Nagaji

The nagaji are a race of ophidian humanoids with scaled skin that mimics the dramatic appearance of true nagas. Like serpents, they have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Their physical forms are otherwise humanlike, raising wary speculation about their origins. It is widely believed that true nagas created them as a servitor race, through crossbreeding, magic, or both, and indeed nagaji revere nagas as living gods. Nagaji often inspire awe and fear among other humanoids, as much for their mysterious ancestry as for their talent for both swords and sorcery.

Nagaji Racial Traits

+2 Strength, +4 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, but they tend to ignore logic and mock scholarly pursuits.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Reptilian: Nagaji are humanoids with the reptilian subtype.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus because of their scaly flesh.
Resistant: Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense: Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Common and Nagaji. Nagaji with high Intelligence scores can choose from the following languages: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

Nagaji Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Nagaji have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Nagaji who have the listed favored class.

Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
Cavalier: Add 1 foot to the base speed of the cavalier’s mount. This has no effect in combat unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces this mount, the new mount gains this bonus to its speed.
Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Mesmerist: Add 1/5 to the Hit-Die limit and the total number of Hit Die affected with each enchantment or illusion spell the mesmerist casts. This bonus stacks with the mesmerist’s mental potency class feature and is applicable under the same conditions as that ability.
Monk: Add +1/4 point to the monk’s ki pool.
Oracle: Add 1/6 to the oracle’s level for the purpose of determining the effects of one revelation.
Ranger: Add 1 skill rank to the ranger’s constrictor snake or viper snake animal companion.
Slayer: Gain 1/6 of a new slayer talent.
Sorcerer: Add 1/2 to the sorcerer’s caster level when determining the duration of transmutation spells she casts that target the sorcerer or spells she casts with the poison descriptor.
Summoner: Add +1 hit point to the summoner’s eidolon.
Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, although he can use these additional blessings only for Charm, Magic, Nobility, Rune, or Scalykind (Pathfinder Player Companion: Advanced Class Origins 25) blessings.

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