Tim McAlear (Order #37842408) Serpentfolk Serpentfolk are an ancient race that ruled large swaths underground, but more recently these snake-headed humanoids have fallen until only a small percentage remain active. Serpentfolk are the remains of an ancient empire that fell thousands of years ago when their god was beheaded. Since then their power has waned tremendously, with the vast proportion of serpentfolk remaining in hibernation within their hidden cities deep underground. Those that remain are a broken race with only a few possessing the power of their height, ruling the remainder. Mostly considered a myth or at least a dead civilisation from a bygone era by most of the peoples of the surface, occasionally an adventurer may come upon a small brood of serpentfolk in one of their decaying stone temples. You Might… • • • Work towards the restoration of your ancient empire. Indulge yourself in your greatest desires. Keep your goals and intentions to yourself. Others Probably… • • • Think you are cold and unfeeling. Don’t realise that your ancestry used to rule large amounts of territory. Think you are from myth and legend. Rarity UNCOMMON Hit Points 8 Size Medium Speed 25 feet Ability Boosts Dexterity See Heritage Free Ability Flaw See Heritage Languages Common, Undercommon Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Caligni, Dwarven, Gnomish, Necril and any other languages to which you have access (such as the languages prevalent in your region). Traits Humanoid Serpentfolk Physical Description Serpentfolk are a slender species, with their most pronounced feature being their serpent shaped head, with a few featuring a hood on the side of their neck. Unlike the snakes they resemble, serpentfolk have both arms and legs, as well as a tail, although their colourations are as diverse and indicative as common snakes. Those with venom tend to have bright colours in distracting patterns on their scales, while others have dull browns and blacks that better hide them in the darkness of the underground. Serpentfolk reach maturity slowly, being considered an adult when they reach 75. Darkvision You can see in darkness and dim light just as well as you can see I bright light, though your vision is darkness is in black and white. However, serpentfolk can live as long as 500 years old. Pureblood serpentfolk are taller, around 6’ and slim, while the other heritages of serpentfolk only reach 5’ in height although they are much stockier and heavier. Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Tim McAlear (Order #37842408) Society Although serpentfolk society has changed dramatically compared to their heyday, many aspects remain. The purebloods who have much of the power and glory of their old selves are revered and hold positions of power within their communities. These purebloods are very power hungry and often have schemes to ensure their will is met, but because there are so few of them born they tend to have little to fear from other purebloods. Since serpentfolk numbers tend to be very small, the bulk of these communities and made up of and run through slaves of a variety of different ancestries. Captured from raids on the surface or amongst the races underground, they perform the majority of the menial labour, allowing the serpentfolk to focus of their pleasures and planning for their future. Serpentfolk often give birth to clutches of a dozen young, however since these eggs take up to a decade to hatch and the slow rate of maturity, the young are cared for in a communal creche. Those that look after these creches are also trained to look for the signs of intelligence in the young that indicate the birth of a pureblood, as the chance of this happening is extremely low. Your ability boost is Charisma while your ability flaw is Constitution. Alignment and Religion At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a serpentfolk, you select from among the following ancestry feats. Serpentfolks have a variety of different alignments, although as a race that thrive on hierarchy most are lawful. Those that have given themselves over to their hedonistic urges have a more chaotic bent. The serpentfolk in power generally worship their dead god who still grants power, while those in more servile roles tend to worship deities of community or of the underground. Names Ahuatzi, Atzi, Huitzilin, Metztli, Nahuatl, Patlea, Tayanna, Tozi, Xihuitl, Yaotl, Zolin Gracile Your body is much more nimble and supple than other serpentfolk. When you successfully Squeeze, you move through the tight space at full speed. Narrow confines are not difficult terrain for you. Tim McAlear (Order #37842408) Pureblood The blood of the true serpentfolk runs through your blood, giving you greater access to magic. Choose one divination, illusion or enchantment cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You gain a +1 status bonus to all saves vs mental; if you gain the Mental Fortress feat these bonuses stack. Your ability boost is Intelligence while your ability flaw is Strength. Robust You have numerous mutations, while your venom is deadlier than other serpentfolk. You have an unarmed tail melee attack that deals 1d6 bludgeoning damage and has the agile trait. Your ability boost is Strength while your ability flaw is Intelligence. Mental Fortress Feat 1 SERPENTFOLK You are particularly resistant to attacks on your mind. You gain a +1 status bonus to all saves vs mental. Mutation Feat 1 SERPENTFOLK Prerequisites Robust heritage Degradation of your body has caused various changes to your physical appearance. You pick a mutation from: • Dual tail: increase your tail attack damage dice to 1d8 • Additional fangs: you gain a fangs unarmed attack that deals 1d8 piercing damage. • Addition vestigial arm: you gain a +1 circumstance bonus to Thievery checks. • Hooded neck: gain a +1 circumstance bonus to Intimidate checks. • Additional vestigial head: once per day you may reroll a Bluff, Diplomacy, or Intimidate check. • Spiny scales: you gain a +1 status bonus to AC when unarmoured. Special You can select this feat only at 1st level, and you can't retrain into or out of this feat. On a critical failure, the poison is wasted as normal. Inject Venom Feat 5 SERPENTFOLK Trigger you hit a creature with a fang Strike Prerequisites Venomise Your fangs are able to inject venom into creatures you bite. You deal 1d4 persistent poison damage to the creature you hit. Enhanced Venom Feat 5 SERPENTFOLK Piercing Fangs Feat 1 SERPENTFOLK Your fangs are unusually strong. You gain an unarmed fangs melee attack that deals 1d6 piercing damage and has the finesse trait. Poison Resistance Feat 1 Prerequisites Serpentfolk Venom The venom you secrete becomes even more deadly. You can now use your Envenom Fangs ability a number of times per day equal to your level. In addition, if you get a critical success on an envenomed fangs Strike, the target is also enfeebled for 1 round. SERPENTFOLK You are particularly resistant to poison. You gain resistance equal to half your level (minimum 1) to poison. Serpentfolk Lore Feat 1 SERPENTFOLK You have some genetic memories from your serpentfolk ancestors. You gain the trained proficiency rank in Acrobatics and Arcana. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Serpentfolk Lore. Serpentfolk Weapon Familiarity Feat 1 SERPENTFOLK The weapons the serpentfolk use are known to you and are second nature for you to use. You are trained with the hand crossbow, scimitar, short sword and short bow. Venomise Feat 1 SERPENTFOLK Frequency three times a day Prerequisites fang attack Your body has begun to produce a dangerous venom. If the next fangs Strike you make before the end of your next turn hits and deals damage, the Strike deals an additional 1d4 poison damage. Tim McAlear (Order #37842408) Hedonistic Feat 5 SERPENTFOLK You thrive on decadent activities and enjoy hedonistic pleasures. You become trained in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Speciality Crafting feat, focused on Artistry. Serpentfolk Weapon Cunning Feat 5 SERPENTFOLK Prerequisites Serpentfolk Weapon Familiarity You’ve learnt special techniques with your serpentfolk weaponry. Whenever you critically hit using hand crossbow, scimitar, short sword and short bow, you apply the weapon’s critical specialisation effect. Serpentfolk Adept Feat 9 SERPENTFOLK Prerequisites ability to cast cantrips Your serpentfolk magic has strengthen over time. You gain mirror image and ventriloquism as 2ndlevel occult innate spells. You can cast each of these occult innate spells once per day. Telepathic Communication Feat 9 SERPENTFOLK The voices in your head become clearer and you realise you can focus on them. You gain the telepathy ability with a range of 20’. This allows you to communicate mentally with creatures in range so long as you share a language. Serpentfolk Magister Feat 13 SERPENTFOLK Prerequisites Serpentfolk Adept Your serpentfolk magic peaked. You gain suggestion as a 4th-level occult innate spell. You can cast this occult innate spell once per day. In addition, your occult innate spells from serpentfolk adept can be used twice per day. Serpentfolk Weapon Expertise Feat 13 SERPENTFOLK Prerequisites Serpentfolk Weapon Familiarity Your training and natural aptitude combine, granting you great skill with serpentfolk weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for hand crossbow, scimitar, short sword and short bow. Tim McAlear (Order #37842408) Noxious Wand DEATH MAGICAL SERPENTFOLK Item 13 NECROMANCY POISON WAND Usage held in 1 hand; Bulk L Price 3,000 gp This jade wand has been carved such that the handle resembles a skull with its tongue sticking out before it. Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cloudkill. You can choose the direction the cloud moves in each turn. Craft Requirements Supply a casting of cloudkill. Serpent Staff DIVINATION Item 6+ MAGICAL SERPENTFOLK Usage held in 1 hand; Bulk 1 A metallic serpent winds its way around this staff, with its head at the top, mouth agape with fangs protruding. While wielding it, you gain a +2 circumstance bonus to checks to identify poisons. Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Type serpent staff; Level 6; Price 230 gp • Cantrip daze • 1st charm, spider sting • 2nd animal form (snake only), slough skin Type greater serpent staff; Level 10; Price 900 gp • 3rd enthrall, neutralise poison • 4th confusion, reflective scales Type major serpent staff; Level 14; Price 4,000 gp • 5th chameleon coat, cloudkill • 6th dominate, purple worm sting Craft Requirements Supply one casting of all listed levels of all listed spells. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 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