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 new website to buy discounted books, Thrift Books. They have a variety of books both in paperback and hardback. I found these deals for $3-$4.
My order was:
- Peterson Field Guides: Eastern/Central Medicinal Plants by Steven Foster/James A. Duke
- Using Wild and Wayside Plants by Nelson Coon
- Edible and Useful Wild Plants of the United States and Canada by Charles Francis Saunders
- Wild Harvest: An Outdoorsman’s Guide to Edible Wild Plants in North America by Alyson Hart Knap
I’m always on the lookout for good books to add to my library. I can’t wait to read and learn from these new additions.
This is a vintage Ral Partha Elven rogue with a scimitar, coin pouch, studded leather and a cloak. My husband flocked the base.
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.
I joined the team at the Runkle Plays Games WordPress blog. Runkle Plays Games.
If you like my posts here than you might like to visit my WordPress page at Pookas Kreations. I blog about: role playing, miniature painting, crafts, paganism, preparedness, camping, book reviews, gardening, etc.
I have started taking a free Herbal Course from The Herbal Academy. It will teach me how to create my own Herbal Materia Medica Book.
–excerpt from Lesson One:
“One of our favorite ways to keep the spark of excitement for our herbal studies is by working on our materia medica. It gives us the opportunity to connect with individual herbs through in-depth study, and to organize what we are learning into plant monographs for future reference. If you haven’t started a materia medica of your own, we highly recommend it as a way to inspire and deepen your herbal knowledge. In support of this process, we have created this Herbal Materia Medica Course to help you create (or add to) your own materia medica!
Materia medica is a Latin term that means “healing materials.” More specifically, in herbalism, a materia medica is a body of knowledge that describes how plants have been used therapeutically. Materia medicas have been recorded and published throughout history, and include both ancient and modern tomes rich with information. Studying both recent and historical materia medicas can be a fascinating way to see how historical herbal traditions have informed modern ones, teasing out the link between new scientific research and modern practice and ancient knowledge and folk tradition.
This course will teach you how to create plant monographs and build your materia medica. By the end of this course:
- You will know how to study a plant, how to find resources to support your studies, how to interact with a plant to gain first-hand experience with some of its characteristics, and how to evaluate scientific research on plants.
- You will learn how to research a plant’s names, botany, harvesting guidelines, active constituents, actions, uses, taste and energetics, safety, and herb-drug interactions.
- You will learn what a plant’s history, habitat, and growing requirements are, informing your understanding of what a plant needs and how you can become a caretaker, even if you aren’t growing the plant yourself.
- You will gain an introduction to integrating a plant into your life to support wellness by learning about its properties and characteristics.
- You will have a list of many resources—our favorite books and websites—for your further study of plants and development of your materia medica.
- You will have several pages completed in your materia medica using our beautiful downloadable pages or our bound Materia Medica Journal!”
I am going to start mine by learning about some plants already growing in my garden. The class said to pick 5 to start with. Mine are:
- plantain/dock (narrow leaf)
- st john’s wort
- lamb’s ear
- florida betony
I will keep you up to date on my weekly learning here. The logo below is a link to this course and others offered.
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.