Creations of a god thought to be lost in the Cataclysm, these long-lived snakes are said to be blessed with exceptional wisdom and cursed to never be trusted. They possess the cunning to speak in humanoid tongues and have learned the value of stealth and the power of intimidation in dealing with humanoids. They show no fear of open flames and have developed an almost humanlike fancy for glittering treasures and magic devices. Some even take to humanoid classes or social castes, often slipping into a role of authority or great status. Yet despite the dangers these creatures pose, their sagacity and unique insights often lead humanoids to consult wiht them about important matters.
To become an Elder Serpent (or begin to express a latent ancestry), one must be a snakelike animal or magical beast with an Intelligence score no greater than 5.
Level | CP Cost | BAB | HD |
Fort Save |
Ref Save |
Will Save | Ability Scores | Special |
---|---|---|---|---|---|---|---|---|
1 | 3-7* |
Int = 6 Con +2 |
Magical Serpent, Natural Armor, Serpent Skills, Speak with Serpents, Serpent Languages, Serpent Alignment |
|||||
2 | 5-8* | +1 | +1d10 | +0.5** | +0.5** | +0.33 |
Cha +1d4+2 Dex +2 |
Command Serpents |
3 | 6-12* |
Int +1d4+2 Wis +1d4+2 |
Virulent Poison | |||||
4 | 7-10* | +1 | +1d10 | +0.5** | +0.5** | +0.33 |
Cha +1d4+2 Str +2 |
Blindsense |
5 | 8-14* |
Int +1d4+2 Wis +1d4+2 |
Mesmerizing Sway |
* CP Costs vary depending on the final ability score adjustments. Players may take the average, as usual.
** Calculate fractional saves as normal; if this is the first time you have increased as a good save, you may increase that save by an additional +2.
At levels 2 and 4, an Elder Serpent gains skill points equal to 2+Int mod (as normal for a magical beast), see below for class skills.
Weapon and Armor Proficiences: Elder Serpents gain no new proficiencies with any weapons or armor.
Magical Serpent: An Elder Serpent's type changes to magical beast (augmented animal) if it was not already a magical beast and its Intelligence score is set to 6. Do not recalculate base attack bonus, saves, or skill points (but all future racial hit die advance as a magical beast). Size is unchanged.
Natural Armor: An Elder Serpent's natural armor bonus improves by +1.
Serpent Skills: If the Elder Serpent has fewer than ten total class skills, it may select any additional skills as class skills until the total number is equal to ten. It receives a +4 racial bonus on Bluff, Intimidate, Perception, and Sense Motive checks.
Speak with Serpents (Su): An Elder Serpent can communicate with other snakelike creatures as though using a common language. This commonication is limited by the Intellgience scores of the conversing creatures.
Serpent Languages: At 1st level, An Elder Serpent can speak the common language of its region of origin. At 3rd level, it additonally learns High Draqin. And at 5th level, it learns a number of additional lanugages equal to its new Intelligence modifier.
Serpent Alignment: An Elder Serpent's public alignment moves one step toward evil.
Command Serpents (Sp): An Elder Serpent can use command (as the spell, DC 11 + the Elder Serpent's Cha mod) against other serpents with fewer HD than itself at a caster level equal to its base racial HD + it's Elder Serpent class level. This ability is usuable once per day for every 2 (racial HD + Elder Serpent class level) it possesses.
Virulent Poison (Ex): If the Elder Serpent has a poison attack from another source, the DC for its Fort save increases by +2. Both the initial and seconary damage for the Elder Serpent's poison deal and extra 1d6 points of Strength damage.
Blindsense (Ex): The sensitivity of an elder serpent's pit organs and tongue grants it blindsense with a range based on its size, as given on the table below. If the elder serpent already has blindsense, it uses the new range or the old, whichever is better.
Fine | 10 ft. |
Diminiutive | 20 ft. |
Tiny | 30 ft. |
Small | 40 ft. |
Medium | 50 ft. |
Large | 60 ft. |
Huge | 70 ft. |
Gargantuan | 80 ft. |
Colossal | 90 ft. |
Mesmerizing Sway (Su): An Elder Serpent can paralyze other creatures as a standard action by swaying slowly and steadily while staring at them. Every creature within 30 feet of the serpent that can see it swaying must make a successful Will save (DC 10 + (racial HD + Elder Serpent class level) / 2 + the Elder Serpent's Cha Mod) to avoid the effect. Failure means the creature is paralyzed for as long as the Elder Serpent concentrates and for 1d6 rounds thereafter. Mesmerizing sway is a mind-affecting gaze attack.