Mongrelfolk
Mongrelfolk is a D&D 3.5 player race from RD. Medium Humanoid (good fort), Level adjustment +0.
- Size
- Medium
- Type
- Humanoid (good fort)
- Level Adjustment
- +0
- 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.
- Emulate Race (Ex): 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.
- Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound she has heard. Listeners must succeed on a DC 16 Will save to detect the ruse.
- Immunity to sleep spells and similar magical effects.
- 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).
- +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, Climb, Jump, Listen, Move Silently, Search, and Spot checks.
- +4 racial bonus on Hide and Sleight of Hand checks.
- Automatic Language: Common. Bonus Languages: Any.
- Favored Class: Rogue. A multiclass mongrelfolk’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.