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  PRODUCT NO. AR811 
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  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the vishkanya race. These feats list the race in 
  their prerequisites, prohibiting other races from taking them. Also presented below are a number of 
  racial character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  VISHKANYA FEATS 
   
  BLOWGUN SPITTLE 
  You can quickly poison a blowgun dart with your saliva. 
  PREREQUISITES: proficiency with the blowgun, vishkanya 
  BENEFIT: You can apply your natural poison to a blowgun dart 
  as a part of the same action required to fire your blowgun. 
  NORMAL: Applying one dose of the vishkanya’s toxic saliva to a 
  weapon requires a swift action. 
   
  CAUSTIC POISON 
  Your natural poison is mildly acidic. 
  PREREQUISITES: vishkanya 
  BENEFIT: Whenever a creature takes ability score damage from 
  your venom, that creature also takes 1 point of acid damage. 
   
   
  VISHKANYA CHARACTER TRAITS 
   
  BEGUILER 
  You have a seemingly inborn ability to fascinate others. 
  BENEFIT: You may add a +1 trait bonus to the saving throw DCs 
  of effects and spells that you use which cause the fascinated 
  condition. 
   
  HYPNOTIC PATTERNING 
  You have perfected an unusual ability to shift and shine your 
  scales in such a way as to empower your enchantment spells. 
  BENEFIT: Once per day, you can cause your scales to shift and 
  scintillate in a mesmerizing pattern for 1 minute. This ability 
  confers the effects of the Spell Focus (enchantment) feat to 
  enchantment spells that you cast with material components. 
   
   
   
   
  SERPENT’S SLINK 
  You have learned to use your slender form to your advantage. 
  PREREQUISITES: Stealth 1 rank, vishkanya 
  BENEFIT: You count as a creature one size category smaller for 
  the purpose of determining size bonuses to Stealth skill checks. 
   
  VENOM SENSE 
  You have a spell-like sense for all things poisonous. 
  PREREQUISITES: character level 5th, vishkanya 
  BENEFIT: With a moment of rapt concentration, you can sense 
  toxicity in your immediate surroundings. You can use detect 
  poison as a spell-like ability once per hour. The caster level for 
  this ability is equal to your Hit Dice. 
   
   
   
   
  SERPENTINE SOMATICS 
  Your serpentine spellcasting form and graceful somatic 
  techniques improve and empower your illusion spells. 
  BENEFIT: Once per day, you can use your supremely lithe and 
  almost serpentine body to augment your illusion spells for 1 
  minute. During this time, your winding and coiling movements 
  confer the effects of the Spell Focus (illusion) feat to illusion 
  spells that you cast with somatic components. 
   
  VENOMOUS WORDS 
  Your language drips with venomous threats and insults. 
  BENEFIT: You gain a +2 trait bonus on Bluff and Intimidate skill 
  checks made to antagonize, incite, or infuriate others. 
   
   
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PATTERNED SCALES:  Vishkanya with this racial trait gain a +2 
  racial bonus on Bluff and Diplomacy skill checks made against 
  sighted creatures due to the almost hypnotic patterns of their 
  glossy scales; however this distinctive patterning imposes a -4 
  penalty on Disguise skill checks. 
     This racial trait replaces the keen senses trait. 
  SERPENTINE NIMBLENESS:  Vishkanya with this racial trait are 
  adept at using their lithe and slender forms to escape from 
  bad situations. Such vishkanya may attempt to use the Escape 
  Artist skill to escape from ropes and bindings, manacles, nets, 
  snares, tight spaces, and similar tangles as a move action. 
     This racial trait replaces the keen senses trait. 
  
  3 
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. Racial archetypes are typically available only to members of the indicated race, 
  though such options rarely interact with the racial traits of that race. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE VENOMOUS DISCIPLE  (MONK ARCHETYPE) 
   
  As monks of all callings seek to unify mind, body, and spirit, so too does the venomous disciple strive to pursue a transcendent 
  path. Transforming the venom that courses through their veins, vishkanya monks draw spiritual power from their own bodies. 
   
  A venomous disciple has the following class features. 
   
  Bonus Feats (Ex): Venomous disciples add Adder Strike (see the Pathfinder® Roleplaying Game: Ultimate Combat ™ sourcebook) 
  and Sleep Venom (see the Pathfinder® Roleplaying Game: Advanced Race Guide ™) to the list of bonus feats that he may select 
  from at 1st level, 2nd level, and every 4 levels thereafter. 
   
  Spirit Venom (Su): The venomous disciple first learns to empower his body to produce not a physical poison, but a spiritual one. 
  A venomous disciple’s toxic racial ability can affect creatures immune to poison as though they were not immune (though the 
  venomous disciple gains no ability to transform other poisons in this way). Spirit venom can be thwarted by spell resistance; 
  against creatures with spell resistance, the save DC of the venomous disciple’s toxic racial ability must be equal to or greater 
  than the target’s spell resistance value in order to affect the target. 
     In addition, as long as he has at least one daily use of his racial toxic ability, the venomous disciple is treated as having a point 
  of ki (though he may not spend uses of this ability as though they were ki points). 
     This ability replaces stunning fist. 
   
  Abundant Venom (Ex): At 3rd level, the venomous disciple can use his toxic racial ability an additional number of times per day 
  equal to his Wisdom modifier. 
     This ability replaces still mind. 
   
  Purge Poisons (Su): At 5th level, a venomous disciple gains the ability to purge a single poison effect from his body as a move 
  action, curing himself completely. 
     This ability replaces purity of body. 
   
  Absorb Poisons (Su): At 11th level, the venomous disciple gains the ability to cure poisons and venoms with a touch. Using this 
  ability is a standard action, and causes the disciple to contract any and all poison effects afflicting the creature cured (no save). 
  Each time the monk uses this ability, he recovers one daily use of his toxic racial ability per poisonous effect absorbed. 
     This ability replaces diamond body. 
   
  Resonant Venom (Su): At 15th level, a venomous disciple can attempt to kill an opponent outright with paired doses of venom. 
  Once per day, the venomous disciple can use this ability by declaring his intent to do so before making an attack roll with a 
  weapon or natural attack poisoned by his toxic racial ability. If his attack hits a target already suffering from his toxic ability, the 
  target dies on a failed saving throw against the new dose. 
     This ability replaces quivering palm. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Vishkanyas! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
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  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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