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<blockquote data-quote="QuietBrowser" data-source="post: 6935761" data-attributes="member: 6855057"><p>Whilst my desire to refine and improve my Kobold in the face of Volo's highly disappointing interpretation remains undimmed, I did mention that I wanted to try my hand at Serpentfolk and Deep Ones, didn't I? Well, I figured I might as well finally put nose to the grindstone and give it a shot. I've only got the 4th edition and D20 edition of Call of Cthulhu for original crunch reference, so I'm really open to further refining them both.</p><p></p><p></p><p><u>Serpentfolk</u></p><p><strong>Ability Score Modifiers:</strong> +1 Charisma</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Vision:</strong> Darkvision</p><p><strong>Toxic Spittle:</strong> A serpentfolk secretes copious amounts of venom from its fangs, which it can wield in battle. A serpentfolk can either spit venom (treat as a Poison Spray cantrip cast using Charisma) or deliver a toxic bite, turning its Unarmed Strike damage into Poison damage.</p><p><strong>Veil of Humanity:</strong> All serpentfolk can weave an instinctive glamour about themselves in order to walk amongst humanity. As an action, a serpentfolk can raise its Veil, which causes it to appear as a single human identity chosen a character creation. This disguise only conceals the serpentfolk's race and does not alter its apparel, or its condition, so injuries, etc, carry through. Only magical items of at least Legendary potency can see through this illusion, but a serpentfolk is forced to resume its true form should it hear the phrase, "Ka nama kaa lajerama".</p><p><strong>Subrace:</strong> Choose between the Fallen Serpentfolk and Pure Serpentfolk subraces.</p><p></p><p></p><p><em>Subrace: Fallen Serpentfolk</em></p><p><strong>Ability Score Increase:</strong> +2 Strength</p><p><strong>Scaly Armor:</strong> A Fallen Serpentfolk's toughened hide means that its unarmored AC is treated as being 12 + Strength modifier.</p><p><strong>Rending Claws: </strong>A Fallen Serpentfolk's Unarmed Strikes do Slashing damage instead of Bludgeoning damage.</p><p><strong>Slavering Maw:</strong> A Fallen Serpentfolk's Unarmed Strikes do bonus Poison damage equal to its Strength modifier.</p><p><strong>Hunter's Senses:</strong> A Fallen Serpentfolk has Advantage on Wisdom (Perception) checks.</p><p></p><p><em>Subrace: Pure Serpentfolk</em></p><p><strong>Ability Score Increase:</strong> +2 Intelligence</p><p><strong>Hypnotic Eyes:</strong> A Pure Serpentfolk can cast the Friends Cantrip, Charm Person as a 1st level spell once per long rest, and Enthrall as a 2nd level spell once per long rest. Intelligence is its casting ability score when using the spell-like abilities granted by this rat.</p><p><strong>Shielded Thoughts: </strong>A Pure Serpentfolk has Advantage on Wisdom saving throws caused by spells and magical effects, and is Immune to Charm effects.</p><p></p><p></p><p><em>Variation: Slithering Horror</em></p><p>In some worlds, serpentfolk may slither on gigantic serpentine tails rather than striding along on two legs, and this may either be the norm or a sign of chaotic influences in the serpentfolk's blood. Such individuals are stripped of their illusory veils, but are, in many ways, more mobile than humans. To create a slithering serpentfolk, replace <strong>Veil of Humanity</strong> with the following traits:</p><p><strong>Snake Body:</strong> The serpentfolk has a Climb Speed of 20 feet and a Swim speed of 30 feet, and can Crawl at its normal speed. However, it cannot use magical items based on footwear, such as Boots of Elvenkind.</p><p><strong>Crushing Coils: </strong>The serpentfolk may attempt to grapple a creature that is no more than two sizes larger than itself, and has Advantage on the Strength (Athletics) check to successfully grapple the target.</p><p></p><p></p><p></p><p><u>Deep One</u></p><p><strong>Ability Score Modifiers:</strong> +2 Wisdom, +1 Constitution</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 25 feet</p><p><strong>Vision:</strong> Darkvision</p><p><strong>Dweller in the Deep: </strong>A Deep One has a Swim speed of 30 feet, is immune to the hazards of deep water environments, and has Resistance to Cold.</p><p><strong>Amphibious:</strong> A Deep One can breathe water and air with equal ease.</p><p><strong>Hopping Horror: </strong>A Deep One's rather frog-like limbs may impede its ability to walk on land to an extent, but allow it to make prodigious leaps. A Deep One adds double its proficiency bonus to Strength (Athletics) checks involving leaping, jumping or climbing.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6935761, member: 6855057"] Whilst my desire to refine and improve my Kobold in the face of Volo's highly disappointing interpretation remains undimmed, I did mention that I wanted to try my hand at Serpentfolk and Deep Ones, didn't I? Well, I figured I might as well finally put nose to the grindstone and give it a shot. I've only got the 4th edition and D20 edition of Call of Cthulhu for original crunch reference, so I'm really open to further refining them both. [U]Serpentfolk[/U] [B]Ability Score Modifiers:[/B] +1 Charisma [B]Size:[/B] Medium [B]Speed:[/B] 30 feet [B]Vision:[/B] Darkvision [B]Toxic Spittle:[/B] A serpentfolk secretes copious amounts of venom from its fangs, which it can wield in battle. A serpentfolk can either spit venom (treat as a Poison Spray cantrip cast using Charisma) or deliver a toxic bite, turning its Unarmed Strike damage into Poison damage. [B]Veil of Humanity:[/B] All serpentfolk can weave an instinctive glamour about themselves in order to walk amongst humanity. As an action, a serpentfolk can raise its Veil, which causes it to appear as a single human identity chosen a character creation. This disguise only conceals the serpentfolk's race and does not alter its apparel, or its condition, so injuries, etc, carry through. Only magical items of at least Legendary potency can see through this illusion, but a serpentfolk is forced to resume its true form should it hear the phrase, "Ka nama kaa lajerama". [B]Subrace:[/B] Choose between the Fallen Serpentfolk and Pure Serpentfolk subraces. [I]Subrace: Fallen Serpentfolk[/I] [B]Ability Score Increase:[/B] +2 Strength [B]Scaly Armor:[/B] A Fallen Serpentfolk's toughened hide means that its unarmored AC is treated as being 12 + Strength modifier. [B]Rending Claws: [/B]A Fallen Serpentfolk's Unarmed Strikes do Slashing damage instead of Bludgeoning damage. [B]Slavering Maw:[/B] A Fallen Serpentfolk's Unarmed Strikes do bonus Poison damage equal to its Strength modifier. [B]Hunter's Senses:[/B] A Fallen Serpentfolk has Advantage on Wisdom (Perception) checks. [I]Subrace: Pure Serpentfolk[/I] [B]Ability Score Increase:[/B] +2 Intelligence [B]Hypnotic Eyes:[/B] A Pure Serpentfolk can cast the Friends Cantrip, Charm Person as a 1st level spell once per long rest, and Enthrall as a 2nd level spell once per long rest. Intelligence is its casting ability score when using the spell-like abilities granted by this rat. [B]Shielded Thoughts: [/B]A Pure Serpentfolk has Advantage on Wisdom saving throws caused by spells and magical effects, and is Immune to Charm effects. [I]Variation: Slithering Horror[/I] In some worlds, serpentfolk may slither on gigantic serpentine tails rather than striding along on two legs, and this may either be the norm or a sign of chaotic influences in the serpentfolk's blood. Such individuals are stripped of their illusory veils, but are, in many ways, more mobile than humans. To create a slithering serpentfolk, replace [B]Veil of Humanity[/B] with the following traits: [B]Snake Body:[/B] The serpentfolk has a Climb Speed of 20 feet and a Swim speed of 30 feet, and can Crawl at its normal speed. However, it cannot use magical items based on footwear, such as Boots of Elvenkind. [B]Crushing Coils: [/B]The serpentfolk may attempt to grapple a creature that is no more than two sizes larger than itself, and has Advantage on the Strength (Athletics) check to successfully grapple the target. [U]Deep One[/U] [B]Ability Score Modifiers:[/B] +2 Wisdom, +1 Constitution [B]Size:[/B] Medium [B]Speed:[/B] 25 feet [B]Vision:[/B] Darkvision [B]Dweller in the Deep: [/B]A Deep One has a Swim speed of 30 feet, is immune to the hazards of deep water environments, and has Resistance to Cold. [B]Amphibious:[/B] A Deep One can breathe water and air with equal ease. [B]Hopping Horror: [/B]A Deep One's rather frog-like limbs may impede its ability to walk on land to an extent, but allow it to make prodigious leaps. A Deep One adds double its proficiency bonus to Strength (Athletics) checks involving leaping, jumping or climbing. [/QUOTE]
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