grap: 0; Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Full Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Spc/Rch: 5’/5’; SA: Poison use; SQ: Camouflage, Emulate Race, Sound Imitation; Lang: broken common, and their own language with distinct tribal dialects; AL: LN; Sv: F: +2, R: +2, W: 0; Abil: S: 10/0, D: 11/0, C: 14/+2, I: 9/-1, W: 10/0, Ch: 7/-2; Weapro: Blowgun, Club, Short sword, Sling; Skills: Hide +9, Sleight of Hand +9; Feats: Camouflage, Endurance; Equip:; Loot: ; Possess: ; Holdings: ; Treas: 50% coins, standard goods, 50% items; Tactics: Mongrel-Folk are extremely cowardly, and they avoid direct conflict as mush as possible. They construct traps around their lairs rather than relying on combat to keep intruders away. If pressed or defending territory they will make the best use of ranged weapons before any melee, which is only a last resort.; RPGL: ; Descrip: Their ears are long, wide, and sharply pointed (when they have them) while their noses tend toward flat and broad, with their foreheads sharply sloped and their eyes large and bright Their hides can range from hairy to sparse and/or scaly or patch worked of both; History: ; Envir: Any; Org: Solitary, Troupe (2-8), band (9-20 plus 2 #rd Lv elders), Tribe (21-120 plus 6 2nd Lv sheriffs, 3 3rd Lv elders, and 1 4th Lv chieftain; Lv Adv: 0 / By class; Exp:; Increased/Decrease Ability Scores: ;</p><p></p><p>Although not a race unto themselves, Mongrel-Folk do not belong clearly to any other race. They are a mixture of many different creatures; each Mongrel-Folk possibly having the blood of Humans, Orcs, Gnolls, Ogres, Dwarves, Hobgoblins. Bugbears, Elves, Bullywugs, other humanoids and possibly some animal species as well flowing through their veins. As such, they are seldom welcome in lawful or good societies and are usually abused or enslaved by chaotic and evil groups.</p><p>Like canine mongrels, they vary widely in appearance, but they tend toward a generic humanoid form and display the most terrible features of their many ancestral races.</p><p> Such treatment has forced Mongrel-Folk to develop special skills for survival. All Mongrel-Folk have the abilities of camouflage and Sound Imitation </p><p>Mongrel-Folk normally live in areas of large mixed populations. They lair in ruins, deserted buildings, or other places that humans once lived in or built. Their own language is much distorted common mixed with various animal and monster noises, each tribe have its own unique variation developed over time. Their names are almost always the sounds animals make. To assist them in obtaining items and goods they need, all Mongrel-Folk are accomplished pickpockets.</p><p></p><p>Mongrel-Folk Characters: Their favored class is rogue. Most Mongrel-folk spell casters are adepts, but a few clerics exist and serve their reclusive deity, Meriadar. Mongrel-Folk clerics have access to the domains of Law, Protection, and Trickery. </p><p></p><p>Camouflage (General feat): Mongrel-Folk have mastered the art of concealing objects, other creatures, and even structures. Prerequisites: Hide skill (+6). Benefit: This feat allows the Mongrel-Folk to apply their Hide skill to any object or creature as a standard action. Often this requires arranging scenery to provide superior concealment. All normal Hide modifiers, including size apply. When this is attempted in an area that is very familiar to the Mongrel-Folk a +3 bonus applies to the concealment. A creature hidden in this manner cannot move about without breaking concealment. They can also hide objects or weapons on one’s person Use the size of the weapon or object to determine the hide modifiers. A pat-down search allows the use of the Search skill with a +10 circumstance bonus. Successfully camouflaged persons and items will be unnoticed unless the person or item moves or is touched. Camouflaged buildings will be unrecognizable at distances greater than 50’ (this may by adjusted for the size and type of structure)</p><p>(Mongoose Pub. Ultimate Feats. Pg 162 (Altered to fit the description from the original module.)</p><p></p><p>Eulate Race (Ex): Because of their radically mixed heritage, mongrel-Folk 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 Mongrel-Folk can automatically emulate any humanoid race, with no need for a skill check. Mongrel-Folk that have the Use Magic Device Skill have a +4 racial bonus on attempts to emulate non-humanoid races using that skill</p><p></p><p>Poison (Ex): Giant Wasp :Injury, Fortitude (DC14), initial and secondary damage 1d6 Dex CR3. </p><p></p><p>Sound Imitation (Ex): Mongrel-Folk can mimic any voice or sound it has heard. Listeners mus succeed on a Will save (DC16) to detect the ruse.</p><p></p><p>Skills: Mongrel-Folk have a +8 racial bonus on Hide and Sleight of Hand Checks.</p><p> </p><p>1□□□□□ □</p></blockquote><p></p>
[QUOTE="lordxaviar, post: 5815346, member: 56673"] [b]Mongrel-Folk[/b] Mongrel-folk (Fiend Folio pg 125) ½ CR: ½ ; Sz: ; H: , W: ; Age: ; HD: 1d8+2; Hp: 6; Init: 0; Spd: 20’ (hide armor) base 30’; AC: 13; (+3 hide armor), T: 10, FF: 13; BaB: 0; Grap: 0; Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Full Atk: +0 ranged (1 Plus poison, /x2 10’ Blowgun) or (1d4 /x2 50’ Sling) or (1d4 /x2 20’Dart or )+0 Melee (1d6, /x2 10’ Club); Spc/Rch: 5’/5’; SA: Poison use; SQ: Camouflage, Emulate Race, Sound Imitation; Lang: broken common, and their own language with distinct tribal dialects; AL: LN; Sv: F: +2, R: +2, W: 0; Abil: S: 10/0, D: 11/0, C: 14/+2, I: 9/-1, W: 10/0, Ch: 7/-2; Weapro: Blowgun, Club, Short sword, Sling; Skills: Hide +9, Sleight of Hand +9; Feats: Camouflage, Endurance; Equip:; Loot: ; Possess: ; Holdings: ; Treas: 50% coins, standard goods, 50% items; Tactics: Mongrel-Folk are extremely cowardly, and they avoid direct conflict as mush as possible. They construct traps around their lairs rather than relying on combat to keep intruders away. If pressed or defending territory they will make the best use of ranged weapons before any melee, which is only a last resort.; RPGL: ; Descrip: Their ears are long, wide, and sharply pointed (when they have them) while their noses tend toward flat and broad, with their foreheads sharply sloped and their eyes large and bright Their hides can range from hairy to sparse and/or scaly or patch worked of both; History: ; Envir: Any; Org: Solitary, Troupe (2-8), band (9-20 plus 2 #rd Lv elders), Tribe (21-120 plus 6 2nd Lv sheriffs, 3 3rd Lv elders, and 1 4th Lv chieftain; Lv Adv: 0 / By class; Exp:; Increased/Decrease Ability Scores: ; Although not a race unto themselves, Mongrel-Folk do not belong clearly to any other race. They are a mixture of many different creatures; each Mongrel-Folk possibly having the blood of Humans, Orcs, Gnolls, Ogres, Dwarves, Hobgoblins. Bugbears, Elves, Bullywugs, other humanoids and possibly some animal species as well flowing through their veins. As such, they are seldom welcome in lawful or good societies and are usually abused or enslaved by chaotic and evil groups. Like canine mongrels, they vary widely in appearance, but they tend toward a generic humanoid form and display the most terrible features of their many ancestral races. Such treatment has forced Mongrel-Folk to develop special skills for survival. All Mongrel-Folk have the abilities of camouflage and Sound Imitation Mongrel-Folk normally live in areas of large mixed populations. They lair in ruins, deserted buildings, or other places that humans once lived in or built. Their own language is much distorted common mixed with various animal and monster noises, each tribe have its own unique variation developed over time. Their names are almost always the sounds animals make. To assist them in obtaining items and goods they need, all Mongrel-Folk are accomplished pickpockets. Mongrel-Folk Characters: Their favored class is rogue. Most Mongrel-folk spell casters are adepts, but a few clerics exist and serve their reclusive deity, Meriadar. Mongrel-Folk clerics have access to the domains of Law, Protection, and Trickery. Camouflage (General feat): Mongrel-Folk have mastered the art of concealing objects, other creatures, and even structures. Prerequisites: Hide skill (+6). Benefit: This feat allows the Mongrel-Folk to apply their Hide skill to any object or creature as a standard action. Often this requires arranging scenery to provide superior concealment. All normal Hide modifiers, including size apply. When this is attempted in an area that is very familiar to the Mongrel-Folk a +3 bonus applies to the concealment. A creature hidden in this manner cannot move about without breaking concealment. They can also hide objects or weapons on one’s person Use the size of the weapon or object to determine the hide modifiers. A pat-down search allows the use of the Search skill with a +10 circumstance bonus. Successfully camouflaged persons and items will be unnoticed unless the person or item moves or is touched. Camouflaged buildings will be unrecognizable at distances greater than 50’ (this may by adjusted for the size and type of structure) (Mongoose Pub. Ultimate Feats. Pg 162 (Altered to fit the description from the original module.) Eulate Race (Ex): Because of their radically mixed heritage, mongrel-Folk 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 Mongrel-Folk can automatically emulate any humanoid race, with no need for a skill check. Mongrel-Folk that have the Use Magic Device Skill have a +4 racial bonus on attempts to emulate non-humanoid races using that skill Poison (Ex): Giant Wasp :Injury, Fortitude (DC14), initial and secondary damage 1d6 Dex CR3. Sound Imitation (Ex): Mongrel-Folk can mimic any voice or sound it has heard. Listeners mus succeed on a Will save (DC16) to detect the ruse. Skills: Mongrel-Folk have a +8 racial bonus on Hide and Sleight of Hand Checks. 1□□□□□ □ [/QUOTE]
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