Yuan-ti (15 RP)
Medium monstrous humanoid (monstrous humanoid, reptilian)
- +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 receive 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). Yuan-ti with higher intelligence can learn orc, elvish, 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 make a trip attack as a free action that does not provoke attacks of opportunity. (3 RP)
Marindaga (11 RP)
Medium Humanoid (humanoid, aquatic, naga)
- +2 Dexterity, +2 Charisma and -2 Constitution, Marindaga are graceful, hale, and beautiful. (0 RP)
- Medium: Marindaga have no bonuses or penalties due to their size. (0 RP)
- Base Speed (Slow): Marindaga have a base speed of 10 feet. (-2 RP)
- Swim Speed: They have a swim speed of 50 feet. (2 RP)
- Lowlight Vision: Marindaga can see twice as far as humans in conditions of dim light. (0 RP)
- Amphibious: Marindaga are amphibious and can breathe both air and water. (2 RP)
- Hardy: Marindaga 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)
- Bite: All Marindaga have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at a enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength modifier and inflicts a poison if the attack is successful (see below). A Marindaga may use this attack in addition to other attacks during a full attack. (2 RP)
- Poison (Ex): Bite—injury; save Fort (DC 10 + 1/2 Marindaga hit dice + con bonus); frequency 1/round for 1 round per con modifier (minimum 1); effect 1d2 Wis damage; cure 1 save. A Marindaga may only inflict its poison on a enemy once per hour.
- Natural Armor: +2 natural armor bonus. (4 RP)
- Legless: Marindaga have no legs, and therefore cannot be tripped. (0 RP)
- Languages: Marindaga begin play speaking Common and Draconic. Marindaga with high Intelligence scores can choose from the following: Aquan, Elven, Merfolk and Sylvan.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Darkvision Some Marindaga favor the lightless depths over shallower waters. Marindaga with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This racial trait replaces low-light vision.
- Seasinger The beautiful voices of the Marindaga are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells. This racial trait replaces low-light vision.
- Secret Magic: Marindaga sometimes manifest magical powers they are unwilling to explain to non- Marindaga, leading scholars to speculate that the magic originates from the Marindaga’s rumored eldritch patrons. Such Marindaga have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will–speak with animals (aquatic animals only); 1/day— fins to feet (self only), hydraulic push. This racial trait replaces the natural armor racial trait and alters the Marindaga movement speed. Source PCS:ISR
- Strongtail A few Marindaga have broad, strong tails that are more suited for land travel than the typical Marindaga tail. Marindaga with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
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.
I found a progenitor to my Atlantean race. They are the Anunnaki from the new Pathfinder Bestiary 5. They will be NPCs because they are Mythic.
Here is a link to the d20pfsrd for them. Some of the abilities that I really like are:
- bestow knowledge
- mimetic memory
- morphic anatomy
- morphic body
- psychic warding
These are perfect abilities for the Atlantean biomancers. The Devolution ability makes the degeneration of humans in my campaign possible.
Wild Halfling 12 RP
Small humanoid (Halfling)
- +2 Dexterity, +2 Constitution, -2 Charisma (0 RP)
- Type: Wild Halflings are humanoids with the halfling subtype. (0 RP)
- Small: Wild Halflings gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
- Standard Speed: Wild Halflings have a base speed 30 feet (0 RP)
- Darkvision: Wild Halflings can see in the dark up to 60 ft. (2 RP)
- Telepathic: Wild Halflings can communicate telepathically with any creature within 30’ + 10’/2 levels, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, otherwise the telepathic link fails. (3 RP)
- Mute: Wild Halflings are unable to speak vocally. (-1 RP)
- Keen Senses: Wild Halflings gain a +2 racial bonus to Perception skill checks. (2 RP)
- Fearless: Wild Halflings gain a +2 to all saving throws vs fear checks. They don’t even have a concept for fear, have no regard for injury or death. (1 RP)
- Skilled: Wild Halflings gain a +2 racial bonus to Acrobatics and Survival skill checks. (2 RP)
- Nature Bond: Wild Halflings gain on of the following abilities below: (2 RP)
- Animal Bond: Wild Halflings gain the ability to bond to a specific animal (as a Ranger animal companion).
- Animal Speech: Wild Halflings gain the ability to speak to any animal (as Wild Empathy).
- Wrangler: Wild Halflings gain a +2 racial bonus to handle animal skill checks.
- Stalker: Wild Halflings gain Perception and Stealth as class skills. (1 RP)
- Weapon Familiarity: Wild Halflings are skilled with any type of primitive weapon, but especially thrown or missile weapons. They gain a +1 to attack and may use their Dexterity modifier instead of Strength modifier for damage all rolls (+2 for thrown weapons, and add 20’ to the range). (2 RP)
- Xenophobic: Wild Halflings start with Halfling only. Bonus: Common, Elven, Saurian and Sylvan.
- They receive a -2 penalty to Diplomacy from other races. (-2 RP)
Alternate Racial Traits
- Scent: Wild Halflings gain the scent ability. Replaces skilled
- Bite: Wild Halflings gain the bite natural attack, 1d4 damage. Replaces a nature bond ability.
The halflings living on Dinoterra are tribal barbarians that ride raptors. Their favorite prey is T-Rex, but they’ll eat any meat.
They are mostly a reclusive and secretive people, with a silent language that merges psionics, sign and body language. A few Rangers and Druids have been able to have a limited conversation with Wild Empathy.
Kangu (12 RP)
Medium Humanoid (kangu)
- +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
- Humanoid: Kangu are humanoid with the Kangu subtype. (0 RP)
- Medium size: Kangu are medium so have no bonuses or penalties due to their size. (0 RP)
- Standard Speed: Kangu have a base speed of 30 feet (0 RP)
- Lowlight vision: Kangu can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
- Keen Senses: A Kangu skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
- Expert Leaper: When making jump checks, Kangu are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
- Tail Attack: Kangu have a long, muscular tail. This gives them the ability to give a painful slap for 1d6 + Strength modifier bludgeoning damage and gain the Weapon Focus feat with this Unarmed Attack. They gain no penalty by making this attack do subdual damage and are able to take trip attack as a feat. (3 RP)
- Thick Skin: Kangu have a thick hide, so gain a +1 Natural Armor bonus. (2 RP)
- Fleet Footed: Kangu receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
- Language Kangan and Common. Bonus: Elven, Gnome and Sylvan.(0 RP)
Alternate Racial Traits
- Feet of Fury (Ex) The large, powerful feet of a Kangu make effective weapons. All Kangu automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. Replaces tail attack.
- Healthy: Kangu gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. Replaces thick skin.
- Sociable: When Kangu attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
- Beguiling Liar: Kangu gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
- Plains Runner: Kangu love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.
Kangu live on Animus, mostly in valleys protected from most predators. They have a tribal society similar to the Aborigines of Australia. They Kangu are a humanoid kangaroo; they are cousins to the Lepi. They evolved in rainforests, but left their protection to begin a hunter-gatherer existence on the plains.
Kangu were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators. Whether it was from lack of food, population or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.
Kangu fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific, twins are common and have few enemies. They are marsupials, like kangaroos.
Tiki Goblin (12 RP)
Small Humanoid (Goblinoid)
- Ability Score Racial Traits: Tiki Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
- Type: Tiki Goblins are humanoids with the goblinoid subtype. (0 RP)
- Darkvision: Tiki Goblins see perfectly in the dark up to 60 feet. (2 RP)
- Size: Tiki Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
- Fast Speed: Tiki Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
- Skilled: Tiki Goblins gain a +4 racial bonus on Ride and Stealth checks. (2 RP)
- Tiki Shell: All Tiki Goblins are encased in a large coconut shell with magical properties. This gives them the ability to decorate it with tribal markings and gives them a +1 to Natural Armor. (1 RP)
- Rope Runner: Tiki Goblins live on a city ship their whole lives. They learn to climb and rope-walk as soon as they can walk. This is natural to them. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. (2 RP)
- Swarming: Tiki Goblins are used to living and fighting communally with other members of their race. 1-4 Tiny and 2-4 Small members of this race can share the same square at the same time (they often stand on each other like a totem pole. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)
- Languages: Tiki Goblins begin play speaking Goblin. Bonus: Common, Badgen, Draconic, Dwarven, Gnome, Halfling, and Lutra. (0 RP)
Alternate Racial Traits
- Eat Anything Raised with little or no proper food, many tiki goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Tiki Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause
- Junk Tinker: Tiki Goblins use ramshackle equipment and vehicles that seem like they should never function. Tiki Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source: PCS:ISR
- Weapon Familiarity: Tiki Goblins’ traditional weapons are the harpoon and the blowgun, useful weapons on their home, the sea. Tiki Goblins with this trait are proficient with harpoon and blowgun, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
- Sea Scavenger Tiki Goblins survive by scavenging for sea flotsam, refuse and hunting other creatures. Goblins with this trait gain a +2 racial
- bonus on Perception and Survival checks, and can use Survival to forage for food while on the sea. This racial trait replaces skilled.
The following feats are available to a tiki goblin character who meets the prerequisites.
- Ankle Biter
- Battle Singer
- Burn! Burn! Burn!
- Dog Killer, Horse Hunter
- Fire Hand
- Fire Tamer
- Flame Heart
- Goblin Gunslinger
- Letter Fury
- Lead From the Back
- Roll With It
- Tangle Feet
These are sea goblins dressed in coconuts (like box trolls). They accessorize their shells with trophies from sea creatures; use spears, harpoons, nets and blowguns.
These goblins sail the sea on city ships with hundreds+ of inhabitants, capturing ships and raiding coastal cities.