Sacklings have access to the fallowing classes, rogue,bard, ninja,samurai
sacklings are mischievous and cunning, they often employ Gravelmen a
s hiered thugs. they however are ashamed of there appearance they all were Kevlar like sacks as there clothing covering there hole body few have seen there natural form. when they die there bodies are reduced to ash. there home cities are the ruins of the age of man it is said they are the descendant of men.

Half-Undead (5 RP)
Half-undead races are strange or unholy fusions of the
living and the undead. Players interested in playing
a half-undead race might also consider the dhampir
(Bestiary 2 89), the progeny of a vampire and a human. A
half-undead race has the following features.
• Half-undead have the darkvision 60 feet racial trait.
• Half-undead gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• Half-undead take no penalties from energy-draining
effects, though they can still be killed if they accrue
more negative levels than they have Hit Dice. After 24
hours, any negative levels they’ve gained are removed
without any additional saving throws.
• Half-undead creatures are harmed by positive energy
and healed by negative energy. A half-undead creature
with the fast healing special quality still benefits from
that quality.

Tiny (4 RP): Prerequisites: Aberration, construct, dragon,
fey, outsider (native), or plant type; Benefit: Tiny creatures
gain a +2 size bonus to Dexterity and a –2 size penalty to
Strength. Tiny races gain a +2 size bonus to their AC, a
+2 size bonus on attack rolls, a –2 penalty on combat
maneuver checks and to their CMD, and a +8 size bonus on
Stealth checks. Tiny characters take up a space of 2-1/2 feet
by 2-1/2 feet, so up to four of these characters can fit into a
single square. Tiny races typically have a natural reach of 0
feet, meaning they can’t reach into adjacent squares. They
must enter an opponent’s square to attack it in melee. This
provokes an attack of opportunity from the opponent.
Since they have no natural reach, they do not threaten the
squares around them. Other creatures can move through
those squares without provoking attacks of
opportunity. Tiny creatures typically cannot
f lank an enemy.

Weakness (–1 RP): Members of this race gain a +2 bonus
to one physical ability score, a +2 bonus to one mental
ability score, and a –4 penalty to any other ability score.
+2 dex +2cha -4wis

Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit:
Members of this race select one extra feat at 1st level.

Greed (1 RP): Prerequisites: None; Benefit: Members of
this race gain a +2 bonus on Appraise checks to determine
the price of nonmagical goods that contain precious
metals or gemstones.

Stalker (1 RP): Prerequisites: None; Benefit: Perception
and Stealth are always class skills for members of this race.

Skilled (4 RP): Prerequisites: None; Benefit: Members
of this race gain an additional skill rank at 1st level and one
additional skill rank whenever they gain a level.

Silver Tongued (3 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 bonus on Diplomacy and
Bluff checks. In addition, when they use Diplomacy to
shift a creature’s attitude, they can do so up to three steps
up rather than just two.


They came from the mist Oakprime