The Thousand Oceans
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 +2 Constitution, -2 Charisma, +2 to any ability score except Charisma or Constitution.
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. Mongrelfolk who
have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.
Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc).
Low-Light Vision: Mongrelfolk can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Concealed (Ex): Mongrelfolk receive a +2 racial bonus to stealth and always consider stealth a class skill.
+1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects.
+1 racial bonus on saving throws against poison.
+1 racial bonus on Appraise, Acrobatics, and Perception checks.
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.