Amaru
Of all the horrors known to the ancestries, few inspired as much fear as the venomous Serpentmen, the Amaru. These cold-blooded, reptilian masters forged a long-lasting empire on a foundation of relentless conquest, slavery, and arcane power. Driven by arrogance and avarice, they waged war, subjugating subterranean creatures and surface dwellers alike. However, the convergence changed all that and eventually gave the Amaru pause. Having little chance to survive in their shallow burrows, they eventually petitioned the V’strimon Havens for shelter, some of which agreed.
Being as short lived as they are (40 years at most), many generations of Amaru came and went during the convergence, drastically changing their outlook on live, dropping most of their instinctive hatred for other ancestries and instead even bringing forward a somewhat jovial nature, if the company is right.
However many amaru are plagued by the horrors they had to endure before being save by the V'strimon Havens and Xho'akkora. The so called Aapoph (lit. chaos made flesh) show deformities and often crazed minds.
On average, the typical Amaru stands at a slim 5 to 7 feet in height, at around 100 to 140 pounds.
You might
• try to show other ancestries that you are not the monster they take you for, constantly proving yourself
• Strive to adapt well to your environment while also keeping your culture and traditions intact.
• Have pride in your large extended family, and stay in contact with everyone in it.
Others probably
• Fear you from the get go, expecting you to be predatorial, cold and calculating
• Expect you to have a golden tongue, able to twist any argument your way
• Appreciate your loyalty and steadfastness once a bond is forged
Sample Names
Sitseiss, Nezsull, Zhalih, Atshuss, Yakhill, Motsuih, Sshokatiu, Otshozhia, Oaltsuhsah, Ssakuhsih, Uki, Hetshiu, Zetlis, Sutli, Zsuitszill, Zhelsu, Ssatuissul, Ahshutu, Oaltsoahsi, Yalsahsa
• try to show other ancestries that you are not the monster they take you for, constantly proving yourself
• Strive to adapt well to your environment while also keeping your culture and traditions intact.
• Have pride in your large extended family, and stay in contact with everyone in it.
Others probably
• Fear you from the get go, expecting you to be predatorial, cold and calculating
• Expect you to have a golden tongue, able to twist any argument your way
• Appreciate your loyalty and steadfastness once a bond is forged
Sample Names
Sitseiss, Nezsull, Zhalih, Atshuss, Yakhill, Motsuih, Sshokatiu, Otshozhia, Oaltsuhsah, Ssakuhsih, Uki, Hetshiu, Zetlis, Sutli, Zsuitszill, Zhelsu, Ssatuissul, Ahshutu, Oaltsoahsi, Yalsahsa
Mechanics
HP: 8
Size: Medium
Speed: 25feet
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages: Common, Additional Languages equal to your Intelligence modifier (if it’s positive). Lowlight Vision Bite Your serpentine fangs offer an additional option for silencing your foes. You have an unarmed bite attack that deals 1d4 piercing and has the finesse trait. On a critical hit, this bite deals an additional 1d4 poison damage.
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages: Common, Additional Languages equal to your Intelligence modifier (if it’s positive). Lowlight Vision Bite Your serpentine fangs offer an additional option for silencing your foes. You have an unarmed bite attack that deals 1d4 piercing and has the finesse trait. On a critical hit, this bite deals an additional 1d4 poison damage.
Heritages
Duplicity Heritage You gain the ability to cast Illusory Disguise once per day. You gain the trained proficiency rank in Deception (or another skill of your choice, if you would automatically become trained in Deception). Empire Heritage You gain darkvision. When resting, you can burrow below the ground, you do not gain a burrow speed. You age much slower, your natural life expectancy increases to 50 years. Aapoph (lit. chaos made flesh) You were born to the cursed cast of Amaru, and possess a random mutation inherent to your kind. You gain an unarmed tail attack, which deals 1d6 bludgeoning damage and possesses the agile trait. Additionally, you gain one Mutation of your choice from the following list: Extra Fangs Your serpentine maw possesses an additional set of fangs. The damage from your jaws increases to 1d6 piercing. Rattle Tail A long, whip-like rattling tail extend behind you. Your tail attack gains the finesse and trip trait. Hooded Neck You gain the Threatening Approach action. In addition, you can Demoralize foes using your hood. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language.Feats
(1) Amaru Telepathy You possess the ability to communicate telepathically with creatures within 20 feet. This telepathy can only be used to communicate with snakes and Amaru. (1) Scion of Chaos (req. Aapoph) Your form is twisted even by the standards of Aapoph. You gain an additional mutation. Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat. (1) Serpent’s Venom Your venom is exceptionally potent. Your jaw attack deals an additional 1d4 poison damage. This damage is not a weapon die and is not multiplied on a critical hit. In addition, on a critical hit you inflict the target with Amaru Venom. The poison DC is equal to your Class DC or Spellcasting DC, whichever is higher. Amaru Venom (poison) Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round Stage 2 2d4 poison damage and enfeebled 1 (1 round) (1) Amaru Lore You've been instilled with reverence for the ancient Amaru. You gain the trained proficiency rank in Religion and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Amaru Lore. (1) Amaru Weapon Familiarity A snake must strike quickly, and efficiently. You are trained with daggers, shortswords, shortbows, and butterfly swords. You also gain access to all uncommon Amaru weapons. For the purpose of determining your proficiency, martial amaru weapons are simple weapons and advanced amaru weapons are martial weapons. (1) Lithe Form You are an expert at moving through extremely tight spaces. You gain the Quick Squeeze skill feat, even if you’re not trained in Acrobatics. When you roll a success on an Acrobatics check to Squeeze, you get a critical success instead. (5) Poison Immunity You are immune to damage from poison. (5) Between the Scales You've learned to take advantage of slips in your foes' defenses. When you Strike a flat-footed creature using a melee weapon or unarmed attack that has the agile and finesse traits, it gains the backstabber trait. (5) Tongue Flick Your forked tongue flicks from your maw, sampling the air and honing in on your prey. You gain the Scent(imprecise). (5) Slithering Strike (req. Aapoph) You make one melee strike and one tail attack, each targetting a different creature within range. These attacks both count toward your multiple attack penalty, but the penalty doesn’t increase until after you've made both attacks. (9) Burrow You've learned to embrace the tactics of your ancestors, burrowing through the earth to pounce on your prey. You gain a burrow Speed of your Speed. (9) Venom of Xho’akkora (req. Serpent’s Venom) You've trained your poison glands to secrete an especially potent venom. The damage from of your Amaru Venom increases to 2d4 at stage 1, and 4d4 at stage 2. In addition, as a single action you can force poison to flow outwards from your fangs. If your next attack which deals piercing or slashing damage before the end of your next turn hits and deals damage, it applies the effects of Amaru Venom. If you critically fail the attack roll the poison is wasted as normal. (9) Mind of the Snake You've learned properly utilize the reptilian structure of your brain, and become as unshakable as the unblinking snakes you resemble. You gain a +4 status bonus against mental effects. (13) Maintain Disguise (req. Duplicity heritage) You can maintain an ongoing illusory disguise as long as you are conscious without having to re-cast the spell. You still need to Cast the Spell again to reassume your illusory disguise if you wish to change your appearance or if the active spell is dispelled. Your illusory disguise ends an hour after you fall unconscious. (13) Amaru Weapon Expertise (req. Amaru weapon familiarity) Your serpentine affinity blends with your training, granting you immense skill with amaru weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for amaru weapons in which you are trained. (13) Ancient Scales While your kind learned to slip through shadows, you were learning the intricacies of magic; You've learned its strengths, as well as its weaknesses. You gain a +1 status-bonus too all saves vs magical effects. (17) Will of the Headless Serpent Even decapitation has failed to kill your kind. Therefore, you shall not fall until you restore your empire to its former glory. You gain the effect of the Death Ward spell and become immune to the dying and unconscious conditions until the end of your next turn. You gain resistance 10/all damage.
Related Ethnicities
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