Extra Ancestries
Hi, Fortuan here! I'm making a few races in Pathfinder 2 that I feel should be available for my campaign of Calleran. Below see all the available options
Yuan-Ti
Yaun-ti or better known as serpent folk are snake-like humanoids from an ancient civilization. Cult like religions and a mysterious way of thinking they can make for a fun ancestry. In Limora they at one point dominated the whole world with their culture however, they only exist in pocket regions now.
Heritages
Zyss
Horned viper looking desert dwellers, Zyss are well adapted to their environment. They favor the use of magic and are the most intelligent of their kinds.
Inherennt Magic - Zyss Serpentfolk can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition you gain a +1 circumstance bonus to arcana checks
Aapoph
A more community driven yet more physcially impossing Yuan-ti the Aapoph value family, friends, and strength. They resemble constrictors and live in warm jungle environments
Constricting Grip - Aapoph treat themselves as 1 size larger when making a grapple check (effectively can grapple 2 sizes larger than themselves). Additionally They gain a circumstantial bonus of +2 to any grapple checks against any creature smaller than themselves.
Haktcha
Forest rattler snake serpentfolk that fiercly defend their territories from other clans and humanoids alike.
Intimidating Rattle - Hakta gain a + 2 circumstantial bonus to intimidation checks to creatures that can hear you and are trained in Intimidation.
Vaalim
Tree climbing snakes that resemble pythons. Their homes are usually high in the trees hidden in dense foliage.
Expert Climbers Vaalim gain a +2 Circumstantial bonus to climb checks on trees or other foliage. Additionally if you were to fail a climb check treat it as a success instead.
Rahlim
Ex-Royalty of the Yuan-Ti civilizations are the cobra like Rahlim. Scattered through all parts of the world they no longer hold their status in even modern Serpentfolk communities.
Snake Tounges You may choose 2 additional starting languages and are trained in Deception and Diplomacy
Starting Stats
Hit Points
6
Size
Medium
Speed
25 Feet
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Strength
Languages
Aklo
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Undercommon, Draconic, Gnoll, Abyssal, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region)
Traits
Humanoid
Serpentfolk
Dark Vision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in the heat spectrum.
Ancestry Feats
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a Yuan-Ti, you can select from the following ancestry feats.
1st Level
Poison Adept____________________Feat 1
SerpentFolk
your venomous heritage runs deep in you, you gain resistance to poison dame equal to 1/2 of your character level. This is at least 1.
Yuan-Ti Lore____________________Feat 1
SerpentFolk
You’ve picked up skills and tales from your Yuan-ti community. You gain the trained proficiency rank in Nature and Stealth. 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 Yuan-Ti Lore
Venomous Bite___________________Feat 1
SerpentFolk
You gain a jaws unarmed attack that deals 1d4 piercing damage with + 1 poison damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Occultism_______________________Feat 1
SerpentFolk
You are versed in the ways of Occult from the ancient rituals and ways of your people. Your Yuan magic manifests as a simple Occult spell, even if you aren’t formally trained in magic. Choose one cantrip from the Occult spell list. You can cast this cantrip as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You are also trained in Occultism.
Ambusher______________________Feat 1
SerpentFolk
You are a decedent of ambush predators and are keenly aware of your surroundings. Gain a + 2 circumstantial bonus to any perception checks for initiative or being surprised.
Quick Reflexes [reaction] ____________Feat 1
SerpentFolk
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Camouflage________________Feat 1
SerpentFolk
Adept at blending into their backgrounds Serpentfolk gain a +2 circumstantial bonus to Stealth checks to hide.
5th Level
Deadly Venom_________________Feat 5
SerpentFolk
Prerequisites Venomous Bite
Your Jaws attack gains the Deadly D6 Tag and your training level for jaws becomes expert.
Expert Occultist_________________Feat 5
SerpentFolk
Prerequisites Occultism
If you are not already you become expert in the Occultism skill. Additionally you may chose a 1st level or cantrip spell from the occult spell list. This is an inate ability but the spell if 1st level can not be heightened.
9th level
Poison Fangs_________________Feat 9
SerpentFolk
Prerequisites Venomous Bite, Deadly Venom
Your Jaws attack increases the poison damage from + 1 to + 1d4
Poison Savant_________________Feat 9
SerpentFolk
Prerequisites Poison Adept
Increase your poison resistance to equal to your character level.
13th Level
Debilitating Venom_________________Feat 13
SerpentFolk
Prerequisites Venomous Bite, Deadly Venom, Poison Fangs
on a successful jaws attack apply this poison
Serpentfolk Venom (poison) Saving Throw Class DC vs Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round)
Weapon Poisoning_________________Feat 13
SerpentFolk
Prerequisites Venomous Bite
You may apply your venom to 1 of your weapons, 1 time a day, with a >> action and it lasts for 3 rounds applying any of your venom's effects (such as increasing to a d4 damage in Poison fangs)