Professional Documents
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Design Assumptions
The material presented here reflects the following assumptions about serpent-related characters:
• Throughout mythology and history, snakes have been associated with many concepts: poison,
death, wisdom, secrets, sensuality, magic and even healing. New material should reflect all
the traditional associations the snake has had in mythology and culture.
• While serpents are often associated with evil in fantasy games, but does have aspects that
may appeal to more heroic characters. While the material herein should therefore be suited to
creating memorable villains, it should also be fully utilizable for PCs.
• Any feat or ability designed for serpent-related characters should emphasize the distinctive
and unusual physical traits snakes possess.
Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
Scalzians respect laws and authority (being a ignore such arguments, often stating that a people
good citizen helps to avoid attention) but they are who spend their lives pretending to be something
not above circumventing the law when they need else can no longer be considered to have their own
to and often put the their needs and the needs of culture.
their immediate families ahead of those of the Scalzian Male Names: Colubrid, Crotalus,
wider community. Scalzian have a slight Gyal, Stoerer
tendency toward chaotic alignments, but lawful Scalzian Female Names: Boidae, Elapidae,
scalzian are not uncommon. Nerodia, Tantilla
Scalzian Family Names: Ahsp, Coraba,
Scalzian Lands: The scalzians have never Mamaba, Veper
possessed a land of their own, and seem unlikely
to do so at any time in the near future. Their Adventurers: Finding themselves bereft of a
numbers are too few and too scattered for them to homeland and constantly concealing their true
establish a homeland of their own, and any identities, it is little wonder that many scalzians
attempt would have to be made far from any turn to the life of an adventurer. Such a career
human kingdom. allows them to travel widely, never staying in one
Most scalzians live in human communities, as place for too long and forming close attachments
their physical resemblance to humans makes it only with those alongside whom they daily risk
easy to conceal their true identities. Some their lives. Adventurers are a diverse and
scalzians do live amongst other races, if those idiosyncratic group of people, less prone to the
races are accepting of humans. It is rumored that prejudices and suspicions of the wider
more desperate scalzians, tired of hiding amongst community.
humanity, have begun establishing themselves
amongst the tribes of goblinoids. If there is any Scalzian Racial Traits
truth to these rumors, it is a development that their • +2 bonus to Dexterity and a -2 penalty to
fellow scalzians look upon with dismay. Strength. Scalzian are fast and agile, but their
slender build and light bone structure makes them
Religion: Many scalzians have adopted the faiths physically weaker than the average human.
of the humans who surround them. Knowing • Medium: As Medium creatures, scalzian have
themselves to be a created race, they do not no special bonuses or penalties due to their size.
reverence any deity as their creator, and all but a • Scalzian base land speed is 30 feet.
debased few reject outright the bloodthirsty gods
• Scalzian type is Humanoid (Reptilian).
of their long-dead progenitors.
• Low-Light Vision: A scalzian can see twice as
far as a human in starlight, moonlight, torchlight,
Language: Scalzians speak Common and
and similar conditions of poor illumination. They
Draconic. They generally speak Draconic
retain the ability to distinguish color and detail
amongst themselves, but learn Common as part of
under these conditions.
concealing their true identities.
• +2 racial bonus to Bluff and Diplomacy
Names: Scalzians usually adopt human names for checks. Scalzians are used to lying about their
their dealings with other races. Centuries of true natures and negotiating with others.
hiding among human communities has resulted in • Add +1 to the Difficulty Class for all saving
many scalzians favoring their human names over throws against telepathic powers manifested by
those of their traditional tongue, leading to psionic scalzian. This adjustment stacks with
conflicts between the older generations who fear those from similar effects. The scalzian’s facility
the loss of what little culture the scalzians still at influencing others extends even to the realm of
possess. The younger generations generally mind-magic.
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Masterwork Characters: Legacy of the Serpent
• +2 bonus to Disguise checks made to disguise During their period of torpor, the scalzian is
themselves as humans. This cancels out the fully aware, but their bodily functions slow to a
normal -2 penalty for impersonating a member of minimum. If they are roused and must act during
another race. Scalzians are well-practiced at this time, they are treated as fatigued until such
adopting the guise of humans. time as they can return to their state of torpor and
• +1 natural armor bonus. Although it appears complete the required four hours' rest.
all but identical to human flesh, scalzian skin is • Fangs: Scalzian have retractable incisors they
much more resilient. can use to bite opponents in combat. This is a
• Cold-blooded: Scalzian physiology is natural bite attack that inflicts 1d2 points of lethal
susceptible to intense cold. They suffer a -2 damage.
penalty to saving throws against cold-based • Automatic Languages: Common and
attacks, and a –2 penalty to Dexterity when in Draconic. Bonus Languages: Dwarf, Elf, Gnome,
temperatures below 40° Fahrenheit. Goblin, Orc. Scalzian speak the languages of the
• Torpor: Despite their appearance, scalzian people amongst whom they conceal themselves,
physiology is substantially different from that of as well of those of their most common enemies
humans. They do not need sleep, but require four and allies.
hours of inactivity each day, in which they absorb • Favored Class: Psion. A multiclass scalzian’s
ambient heat from the environment in order to psion class does not count when determining
regulate their bodies' functions. A scalzian who is whether they take an experience point penalty.
an arcane spellcaster must still get eight hours of • Level Adjustment: +0
rest in order to prepare new spells.
Non-Psionic Campaigns
If your campaign does not feature
psionics, change the scalzian favored class to
sorcerer.
Scalzian receive a +1 racial bonus to the
DC of any enchantment spell they cast rather
than the bonus to Telepathic powers.
Race Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
Scalzian 15 years +1d6 +1d8 +2d8
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Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
Class Skills
The serpent dancer's class skills (and the key
ability modifier for each) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Gather Information (Cha),
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Masterwork Characters: Legacy of the Serpent
Handle Animal (Cha), Hide (Dex), Jump (Str), Perform (dance) bonus when making Escape
Knowledge (local) (Int), Knowledge (nature) Artist checks.
(Int), Listen (Wis), Move Silently (Dex), Perform Serpent Companion (Ex): This ability
(Cha), Profession (Wis), Sense Motive (Wis), functions exactly like the druid's animal
Sleight of Hand (Dex), Speak Language (n/a), companion ability, except that the serpent dancer's
Spellcraft (Int), Swim (Str), Tumble (Dex), Use companion creature must always be a snake. For
Magic Device (Cha) and Use Rope (Dex). purposes of determining the companion's abilities
Skill points per level: 4 + Int bonus and the types of snake the character can choose
from, the character’s effective druid level is their
Class Features serpent dancer class level.
All of the following are Class Features of the If the character already possesses levels in a
serpent dancer prestige class. class with the animal companion class ability,
Weapon and Armor Proficiency: The these levels stack for the purpose of determining
serpent dancer is proficient with all simple the serpent companion's abilities.
weapons, but with no armor or shields. Reptile Empathy (Ex): This ability
Spells per Day: For the purposes of functions exactly like the druid ability of the same
determining spells per day, caster level, and (for name, except it can only be used with snakes and
spontaneous spellcasters) spells known, whenever other reptiles. If the serpent dancer already has
a level as a serpent dancer grants the ability "+1 the Animal Empathy ability from another class,
level of existing class", the character adds one the levels stack for the purposes of
effective level to one of their previous divine communicating with reptilian creatures.
spellcasting classes. If the character had more Serpent Shape (Su): At 2nd level, a druid
than one divine spellcasting class before gains the ability to turn herself into any Small or
becoming a serpent dancer, she must choose one Medium snake and back again once per day. This
class to which they will add the new level. Note ability functions like the polymorph spell, except
that the character does not gain any other benefit a as noted here. The effect lasts for 1 hour per class
character of that class would have gained (such as level, or until she changes back. Changing form
turn undead, and so on). (to a snake or back) is a standard action and
Boa's Dance (Ex): Serpent dancers are used doesn’t provoke an attack of opportunity.
to dancing with constrictor snakes wrapped A serpent dancer loses her ability to speak
around them, and can move with grace and while in animal form because she is limited to the
flexibility in even the most difficult sounds that a normal, untrained animal can make,
circumstances. A serpent dancer can use her but she can communicate normally with other
snakes.
Serpent Dancer (SDr) Level Progression
Fort Ref Will
Level BAB Save Save Save Special Spells per day
st
1 +0 +0 +2 +2 Boa's dance, serpent companion, wild empathy +1 level of existing class
2nd +1 +0 +3 +3 Serpent shape (1/day), venom immunity +1 level of existing class
3rd +2 +1 +3 +3 Spell dance (divination) +1 level of existing class
4th +3 +1 +4 +4 Serpent shape (large) +1 level of existing class
5th +3 +1 +4 +4 Serpent shape (2/day) +1 level of existing class
6th +4 +2 +5 +5 Spell dance (enchantment)
7th +5 +2 +5 +5 Serpent shape (huge) +1 level of existing class
8th +6 +2 +6 +6 Serpent shape (3/day) +1 level of existing class
9th +6 +3 +6 +6 Spell dance (conjuration) +1 level of existing class
10th +7 +3 +7 +7 Serpent shape (naga) +1 level of existing class
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Masterwork Characters: Legacy of the Serpent
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Training and Culture: The first challenge (Cha), Profession (Wis), Sense Motive (Wis),
facing a prospective skinshedder is to identify an Sleight of Hand (Dex), Speak Language (n/a),
existing member of the profession. It is no mean Spellcraft (Int) and Use Magic Device (Cha).
task to locate someone whose entire focus is on
appearing to be something they are not. Skill points per level: 4 + Int bonus
Skinshedders train only on a one-on-one
basis, and go their separate ways as soon as the Class Features
training period is over. They do not maintain All of the following are Class Features of the
contact with each other thereafter, and it is skinshedder prestige class.
considered the height of bad manners to approach Weapon and Armor Proficiency: The
another skinshedder, even if you become aware of skinshedder gains no new armor or weapon
his identity. A skinshedder's most valued proficiencies.
possession is his anonymity. Spells per Day: For the purposes of
determining spells per day, caster level, and (for
Hit Die: d6 spontaneous spellcasters) spells known, whenever
a level as a skinshedder grants the ability "+1
Requirements level of existing class", the character adds one
To qualify to become a skinshedder, a character effective level to one of their previous arcane
must fulfil all the following criteria: spellcasting classes. If the character had more
Disguise: 8 ranks than one arcane spellcasting class before
Knowledge (arcana): 8 ranks becoming a skinshedder, they must choose one
Spells: able to cast Alter Self class to which they will add the new level. Note
Special: must uncover an existing that the character does not gain any other benefit a
skinshedder and persuade them to train him. character of that class would have gained (such as
metamagic or item creation feats, and so on).
Class Skills Change of Face (Ex): Skinshedders can
The skinshedder's class skills (and the key literally strip away their old skin to reveal a new
ability modifier for each) are Appraise (Int), Bluff identity whenever they wish. They gain a bonus
(Cha), Concentration (Con), Craft (Int), Decipher to disguise checks equal to their class level. In
Script (Int), Diplomacy (Cha), Disguise (Cha), addition, they only require 10 minutes work to
Gather Information (Cha), Hide (Dex), create a new disguise.
Knowledge (all skills, taken individually) (Int),
Listen (Wis), Move Silently (Dex), Perform
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Masterwork Characters: Legacy of the Serpent
From 5th level, the skinshedder requires only that race, including all special attacks and special
1 minute to create a new disguise. At 9th level, qualities, as long as their check to adopt the
they require only 1 round. disguise was at least 25.
Sneak Attack: This is exactly like the rogue At 6th level, the skinshedder can take on the
ability of the same name. The extra damage dealt racial traits of any humanoid race with a +1 level
is +1d6 at 1st level, plus an additional die at 4th, adjustment (provided their disguise check was at
7th and 10th levels. If a cobra knight gets a sneak least 30), and at 10th level of any humanoid race
attack bonus from another source the bonuses on with a +2 level adjustment (provided their
damage stack. disguise check was at least 35).
A Thousand Skins (Su): From 2nd level, a Mind of the Flesh (Ex): Skinshedders
skinshedder can not only take on the appearance practice mental techniques to help themselves in
of another race, they can mimic that race's traits. their assumed role. From 3rd level they gain a +2
When disguising themselves as a member of any bonus to save against any detect spell or spell with
humanoid race with a +0 level adjustment, the the scrying descriptor that permits a saving throw.
skinshedder gains all the standard racial traits of
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Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
Duration: 1 round/level or until discharged for Climb checks, whichever is higher. She also
Saving Throw: Will negates (Harmless) gains a +8 racial bonus on any Swim check to
Spell Resistance: Yes (Harmless) perform some special action or avoid a hazard and
can always choose to take 10 on a Swim check,
You run your hands along the length of a even if distracted or endangered. The subject can
living serpent, causing it to straighten and stiffen use the run action while swimming, provided she
into a bolt or arrow suitable for firing from a bow swims in a straight line.
or crossbow. When fired, the serpent arrow deals Material Component: a scale from a snake
normal damage for the bow. It the serpent used is
poisonous, it automatically injects its target with Storm of Serpents
poison on a successful strike. The target must Conjuration
make a Fortitude save, just as if they had been Level: Sor/Wiz 4
bitted by the snake. Components: V, S
The snake returns to its natural state after it is Casting Time: 1 standard action
fired, behaving normally for a creature of its size. Range: 15 ft.
It may continue to attack particularly small Area: Cone-shaped burst
targets, but is more likely to try and leave the Duration: Instantaneous
threatened area and escape. Saving Throw: Reflex half and Fortitude negates
A snake that hasn’t been fired by the end of (see below)
this spell’s duration returns to its natural duration, Spell Resistance: Yes
behaving according to its natural instincts once
more. By means of this spell, the caster conjures
Arcane Spell Focus: A living snake two size forth a torrent of small vipers from his hands.
categories smaller than the size of the weapon These serpents pour forth, biting anything in their
being used. For example, a medium-sized caster path and then vanishing immediately.
attempting to fire a serpent arrow with a longbow Any creature caught in the area of effect
must use a tiny snake in order for the arrow to be suffers 2d6 points of damage, +1 per level of the
of appropriate size. caster to a maximum of +20. Any creature that
suffers hit point damage from the snakes is also
Serpentine Celerity poisoned. The damage from the poisoned
Transmutation depends on the caster's level:
Level: Sor/Wiz 2
Components: V, S, M Caster Level Primary & Secondary
Casting Time: 1 standard action Damage
Range: Touch 7th-10th 1d3 Constitution
Target: Creature touched 11th-14th 1d4 Constitution
Duration: 1 min./level 15th-19th 1d6 Constitution
Saving Throw: Will negates (harmless) 20th or more 1d8 Constitution
Spell Resistance: Yes
Each instance of damage can be negated by a
Snakes can travel almost anywhere on land or Fortitude save of the same DC as the original
water, and this spell temporarily imbues the Reflex save.
subject with this ability. While this spell is in
effect the subject gains a +8 racial bonus to Climb
and can choose to take 10 on any Climb check,
even if rushed or threatened. The subject can use
either her Strength modifier or Dexterity modifier
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Masterwork Characters: Legacy of the Serpent
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Masterwork Characters: Legacy of the Serpent
• cure the recipient of blindness, deafness Ironfangs are a light exotic weapon. An
and disease untrained user is treated as though they were
The rod of Asclepius can also be used to raise making an unarmed attack in addition to the usual
dead as a 9th level caster, but if it is used in this penalties for using a weapon with which they are
fashion it loses all magical powers for a period of not proficient.
2d4 days.
Moderate conjuration; CL 9th; Craft Rod, Serpentwood
restoration, cure serious wounds, neutralize Serpentwood trees are found only in the hidden
poison, raise dead; Market Price 35,500 gp; Cost depths of dense rainforests and murky swamps.
to Create: 17,750gp + 1,420xp. Black-barked, they have a curving, sinuous trunk
and extremely tough wood. Serpentwood trees
New Non-Magical Items & Materials are often tended by lizardfolk druids, who drain
the venom of a dozen snakes into the trees' roots
Ironfangs during the darkest night of each new moon. This
Ironfangs are quite literally that: a pair of venom, combined with the rituals performed by
prosthetic metal fangs, which can be placed over a the druids, make serpentwood much stronger than
character's own teeth and used to bite opponents. normal wood.
Each set of ironfangs comes with a small Any wooden or mostly wooden item (such as
leather bladder that fits into the top of a a bow, an arrow, or a spear) made from
character's mouth, behind his teeth. This bladder serpentwood is considered a masterwork item. It
can hold a reservoir of up to three doses of poison. weighs the same as a normal wooden item of that
If a character armed with ironfangs bites an type but is much more resistant to damage. Items
opponent, he can press on the bladder with his not normally made of wood or only partially of
tongue, squeezing the poison out of the bladder wood (such as a battleaxe or a mace) either cannot
and down a narrow shaft bored through the metal be made from serpentwood or do not gain any
teeth, directly into the opponent's wound. Any special benefit from being made of serpentwood.
injection-based poison can be used with ironfangs. The Armor check penalty of a serpentwood shield
Although a useful back-up weapon and is lessened by 2 compared to an ordinary shield of
popular tool for assassins, ironfangs are not its type. To determine the price of a serpentwood
without their drawbacks. A character wearing item, add 10 gp per pound of the item's weight to
ironfangs suffers a -2 circumstance penalty on any the price of a masterwork version of that item.
Charisma-based skill check that requires Serpentwood has 10 hit points per inch of
vocalization, as the metal teeth interfere with clear thickness and hardness 10. Items crafted from
speech. Additionally, there is a 20% chance to serpentwood have hardness 10, and the same
miscast any spell with a verbal component while number of hit points as a normal wooden item of
wearing ironfangs. Finally, if a character makes that type.
attacking with ironfangs rolls a '1' on their attack
roll, they have accidentally bitten themselves. Mastework Characters: Legacy of the Serpent
A Henchman Production
They suffer 1d2 points of damage and must make for Clockwork Golem Workshop
a Reflex save (DC 15) or accidentally inject
themselves with poison (if there is any in the For additional product support and details on upcoming
ironfangs' reservoir). releases in the Masterwork Characters series, visit our
website at www.clockworkgolem.com
New Weapons
2
Exotic Weapon Cost Dmg Dmg Critical Range Weight Type
1
(S) (M) Increment
Ironfangs 10 gp 1 1d2 x2 — ½ lb. Piercing
Page 19
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2. The License: This License applies to any Open Game Content that contains System Reference Document Copyright 2000-2003, Wizards of the Coast,
a notice indicating that the Open Game Content may only be Used under and Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
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