Serpentfolk

Serpentfolk are reptilian humanoid beings, who have a scaly snake-like skin. Serpentfolk are physically weak, and because of that they have long tradition of employing humans as their main workforce. Serpentfolk do value courage, but instead of using brute force they usually think alternative ways to win battles. This mentality manifests in cunning inventions and studious wizards. Lizardfolk are arch nemeses of serpentfolk.

Religion
Serpentfolk mostly worship Komot, but some coastal serpentfolk venerate Strommon

Rules
Ability modifiers: Serpentfolk are physically weak, but adaptable and smart. They get +2 Wisdom and -2 Strength.

Medium: Serpentfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Serpentfolk have a base speed of 30 ft.

Languages: Serpentfolk begin play speaking Common and Heretan. Serpentfolk with high intelligence scores can choose any additional language except secret languages, Angelic, Abyssal, or Infernal.

Weapon Familiarity: Serpentfolk are proficient with whips and slings, and treat khopesh and Hand crossbow as martial weapons.

Low-Light vision: Serpentfolk can see twice as far in conditions of dim light.

Natural attacks: Serpentfolk can use bite as a primary attack (or as a secondary attack, in conjunction with a melee attack), causing 1d4 piercing damage.

Unnaturally Slender: Serpentfolk can partially collapse their already slender bodies. Treat a Serpentfolk as one size class smaller for the purposes of squeezing through narrow spaces, so long as they are not wearing inflexible armor (armored coat or any heavy armor). Serpentfolk have a +2 racial bonus to Escape Artist checks, Swim checks and to their CMD to avoid Trip attacks.

Serpentfolk Immunities: Serpentfolk have a +2 racial bonus to saves vs. poison

Prehensile tail: Some serpentfolk have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Alternate racial traits:
Vaski-scales: Some serpenfolk have brass-like hard and thick scales. They gain +1 Natural armor. This trait replaces Unnaturally slender trait.

Cunning serpentfolk venom: Any natural attack(NOT unarmed strike) – injury; (save Fort DC 10 + ½ HD + Con bonus), frequency 1 / round for 1 hour; effect 1d4 damage; cure 1 save. The save DC is Constitution-based. After a serpentfolk has poisoned a foe 3 times, it takes 1 hour to replenish its charge of venom. This trait replaces Weapon familiarity trait.

Racial feats:
Viper venom(Racial):

This individual has been gifted by mother nature a more potent venom.

Prerequisites: Cunning serpentfolk venom; character level 2. Effect: 1d3 Dex and Con damage. In addition, each time the creature fails a save against the poison, for the following 24 hours it is overwhelmed with nausea whenever food is presented to it and is unable to bring itself to eat, no matter how hungry it becomes. Delivery: any natural attack(NOT unarmed strike) – injury;(save Fort DC 10 + ½ HD + Con bonus), frequency 1 / day for 2 days; cure two consecutive saves.

Tail Weapon(Combat):

You have strengthened your tail enough that you can use it to make slap attacks and augment your balance.

Prerequisites: Base attack bonus +1, serpentfolk.

Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d6 points of bludgeoning damage.

Natural mail(Racial):

Your scales harden and become even more brass-like.

Prerequisites: Vaski-scales

Benefit: You gain +1 natural armor