Sthenoides (Standard Race, 11 RP)
Either male or female, shtenoides are the descendant of humanoids who survived the attack of a medusa or euryale but were contaminated and mutated by the monster’s venom. They carry the curse of their wicked origin, but may choose to use it for good and become heroes.
Sthenoides appear as humans with snakelike eyes and mostly green hair. A sthenoid can be born in a humanoid family even many generations after the medusa’s contamination.
Type Monstrous humanoid (3 RP)
Size Medium (0 RP)
Speed 30 ft. (0 RP)
Ability Score Modifier +2 Con, +2 Cha, -2 Str (0 RP)
Language Xenophobic (0 RP)
Defense Racial Traits
Poison Resistance (3 RP) Sthenoides gain a racial bonus on saving throws against poison effects equal to their Hit Dice.
Unblockable (3 RP) Sthenoides are immune to paralysis and petrification effects.
Magic Racial Traits
Snake Magic (2 RP): Sthenoides bloodragers with the medusa bloodline or sorcerers with the serpentine bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Meliae clerics with the Scalykind domain use their domain powers and spells at +1 caster level. This trait does not give a melia early access to level-based powers; it only affects powers that she could already use without this trait.
Senses Racial Traits
Darkvision 60 Ft. (2 RP)
Alternate Racial Traits
Freeze (3 RP) A sthenoid with this racial Trait can hold itself so still she appears to be a statue. A sthenoid that uses freeze can take 20 on her Stealth check to hide in plain sight as a stone statue. This racial trait replaces unblockable.
Master Sculptor (2 RP) A sthenoides with this racial trait gains a +2 racial bonus on Craft skill checks to work stone or create stone items. This replaces darkvision,
Venomous Bite (2 RP) As an extraordinary ability, some sthenoides gain a natural bite attack that deals 1d3 damage. A number of times per day equal to her Constitution modifier (minimum 1/day), a sthenoid can deliver a paralytic venom with her bite, as follows. This replaces snake magic.
Paralytic Venom: Injury; save Fort DC 10 + the ½ user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Favored Class Bonuses
Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Bloodrager: Add ½ to the bloodrager’s effective class level when determining the power of her bloodrager medusa bloodline powers.
Druid: Add a +1 bonus on wild empathy checks to influence reptilian animals and magical beasts.
Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Hunter: Add +1 to the effective level of the hunter’s animal companion when using the snake animal focus.
Oracle: Add 1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Ranger: The ranger’s animal companion gains a +½ resistance bonus on saving throws against poison. If the hunter replaces her animal companion, the new animal companion gains this bonus.
Rogue: The rogue gains +⅙ of a new rogue talent among the following: accurate poisoner, developed poison immunity, lasting poison, lingering poison, poison use, signature poison, suppress poison, swift poison.
Sorcerer: Add +½ to the number of times per day a sorcerer can use the serpent’s fang serpentine bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: Add ⅓ to the saving throw DC to resist the poison of the witch’s familiar.
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