Yuan-Ti AnathemaPre-Requisites:-Must have taken all Yuan-Ti levels.
-Must renounce all gods but the Great Serpent, taking a 24 hour ritual that demands the slaying and consuming of 6 sentient humanoids.
Yuan-Ti Anathema | HD: d8 |
| Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 |
| Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 |
| Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 |
| Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 |
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Special | Anathema Body, Cobra Splitter, Bifurcate, +1 Str | Snake Magic Heretic, +1 Wis | Cobra Dance, Bifurcate, Sin Body, +1 Str | Snake Magic Anathema, Great Serpent Cult, +1 Wis | Growth, Cobra Assault, Bifurcate, +1 Str | Mass Repulsion, Snake Swarm, +1 Wis | Cobra Ravager, Bifurcate, +1 Str | Blasphemous Craft, +1 Wis | Cobra Terror, Bifurcate, +1 Str | Snake Graft, Fractured Mind, +1 Wis | Awaken the Great Serpent, Bifurcate, +1 Str, +1 Wis |
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Skill Points: 4+Int modifier / level.
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Disguise, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Profession (any), Search, Spellcraft, Spot, and Swim.
Proficiencies: Yuan-Ti Anathema are proficient with all simple and martial weapons, their own natural attacks, with light armor, and with light and heavy shields.
Features:Anathema Body: Unlike other monster classes, the Anathema doesn't lose its previous racial traits, but her type changes to Aberration as her body becomes even less humanoid. She gains the Snake Head and Snake body choices from Half-Blood Body, and loses any other choices she had made from that level. Her base speed is now 40’ and her climb speed is equal to half her base speed. Don't recalculate anything else.
In addition, the Yuan-Ti Anathema gains two claw attacks dealing 1d6+Str mod each she if it still had hands. If her hands were turned into snakes, they now deal damage as if they were one size category bigger.
Cobra: As the Anathema fully adopts her vile heritage, she's able to unleash new and more devastating combat styles on the battlefield. This works as the Cobra ability from the Yuan-Ti.
Spitter: Instead of using her bite attack, the Anathema can spit poison as a ranged touch attack with a range increment of 20’/HD, creatures struck affected by the poison as normal, or she can use her Wis for ranged attacks and add her Wis modifier on ranged damage rolls. Either way, her ranged attacks now ignore adverse wind and weather conditions, even magic ones like Wind Wall.
Dance: At third level the Anathema gains the Pounce ability, or can as a full round action move up to her base speed while full attacking during movement, needing to move at least 5 feet between each attack.
Assault: At fifth level opponents struck by your attacks cannot take 5-foot steps or make attacks of opportunity, or opponents cannot take defensive actions to avoid attacks of opportunity (like casting defensively) while threatened by you.
Ravager: At seventh level opponents struck by your attacks have all their movement speeds reduced by half for 1 round (cumulative hits further reduce the speed for 1 round), or they take a -2 penalty to AC for 1 round every time you strike them, also cumulative.
Terror: At ninth level when you strike an opponent in melee, it must make a Will save with DC 10+Damage inflicted or be Shaken (Frightened if they were already Shaken), or opponents wishing to attack you in any way must succeed on a Will Save with DC 10+1/2 HD+Wis mod or lose their action as they're too scared by your visage. Those are both Fear effects, but can affect even creatures immune to Fear, although they gain a +5 bonus on their saves.
Bifurcate: At 1st level of this class, and at every odd level, one of the Anathema's heads bifurcates in two, each one able to bite and poison on its own and granting +1 to Listen and Search checks, and making the Anathema immune to flanking. Extra heads don't allow the Anathema to take more actions than normal besides the extra natural attacks.
Ability Score Increase: The Anathema gains a permanent +1 to
Str at levels 1, 3, 5, 7, 9, 11
Wis at levels 2, 4, 6, 10, 11
For a total of +5 Str and +5 Wis at level 11.
Snake Magic: The Anathema's mystical powers continue to improve. As usual, save DCs are 10+1/2HD+Wis mod. Levels of Anathema stack with cleric levels just as full Yuan-Ti levels did.
Heretic: At 2nd level, Haste, Charm Monster and Unholy Blight 1/day for every 4 HD. The Anathema's Unholy Blight deals damage to all non-Yuan Ti creatures as if they were good. Against actually good creatures, it deals double that damage.
Anathema: At 4th level, Blasphemy and Unholy Aura 1/day for every 5HD. The Anathema is such a perversion of everything that's holy and unholy that her Blasphemy affects even evil non-Yuan-Ti creatures.
Sin Body: At 3rd level, the Anathema gains Regeneration and DR/Good and magic each equal to half her HD. The Anathema's regeneration is bypassed only by good weapons.
Great Serpent Cult: At 4th level, the Anathema starts to attract twisted individuals thirsting for destruction, who see in her a living Avatar of the Great Serpent, which the Yuan-Ti say will one day devour everything.
This works as Leadership, except that you only get followers (all chaotic and/or evil), no cohort, and you can use your Wis modifier instead of Cha modifier for your Leadership score. Plus deceased followers are instantly replaced in 24 hours as the news of their deaths simply attract more equally minded individuals.
Finally, the Anathema can “bless” her followers with the Tainted One/Broodguard class template by having them drink her own blood in a 1-hour ritual which deals 1 Con damage to the Anathema herself. This level doesn't count towards a follower's max level. An Anathema somehow immune to Con damage can't use this last option. The participant of the ritual must be fully and naturally willing, and will become mindlessly fanatic to the Anathema afterwards, so other PCs and friendly NPCs can't benefit from this, neither the Anathema can use it to “convert” enemies.
Growth: At 5th level the Anathema grows one size category.
Mass Repulsion: At 6th level the Anathema can choose for her Repulsion power to affect every opponent in a 5’/HD radius instead of a single target.
Snake Swarm: At 6th level the Anathema can spend one use of her Snake Shape to turn into a medium-sized swarms of snakes. Treat this with the usual Alternate Shape rules, except that
-The Anathema gains swarm traits.
-Same Nat armor.
-It deals 1d6 damage per 2 HD to every creature.
-Distraction DC 10+1/2HD+Con mod.
-By doubling the number of uses spent, she can double her swarm size, up to Huge. At 16 HD she may go up to gargantuan swarm. At 19 HD up to colossal swarm.
Blasphemous Craft: At 8th level the Anathema can quickly infuse equipment with vile forces. As a ten-minute action she can apply each of the following 1/day. The effect only lasts 24 Hours, unless the Anathema also spends the respective gold cost in the form of special unguents and herbs to make the effect permanent.
Blasphemous Blade: The Anathema binds a fiend to an weapon, making it count as evil-aligned for purposes of bypassing DR and deal an extra +1d6 damage, plus an extra +2d6 against non-evil opponents. On a successful critical hit, the extra damage increases to +1d10/+2d10, and the target is subject to a Blasphemy effect like it was cast from the Anathema. +3 Bonus cost.
Serpent Symbol: The Anathema defiles one Silver Holy Symbol, making it change into an image of the world with a snake coiled around it, mouth gaping wide as if to consume it. 1/day the user may produce either a Disintegrate or Destruction spell with DC 20 and CL of 13. If wielded by a Yuan-Ti, the DC is 10+1/2HD+Wis mod of the Anathema herself with CL equal to her own HD, even if she isn't the one using it or even nearby. If the Serpent Symbol successfully kills a creature when used, it automatically recharges. 50.000 GP cost.
Sickening Blade: This works as the unholy property, but on a successful critical hit a good opponent also takes a -2 penalty to attack rolls, damage rolls, ability checks, skill checks and saves for 1d4 rounds. +1 weapon bonus cost.
Venomous Fire: The Anathema mixes her own poison with an explosive concoction This works as alchemist's fire, but it deals 1d6 Fire damage per 2 HD of the Anathema on a direct hit, and one fire damage per HD as splash damage. In addition, creatures taking fire damage from this are affected as if struck by the Anathema's Poison. 220 GP per flask.
Snake Graft: At 10th level the Anathema can further corrupt her own allies, changing their flesh to her own twisted desires. Each graft takes 1 hour of uninterrupted work to create, and the Anathema may perform up to 8 of them per day. They only last for 24 hours before dissolving unless the respective gold cost is paid in the form of special herbs and oils to make them durable. Grafts don't stack.
Added Tail: The subject receives a tail in addition to its other limbs, giving it a swim speed equal to half its base speed, a bonus on balance equal to its own HD, and it can constrict grappled creatures one size smaller than itself for 1d4+1.5xStr mod damage. 6000 GP.
Poison Fangs: The subject's fangs become able to produce a poison dealing 1d4 Con damage, Fort save DC 10+1/2HD+Con. If they lack a bite attack to deliver the poison they must succeed on a grapple check to deliver it. 1/day/HD he may also deliver this poison as an touch attack by kissing his opponent. The poison damage increases one die size for every 5 HD of the creature. Opponents immune to the poison and/or ability damage instead take half the Con damage if they fail the Fort save. Creatures without a Con score take half Wis damage instead. 8000 GP
Replacement Tail: The creature's legs are replaced by a single powerful snake tail. It loses 10’ from its base speed, but it can now climb and swim at half its original speed, plus constricting grappled opponents of the same size or smaller than itself for 1d6+1.5xStr mod damage. 12 000 GP.
Scaly Skin: The creature adds their own Con mod to natural armor. If they were already adding their Con mod to natural armor, they now add their Wis mod. 36 000 GP.
Serpent Arm: The creature is grafted with a long, flexible arm ending in a snake head, that can be used for a bite attack dealing 1d4+Str mod damage, and delivers poison as the Poison Fangs graft (but without the kiss option). 12 000 GP.
Fractured Mind: At 10th level the Anathema's last remains of sanity start to vanish as her multiple heads start developing minds of her own. The Anathema may use any of her SLAs as a free action by focusing a number of heads on the task equal to the SLA level. Heads casting SLAs this way on a given round can't be used for attacking in that same round.
Awaken the Great Serpent: The Yuan-Ti are a decaying race, and they blame it on their vile snake god growing more and more lethargic for unclear reasons. To counter this, they enact all kinds of hideous, sacrilegious and horrific acts in its name to try to stir it from its hibernation, so it may fulfill its prophecy of devouring existence, and the Yuan-Ti ruling whatever's left.
At 11th level, as a full Avatar of the Great Serpent, the Anathema can strengthen herself from gratuitous violence. Whenever a sentient creature is killed within her view, the Anathema gains +1 enhancement bonus to Str, Con, Dex and Wis for 1 minute. The Anathema cannot gain a bonus bigger than half her own HD to her ability scores this way.
In addition, whenever a sentient creature is killed within line of sight of the Anathema, she may remove one harmful spell, condition or effect from her as she strives with the pain unleashed. This doesn't take any action on part of the Anathema, so may be used even if she's helpless or somehow unable to take normal actions.
Finally, 1/day, if the Anathema kills a number of sentient creatures at least equal to her own HD in a single round, she may double her Str, Con, Dex and Wis base scores (enhancements and inherent bonus are not doubled) for 1 minute as a free action.
CommentsAnd finally the ultimate Yuan-Ti, the Anathema. Bigger, nastier in all ways, such a force of nature all kind of crazed humanoids will flock to her and beg to be turned into her image.
The Anathema excels at close combat with multiple heads inflicting powerful poison and Cobra styles to adapt to the situation, but also backs it up with powerful magic. And then can do both at the same time with Fractured mind. And turn into a mass of snakes to drown her opponents.
And yes it can get some really cheap weapon enhancements. But melees need nice things. The original ones were all kinda overpriced.
It also has a powerful minion subtheme. The Anathema doesn't get a cohort, but can upgrade his followers with the Tainted One/Broodguard level, and later equip them with blasphemous craft and serpent grafts. And when you reach the capstone, you actually get stronger when your mooks are killed. Or kill them yourself for fun and profit. The Apocalypse is coming, everybody but the strongest Yuan-ti will die horribly anyway, and you're here to make sure that happens.
So if you want to play a mad avatar of destruction that even other evil gods will cringe in repulsion from, the Anathema's for you!