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Vishkanyas

Vishkanyas are a race of exotic humanoids with poisonous blood.

Vishkanyas are a race of exotic humanoids with poisonous blood. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light green, which are sometimes arrayed in patterns not unlike those of a serpent. They cannot be generalized as good or evil, but since they truly speak with forked tongues, they are content to accept the gold they're offered and leave questions of morality to others.

Vishkanya

Vishkanyas are humanoids with the vishkanya subtype.

Low-Light Vision

Senses Racial Traits 1 RP

Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Keen Senses

Vishkanyas receive a +2 racial bonus on Perception checks.

Limber

Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Poison Resistance

Defense Racial Traits 3 RP

Prerequisites: None; Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Poison Use

Offense Racial Traits 1 RP

Prerequisites: None; Benefit: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Toxic

Offense Racial Traits 1 RP

Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype; Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Weapon Familiarity

Offense Racial Traits 1 RP

Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.

Sensual

You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.

Subtle Appearance

You have normal (humanlike) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
Ability Modifiers
CHA +2 DEX +2 WIS -2
Details
Size
Medium
Speed
30 ft.
Languages
Common, Vishkanya, Aklo, Draconic, Elven, Goblin, Sylvan, Undercommon
Universe
core
Source
Advanced Race Guide
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.