Call of Cthulhu D20 Serpent People


Conversions


After reading through the ol' CoC D20 book and it's depiction of serpent people, I thought I'd try converting them to Pathfinder, because, well, PF serpentfolk are kinda ridiculous. So, I thought I'd share the resultant abomination with the community.

As for design choices, I gave them spellcasting ability because in CoC, serpent people often know several spells, and as CoC's magic system is vastly different and there is no difference between arcane and divine, and without it they were essentially lizardmen with poison, I thought it wouldn't be too unbalancing for their CR.

So....opinions?

Serpent Person CR 1
Though much of it's body is hidden beneath a concealing trenchcoat, what is visible reveals this creature's ophidian nature: scaled skin, sinuous tail, and the head of a serpent grown to monstrous size. It walks erect on pre-mammalian members, regarding you with alien contempt.XP 400
NE Medium Humanoid (reptilian)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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AC 15, touch 10, flat-footed 15 (+5 natural)
hp 18 (2d8+2)
Fort +1, Ref +3, Will +2
SR 5
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Offense
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Speed 30 ft., swimming (15 feet)
Melee Bite (Serpent Person) +1 (1d4/x2)
Special Attacks poison (dc 12)
Sorcerer Spells Known (CL 2):
1 (5/day) Charm Person (DC 12), Disguise Self
0 (at will) Mage Hand, Read Magic, Ghost Sound (DC 11), Detect Magic, Detect Poison
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Statistics
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Str 10, Dex 11, Con 12, Int 17, Wis 14, Cha 13
Base Atk +1; CMB +1; CMD 11
Feats Deceitful
Skills Bluff +5, Craft (alchemy) +7, Disguise +5, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (religion) +4, Spellcraft +4, Swim +8, Use Magic Device +2
Languages Aklo, Azlanti, Common, Draconic, Undercommon
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ECOLOGY
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Environment Any Jungle, Underground, or Urban.
Organization Solitary, Pair, Cabal (2-4 plus one cleric, wizard, or sorcerer of at least 3rd level), or Cult (4-10 plus 2-3 acolytes of at least 3rd level plus 1 cult leader of at least 7th level).
Treasure Double standard.
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Special Abilities
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Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
Spells Serpent people cast spells as a 2nd-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a serpent person, meaning that the creature does not need a divine focus to cast them.

Racial Stats:
-+2 Constitution, +6 Intelligence, +4 Wisdom, +2 Charisma
-Medium Size
-Speed: 30 ft. (Land), 15 ft. (Swim)
-Humanoid: Serpent People have 2 levels of humanoid (reptilian), giving them 2d8 hp and 4 skill points (2 per level). Good reflex saves, poor fortitude and will saves.
-Class Skills: All craft skills, all profession skills, climb, handle animal, heal, ride, survival.
-+5 Natural Armour.
-Darkvision 60 ft and low-light vision.
-Natural Attack: Bite (1d4 damage) and poison (injury, cure 2 saves, constitution based, 1d6 CON damage).
-Spell Resistance equal to 5 + class level.
-Spells: See above.
-Starting Languages: Common, Aklo.


Looks good to me.


+1


Very nice, I can't wait to use this!


I might do SR equal to HD, Looks good though :)

Grand Lodge

nice work - I didn't like the Paizo version either... that said, giving serpentmen class levels fixes the whole spell thingy.

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