Ophidian

ophidian_archer.jpg
The Ophidians (also known as Serpentfolk, or Adulthyri in their own language)are one of the Realms oldest races. They are an opportunist, aggressive race, and always seek opportunities to expand their holdings. They consider themselves a sophisticated culture, and continue to practice arts and maintain traditions that go back to the glorious days of the Scaled Empire.

Physical Description
The Ophidians are a reptilian race that with snake-like traits and features. They are legless, and move with a undulating slither using their serpentine bodies. They are powerfully muscled, weighing 250 to 300 pounds and stretching on average 13ft to 14ft long. They can rear up to almost 7ft from the ground and move without losing balance. They have strong arms and the majority of Ophidians are double jointed. Their faces are distinctly reptilian, and there is little dimorphism between genders (although some can display a cobra like hood, which is considered auspicious and a sign of good breeding). Their skin is covered in smooth scales in a multitude of colors and patterns, frequently resembling the coloration of mundane cobras and vipers.
As reptilian humanoids, Ophidians shed their skins like other reptiles do. This process takes up to a week if allowed to transpire naturally, but Ophidians accelerate the shedding by scrubbing the old skin from their bodies. A growing Ophidian sheds her skin at intervals ranging from once a week to once a month. Adult Ophidians shed their skin about once a season.
Their diets are primarily carnivorous.They have some difficulty chewing and prefer their meals of small game and fish to be whole (and frequently still moving). The small amounts of vegetation they consume typically consists of soft fruits and melons. Ophidians are partially cold blooded, and while their metabolism regulates their body temperature effectively, they are sluggish and uncomfortable in cold temperatures and prefer not to dwell in such places if possible.

Society
Ophidians have a structured caste based society. A nestlings caste is divined by priests when they come of age. The White Caste are the administrators, bureaucrats, leaders and politicians, the Blue Caste are the healers and spellcasters, the Red Caste are the guardians, warriors and hunters, the Green Caste are the farmers, merchants, tradesmen, and peasantry, and the Black Caste are the assassins, spies, and thieves. Caste is more a matter of proscribed societal role than anything else, and nothing prevents a White Caste from being a talented spellcaster, or a Green Caste from being a potent warrior. Once chosen, it is rare that a Ophidian ever changes caste, as it requires them to effectively shed all ties to their previous life and caste.

Relations
Ophidians are not an open people and are prone to secrecy. They have few diplomatic alliances and their most common forms of interaction with outsiders are chilly silence or active warfare. Few non-ophidians are visited their cities, and even fewer have been made welcome. They have a particular disdain for lizardfolk, who they see as crude and stupid, and for the elves, who have pushed them out of many ancestral lands.

Alignment & Religion
Ophidian culture is very orderly, and most take great comfort in ritual, tradition, and hierarchy. This makes the majority of Ophidians Lawful. Ophidians also prize cunning and ruthlessness, which encourages neutrality and evil as well. While chaotic and good Ophidians aren’t entirely uncommon, most find Ophidian culture uncomfortable at best, and spend time traveling the lands beyond. Almost all Ophidians raised within the culture revere the goddess Ssar alongside a prevalent and elaborate tradition of Ancestor Worship.

Adventurers
Ophidians have a great amount of diversity in class choices, but frequently choose paths that showcase prowess and knowledge, such as Fighter or Rogue. Ophidians also have a natural talent for all types of magical pursuits, and have a higher than average number of clerics, sorcerers, oracles, and wizards.

Exotic Weapons
Ophidians make use of the following exotic weapons, and are treated as Martial Weapons for ophidians with the Weapon Familiarity ability.
Bolas, Falcata, Monk’s Spade, Rhoka

Racial Traits
The following traits are intended for player character use and may differ from what is presented in the Pathfinder RPG Bestiary I.

+ 2 Strength, + 2 Charisma; Ophidian are physically powerful and have forceful,eccentric personalities.
Medium Size Humanoid (Ophidian,Reptilian)
Slow Speed: Ophidians have a base speed of 20 feet. Ophidians also have a base Swim speed of 30ft.
Darkvision:Ophidians can see perfectly in the dark up to 60 feet.
Cold Blood: The reptilian physiology of the Ophidian makes dealing with cold temperatures difficult. To compensate for cold conditions, the Ophidian’s metabolism accelerates. Ophidians in cold weather must eat 3 times the normal amount to remain healthy. In addition, if the Ophidian suffer non-lethal damage from cold exposure, they become exhausted (rather than fatigued).
Legless: Ophidians have no legs, and therefore cannot be tripped, but cannot equip items that require the boots slot.
Natural Armor: Ophidians get a + 1 Natural Armor bonus from their scaly flesh.
Resistant(ex): Ophidians receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Natural Attacks: Ophidians have fangs that they use as a primary natural attack that deals d4 damage. Ophidians armed with a weapon may make a bite attack as a natural secondary weapon.
Venom (ex): An Ophidian produces a potent nerve toxin that they can inject into an oppent through their syringe-like fangs. When a Ophidian damages an opponent with their bite attack, they can choose to inject that opponent with this venom. This ability may be used a number of times per day equal to the Ophidians Constitution modifier (minimum 1/day).

Ophidian Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Aging Effects: Adult 20 Middle Age 60 Old 90 Venerable 120 Maximum 120+ 3d20 years
Languages: Ophidians begin play speaking Ophidian. Ophidians with high intelligence scores can choose from the following; Draconic, Elvish, Sylvan, and at least one common language (typically Central, Southern, or Western)

Alternative Racial Traits

•Constrictor(ex): Ophidians with this ability have a gift for entangling and crushing the life out of their opponents, and gain a gain a + 2 bonus on combat maneuver checks made to grapple or trip an opponent. This replaces the Ophidian Venom Ability.

•Serpent Gaze(ex): Ophidians with this ability have a talent for magic that enchants and entrances. This traits adds + 1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the Ophidian can force that creature to reroll the saving throw and use the second result, even if it is worse. This replaces the Ophidian Resistant Ability.

•Sidewinder(ex): Ophidians with this ability move with an almost unnatural speed and grace. This ability gives them a movement speed of 40ft. This replaces the Ophidian Natural Armor Ability.

•Weapon Familiarity (ex): Ophidians with this ability are trained in the use of the Kukri, Scimitar, and Falchion. They may also use the any racial exotic weapon as a martial weapon. This replaces the Ophidian Resistant Ability.

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Ophidian

Realm Blackroom