rferries
2020-04-28, 06:39 PM
https://i.imgur.com/HJZ8T5n.png
Couatlfolk
Physical Description: Couatlfolk are essentially winged serpents. Their scales and plumage are generally brightly multicoloured like those of tropical serpents and avians, but may be of virtually any hue or shade. A close inspection of even the purest white or darkest black couatlfolk always reveals at least a sheen of iridescence.
Society: Couatlfolk are a noble and harmonious race. Their societies prize altruism, diplomacy, philosophy, and magical ability above all else.
Relations: Couatlfolk get along well with other races accustomed to (or at least willing to overlook) their supernatural natures.
Alignment and Religion: Couatlfolk are strongly aligned towards both Good and Law, and worship deities of light and healing. Exceptions are exceedingly rare, and evil individuals are dealt with harshly - couatlfolk are more forgiving of evil in other races than in their own.
Adventurers: Couatlfolk have a natural inclination towards sorcery and divine spellcasting classes, but sometimes hone their animalistic fighting techniques as paladins, rangers, monks, or other martial classes.
Couatlfolk Racial Traits
+2 Charisma, +2 Dexterity, +2 Wisdom: Couatlfolk are as charming, graceful, and clever as a serpent.
Native Outsider: Couatlfolk are outsiders with the [Native] subtype. They can be raised, resurrected, and reincarnated as if they were mortals, and must breathe, eat, and sleep.
Normal Speed (Ex): Couatlfolk have a base speed of 30 feet.
Bonus Feat (Ex): A couatlfolk gains a bonus feat at first level. This feat must be Eschew Material Components or any feat listed under Couatlfolk Feats (see below) for which they meet the prerequisites.
Darkvision (Ex): Couatlfolk possess darkvision out to 60 feet.
Glide (Ex): A falling couatlfolk (or one that deliberately leaps from a high place) may instead choose to fly at a speed of 30 feet with clumsy maneuverability. They may not ascend while flying in this way and must descend at least 5 feet for each round of flight.
Morphology (Ex): A couatlfolk's unusual body type presents several unique challenges.
A couatlfolk lacks arms or legs, and cannot wear magic items requiring those limbs. It may wear a single magic ring on the end of its tail. A couatlfolk need not have a free hand to cast spells.
A couatlfolk wields weapons and manipulates objects primarily through the use of its tail. It may wield a single weapon with its tail as if it were a humanoid using both hands (this allows it to wield two-handed weapons).
Armor a couatlfolk wears must be custom-made for their race (http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures) (and for their size, if have have grown beyond Medium size). At the DM's option, a couatlfolk might be permitted to wield a mouthpick weaponLM.
LMLords of Madness.
Natural Attacks (Ex): Couatlfolk gain a bite attack as a primary natural attack (or as a secondary natural attack, if the creature is wielding a weapon with its tail). The damage is based on the creature’s size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size) (1d6 for a Medium couatlfolk).
Natural Armour (Ex): A couatlfolk has a +1 natural armour bonus.
Favoured Class: Sorcerer.
Languages: Couatlfolk begin play speaking Common and Celestial. Bonus Languages: Auran, Draconic, Elven, Gnome, and Sylvan.
Level Adjustment: +1.
Couatlfolk Feats
In addition to the feats given below, couatlfolk may benefit from other monstrous feats (particularly the Grab, Multigrab, Spit Venom, etc feats from Serpent Kingdoms).
Change Shape
You can assume mortal form.
Prerequisites
Couatlfolk, character level 3rd.
Benefits
You gain the Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) special quality. You may use it to assume the form of a single Small or Medium humanoid (of a precise appearance chosen when you select this feat, and not duplicating the appearance of a specific creature).
Special
You gain the [Shapechanger] subtype.
Your alternate form is as distinctive as your base form (e.g. it can be recognized by your enemies if encountered more than once, clever foes may notice minor cosmetic similarities between your true and assumed forms, etc).
You may select this feat more than once, choosing a new alternate form each time.
Couatl Sorcery
Your magic draws upon the divine as well as the arcane.
Prerequisites
Couatlfolk, sorcerer level 1st, lawful good alignment.
Benefits
Diplomacy, Knowledge (religion), and Sense Motive are always treated as sorcerer class skills for you (regain one skill point for each cross-class rank you have invested in those skills when you select this feat).
You may choose your sorcerer spells known from the Air, Good, and Law domains. These spells are considered arcane spells for you, meaning that you do not need a divine focus to cast them.
Special
While you are any alignment other than lawful good, you cannot cast any spell you learned via this feat.
Greater Couatl Sorcery
You have mastered divine magic.
Prerequisites
Couatlfolk, Couatl Sorcery, sorcerer level 3rd, lawful good alignment.
Benefits
You may choose your sorcerer spells known from the cleric list. These spells are considered arcane spells for you, meaning that you do not need a divine focus to cast them.
Special
While you are any alignment other than lawful good, you cannot cast any spell you learned via this feat.
Growth [Fighter]
You have grown into a Large serpent.
Prerequisites
Couatlfolk, character level 9th.
Benefits
You increase (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) to Large size.
Special
A fighter may select Growth as a bonus fighter feat.
Improved Grab [Fighter]
You can seize and grapple foes with ease.
Prerequisites
Base attack bonus +1.
Benefits
You gain the Improved Grab special attack for all your natural weapons (including unarmed strikes). Whenever you hit an opponent with a natural weapon, you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can constrict and/or rake (if you possess those special attacks).
Special
You may benefit from this feat while grappling a creature regardless of your relative sizes.
This feat replaces Improved Grapple.
A fighter may select Improved Grab as a bonus fighter feat.
Constrict [Fighter]
Your grapples crush your foes.
Prerequisites
Improved Grab.
Benefits
You deal double damage on a successful grapple check with a natural weapon (including unarmed strikes).
Special
A fighter may select Constrict as a bonus fighter feat.
Monstrous Martial [Fighter]
You may wield your natural attack like a blade.
Prerequisites
At least one natural weapon.
Benefits
Choose one of your natural weapons. You attack with that weapon as though it were a manufactured weapon (e.g. you may make iterative attacks with that weapon during a full attack, it may benefit from Two-Weapon Fighting/Multiweapon Fighting, and so forth).
Special
If you possess multiple natural weapons of the same type (e.g. two claws), the benefits of this feat apply to only one of them.
You may select this feat more than once, choosing a different weapon each time.
A fighter may select Monstrous Martial as a bonus fighter feat.
Rainbow Serpent [Fighter]
Your gleaming scales and plumage are as hard as armour.
Prerequisites
Couatlfolk, character level 6th.
Benefit
Your natural armour bonus increases to one-third your character level.
Special
A fighter may select Rainbow Serpent as a bonus fighter feat.
Tail Slap [Fighter]
Your tail can lash foes.
Prerequisites
Tail.
Benefit
You gain a tail slap as a secondary natural attack. Your tail deals damage based on your size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size) (1d6 for a Medium couatlfolk).
Special
A fighter may select Tail Slap as a bonus fighter feat.
Venom [Fighter]
Your natural weapons inject a virulent poison.
Prerequisites
Bite natural weapon.
Benefits
Your bite attack inflicts a poison that deals initial and secondary ability damage equal to the base weapon damage, according to your size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The damage is Constitution, Dexterity, or Strength damage, chosen when you select this feat. A successful Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) negates the damage each time.
Special
A fighter may select Venom as a bonus fighter feat.
You may select this feat more than once, each time selecting an additional type of ability damage to deal with your poison (either the same type or a new one). The effects stack.
If you become undead, the saving throw against your poison is Charisma-based instead of Constitution-based.
Windborne Serpent [Fighter]
You have mastered the skies.
Prerequisites
Couatlfolk, character level 6th.
Benefit
You gain a fly speed of 60 ft. with good manoeuvrability.
Special
A fighter may select Windborne Serpent as a bonus fighter feat.
Couatlfolk
Physical Description: Couatlfolk are essentially winged serpents. Their scales and plumage are generally brightly multicoloured like those of tropical serpents and avians, but may be of virtually any hue or shade. A close inspection of even the purest white or darkest black couatlfolk always reveals at least a sheen of iridescence.
Society: Couatlfolk are a noble and harmonious race. Their societies prize altruism, diplomacy, philosophy, and magical ability above all else.
Relations: Couatlfolk get along well with other races accustomed to (or at least willing to overlook) their supernatural natures.
Alignment and Religion: Couatlfolk are strongly aligned towards both Good and Law, and worship deities of light and healing. Exceptions are exceedingly rare, and evil individuals are dealt with harshly - couatlfolk are more forgiving of evil in other races than in their own.
Adventurers: Couatlfolk have a natural inclination towards sorcery and divine spellcasting classes, but sometimes hone their animalistic fighting techniques as paladins, rangers, monks, or other martial classes.
Couatlfolk Racial Traits
+2 Charisma, +2 Dexterity, +2 Wisdom: Couatlfolk are as charming, graceful, and clever as a serpent.
Native Outsider: Couatlfolk are outsiders with the [Native] subtype. They can be raised, resurrected, and reincarnated as if they were mortals, and must breathe, eat, and sleep.
Normal Speed (Ex): Couatlfolk have a base speed of 30 feet.
Bonus Feat (Ex): A couatlfolk gains a bonus feat at first level. This feat must be Eschew Material Components or any feat listed under Couatlfolk Feats (see below) for which they meet the prerequisites.
Darkvision (Ex): Couatlfolk possess darkvision out to 60 feet.
Glide (Ex): A falling couatlfolk (or one that deliberately leaps from a high place) may instead choose to fly at a speed of 30 feet with clumsy maneuverability. They may not ascend while flying in this way and must descend at least 5 feet for each round of flight.
Morphology (Ex): A couatlfolk's unusual body type presents several unique challenges.
A couatlfolk lacks arms or legs, and cannot wear magic items requiring those limbs. It may wear a single magic ring on the end of its tail. A couatlfolk need not have a free hand to cast spells.
A couatlfolk wields weapons and manipulates objects primarily through the use of its tail. It may wield a single weapon with its tail as if it were a humanoid using both hands (this allows it to wield two-handed weapons).
Armor a couatlfolk wears must be custom-made for their race (http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures) (and for their size, if have have grown beyond Medium size). At the DM's option, a couatlfolk might be permitted to wield a mouthpick weaponLM.
LMLords of Madness.
Natural Attacks (Ex): Couatlfolk gain a bite attack as a primary natural attack (or as a secondary natural attack, if the creature is wielding a weapon with its tail). The damage is based on the creature’s size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size) (1d6 for a Medium couatlfolk).
Natural Armour (Ex): A couatlfolk has a +1 natural armour bonus.
Favoured Class: Sorcerer.
Languages: Couatlfolk begin play speaking Common and Celestial. Bonus Languages: Auran, Draconic, Elven, Gnome, and Sylvan.
Level Adjustment: +1.
Couatlfolk Feats
In addition to the feats given below, couatlfolk may benefit from other monstrous feats (particularly the Grab, Multigrab, Spit Venom, etc feats from Serpent Kingdoms).
Change Shape
You can assume mortal form.
Prerequisites
Couatlfolk, character level 3rd.
Benefits
You gain the Change Shape (http://www.d20srd.org/srd/specialAbilities.htm#changeShape) special quality. You may use it to assume the form of a single Small or Medium humanoid (of a precise appearance chosen when you select this feat, and not duplicating the appearance of a specific creature).
Special
You gain the [Shapechanger] subtype.
Your alternate form is as distinctive as your base form (e.g. it can be recognized by your enemies if encountered more than once, clever foes may notice minor cosmetic similarities between your true and assumed forms, etc).
You may select this feat more than once, choosing a new alternate form each time.
Couatl Sorcery
Your magic draws upon the divine as well as the arcane.
Prerequisites
Couatlfolk, sorcerer level 1st, lawful good alignment.
Benefits
Diplomacy, Knowledge (religion), and Sense Motive are always treated as sorcerer class skills for you (regain one skill point for each cross-class rank you have invested in those skills when you select this feat).
You may choose your sorcerer spells known from the Air, Good, and Law domains. These spells are considered arcane spells for you, meaning that you do not need a divine focus to cast them.
Special
While you are any alignment other than lawful good, you cannot cast any spell you learned via this feat.
Greater Couatl Sorcery
You have mastered divine magic.
Prerequisites
Couatlfolk, Couatl Sorcery, sorcerer level 3rd, lawful good alignment.
Benefits
You may choose your sorcerer spells known from the cleric list. These spells are considered arcane spells for you, meaning that you do not need a divine focus to cast them.
Special
While you are any alignment other than lawful good, you cannot cast any spell you learned via this feat.
Growth [Fighter]
You have grown into a Large serpent.
Prerequisites
Couatlfolk, character level 9th.
Benefits
You increase (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) to Large size.
Special
A fighter may select Growth as a bonus fighter feat.
Improved Grab [Fighter]
You can seize and grapple foes with ease.
Prerequisites
Base attack bonus +1.
Benefits
You gain the Improved Grab special attack for all your natural weapons (including unarmed strikes). Whenever you hit an opponent with a natural weapon, you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can constrict and/or rake (if you possess those special attacks).
Special
You may benefit from this feat while grappling a creature regardless of your relative sizes.
This feat replaces Improved Grapple.
A fighter may select Improved Grab as a bonus fighter feat.
Constrict [Fighter]
Your grapples crush your foes.
Prerequisites
Improved Grab.
Benefits
You deal double damage on a successful grapple check with a natural weapon (including unarmed strikes).
Special
A fighter may select Constrict as a bonus fighter feat.
Monstrous Martial [Fighter]
You may wield your natural attack like a blade.
Prerequisites
At least one natural weapon.
Benefits
Choose one of your natural weapons. You attack with that weapon as though it were a manufactured weapon (e.g. you may make iterative attacks with that weapon during a full attack, it may benefit from Two-Weapon Fighting/Multiweapon Fighting, and so forth).
Special
If you possess multiple natural weapons of the same type (e.g. two claws), the benefits of this feat apply to only one of them.
You may select this feat more than once, choosing a different weapon each time.
A fighter may select Monstrous Martial as a bonus fighter feat.
Rainbow Serpent [Fighter]
Your gleaming scales and plumage are as hard as armour.
Prerequisites
Couatlfolk, character level 6th.
Benefit
Your natural armour bonus increases to one-third your character level.
Special
A fighter may select Rainbow Serpent as a bonus fighter feat.
Tail Slap [Fighter]
Your tail can lash foes.
Prerequisites
Tail.
Benefit
You gain a tail slap as a secondary natural attack. Your tail deals damage based on your size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size) (1d6 for a Medium couatlfolk).
Special
A fighter may select Tail Slap as a bonus fighter feat.
Venom [Fighter]
Your natural weapons inject a virulent poison.
Prerequisites
Bite natural weapon.
Benefits
Your bite attack inflicts a poison that deals initial and secondary ability damage equal to the base weapon damage, according to your size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The damage is Constitution, Dexterity, or Strength damage, chosen when you select this feat. A successful Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) negates the damage each time.
Special
A fighter may select Venom as a bonus fighter feat.
You may select this feat more than once, each time selecting an additional type of ability damage to deal with your poison (either the same type or a new one). The effects stack.
If you become undead, the saving throw against your poison is Charisma-based instead of Constitution-based.
Windborne Serpent [Fighter]
You have mastered the skies.
Prerequisites
Couatlfolk, character level 6th.
Benefit
You gain a fly speed of 60 ft. with good manoeuvrability.
Special
A fighter may select Windborne Serpent as a bonus fighter feat.