| Norrak |
Racial Traits
Appearance: Mongrelfolk are, as the name suggests, a crossbreed of a hundred different humanoid races. They can look like absolutely anything. They may be humans with with animal-faces, they may look like Thundercats with lobster claws for hands, they may be dwarf-sized molluscs with reptillian tails - the choices are endless.
Attribute Modifiers: :Most mongrelfolk gain +4 to their Constitution, but suffer a -2 penalty to Intelligence and a -2 penalty to Charisma.
Speed: Most mongrelmen base land speed is 30 feet. Depending on the nature of their deformities or the form they have taken this might vary from charactert to character.
Sound Imitation (Ex): Mongrelmen have an extremely well developed voice that can be used mimic a vast array of sounds such as chirps, roars, clicks and the like. Listeners must succeed in a Will save at DC 16 to detect the ruse.
Emulate Race (Ex): For the purpose of activating a magical item designed for a certain race. Mongrelfolk can use the Use Magic Device skill to active and use the item.
Social Pariah:Unless they are in the company of other mongrelmen, members of this race are not well like or accepted by other races. All charisma-based skills such as Diplomacy and Bluff are automatically at a -5 penalty, unless of course the subject does not know they are talking to a mongrelman.
Is this overpowering for race advailble to pcs?
| Norrak |
Norrak wrote:Are stat mods suppose to be a net +2?I think this is better:
+2 Constitution, -2 Charisma, +2 to any ability score except Charisma or Constitution :
also adding this:
Concealed (Ex): Mongrelfolk receive a +2 racial bonus to stealth and always consider stealth a class skill