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Wildlings

Wildlings are most often the result of a union between an animal and a humanoid creature, the more  commonly a human or an elf. Sometimes, though exceedingly  rare, a wildling will be born to a female of their animal parentage. They are more often than not conceived in the mutual love that an animal and a humanoid share for one another and believe that the other is their soulmate.

Wildlings as a lot are generally thought of as not being equals with humanoids but are thought of as indifferent to them, even if at all. At the other end of  spectrum there are those that think of them as a stain on the souls of all humanoids and should be killed on sight. What is unknown about them is that they are able to conceal their heritage and only reveal it to those who are worthy of their trust.

Wildlings tend towards being sociable and often enjoy companionship as opposed to being all by themselves. They like to pursue endeavors that please those that  share their company and are only vain to the point of keeping up their looks and lifestyle to be appealing to those that might want to get to know them. They often prove that their skills are well served as acting as ambassadors or diplomats.

Physical Description: Most wildlings tend to be bipedal creatures, and that alone is proof that they are more humanoid than animal. Very rare is the quadrupedal  wildling and these are the ones make up the majority of the worlds centaurs and wemics. A bipedal wildling usually has no distinctions that set them apart from their humanoid parent, and as such appear as the average member of their mothers' species.

Society: Wildlings that live within the civilized lands conform to the societal standards of the region. Otherwise they tend gather in clutches, gangs or packs and place the value of life over everything else, though sometimes this means that they have to place their own preservation above their care of or for others and/or their high regard for the sanctity of life. The very few of them that are consigned to walk the path of the lone vagabond place their immediate needs first and foremost and this often results in a wildling that that is without moral refinement.

Relations: Wildlings get along with the races that tolerate or accept with open arms the race that they appear to be as long their true nature remains hidden. They are loyal to a fault and never make promises they can't or know they won't be able to keep and almost never tell a lie, unless doing so would preserve the honor their companions deserve. A wildling betrayed, is one that severs all ties with the person or group of people that acted against their interest, that is assuming that they live through the ordeal and can manage to elude any that may wish to harm them if not outright slay them.

Alignment: Many wildlings that are raised by a humanoid mother are instilled with a moral outlook, that is that assuming that the wildling is cared for and nurtured and doesn't have to go out of the way to ensure their own physical and mental survival. Regardless, any circumstances can warrant that a wildling can have just about any alignment. The exception to this is the lone vagabond, which more often than not is chaotic to some degree.

Religion: Wildlings can find that being spiritual and pursuing a higher calling can be rewarding and certain types of wildlings excel as being a herald of divine forces related to the aspect of nature that they embody. Most wildlings however are more defined by their own willpower and strength they place in their own unique abilities and how they can be best be put to use. Only the most spiritual and divine driven wildlings become paladins and zealots, otherwise the combination is a rarity.

Adventurers: Wildlings are curious to an extreme and they like to stick their nose in everything no matter the consequences in order to satiate their burning desire to see, do and experience everything life has to offer. Thusly taking to an adventurers lifestyle best suits the needs of almost every single wildling. Only those of them that have suffered mentally or physically beyond the means to get along without help settle down and take up the simple life.

Wildling Racial Traits

+2 to One Ability Score: Wildlings characters get a +2 bonus to one ability score of their choice to represent their feral or humanoid ancestry.

Medium: Wildlings are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Wildlings have a base speed of 30 feet.

Low-Light Vision: Wildlings can see twice as far as humans in conditions of dim light.

Quintessence: Wildlings receive an amount of Quintessence equal to their Charisma modifier +24 at first level which with they can use to buy Infusions. At 2nd level and each level thereafter the Wildling receives one additional point of quintessence. This is in addition to any quintessence they may gain by taking levels in the Unrestrained character class.

Skilled: Wildlings choose any one skill of their choice. The chosen skill becomes an innate racial skill for the character (it is treated as a class skill for all classes) and she gains a +4 racial bonus with it. In addition, she receives one free skill rank in the chosen skill at 1st level and receives and one additional free skill rank in it for each level thereafter.

Uplifted: Wildlings count as both animals and humanoids for all effects related to race.

Languages: Wildlings begin play speaking Feranian and the racial language of their humanoid parent. Wildlings with high Intelligence scores can choose any languages they want.
Wildling Avian Package Base Quintessence: 25
1st Level Feats: Extra Quintessence (+8 Quintessence)
Charisma Modifier: +4 (+4 Quintessence)
Total Quintessence: 37

InfusionsCost
Avian Grace (Perfect Maneuverability) 5 (+10 ft.)
Flight
10 (30 ft.)
Glide (Latent Wings [Transformation]) 6
Improved Maneuverability (Good) 5
Rapid Flier 5 (+20 ft.)
Skilled (Fly +4) 3
Skilled (Jump +4) 3
Total Manueverability: Perfect; Fly Speed: 60 ft.

Wildling Merfolk Package Base Quintessence: 25
Charisma Modifier: +1 (+1 Quintessence)
Total Quintessence: 26

InfusionsCost
Gilled (Latent [Transformation]) 4
Merfolk's Fin 3 (+20 ft.)
Skilled (Swim +8) 6
Swim 3 (30 ft.)
+2 Dex 5
+2 Con 5

Wildling Centaur Package Base Quintessence: 25
Charisma Modifier: +5 (+5 Quintessence)
Total Quintessence: 30

InfusionsCost
Darkvision 60 ft. 10
Quadrupedal Form 20