TEXT: The Serpentfolk 
  Aspirant
  (Template)
  #62
  
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  Feats Unbound ©2015, The Knotty-Works; Author: John Buckley
  Player Paraphernalia #62 The Serpentfolk Aspirant (Template) ©2016, The Knotty-Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #62
  By The Knotty-Works
  Welcome to issue sixty-two of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  
  This issue introduces the serpentfolk aspirant, a 
  genetically modified humanoid bound into service 
  with serpentfolk with the promise of  power and the 
  possibility of  becoming a serpentfolk.
  The Serpentfolk Aspirant
  The serpentfolk aspirant is a genetically 
  modified servant race created by the serpent 
  folk to allow them access to other societies 
  unnoticed.  Aspirants are created from 
  members of other humanoid races.  While 
  some volunteer to become an aspirant, many 
  are forced into this transformation and the 
  creation is not without its perils.  However, 
  once created the serpentfolk motivates 
  the aspirant with promises of power and full 
  conversion as a full blooded serpentfolk.
  Appearance
  A serpentfolk aspirant’s physical appearance 
  changes very little once the process 
  is complete.  The aspirant gains a thin 
  epidermal layer of scales that provide 
  minimal protection and blend in with her skin 
  and only the most scrutinizing examinations 
  will discover their existence.  Detecting the 
  scales requires a DC 20 perception check 
  while being within the aspirant’s personal 
  space (1 to 2 feet) and much of the aspirant’s 
  skin is exposed.
  The aspirant’s canine teeth become slightly 
  longer and gain hollow grooves that she may 
  exude poison from internal poison glands 
  that develop within her upper sinus passages.  
  The aspirant also gains a second transparent 
  eyelid that grants enhanced vision based on 
  the original aspirant’s visual capabilities.
  Creation
  The creation of a serpentfolk aspirant requires a 
  living applicant that must be of the humanoid 
  type.  Size does not matter, nor intelligence 
  or physical attributes, though the process is 
  arduous and those of a weakened constitution 
  normally do not survive the process.
  The process may only be performed by a 
  serpentfolk with class levels that grant access 
  to arcane or divine spells.  The victim is subject 
  to the Create Serpentfolk Aspirant spell.  The 
  serpentfolk casting the spell must remain 
  in physical contact with the victim during 
  the entire 10 minute casting time, forcing 
  the victim to ingest a potion comprising of 
  several ingredients including venom from 
  the serpentfolk casting the spell.  Once the 
  spell is finished being cast, the victim must 
  make a Fortitude saving throw or immediately 
  gain the effects of the Serpentfolk Aspirant 
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  pathfinderRPG/compatibility for more information on the 
  compatibility license. Some rights reserved.
  
  2
  template.  Those that succeed the saving 
  throw still suffer from the effects of the casting, 
  losing 1d4 points of Constitution permanently 
  (though they may be regained through 
  magical means).
  Removal
  Once a victim has been transformed into 
  an serpentfolk aspirant, the effect may 
  be removed based on the length of the 
  transformation.  The Remove Curse spell 
  may be used in an attempt to reverse the 
  transformation as long as it is cast within 
  seven days of the casting of the original spell.  
  Casting the Remove Curse requires a caster 
  check against the original DC of the Create 
  Serpentfolk Aspirant spell.  After seven days, 
  the effect may only be removed through the 
  Break Enchantment spell, requiring a caster 
  check against the original DC of the Create 
  Serpentfolk Aspirant spell.  If the effects of the 
  Serpentfolk Aspirant are successfully removed 
  from the victim, she still suffers 1d4 points of 
  Constitution drain as if she had successfully 
  made the original saving throw.
  Complete Transformation
  Those serpentfolk aspirants that prove 
  themselves to their masters may seek out 
  a powerful serpentfolk caster that may 
  be willing to cast the Ultimate Serpentfolk 
  Transformation spell.  All aspirant’s are 
  given the promise that they may eventually 
  become full-blooded serpentfolk, but what 
  their master’s do not tell them is that the spell 
  only create degenerate serpentfolk.
  The serpentfolk aspirant template
  Any living humanoid may be subjected to 
  the serpentfolk aspirant template as applied 
  through the Create Serpentfolk Aspirant spell.
  CR As the base creature + 1
  Size  The creature’s base size is not changed 
  by this template
  AC  If the creature did not possess a natural 
  armor bonus, it acquires a +1 natural AC bonus.
  Senses  If the creature did not possess 
  darkvision, it gains darkvision 60 ft.
  Defensive Abilities  The base creature gains 
  a +4 racial bonus against poisons and is 
  immune to non-magical snake venom
  Attacks  If the base creature does not have 
  a natural bite attack, it gains a bite attack as 
  secondary attack (1d2 small, 1d3 medium, 
  1d4 large).  The serpentfolk aspirant also gains 
  the ability to inject poison with it’s bite attack.
  Poison (Ex) Bite - injury; save Fort 10 + Con 
  modifier; frequency 1/round for 4 rounds; 
  effect 1 point of Strength; cure 1 save.  The 
  save DC is Constitution based.
  Special Abilities  The base creature gains 
  telepathy 100 ft range, but only works with 
  serpentfolk or other serpentfolk aspirants.
  Serpentfolk Suggestibility When subject to any 
  spells or spell-like abilities of the enchantment 
  school cast by a serpentfolk, the serpentfolk 
  aspirant suffers a -4 penalty to any associated 
  saving throw.
  Ability Modifiers  Str -1, Dex +2, Con +2, Cha +2
  New Spells
  The following spells are only available to 
  serpentfolk.  Serpentfolk that take class levels 
  granting arcane or divine spells may choose 
  any of the following spells.  If the spell casting 
  serpentfolk is granted only a specific number 
  of spells known (such as the sorcerer), Create 
  Serpentfolk Aspirant is gained as a bonus spell 
  once they reach a level that the spell may be 
  cast.
  Create Serpentfolk Aspirant
  School transmutation
  Level cleric/oracle 3, sorcerer/wizard 4
  Casting Time 10 minutes
  Component V, S, M
  Range touch
  Target creature touched
  Duration Permanent
  Saving Throw Fortitude (see below)
  Spell Resistance yes (harmless)
  You can cast this spell to transform the 
  subject into a serpentfolk aspirant after it 
  ingests a potion comprised of venom and 
  snake blood.  The subject of this spell 
  must make a Fortitude saving throw 
  
  3
  upon completion of the spell casting.  If 
  successful, the creature does not gain the 
  serpentfolk aspirant template but suffers 1d4 
  points of Constitution drain.  If the creature 
  fails the saving throw, the serpentfolk 
  aspirant template is immediately applied to 
  the target of the spell.
  Creatures without a Constitution score (such 
  as constructs or undead) cannot be affected 
  by this spell.  If the target is not of the 
  humanoid or monstrous humanoid type, it 
  cannot gain the template but will suffer 2d4 
  points of Constitution damage if it fails the 
  saving throw and 1d4 points of Constitution 
  damage if the saving throw is successful.
  Mark of the Serpent
  School enchantment (compulsion) [mind-
  affecting]
  Level cleric/oracle 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Component V, S, M
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw None
  Spell Resistance yes (harmless)
  You may mark a living creature with a sigil 
  that makes it harder for the creature to 
  resist your enchantment spells or spell-like 
  abilities.  This requires a touch melee attack 
  and causes the target to suffer a -2 penalty 
  to any Will saves versus any enchantment 
  spells or spell-like abilities you cast for the 
  duration of this spell.
  Transform Serpentfolk Aspirant
  School transmutation
  Level cleric/oracle 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Component V, S, M (drop of snake blood)
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Fortitude (harmless)
  Spell Resistance yes (harmless)
  You can use this spell to increase the 
  strength and ferocity of a serpentfolk 
  aspirant as well as a more snake-like 
  appearance.
  The serpentfolk aspirant gains a +4 bonus 
  to it’s Strength and Constitution score 
  along with any modifiers and hit points 
  from the increased score for the duration 
  of the effect.  The aspirant’s scales grant 
  an additional +1 natural armor bonus 
  that stacks with any other natural armor it 
  may possess.  In addition, the serpentfolk 
  aspirant’s bite causes 1d6 points of damage 
  (1d4 for a small aspirant or 1d8 for a large 
  aspirant).  The DC for the poison is increased 
  based on the serpentfolk aspirant’s adjusted 
  Constitution score and the frequency 
  increases to 6 rounds, causing 1d2 points of 
  Strength damage per round.
  Transform Serpentfolk Aspirant, Communal
  School transmutation
  Level cleric/oracle 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Component V, S, M (drop of snake blood)
  Range touch
  Target 1 creature per 2 levels
  Duration 1 minute/level
  Saving Throw Fortitude (harmless)
  Spell Resistance yes (harmless)
  This spell is identical to Transform 
  Serpentfolk Aspirant except you may split 
  the time up to 2 minute periods per subject 
  touched while casting this spell.
  Transform Serpentfolk Aspirant, Mass
  School transmutation
  Level cleric/oracle 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Component V, S, M (drop of snake blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target 1 creature/level, no two of which can 
  be more than 30 ft. apart
  Duration 1 minute/level
  Saving Throw Fortitude (harmless)
  Spell Resistance yes (harmless)
  This spell is identical to Transform 
  Serpentfolk Aspirant but affects multiple 
  creatures.
  Ultimate Serpentfolk Transformation
  School transmutation
  Level cleric/oracle 7, sorcerer/wizard 8
  Casting Time 1 hour
  Component V, S, M
  
  4
  Sy blis
  Serpentfolk Aspirant Shadow Monk* 3
  LE  female medium humanoid (human)
  Init +2; Senses Darkvision 90 ft, Perception +7
  Defense
  AC 17, touch 16, flat-footed 14 (+2 dex, +1 
  dodge, +1 nat, +3 wis)
  hp 26 (3d8 +9)
  Fort +6, Ref +5, Will +6
  Defensive Abilities +2 vs negative energy, death 
  effects, and fear based effects; +4 versus poison; 
  immune to snake venom; evasion
  Offense
  Speed 45 feet; fast movement
  Melee Unarmed Attack +2 (1d6)
  Flurry of Blows +1/+1 (1d6)
  Quarterstaff +2 (1d6)
  Bite -3 (1d3 + poison)
  Ranged  Sling +4 (1d4)
  Special Attacks flurry of blows, poison
  TacTics
  Before Combat Sy blis will consume per potion 
  of Bull’s Strength if she has time before combat 
  begins if facing a more powerful opponent or 
  more than one opponent.
  During Combat Sy blis prefers to engage in 
  melee using her unarmed attacks or quarterstaff 
  in conjunction with her flurry of blows.  She will 
  only use her bite attack if alone or working with 
  others that know she is a serpentfolk aspirant.
  sTaTisTics
  Str 11, Dex 15, Con 17, Int 14, Wis 16, Cha 12
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Fortitude (see below)
  Spell Resistance yes (harmless)
  You may cast this on a serpentfolk aspirant.  
  If the subject is unwilling, a Fortitude saving 
  throw is allowed to fight the effects of the 
  transformation.  If the subject is willing or 
  it fails the saving throw, the serpentfolk 
  aspirant must make a DC 20 Constitution 
  ability check.  If the Constitution check 
  is successful, the subject becomes a full-
  blooded degenerate serpentfolk.  If the 
  Constitution check fails, the subject suffers 
  2d4 points of Constitution drain.  If the 
  target makes its saving throw, it suffers 1d4 
  points of Constitution drain but does not 
  become a degenerate serpentfolk.
  You may cast this spell on a creature that 
  does not have the serpentfolk aspirant 
  template.  You must remain in constant 
  contact with the victim for the duration 
  of the casting and the target is allowed 
  a Fortitude saving throw.  If the victim 
  succeeds the Fortitude save it suffers 1d4 
  points of Constitution damage, while if it 
  fails the Fortitude save it suffers 2d4 points 
  of Constitution damage.  Creatures with no 
  Constitution score (such as a construct or 
  undead) are not affected by this spell.
  Base Atk +2; CMB +3; CMD 15 
  Feats Blind-Fight, Contortionist**, Dodge, Fleet, 
  Improved Unarmed Strike, Monk Weapon 
  Proficiencies
  Skills Acrobatics +10, Climb +6, Disguise +4, 
  Escape Artist +10, Perception +9, Perform 
  (acting) +7, Sense Motive +9, Stealth +8
  Languages aklo, common, draconic; telepathy 100 
  ft. (limited to serpentfolk and serpentfolk aspirants)
  Combat Gear potion of Bull’s Strength, potion of 
  Cure Light Wounds
  Other Gear robes, masterwork quarterstaff, sling 
  + 20 sling bullets
  Poison (Ex)  injury; save Fort 13; freq. 1/round for 
  4 rounds; effect 1 Str; cure 1 save.  The save DC is 
  Constitution based.
  Sy blis discovered heartbreak and hatred at an 
  early age with the death of her parents and 
  brother by a raiding barbarians that ransacked 
  her village.  She was enslaved and forced into the 
  most demeaning and menial of chores.  She was 
  eventually traded to a cabal of mysterious monks 
  that eventually trained her in their arts after using 
  her for many of their depraved rituals.
  It was through the monks that Sy blis met her 
  mentor Yzriann, a serpentfolk priestess.  Yzriann 
  taught her young initiate skills of martial prowess 
  which Sy blis used against many of the monks 
  that had used her so callously.  Yzriann eventually 
  convinced Sy blis into taking the mantle of an 
  aspirant and performed the ceremony to change 
  the young monk into her personal spy.
  * Player Paraphernalia #54 The Shadow Monk
  ** Feats Unbound
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 62 - The Serpentfolk Aspirant (Template).pdf