Yuan-ti

Yuan-ti     

Medium monstrous humanoid (monstrous humanoid, reptilian) (15 RP)

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma: Yuan-ti are much more flexible and hardy than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids (0 RP)
  • Medium: Yuan-ti are considered medium creatures. (0 RP)
  • Monstrous Humanoid: Yuan-ti are considered to be monstrous humanoids. (3 RP)
    • Yuan-ti have the Darkvision (60 ft) trait.
  • Speed: Yuan-ti can slither at 30 ft. per round. They can also climb at 20 ft and have a +8 bonus to climb checks. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Hardy: Yuan-ti are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Poisonous Bite: All Yuan-ti can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Claws: Yuan-ti receives two claw attacks. These are primary natural attacks. The damage is based on their size. (2 RP)
  • Battle Hardened: Yuan-ti are constantly on alert for Lizardfolk raids and continually skirmish with them so gain a +1 CMD. (4 RP)
  • Languages: Yuan-ti can speak draconic and Common). Bonus: Elven, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Yuan-ti gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. (6 RP)
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
  • Slapping Tail: The yuan-ti have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the yuan-ti’s Strength modifier. This replaces the battle-hardened or poisonous bite trait.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This replaces the poisonous bite trait.
  • Tripping Tail: Yuan-ti can hit with their slapping tails, so they can choose to make a trip attack as a free action that does not provoke attacks of opportunity. (3 RP)

 

 

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Quetzl-Nagara

Quetzl-Nagara (11 RP)

Medium Outsider (native outsider, reptilian, air) 

Racial Qualities 

  • +2 Dexterity, +2 Charisma, -2 Constitution: Quetzl are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Quetzl are considered medium creatures. (0 RP)
  • Outsider: Quetzl are considered to be outsiders (air). Thus have the darkvision 60 ft trait. (3 RP)
  • Speed: Quetzl can slither at 30 ft. per round.  (0 RP)
  • Breeze-Kissed: Quetzl are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, quetzl can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhaust the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. (4 RP)
  • Flight: Quetzl have a fly speed of 30 feet with clumsy maneuverability. This trait can be taken more than once. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. (4 RP)
  • Limbless: Quetzl have no legs, and therefore cannot be tripped. (-2 RP)
  • Bite: All Quetzl have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at an enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength. A Quetzl may use this attack in addition to other attacks during a full attack. (1 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Quetzl can speak Draconic and Common. Quetzl with higher intelligence or the proper training can learn to speak Auran, gnome, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Quetzl gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. Preplaces Breeze-kissed and Prehensile Tail.
  • Natural Climbers: Quetzl have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. Replaces Darkvision.
  • Slapping Tail: The quetzl have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the quetzl’s Strength modifier. Replaces Prehensile Tail.
  • Tripping Tail: Quetzl can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. Replaces Prehensile Tail.

​A quetzl’s appearance varies, the feathers are often rainbow colored (red, yellow, blue, green, etc). They have a snake head and body, with feathered wings; sometimes even small hands and feet.

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Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

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Naga inspired race: Deva-Nagaru

I decided to create a race with characteristics of a naga and humanoid. This will be a Pathfinder advanced player race with average to advanced RP.
I will be taking my information from recorded legends of this race. One of my major points will be that the serpent races are all related so will be considered one race, that is separated by clan/caste. (ex: naga, yuan-ti, serpentfolk, maralith, lamia, etc). Nobles will be able to shift to full human or any stage in between.

Deva-Nagaru (People of the Snake)
Before the Chaos Wars, Naga were a serpent worshiping mountain tribe that lived on Nagloka (Nagpur). When the war was at its worst, during a snake dance, a wild magic storm hit. All the participants were affected. Some immediately, until the next full moon and a rare few didn’t have the trait appear but their children did. The mutation varied depending on the tribe, inclination and nearness to snakes. Because most nobles are dragon-blooded they eventually gained control and became shifters. Others show their serpent traits in appearance and temperament.
Their cousins on the other side of island in Slithoria (change), had a similar occurrence but with lizards during a lizard dance. They had a worst effect, because the predatory nature of the lizards was stronger and all but subsumed their humanity. Many of the lizardfolk became violent and warlike as a result.
So came the war. Lizard vs snake. Their draconic cousins on the nearby island of Dracoria eventually enforced a peace before their mutual destruction. They created a neutral zone around the holy lake of Takshila. The Goddess Devangara created the winged naga in her image to be protectors of the peace around the holy lake.
The seven tribes are as follows (add subtype as needed):

  • Marindara: Any N, eel or see snake lower body, humanoid upper. small-medium.
  • Nagan: N-NG, fully scaled, snake-headed humanoids. small-large
  • Quezl-Nagan: N-NG, fully scaled, rainbow colored winged (feathers) snake. small-large
  • Maralith: Any-partial to fully scaled humanoid upper body with snake head, un-scaled lower humanoid body. small-medium
  • Yuan-ti: Any-N, fully scaled humanoid upper body with snake head, scaled lower snake body. small-medium
  • Lamia: NG-N, humanoid upper body, snake lower. small-medium
  • Noble: Any N, can look or shift to any of the above or a combination off traits. Many show dragonblood traits as well. small-medium

See later posts for more on the seven tribes.

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