Ophids
From DevroWiki
While some small lizards evolved into the dragons, the Essence worked its wiles on another reptile – the snake. The Ophids evolved far south, mostly out of the notice of the other elder races, so much so that most do not recognize the Ophids as native to Devro. This does not bother the Ophids in the least; they prefer to remain mostly secluded in their warm southern jungles.
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Personality
To many outsiders, the Ophids seem almost as standoffish as the elves. Their mannerisms tell of their ancestry, as they move with a serpentine grace and purpose. Matched with this purposeful attitude is a calm, unassuming, quiet nature. Ophids are normally docile and friendly, but when roused strike with deadly speed and accuracy. The calm of their jungles allows many of their species to embrace solitude and inner reflection, which adds to their wise and quiet demeanor.
Physical Description
Ophids stand between five and six feet tall and normally weigh around 95 lbs. Male Ophids are usually taller and heavier than females. Their skin possesses a slight green tint, and is thin and stretched tight over their lithe frames. Their bodies are devoid of hair, save for the rich dark hair that grows from their heads. Their faces and heads bear very snake-like qualities. These include the lack of external ears (they have small, protected holes on either side of their head), flat noses, and reptilian eyes. Ophids also have a forked tongue.
Dress is functional; as they spend much of their lives in very hot jungles, their clothes tend to match the surroundings, while remaining both loose and light.
Relations
The Ophids’ calm and quietness causes many to believe they are simply elitist, not deigning to mix with the lesser races. Adding this misconception with the remoteness of their homelands normally results in a skewed perception of the Ophids by the other races. Many treat an Ophidian with cool caution. The Ophids, however, hold no ill will towards any of the other nations. Unfortunately, no one hosts permanent envoys from their lands, nor do any of the other nations send envoys to the Ophidian lands. Ophids traveling abroad normally adopt a cautious approach.
Government
The Ophids are governed by a council of leaders from the seven houses and nine enclaves. The members of each house both monks and one other profession; these are generally the most powerful of the voting blocks in Ophidian culture. The enclaves are groups of single-profession Ophids that come together in guilds.
Religion
The Ophids revere the Serpent, a great serpent god. They do not accept the concept of the gods from other races, believing in only one god.
Alignment
Ophidian culture consists of much regimentation and calm reflection. Most Ophids are lawful, and tend towards neutral. The only problems in Ophidian lands arise when outsiders fail to understand the customs that govern the Ophids.
Ophidian Lands
The Ophids control much of an island south of the mainland jungles. Thick, hot jungles cover much of the island, which are inhospitable to most outsiders.
Language
The Ophids speak Ophidian, which is a language of hisses and body language. It is incredibly difficult for non-Ophids to learn to speak this language, and it is incredibly rare for those who do learn the spoken aspect to fully master the nuances of the body component.
Racial Traits
- -2 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom, +2 Charisma; The Ophids’ snake-like body is less physically powerful and tough than those of others, but they what they lose in power and toughness they make up for in suppleness. In addition, their history of inner calm and reflection has lent to them a breadth of wisdom and force of personality.
- Medium-size: As Medium-size creatures, Ophids have no special bonuses or penalties due to their size.
- Darkvision: Ophids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight and Ophids can function just fine with no light at all.
- Ophid base speed is 40 feet.
- +2 racial bonus on saving throws against poisons: Ophids are hardy and resistant to toxins.
- Keen Scent: Some Ophids slowly develop the ability to utilize their amazing sense of smell, a holdover from their serpentine ancestors, while others are simply born with this ability. Ophids with a Wisdom score of 14 or higher can select the Scent feat.
- Ophids retain one other serpentine advantage – a mildly poisonous bite. Their bite deals a 1d3 points of damage, and delivers a mild poison. Victims must roll a Fortitude save (DC 10 + ½ the Ophid’s hit dice + the Ophid’s Constitution Modifier); Initial damage 1d6 Con, secondary damage nausea.
- Automatic Languages: Ophidian. Bonus Languages: Gun, Common, Goblin, Draconic. Ophids speak the languages of their closest neutral neighbors and of their most common enemies.
- Favored Class: Monk. A multiclass Ophid’s monk class (dependent on the player’s choice) does not count when determining whether he suffers an XP penalty for multiclassing. Ophidian culture is steeped in the virtue of meditation and self-reflection, holding them as necessities of a well-balanced being.
- Regional Feats: Discipline, Education, Fleet of Foot, Resist Poison, Swift and Silent, Tireless
