Sathaxrin
Type
Humanoid/(Reptilian)
Ability Score Modifier
+2 Dexterity, +2 to any mental score, and –2 Strength
Size
medium
Speed
30ft.
Language
Sathaxrin start with two regional languages and Aklo. Sathaxrin are capable of learning any language they want. (Excluding secret languages)
Racial Traits
- [3 RP] Sathaxrin Immunities: Sathaxrin are immune to paralysis and poison.
- [2 RP] Natural Armor: Sathaxrin have tough scales, giving them a +1 natural armor bonus.
- [-2 RP] Sathaxrin Weakness: Sathaxrin take a -2 on mind-affecting effects.
- [2 RP] Darkvision: Sathaxrin can see up to 60ft. in complete darkness.
- [2 RP] Envenomed Bite: Sathaxrin gain a bite attack. (1d6 Medium Sized, uses the ability Toxic as a poison.)
- [1 RP] Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a Sathaxrin can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the Serpentfolk to be injured when he uses this ability). Applying venom in this way is a swift action. Sathaxrin Venom: Injury; save Fort DC 10 + 1/2 the Sathaxrin's Hit Dice + the Serpentfolk's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
- [3 RP] Limited Telepathy: A Sathaxrin is able to mentally communicate with any creature within 30ft. with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
- [-1 RP] Cold Blooded: Sathaxrin are cold blooded humanoids and take a -2 on any cold related saves.
- [2 RP] Sathaxrin Magic: Sathaxrin gain a +1 bonus to the DC of any divination spells that they cast. Members of this race with a mental score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
- 1/day—detect thoughts, detect magic, ghost sound.