Cliopodans (Pathfinder Race)
From D&D Wiki
"I'll tell ya officer, the assailant was big, like really big, and long too. It was kinda like a human with 4 arms and a massive centipede below. It tried to stick me with some kind of weird needle/dagger thingy"
"So it was riding on a centipede?"
"No, it was the centipede..."
- Failed assassination attempt and an officer of the law
Cliopodans are typically large creatures that seem relatively human from the waist up. They possess two antenna on the top of their heads, four arms, two mandibles that are easily retractable and can be hidden within specialized pockets their mouth, one poison sac within each of the mandibles that is not easily seen. From the waist down they have the body of a gigantic centipede. Some cliopodans have variations on these norms however due to strange defects or environmental circumstances, such as: webbing between their legs and arms, different numbers of arms, different sizes, no poison sacs, more poisonous areas, or the inability to retract their mandibles.
The cliopodan skin tends to be very fair due to their dwelling habits, but may be very tanned if they're out in the sun for long enough. The colouration of their hair and carapace may be of any colour, though darker hues are far more common than lighter ones. Usual eye colours include blue, brown, green, purple, red, amber, yellow, and black, but orange and white are not unheard of.
The average cliopodan(taking in both sexes) stands about 5' 7.5" with about 10' 8" of tail behind them and weighs about 538 lbs.(or about 244 Kg). Cliopodans have between 19 - 21 segments to their lower body .
Cliopodan Clothing is typical very light in material and quite often is simply little more than an apron-like piece of cloth with designs woven into it. Most cliopodans wear darker-hued colours, but a some wear brighter colours to show that they are not quite like the majority.
Cliopodan societies are mainly democratic in nature with a ruling council that is made of representatives from each of the major races within their cities (or if they are the only race, each of the sections of the city). From there the society resembles many human settlements with a larger connection to so-called black markets and shady businesses. While the inhabitants of these cities usually stay within the laws and regulations, there are a few differences between the rules in these cities and those of many others.
- Illicit goods and contraband are freely traded and can be smuggled freely without the guards caring about the wares so long as the city is not threatened by the items
- Slavery is allowed but must not be publicly shown and slave auctions and the like must be done at least 120 miles from the nearest city
- No drug or material is illegal within the city limits, leading to poachers and black market dealers setting up shop in these cities
- Murder, assassination, and related actions are perfectly legal as long as the relative peace of the city is not threatened and it is not done out in the open. Mass murders and slaughters in the "open air" are still illegal however, and any such action will be met with pain of death or torture. Should the former not work the latter will get the point across very swiftly.
- Racism will not be tolerated by anyone within the city, due to the various races not being welcomed or well received outside of it
- All crimes will go before either the Council or the court system, no jury need be present but the defendant can choose to have one at the risk of a much harsher ruling or possibly getting off scot-free
Cliopodans tend to get along well with most common races, however some races (such as most kinds of elves, orcs, etc.) tend to view them in a negative light due to their highly aberrant nature.
A few of the more socially-ostracized or aberrant races(such as driders, Mimics, Medusa(the must wear protective glasses for the safety of others), Scarxi, Serpentfolk, Vegepygmies, [Formians](with the queen having a place on the ruling council of their cities), and renegade drow and other underdark races fleeing towards the surface but shunned) live within their cities and often find niches for themselves where otherwise they would find death or exile.
Alignment and Religion
Most cliopodans are True Neutral and most have no strong leanings towards either good or evil, or law or chaos. The best and worst are found among them, but a surprising number of rouges are found within their ranks.
All of these cities are cliopodan only cities, were founded by cliopodans, or have an above average amount of cliopodans.
- Kaalmarvix (a city beneath the major city of Rad'drillmar that connects through the sewer system and the rogue's guild)
Cliopodan Racial Traits
- Ability adjustments: +2 Strength +4 Dexterity +2 Constitution +2 Intelligence, −2 Charisma : Cliopodans are a strong, hardy, and intelligent people that are highly nimble for their size, yet have a hard time relating with others
- Creature type: Aberration
- Large: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity (already factored into the adjustments above). Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet
- Normal base land speed: 40 feet. They also have a 30 foot Climb speed.
- Natural armour: Due to the carapace of their centipede-like lower body having smooth sides and being very hard, Cliopodans have +4 natural armour that stacks with other instances of Natural armour.
- Multiple limbs: Cliopodans have 4 arms and thus can take the Multiweapon Fighting feat.
- Poison Resistance: Cliopodans receive a +2 bonus to all Fortitude saves against poison due to their diet, which includes quite a few poisonous plants, creatures, and contaminated water.
- Quadrapedal: cliopodans possess an extreme amount of insectoid legs similar a centipede (giving them their name), granting them a racial immunity to trip attempts and a +25 foot bonus to their base speed (already factored in). In addition, members of this race use weapons, barding, and armour as if they were Medium (instead of Large).
- Bite: Due to the mandibles that cliopodans possess, they have a bite natural attack that deals 1d6+ Strength modifier damage as well as adding a Poison effect on a roll of 18 or better, this bite attack threatens a critical on a 20 and the DC for the poison effect is x2.
- Poison(Ex): 1/day on a roll of 18 or higher for the cliopodan's attack roll, the cliopodan can choose to inject an extremely potent venom into the opponent; alternatively the cliopodan can choose to instead milk out the poison from their mandibles in a way much similar to how venomous spiders and snakes are milked to be used later(Craft: Poison DC 10). The details of the cliopodan's venom are found here Cliopodan Venom (Pathfinder Equipment)
- Weapon familiarity: Cliopodans are proficient with their natural weapons, the [Sniper Crossbow], The [Jagged Hammer], Whip, and Scorpion Whip in addition to whatever proficiencies are given through class levels.
- Climb, Craft: Poison, and Perception are always class skills for this race.
- Rear up: Cliopodans can choose to rear up to about twice their height (space permitting) to add a +4 untyped bonus to intimidate checks if angry.
- Constrict: Cliopodans can use the Constrict special ability. This attack deals 1d6 damage per hit die of the Cliopodan.
- Racial Skills modifiers: Cliopodans have a +4 racial bonus on perception checks, +4 racial bonus on hide checks, a +10 racial bonus on climb checks, and a +2 racial bonus on survival; they also have a racial -10 penalty on acrobatics checks due to having an unwieldy body shape, and a -4 racial penalty on diplomacy checks with non-insectoid creatures(Thri-Kreen, Apiz, Arane, etc.) or non-insect-like aberrations(e.g. driders, etc.)
- Additional Starting items: All cliopodans start with 1d4 [Injector Arrows]
- Automatic Languages: Common, Cliopodan, and Undercommon. Cliopodans with high intelligence scores can also learn Thri-Kreen, Goblin, Elven, and Orc.
- Level Adjustment: +5
Alternate Racial Traits
- Medium Menace: A few cliopodans are hatched slightly smaller than others. The cliopodan's size in decreased to Medium, the average height for males is 3', for females 3' 6", tail length for males is 8', for females is 8' 6", normal weight for males is 425 lb., for females is 450 lb.. This trait changes the racial size.
- Tiny Terror: Some cliopodans suffer from an extreme case of "dwarfism". The cliopodan's size in decreased to Small, the average height for males is 1', for females is 1' 6", average tail length for males is 3', for females is 3' 6", normal weight for males is 55 lb., for females is 60 lb. and they do not have the Constrict special ability. This trait changes the racial size and the constrict ability.
- Messed-up Mouth: Sometimes, the mandibles of a cliopodan are formed in strange places. The damage of the cliopodan's bite attack increases to 1d10 + x2 Strength modifier; but the cliopodan cannot speak any language, they can only use written languages meaning that they cannot cast spells with verbal components. This trait changes the Bite attack and Automatic Languages traits.
- Spitter: Occasionally, a cliopodan will hatch with strangely formed fangs, these fangs can, instead of injecting poison, shoot a specialized form of saliva(occasionally mixed with poison) out in a forceful jet that can in many cases pierce through skin. The cliopodan loses their bite attack but gains a Spit attack that does the same amount of damage as well as has the poison special ability however they must roll a linguistics check DC 15 to cast a spell with a verbal component. This trait replaces the Bite natural attack.
- Duplex Armatus: For 1 out of every 1 thousand cliopodan, they don't have the same number of arms as a usual member of their species. The cliopodan only has two arms and cannot take the Multiweapon Fighting feat unless they find a different way to attain the prerequisites. However they gain a +2 to all /skill checks made with hand-held equipment(such as picking locks). This trait replaces the Multiple Arms trait.
- Sex Armatis: While not common, some cliopodans are hatched with an extra set of arms. The cliopodan has six arms instead of four. This trait modifier the Multiple Arms trait.
- Water Worm: Due to a strange case of circumstance, sometimes when cliopodan eggs roll into polluted water(such as sewer water, bad swamp water, or waste collection tanks) the toxins and contaminants will seep into the egg and change the physiology of the cliopodan inside. These cliopodan are hatched with a thick membranous "webbing" between their legs that thinly connects to their arms, much as a cuttlefish's "wings" would. This cuts down on the mobility of the cliopodan but gives them a much different opportunity. Cliopodans who have this trait gain the aquatic subtype, gain the amphibious special quality, and have a Base Speed of 20, and replace their climb speed with a swim speed of the same amount. This trait modifies the Creature Type and Speed traits. Many cliopodans who have this trait also have the "Thin Shelled" trait as well.
- Non-Poisonous: Some cliopodans aren't hatched with the most distinguishing part of the race. The cliopodan doesn't have the ability to use the Poison(Ex.) ability, but due to this the cliopodan is a little more aggressive with their attacks; instead of poisoning the victim on a roll of 18+, the cliopodan instead inflicts a bleeding condition of 1d8 on the same roll and the damage is doubled on a critical.
- Hyper Poisonous: A few cliopodans are hatched with lines that run down the front of their bodies from the sides of their mouth to their waist where the humanoid portion meets the insectoid portion. These cliopodans are much more dangerous than the normal kind due to the enhanced ability to use their poison. These cliopodans add the ability to use their Poison(Ex) ability as a Contact poison with the same qualities as Injury if they are grappling or pinning a creature with any amount of their ventral side exposed(this does include neck and face). The cliopodan cannot control the poison within their lines and therefore it can be easily wasted on a person or creature without meaning to. This trait modifies the Poison(Ex.) trait.
- Thin-shelled: This cliopodan's carapace isn't quite as thick as the other's are. The cliopodan only gets a +2 natural armour bonus that stacks with the same kind, instead of the +4 that the race normally gets. However the cliopodan's base speed is 55 instead of 40, and their climb speed is 45 instead of 30. This trait modifies both the Speed and Natural Armour traits.
Favored Class Options
- Rogue: Add a +1 bonus to the DC of the Cliopodan's poison ability and on the rogue's sneak attack damage rolls during the surprise round and/or before the target has acted in combat.
- Ranger: Add a +½ bonus on Perception and Survival checks made in low-light conditions of in darkness.
- Apothecary: Add +1/2 to the apothecary's Alchemical Resistance ability
|20 years||+1d8||+1d10||+ 2d6|
|Middle Age1||Old2||Venerable3||Maximum Age|
|82 years||164 years||200 years||+20d% years|
|Gender||Base Height||Height Modifier||Base Tail Length||Tail Length Modifier||Base Weight||Weight Modifier|
|Male||5'||+1d8 inches||10'||+2d8 inches||500 lb.||2 × 1d20 lb.|
|Female||5' 6"||+1d8 inches||10' 6"||+3d6 inches||525 lb.||3 × 2d10 lb.|