SNAKE SLAYER

"Never trust a serpent. Their words are as dangerous as their fangs, and they may be other than what they appear."

In the murky past there was once a great empire of the serpent men, the yuan-ti. In the ages that have come since humanity has taken their position as the most populace and powerful humanoid race, and now its kingdoms stretch from sea to sea. The snake folk resent humanity's position, coveting once more to rule the great empires of the world. They are clever creatures working through infiltration, and deceit, worming their way into the hearts of human empires to destroy them from within. Snake Slayers are those who dedicate their lives to fighting the menace that the serpent folk may present to humanity, rooting it out from within the walls of human cities, and following it back to exterminate it in their hives.

BECOMING A SNAKE SLAYER
Most snake slayers are trained by previous snake slayers in a form of loose apprenticeship, though there are certain places where retired veterans serve to teach the new generation. A scattered few become what they are through some great personal tragedy at the hands of serpentine creatures, their hatred and grief turning into a powerful weapon.

ENTRY REQUIREMENTS
Race: Human, or half or more human (half-elf, half-orc, planetouched, etc).
Feats: Dodge and one of Closed Mind or Psionic Hole
Skills: Sense Motive 4 ranks, Spot 4 ranks
BAB: +5

Class Skills
The Snake Slayer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Open Lock (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str),Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d10

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+0
+2
Favored Enemy (Serpentine) +2, Telepathy Resistance
2nd
+2
+3
+0
+3
Poison Resistance, Spring Attack, Trapfinding
3rd
+3
+3
+1
+3
Pierce Mystic Protections, Sense Serpents
4th
+4
+4
+1
+4
Poison Immunity, Scentless
5th
+5
+4
+1
+4
Favored Enemy (Serpentine) +4, Serpent Ward Aura
6th
+6
+5
+2
+5
Pierce Mystic Obfuscation, Snake Dodge
7th
+7
+5
+2
+5
Poison Backlash
8th
+8
+6
+2
+6
Psionic Null
9th
+9
+6
+3
+6
Suppress Mystical Power
10th
+10
+7
+3
+7
Favored Enemy (Serpentine) +6, Hydra Slaying Dash

Weapon Proficiencies: A Snake Slayer gains no new armor or weapon proficiencies.

Serpentine Creatures: Several of a snake slayer's abilities function against "serpentine" creatures. Serpentine creatures are snakes and snake-like creatures such as hydras, linnorms, yuan-ti, nagas, mariliths, salamanders, etc.

Favored Enemy (Serpentine) (Ex): At 1st level a Snake Slayer gains Favored Enemy (as the range ability) except it applies against all serpentine creatures, regardless of the form they currently wear or their type. At 1st level they gain only a +2 bonus, but this bonus increases to +4 at 5th, and +6 at 10th level.

Telepathy Resistance (Ex): Among the most fearsome powers of the yuan-ti are their telepathic trickery. A Snake Slayer steels their mind against such vile tricks gaining an Insight bonus to Will saves against Telepathy powers and effects equal to their class level. They gain half this bonus (rounded down) against Enchantment spells and effects and compulsions which are not Telepathy or Enchantment.

Poison Resistance (Ex): There is a reason snakes are famous for their venom first and foremost. Beginning at 2nd level a snake slayer becomes resistant to this weapon of their enemies gaining a +4 bonus on saving throws versus poison and when they are struck by a poisoned attack they do not have to save versus initial damage for 1 round, and secondary damage 2 minutes later than that (instead of immediately and 1 minute later).

Spring Attack (Ex): A Snake Slayer observes the mongoose and learns how to leap at the serpent before it can strike back. At 2nd level a snake slayer gains Spring Attack as a bonus feat even if they do not meet the prerequisites.

Trapfinding (Ex): A yuan-ti city is full of traps intended to kill those who would come to root their venomous evil out from their citadels. At 2nd level a Snake Slayer gains the Trapfinding ability (as a 1st level rogue) to better delve into this vile dungeons.

Pierce Mystic Protections (Su): A Snake Slayer learns how to strike at the priest-lords of the serpent folk through their powerful defenses formed of sorcery and psionic might. When a Snake Slayer makes a melee attack against a creature that creature does not receive any AC bonus from spells, psionic powers, or spell/psi-like abilities, including those that alter their form to give them an increased natural armor (Dex bonus and size mods of new form still apply), they also ignore DR from such sources. In addition should the Snake Slayer hit a creature any spell effect or psionic power which grants them an increase to AC or DR is instantly dispelled.

Sense Serpents (Sp): While a Snake Slayer is the militant arm, sent to root out infestations found in humanity, they are not without resources to find such infestations themselves. Beginning at 3rd level a Snake Slayer may Sense Serpents at-will. This is a 1st level spell-like ability and on the first round they use it they may detect whether there are any serpentine creatures within a 60-ft cone in front of them. On the second round on the same area they learn the number and location of serpentine creatures within the cone. Magic which changes a creatures form or type (such as polymorph) does nothing to hide it from this ability.

Poison Immunity (Ex): Beginning at 4th level a Snake Slayer is wholly immune to Poison.

Scentless (Su): A Snake Slayer learns to hide their scent, dissipating it completely through their devoted drive and a series of rituals. Beginning at 4th level a Snake Slayer cannot be detected with the scent ability and leave no noticeable odor.

Serpent Ward Aura (Su): A Snake Slayer is a foe to the serpent kind and their enmity serves as a ward against them, as it expands beyond their body creating a veritable aura in which drives them away. Beginning at 5th level non-sentient serpentine creatures (Int -, 1, or 2) cannot enter within 30-ft of a snake slayer and if forced within this distance must make a Will save or leave as quickly as possible, cowering if prevented from doing so and are shaken on a successful save. Sentient serpentine creatures are allowed a Will save to enter this aura. If they successfully enter, or are forced into it, they then must make a Will save or be shaken for as long as they are within the aura and 1d4+1 rounds thereafter. A creature that makes this Will save need not make another for 1 minute regardless of success or failure; if they fail against it twice its effects stack to induce the frightened state.

Pierce Mystical Obfuscation (Su): A snake slayer's ability to strike through mystical protections improves. Beginning at 6th level they may also ignore concealment from spells, powers, or spell/psi-like abilities, as well as see 5-ft through magical darkness and fog with no penalty (if the area is also mundanely dark they must still deal with that), and see invisible creatures and objects within 5-ft. A Snake Slayer with this ability is automatically able to know which Mirror Image is the real caster. If they successfully strike a creature any spell or power effects granting them concealment (including via invisibility) are immediately dispelled, as is Mirror Image or any spell or power effect hiding or disguising their true form (such as an illusion worn around them or any form of polymorphing spell).

Serpent Dodge (Ex): A Serpent Slayer learns how to focus their mind on a single foe, and like the mongoose dodge and avoid even the quickest strike of the serpent's fangs. Beginning at 6th level a Serpent Slayer may 1/round as a free action designate a creature as the target of its Serpent Dodge. It gains a +4 dodge bonus to AC against that creature until they select a new target. Any effects or abilities that apply against the Serpent Slayer's Dodge target also apply against their Serpent Dodge target even if they are different creatures.

Poison Backlash (Su): A Serpent Slayer learns how to release a pulse of mystical energy which turns a creature's poison back on itself. When a Serpent Slayer strikes a creature with a natural poison attack, or poisonous touch/natural weapon attack (such as a creature that is holding the charge on a poison spell) they may spend a swift action to cause that poison to turn against the target. The target must make a Fort save against their own poison, ignoring any poison immunity or resistance they may have, or take its initial damage. 1 minute later they suffer the secondary damage, but may apply poison immunity and resistance on this save. A creature which merely applies poison to one of its weapons is not affected by this ability.

Psionic Null (Su): The ancient temple citadels of the yuan-ti are warded and protected by a variety of psionic and magical traps. A Serpent Slayer in learning to avoid these, magnifies the tightness of their naturally closed mind shutting it off completely. Beginning at 8th level a serpent slayer cannot be sensed by psionic powers or spells to detect creatures and view distant locations, this includes any scrying effect, as well as detect spells/abilities, and the alarm spell; this means that you will not trigger most magical traps. If invisible you can still be seen with a see invisibility effect and this does nothing to prevent true seeing's effects.

Suppress Mystical Power (Su): A Serpent Slayer's blows suppress and stifle mystical power in their target. Beginning at 9th level whenever a serpent slayer strikes a creature they must make a Will save (DC 10 + Serpent Slayer level + Strength modifier) or lose all access to their Spell-like abilities and Psi-like abilities and suffer a -4 penalty to Caster Level and Manifester Level for 1 round. If a creature successfully saves against this effect they are immune to it for 1 round.

Hydra Slaying Dash (Ex): The serpent folk carry powerful mages and priests, the head of the proverbial serpent, who must be swiftly removed should battle go in the Snake Slayer's favor. As such they learn to move across the battlefield with speed and agility, striking at the serpent's head. At 10th level a Serpent Slayer gains the ability to move up to 1/2 their speed at any point during a full-attack before making their last attack in it. This movement does not provoke attacks of opportunity.