
Your bloodline carries the lingering stain of an ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage. The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.
Bonus Feats[ | ]
- Combat Casting
- Combat Reflexes
- Deceitful
- Deft Hands
- Persuasive
- Reach Spell
- Skill Focus - Persuasion
- Stealthy
Spells[ | ]
- 3rd level: Hypnotism
- 5th level: Delay Poison
- 7th level: Summon Monster III
- 9th level: Poison
- 11th level: Hold Monster
- 13th level: Transformation
- 15th level: Summon Monster VII
- 17th level: Frightful Aspect
- 19th level: Polar Midnight
Abilities[ | ]
![]() |
Serpentine Bloodline Arcana |
Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, monstrous humanoids, and vermin as if they were humanoids who understood your language.
| |
![]() |
Class Skill - Stealth |
Additional class skill from the serpentine bloodline.
| |
![]() |
Serpent's Fang |
You can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite – injury; Fortitude save (DC 10 + 1/2 your sorcerer level + your Constitution modifier); frequency: 1/round for 6 rounds; effect: 1d4 Charisma damage; cure: 2 saves). These fangs are considered magical for the purpose of overcoming DR. You may use serpent's fang as often as desired.
| |
![]() |
Serpent Friend |
At 3rd level, you gain a viper familiar. A familiar is a magical pet that enhances your skills and senses. A vipers's master gains a +3 bonus on Persuasion checks and a +3 bonus on Perception checks.
| |
![]() |
Snakeskin |
At 9th level, you gain a +1 bonus to natural armor, a +2 racial bonus on saves against poison, and a +2 bonus on Mobility checks. At 13th level and 17th level, these bonuses increase by +1.
| |
![]() |
Den of Vermin |
At 15th level, you may summon a host of insects. This power acts as creeping doom, but the swarms' poison inflicts Constitution damage and any creature other than you sharing a space with a swarm is entangled. You may use this ability once per day.
| |
![]() |
Scaled Soul |
At 20th level, you gain ability to turn yourself into a Large spirit Naga (as beast shape III) and back again at will. You also become immune to poison and paralysis. You may use serpent's fang as often as desired, and you may choose to inflict damage to any ability score. Spirit Naga Shape: You become a Large spirit naga. You gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. You also gain a 2d6 bite attack with poison and the charming gaze ability. Poison: Injury; Charming Gaze: This charming gaze makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. Range 30 feet. Will DC 20 negates. The save DC is Charisma-based.
|