Naga are ophidian humanoids that dwell on and around islands in the ocean. Theirs is an ancient and mystical culture,
Deep Naga Clan
These honorable and powerful warriors, part of the Deep Nagas (the largest of the three Naga species), are distinguished by their dark scales and faces that are more reptilian than human. They reside in underwater cities at the bottom of the Ocean.
Coral Clan (shown Right)
Coral Priestesses are healers and diplomats within Naga society. They come from the Coral Nagas, the smallest of the three Naga species who dwell in the lagoons and on the shores of the islands near the underwater cities of the Deep Clan. Their scales are bright and multi-colored; their faces are almost human.One of the most unique features of the Coral Nagas is the fact their hair is made of living snakes. The snakes are usually asleep and arranged in an elaborate topknot, but a strong and unexpected emotion or danger can wake them up.
Nazja Clan:
The naga are former Highborne night elves who mutated into vengeful humanoid sea serpents, they are from.. elsewhere and are genetically different than the other naga clans as a result of their dimensional crossing, rumor has it that they are still capable of breeding with the other clans however.
As Medium creatures, naga have no bonuses or penalties based on their size.
Naga can breathe both air and water indefinitely. They are equally comfortable on land and in water
Deep Clan: +2 Strength and +2 Constitution
• Coral Clan: +2 Intelligence and +2 Charisma
Nazja Clan:
Males: Deep clan Stats / Can take Deep Clan Traits
Females: Coral Clan Stats / Can Take Coral Clan Traits.
Medical Classification: Group V-a - Warm blooded Reptilian
Low-Light Vision
Hard Scales : Natural Armor DR 1.
Naga gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and gain Aquan as a bonus language.
Naga have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks
that a swim speed normally grants.
-15 Feet Land speed(hybird form) / -15 Feet Swim Speed(human form)
*(special indicator, see below)
Known Affinity:
Naga always know their starting element, as their scales(if applicable) and/or hair/snake color at birth reflects this,Naga characters may choose their starting affinity
red scales - the element of fire is extremely rare however and they are usually treated as outcasts in naga society due to the taboo'd use of fire magic.
Racial Outcast Trait (cost 5) must be taken.[comes with its own slot]
Hybrid form
Human Form -
Base land speed increases to 30ft,
Swim speed drops to 15ft.
• Naga base land speed is 15ft.
Naga base swim speed is 30ft
*constriction mutation works
*constriction mutation disabled.
Naga may only use 1 of their 2 starting feats at level 1 to buy mutations. They then get a Mutation Feat slot at level 3,7,15,30,60,75 and 90
The Mutative effects of residual energies in their homeland are unpredictable, and their mutative power manifests in naga in different ways. In all naga, many
of these mutations are simply cosmetic — soft spines running down their backs, or extra fins adorning their arms, for instance. Some naga, though, also possess mutations that have a more substantial effect. You cannot upgrade a mutation from Rank I to rank II without being level 8+
Everytime Mutation Feat is taken, the naga chooses one of the mutations listed below. Some mutations are available only to men or to women, and a few have other prerequisites as well (noted in italics). Unless otherwise noted, a naga can take any given mutation only once. Other mutations are also possible; these are merely some of the most common.
Scent (Ex):
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familial sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet, if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglo-dyte stench, can be detected at triple normal range
When a creature detects a scent, the exact location of the source is not revealed—only its presence some-where within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.A creature with the Track feat and the scent abil-ity can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of sur-face holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility
Darkvision I out to 60 feet.| Darkvision II out to 90 feet.| Darkvision III out to 120 feet.
Claws:
The naga gains 2 claw attacks that deal 1d4 points of damage each as primary or secondary natural weapons.
Poison:
The naga secretes poison. If the naga has claws, the poison applies to her claws; if not, the naga can run a weapon along her poison gland (often in the palm) to coat it with poison. Doing so is a standard action that provokes attacks of opportunity. Initial and secondary damage 1d4 DEX; save DC 10 + 1/4 naga's levels+ the naga’s Con modifier.
Oily Skin:
The naga’s skin is especially and her natural armor bonus improves by +1.slippery. She gains a +6 bonus on Escape Artist checks
Constriction - Deals 1d6 Constriction damage during a grapple, can be taken again for improved grab ability.
Aquatic Healing: the naga heal at twice the normal rate when they are underwater.
Snake Hair (Coral Clan):
The naga has small snakes on her head, like hair. The naga has a limited ability to see through the snakes’ eyes. S/he cannot be flanked and gains a +2 bonus on Spot checks.
Extra Arms (Nazja Clan):
This mutation is especially common; indeed, most naga women have it, being born with four arms instead of two. All four of the naga’s arms are equally dexterous and strong and can wield weapons. One hand is considered the primary hand and the other three are secondary. The naga can take the Multiweapon Fighting feat to reduce the penalties for fighting with multiple weapons. However, naga born with extra arms tend to be frail; the naga suffers a –2 penalty to Constitution.
This mutation can be chosen only at 1st character level.
Arcane Aptitude I:
The naga’s Primary stat for elemental Jutsu is considered to be 1 points higher, when Casting.
Arcane Aptitude II (Coral Clan):
The naga’s Primary stat for elemental Jutsu is considered to be 2 points higher, when Casting.
Increased Swim Speed I:
Swim speed increases to 40 feet (hybrid) 20 feet(human)
Increased Swim speed II:(Deep Clan) T
aken again swim speed increases to 60 feet (hybrid) 30 feet(human)
Growth* (Deep Clan): The naga grows to great size. The naga becomes a Large creature. His space and
reach increase to 10 feet. He takes a –1 size penalty to AC and a –1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized for him, which costs twice as much as normal. His lifting and carrying capacities double. If he has claws, their base damage increases to 1d6. Prerequisite: mutation feat taken 2 times.
Lengths, Height, Weight,
Coral Naga 7.5 FT 5 FT 135 lbs
Nazja 8.0 FT 5.5 FT 145 lbs
Deep Naga 8.0 FT 6.0 FT 155 lbs
Deep Large 11.5 FT 8.0 FT 310 lbs *
*Even though Deep Clan naga are large sized creatures,
They are one of the smallest Large sized creatures ingame,
As a result they are not hindered by low ceilings, Doorways or passageways designed for medium sized creatures.
DM-RP: 22 (lightly Restricted)
Attributes: Slightly Spiritual +1 RP
Low-light vision +1 RP
Flexibility +2 RP
Scale DR 2 RP
Known Affinity: 2 RP
Amphibious 2 RP
Naga Mutation Feats 8 RP
Water Child 4 RP
Swim 2 RP
Slow - Variant 2 RP
Large Sized:
Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity.
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.
Special Quality: Improved Grab
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.