Site hosted by Angelfire.com: Build your free website today!


THE SNAKE TRIBE (Uth'siliss):

 

The  Uth'siliss or Snake Tribe is most often encountered in swamps, forests, plains, deserts, and dense jungles like the ones in Skraelund, lower Lazarius, and Rhamier. They are a mixture of the two original tribes: the Constrictors (Uuluthiss) and the Vipers (Silithiss).


Most Uth'siliss however are a blend of these races and display a wide variety of natural adaptations. They usually stay close to the water and congregate in groups but may also are found in trees or even in deserts.


OTHER SERPENT-LIKE RACES: Dragonborn, Amphibians, Turtles, Snakes, and Dinosaurs are part of the many relatives of the Uth'siliss and  intermingling between the tribes is uncommon but not altogether unheard of.

BODY ALTERATIONS: Depending on the Phase of the Uth'siliss, he gains 1 or more powers from this list to add to his template. Suggested body alterations are below to accompany the powers.

ATTRIBUTE MODIFICATIONS:
Animist Serpentis get +2 DEX and a -2 CHA

SIZE: Animist Serpentis are of Small size. They stand a tiny 3'+ tall (+1d12 males and 1d8 females) and weigh about 30 + 10d10 pounds for males and 3d10 for females but there are many larger versions.

DESCRIPTION: The Uth'siliss are heavy and muscular with strong smooth scales. They have colors that range from black, to yellow, electric blue, red, or brown, tan or green of all shades and brightness.


 


 

  • ATTRIBUTES: +2 DEX, -2 CHA

  • SIZE: Small size.

  • SPEED: Uth'siliss base speed is 20 feet.

  • UTH'SILISS VISION:  Uth'siliss base sight starts as normal but can be upgraded to low-light vision.

  • UTH'SILISS RACIAL ABILITY: Uth'siliss get to choose up to 6 points of racial traits.

  • AUTOMATIC LANGUAGES: Common,  Uth'siliss.

  • BONUS LANGUAGES: Animist, Sylvan.

  • FAVORED CLASS: Rogue

  • FAVORED ALIGNMENT: No particular alignment.

  • RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.

    • REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Isimiir.

    • REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Isimiir.

 UTH'SILISS ANIMIST POWERS:


1 Point

ANIMAL SPEECH (Ex) (All): Snakes - The  Khaz-N'ir can speak with Reptiles as a Proficiency in addition to any other languages he knows, this is a Bonus Language.

Suggested Animal Features: The Serpentis has a croaking or hissing voice. The  Uth'siliss has a booming or hissing voice that carries.

 

HIBERNATE (Ex) (All): The Uth'siliss can sleep for as many days as his CON score, waking up weakened by 1 STR and CON per three days. Recovery: The Uth'siliss heals 1 (each) point of STR and CON per day that a good meal is had. In hibernation, he heals at +1 HP per day, and needs no food or water. This is a great ability to have when food is scarce or the temperature is inhospitable. Serpentis are cold-blooded—that is, their body temperature stays about the same as the temperature of their surroundings. Those that live in regions with harsh winters hibernate during the cold weather. Many of those that live in warm, dry climates estivate—that is, become inactive during summer.

Suggested Animal Features: The Serpentis has sleepy looking eyes, the Serpentis yawns often, the Uth'siliss naps every noon. He complains about extreme temperatures.


MEDIUM-SIZED (Ex) (Rattlesnake): Serpentis's sizes are normally small but this one is a giant amongst his people. He now is medium-sized and stands between 4'5" and 5'4" weighing 100 to 140 lbs.


UNDERWATER VISION (Ex) (All): The Uth'siliss can see in the water 60' feet in all but the most cloudy of water, even if too dark for normal humans.

Suggested Animal Features: The Uth'siliss has reptilian looking eyes from which a clear membrane flicks over the eyeball. 


2 Point

RETRACTABLE FANGS (Ex) (Viper): The Uth'siliss can bite for 1d4 with it's massive fangs and jaw structure.

Suggested Animal Features: The Serpentis has prominent jaws and teeth.

 

HIDDEN (Ex) (Rattlesnake): Many Serpentis have dull earth colored scales grants a +2 to all Hide and Move Silent rolls.

Suggested Animal Features: The Uth'siliss has olive, green, grey, or tanned skin.


SWIM (Ex) (Watersnake): The Uth'siliss can swim at his normal movement rate.

Suggested Animal Features: The Uth'siliss  is lithe, smooth and sensuous.

 

HOLD BREATH (Ex) (Sea Snake): The Serpentis can hold his breath underwater for 10 Rounds per CON Mod Minimum 10 Rounds.
Suggested Animal Features: The Uth'siliss has powerful lungs and has a barrel chest.


 3 Point

LEAP (Ex) (Monitor Lizard): The Serpentis person can leap horizontally 1 foot per point of STR he possesses, He may leap 1 foot vertically per 2 points of Strength he possesses, and may double these ranges when a running leap is made. (IE: Standing still, Bur'ruuup who has a 12 STR may leap a 12' wide chasm, leap 6 feet upwards, and if running make a leap of 24 feet length and 12 foot height!). The Repitilian cannot wear any armor heavier than leather to LEAP.

Suggested Animal Features: The Khaz-N'ir has splayed out legs. His legs are heavily muscled.

 

LOW-LIGHT VISION (Ex) (Alligator): The Serpentis person can see twice as far as a human under starlit conditions.

Suggested Animal Features: The Uth'siliss has the eyes of a reptile, lights in the dark reflect off of their eyes.

 

NATURAL ARMOR (EX) (All): The Serpentis has smooth scales which gives him a +2 natural armor class. 

Suggested Animal Features: The Uth'siliss  has thick scales.


TELESCOPING TONGUE (Ex) (Chameleon): The Uth'siliss can make an entangling attack with his sticky tongue. His tongue can threaten a 10 feet area and is considered a natural ranged attack for Attacks of Opportunity. The tongue can only be used on one victim at a time. It does no damage but the victim is treated as if he is Entangled (-2 penalty to attack rolls, -4 penalty to DEX, and can't move. An Entangled character who attempts to cast a spell must make a Concentration check (DC: 15) or lose the spell. The victim can break free by using a full round action to make a STR check (DC: 20). Those who succeed at the STR check are free. The Tongue has the Ug'Dak's AC (Without Armor) and 1/2 the Ug'Dak's normal Hit Points.

Suggested Animal Features: The Uth'siliss has the jaw structure and tongue of a Giant Toad. 

 

 4 Point

LARGE (Ex) (Anaconda): The Uth'siliss is massive and is a giant amongst his peers reaching .

Suggested Animal Features: The Uth'siliss is exceptionally large. 


CLIMB (Ex) (Serpentis): The Uth'siliss  gains the climb feat due to climbing claws. In a pinch, these claws can do 1d2/1d2 damage + STR. They are considered secondary attacks.

Suggested Animal Features: Three outsplayed fingers with one thumb. The fingers are  strong and clawed.

 

CONSTRICTION (Ex) (Gecko): The Uth'siliss gains the ability to 



POISONED BITE (Ex) (Komodo Dragon): The Serpentis has a Poisoned Bite: 


Black adder venomInjury DC 111d6 Con1d6 Con120 gp


This is an injury-based poison secreted by the Serpentis' bite. A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.
Suggested Animal Features: The Serpetis has poisoned glands.