The Complete Book of Humanoids
Mongrelman
At a glance
Ability adjustmentsINT -1, CHA -1
Infravisionnone
Movement—
Languagescommon
Requirements
Ability rangeSTR 6-17, DEX 6-18, CON 8-18, INT 3-17, WIS 3-18, CHA 2-8
Abilities
Class access
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Pit Fighter, Sellsword
MageAcademician, Amazon Sorceress, Anagakok, Militant Wizard, Mystic, Patrician, Peasant Wizard, Savage Wizard, Witch, Wu Jen, Hedge Wizard, Humanoid Scholar, Outlaw Mage
ClericAmazon Priestess, Barbarian/Berserker Priest, Fighting-Monk, Nobleman Priest, Outlaw Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Savage Priest, Scholar Priest, Oracle, Wandering Mystic, Shinobi Priest
ThiefAcrobat, Adventurer, Assassin, Bandit, Beggar, Bounty Hunter, Buccaneer, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter, Scavenger, Tramp, Shadow
BardHumanoid Bard
Shaman (Humanoid)Shaman
Notes
- Adds +1 to any one other at creation, not exceeding that ability's starting maximum.
- Mimics the sounds of any monster or creature it has met, though not their special attack forms.
- Every mongrelman picks pockets: 70% at base, rising 5% per from 5th.
- Camouflages itself and its belongings: a full hiding gives 80% unnoticed, rising 1% per extra turn to a maximum of 95%.
- Meeting strangers of another , a mongrelman's counts as 1 for , whatever the score really is.
- A bard mongrelman's crowd- works only among its own kind; other crowds react negatively.
- A mongrelman thief adds 5% to any one thieving of the player's choice, on top of the racial adjustments.