Skulk

Once members of an underprivileged caste of an ancient empire, the humans who would become skulks withdrew from the world through a magical ceremony that solidified their "untouchable" status. The ritual granted them natural camouflage, allowing skulks to blend in perfectly with their surroundings. Skulks gather in small bands within or near human communities. When night falls, they engage in raids that result in bloodshed as the skulks' innate hatred for humans manifests itself in murderous rage. They use ambush, deception, and superior numbers to overwhelm their victims.

Skulk Racial Traits:
+4 Dexterity, -2 Wisdom, -4 Charisma: Skulks are agile and graceful, but have weak wills and subdued personalities.
Humanoid (human): Skulks are humanoid creatures with the human subtype.
Medium: As Medium creatures, skulks have no special bonuses or penalties due to size.
Skulk base land speed is 30 feet.
Racial Hit Dice: A skulk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
+8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks: Skulks excel at keeping to the shadows. These bonuses apply only when a skulk is wearing light armor or no armor.
Innate Nondetection (Su): If a divination spell is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check.
Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
Favored Class: Rogue. A multiclass skulk's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
Level adjustment +1.

Racial Feats
Human