Homebrew Serpentfolk - Watered down Yuan-Ti or Lizardfolk

What about Dregh?

Snake on the bottom-satyr like on the top. Should about +0(if no a low/weak +1) but I have been recently thinking it was a tad over powered.
 

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Guys aren't there amphibious swimming snakes that can breath water. And for LA 0 just tack on a big -4 stat adjustment or a few -2's.
 

Aaron2 said:
Sea snakes can stay underwater for several hours by slowly absorbing oxygen from air that they swallowed.

So snakes can absorb/filter oxygen from water then? Never knew that

However I think that if this creature gains the Aquatic descriptor (which being able to breath underwater would entail) then it ought to be an automatic LA +1 just for that.

As to Eels - one of the villains IMC is a 'merman' were-eel (top half human, bottomhalf an eel body-tail, can transform into a 20 ft long giant eel at will)
 

I think "slowly absorbing oxygen from air they swallowed" does not mean "filter oxygen from water". Rather, I interpret that as the snake swallowing air when on the surface, filling not only its lungs but also its stomach.
 

Sea snakes, most emphatically, do NOT breathe underwater. They, like other air breathing species that spend large amounts of time in water, surface to breathe.

Because of the snakes incredibly potent venom, there are eels that have taken the appearance of certain species of snakes, to scare away predators, and octopi have been known to mimic sea snakes for the same reason.
 

Well you basically created the class yourself. Just type it up.

Serpentkin:
Medium Humanoid (Human, Reptilian)
> +2 DEX
> -2 WIS (Slow thinking)
> -2 CHR (Weird looking, not social, loners)
> +1 Natural Armor (tiny scales, often have patterns)
> +10 Movement speed
> Able to hold breath 3x as long as normal
> Darkvision 60'
> Cold Vulnerability (takes double damage from cold, etc)

A serpentkin is coated in tiny snake scales and are the decendants of magic experiments and/or Naga. They are quick to act and anger striking out and foes.

Prefered class: Rogue



Feat: Poisonous Venom
Requirements: Serpentkin, must be taken at 1st level
Some serpentkin are closer to their roots than others, those that are often retain a snakes poison sacks. A serpentkin with developed poison sacks can secret a poisonous venom, (DC 15 + CON modifier) for 1d4 damage. Serpentkin can coat their hands or weapons before combat. A weapon coated with venom will wear off after a single strike. Also weapons coated will dry up a number of round equal to the CON modifier after the venom is applied. A serpentkin can only apply venom once every 1d4+1 rounds. Serpentkin are immune to their own poison.

A serpentkin can also make a spit attack, range 5' to inflict the target with their poison as a natural attack.




Notes: you could make the poison determined by the type of parent snake they resemble.

Just a quick hack, I don't think it too unbalanced. The double stat loss makes up for the other powers.
 
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I would not decrease the Charisma, but the Constitution (being cold-blooded makes them more frail). Maybe a bonus on saves to resist poison, and a penalty on saves to resist cold.
 

When I think of snakes I think of them as tough creatures. Snakes often fall from trees, get tossed, hit etc. So I don't think CON would be much better than CHR. Though CHR is too often used as a dump stat. So maybe make it INT? I don't know.

But I did add Cold Vulnerabilty (not sure if thats a defined feature).
 
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Gez said:
A full blown cold vulnerability is overkill IMO. Too much of a drawback.

I like your idea of a -4 penalty on saves vs cold. Id also drop the natural armour, the scales a too small and delicate to provide protection

also you can't have a Cha penalty for a Snakedude - snakes are just too damn sexy:D!!!

Serpentkin:
Medium Humanoid (Human, Reptilian)
> +2 DEX
> -2 WIS (Slow thinking)
> +10 Movement speed
> Darkvision 60'
> Cold Vulnerability -4 Penalty on Saves vs Cold
- Poison Immunity Serpentkin are immune to their own venom and gain a +4 bonus to saves vs poison (all poisons)

Feats
1. Feat:Free Diving
Requirements:Con 11
Characters with this ability can hold there breath for 3 times as long as normal and do not suffer penalties for deep water whilst swiming

2. Feat Mesmersing Gaze (su)
Requirements:Wis 13, Serpentkin, Must be taken at first level
A few serpentkin are touch with the blood of Basilisk and can mesmerise those who gaze into their eyes. A serpentkin must be able to study a target undistracted for at least a round. A mesmerised target is enthralled by the serpentkin and can take no actions in the following round. The effect is broken if the target is attacked or the serpentkin is distracted

As above
3. Feat: Poisonous Venom
Requirements: Serpentkin, must be taken at 1st level
Some serpentkin are closer to their roots than others, those that are often retain a snakes poison sacks. A serpentkin with developed poison sacks can secret a poisonous venom, (DC 15 + CON modifier) for 1d4 damage. Serpentkin can coat their hands or weapons before combat. A weapon coated with venom will wear off after a single strike. Also weapons coated will dry up a number of round equal to the CON modifier after the venom is applied. A serpentkin can only apply venom once every 1d4+1 rounds. Serpentkin are immune to their own poison.


A serpentkin can also make a spit attack, range 5' to inflict the target with their poison as a natural attack.

personally I'd make spit attack another feat
 

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