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Liber Genus VI Serpentfolk

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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.
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