A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
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    Male

    Default Serpentfolk (low-power yuan-ti for PCs)

    This is intended as a LA+1 race for 3.5. Pathfinder already has a serpentfolk race but they're not really suitable for low-level characters. These creatures aren't as bloodthirsty as yuan-ti, more neutral-inclined like animals and lizardfolk. Hopefully LA+1 is appropriate; I see most of their powers as being feat taxes.

    Serpentfolk


    Physical Description: Serpentfolk have arms and upper bodies of humanoid build, but serpentine heads and lower bodies. Their populations are divided roughly into those of Constrictor and Venomous lineages; Constrictors resemble pythons, boas, anacondas, and similar snakes. Serpentfolk of Venomous lineage resemble cobras, rattlesnakes, vipers, and the like. Constrictors are larger and more muscular than the slender and regal Venomous serpentfolk.

    Society: Serpentfolk are native to warmer climes, particularly deserts and jungles. As with their lizardfolk cousins there is a divide between tribal serpentfolk and those who build great civilisations (some of which that have endured since antiquity). Constrictor serpentfolk are the warriors and labourers, whereas Venomous serpentfolk are the diplomats, rulers, and spellcasters.

    Relations: Tribal serpentfolk may form alliances with neighbouring humanoid settlements, but more often keep to themselves. Civilised serpentfolk are well aware of the drawbacks of their Intelligence and are more likely to form alliances for trade and skilled contractors... but they are equally likely to engage on campaigns of conquest to acquire servants or even slaves to serve the same purpose.

    Alignment and Religion: Tribal serpentfolk religion is organised around druidic worship. Civilised serpentfolk are more likely to worship actual deities - particular Egyptian-themed pantheons in deserts and Aztec-themed pantheons in jungles. Serpentfolk themselves are inclined towards neutrality but are generally swayed by their deities - tales abound of Apophis-worshipping murderous cults and benevolent Quetzalcoatl-worshipping temple-cities.

    Adventurers: Tribal serpentfolk are occasionally driven to explore the world beyond (especially if sent on quests by their leaders). Civilised serpentfolk are as likely to adventure as any humanoid race.


    Serpentfolk Racial Traits
    +2 Dexterity, -2 Intelligence, and either +2 Charisma (Venomous) or +2 Strength (Constrictor): All serpentfolk are sinuously graceful if a bit animalistic. Constrictors are powerfully muscular whereas Venomous serpentfolk have hypnotic force of personality.

    Medium: Serpentfolk are Medium creatures and receive no bonuses or penalties due to their size.

    Slow Speed: Serpentfolk have a base speed of 20 feet.

    Humanoid (reptilian): Serpentfolk are humanoids with the reptilian subtype.

    Natural Armor: Spiderfolk have a +1 natural armor bonus.

    Serpent Empathy (Su): This ability functions as the druid's wild empathy, save that a Serpentfolk can only use this ability on serpentine creatures. A Serpentfolk gains a +4 racial bonus on this check.

    Bite (Ex): A serpentfolk has a natural bite attack that deal 1d4 damage.

    Improved Grab (Ex, Contrictor only): To use this ability, a constrictor snake must hit with its bite attack (or its tail slap attack, if it has the Lashing Tail feat). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict (if it has the Crushing Coils feat).

    Poison (Ex, Venomous only): A venomous serpentfolk has a poisonous bite that deals initial and secondary damage of 1d3 Con, 1d3 Dex, and 1d3 Str. The save DC is Constitution-based.

    Languages: Serpentfolk adventurers begin play speaking Common and Draconic. Serpentfolk with high Intelligence scores can choose from the following: Aquan, Orc, and Undercommon.

    Level Adjustment: +1.

    Favoured Class: Fighter (Constrictor) or Sorcerer (Venomous).

    New Feats
    Crushing Coils [Fighter]
    You may constrict foes just as one of your animal brethren might.

    Prerequisite
    Constrictor serpentfolk.

    Benefit
    You gain the Constrict special attack. You deal damage equal to 1d4 + your Stength modifier while constricting a foe with your bite (1d6 + your Strength modifier with your tail slap, if any).

    Special
    A fighter may select Crushing Coils as one of his bonus fighter feats.

    Hypnotic Sway
    Your serpentine grace entrances your foes.

    Prerequisite
    Serpentfolk, Cha 12.

    Benefit
    Perform (dance) is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Perform (dance) when you take this feat.

    As a full-round action you may make a Perform (dance) check to fascinate all foes within 30 feet that do not succeed on a Will save (DC = your Perform check result). You may dance for as long as you wish; a creature that fails its save is fascinated by you for as long as you continue to dance (and is not permitted subsequent saves unless obviously threatened etc.). A creature that successfully saves against your dance is immune to it for 24 hours. This is a supernatural mind-affecting gaze attack.

    Lashing Tail [Fighter]
    Your tail is powerful enough to strike at foes.

    Prerequisite
    Serpentfolk.

    Benefit
    You gain a tail slap natural attack that deals 1d6 damage. This tail attack benefits from your Improved Grab special attack (and your Constrict special attack, if you have the Crushing Coils feat).

    Special
    A fighter may select Lashing Tail as one of his bonus fighter feats.

    Mighty Coils [Fighter]
    You are a particularly large and powerful serpentfolk.

    Prerequisite
    Constrictor serpentfolk, Str 12, Con 12.

    Benefit
    You gain the Powerful Build special quality. Increase the damage die of your natural attacks and constriction (if any) by one step.

    You may use your Improved Grab and Constrict special attacks on any creature, regardless of your relative sizes.

    Special
    A fighter may select Mighty Coils as one of his bonus fighter feats.

    Naja Aegis
    The back of your outspread cobra hood reveals sacred spectacle-like markings.

    Prerequisite
    Venomous serpentfolk, Charisma 12.

    Benefit
    You add your Charisma bonus to your saving throws and Armour Class.

    Ophidian Agility
    You move through water and the forest canopy as easily as a serpent.

    Prerequisite
    Serpentfolk.

    Benefit
    Climb and Swim are always considered class skills for you. You always have ranks in those skills equal to your character level +3 (you regain any skill points you invested in those skills when you take this feat).

    Primal Sorcerer
    Your spells draw upon the powers of nature and divinity as well as that of the arcane.

    Prerequisite
    Sorcerer level 1st, serpentfolk, Cha 12, Wis 12.

    Benefit
    Add knowledge (nature) and knowledge (religion) to your list of sorcerer class skills.

    You may draw your sorcerer spells known from the druid and cleric lists as well as the sorcerer/wizard list. If a spell appears on multiple lists treat it as a sorcerer/wizard, cleric, or druid version (in that order).

    Shining Scales
    Your gleaming scaly hide is as tough as armour.

    Prerequisite
    Character level 6th, serpentfolk, Con 12.

    Benefit
    Your natural armour bonus increases to one-third your character level.

    Unsettling Rattle
    When agitated the rattle at the end of your tail inspires dread in your enemies.

    Prerequisite
    Venomous serpentfolk, Cha 12.

    Benefit
    Intimidate is always considered a class skill for you. You gain one skill point for each cross-class skill rank you have already invested in Intimidate when you take this feat.

    You may demoralise foes in combat by rattling your tail as a move action and making an Intimidate check (against all foes within 30 feet that can hear you). A foe that is successfully intimidated remains shaken for as long as you continue to rattle your tail (you do not need to make repeated Intimidate checks against that foe). A foe that is not intimidated must continue to make saves each round against this effect. This is a supernatural sonic mind-affecting effect.

    Virulent Venom
    The poison of your bite attack increases in potency.

    Prerequisite
    Character level 3rd, venomous serpentfolk.

    Benefit
    The poison of your bite attack deals an additional 1d3 damage to each physical ability score for every three character levels you possess.
    Last edited by rferries; 2021-01-15 at 02:01 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Nov 2016
    Location
    SoCal
    Gender
    Male

    Default Re: Serpentfolk (low-power yuan-ti for PCs)

    Very well done!

  3. - Top - End - #3
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Serpentfolk (low-power yuan-ti for PCs)

    Quote Originally Posted by FreddyNoNose View Post
    Very well done!
    Many thanks!

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