Bestial Ancestries - The Medusae

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Bestial Ancestries:

The Medusae
Bestial Ancestries:
The Medusae
An ancestry option made for use with the Pathfinder 2nd Edition Roleplaying Game

Writing, Editing, Design

John Santa - V-Tech Publishing


Bestial Ancestries: The Medusae © 2020, John Santa - V-Tech Publishing.

Cover Art - zeezaczed, @zeezaczed on instagram

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and
Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn,
Stephen Radney-MacFarland, and Mark Seifter.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper
nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from
proper nouns), artworks, characters, dialogue, locations, organizations, plots, storylines, trade dress, the historical
period called the Gap, the terms kishalee, sivv, skyfire, Dreamer (the official Open Game Content term for which is
“dreaming barathu”), and the Drift (the official Open Game Content term for which is “hyperspace”). (Elements that
have previously been designated as Open Game Content, or are exclusively derived from previous Open Game
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Open Content: Except for material designated as Product Identity, the game mechanics of this Pathfinder Infinite
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Medusae
Traditionally described as terrifying monsters, Medusae are far more complex than the evil
creatures that many societies make them out to be. Born with snakes for hair and the
supernatural ability to turn their enemies to stone, Medusae are a mysterious and powerful
people with a sordid history that typically live their lives in the shadows of the world.

Medusae History While it is thought that Medusae are exclusively female,


this is not the case. It is, for whatever reason, more
Medusae have existed on the world for thousands of likely that the offspring of a Medusae is more likely to
years, but the exact origins of this mysterious race have be female, but males of the race do exist and share all of
been lost to the shadows that their ancestors once the same traits of females of the race. Due to the
called home. In recent years, many Medusae that have population difference between the genders, many
lived among the populous of the world in secret have
come out of hiding and shown their communities that Medusae end up partnering with non-Medusae, leading
despite the rumors and mysticism surrounding their to Medusae that resemble ancestries from all across the
people, there are many among the Medusae that wish world save for their snake hair and haunting gaze.
to lead lives just as the more common races of the If you want to play a character with unique
realm do. These revelations, though not always supernatural abilities that is often associated with a
received well, have allowed an increase in
understanding between the Medusae and the monstrous past, you should play a Medusae.
communities in which they live, allowing them to better
empathize and relate to the marginalized and rarer You Might...
races of the world such as the undead-blooded • Strive to break free from the legacy that follows
Dhampir, the unfortunate Changelings and the forlorn people of your powerful and mysterious bloodline.
half-races of the world. While legends that speak of the • Hide your true nature from those that you believe
evil acts performed by Medusae may be true in some will scorn or hunt you.
cases, many Medusae live in contradiction to these tall • Find yourself uniquely suited to adventure and
tales, serving their communities as town guards, espionage due to your supernatural abilities.
providing healing to those in need as herbalists, and
adventuring into the lost ruins and dungeons that Others Probably...
many believe Medusae were created to protect.
• Treat you with fear and suspicion whether you want
Special characteristics them to or not.
• Assume you're just like anyone else when you hide
Medusae have "hair" that is composed entirely of living your true form.
snakes. Further study on these snakes has led • Worry that you're trying to spread evil and chaos
researchers to believe that they are physical through subversive means or occult magics.
manifestations of the supernatural powers that are
constantly present in a Medusae's body, these snakes
Physical Description
strike a strange balance between being independent Pure blooded Medusae have builds very similar to
beings and extensions of the Medusae in that they humans, but differ from them in their blue tinted skin,
share the Medusae's mind but are also capable of slitted irises similar to those of a nocturnal snake, and
independent action and behavior based on the hair made of living snakes. Medusae born of mixed
unconscious desires and feelings of the Medusae. If a parentage show aspects from both parents but typically
Medusae is not careful in controlling their thoughts and show a skin color and general build similar to that of
temperament, their snakes will outwardly display the the non-medusine parent while retaining the signature
strongest feelings and/or desires that the Medusae is Medusae features of snake-like irises and hair
feeling at a given moment, for example, an angry composed of snakes that have scale coloration that
Medusae's snakes might attempt to strike out at a matches one of their parent's hair or scale colorations.
person that they wish to harm if the Medusae isn't A Medusae's snakes, if severed or damaged, can be
careful in controlling their emotions. These snakes can slowly reformed and restored to their original state if
grow up to 2 feet in length based on the desires of the the Medusae focuses their supernatural energies into
Medusae but longer snakes have been recorded. restoring them.
The Medusae's signature petrifying gaze is an ability Pure blooded Medusae reach physical maturity
that matures along with them, with many Medusae not around the age of 19 and typically live to the age of 200.
being able to fully realize their power until they've This process is vastly different for blood-mixed
worked hard to cultivate and strengthen the potency of Medusae, such Medusae typically follow the aging
their supernatural abilities. process of their non-Medusae parent and have
lifespans similar to that parent's.

3
Society Rarity
Medusae are thought by many to be evil creatures created by some unknown force to Uncommon
sow chaos within civilization or to protect ancient ruins from those who would wish to
plunder riches and artifacts lost to time. While it is true that some Medusae fit in with Hit Points
these stereotypes, Medusae are far more complex than the legends and myths make 8
them out to be. No Medusae, pure blooded or otherwise, knows the true origin of their Size
people. The oldest among the Medusae say that any knowledge on the topic was lost
during the Starfall when the truly monstrous “Old Ones” brought down the heavens Medium
themselves in waves of meteors that devastated the planet. The leading theory on the Speed
origins of the Medusae hypothesizes that the Medusae were once the agents of the “Old
Ones” and were planted into early human societies to secretly assist the ancient beings 25 Feet
in controlling and monitoring their subjects when the “Old Ones” found themselves Ability Boosts
occupied or otherwise unable to do so themselves. Dexterity
Every Medusae is taught at a young age how to make a specialized pendant infused Wisdom
with the occult energies inherently present in their bloodline. This pendant, known as Free
the "Bloodbound Pendant" is created using a few drops of blood from the Madusae
that the pendant will belong to, and a few drops from a person whose physical Ability Flaw
characteristics will be displayed instead of the Medusae's. A Medusae's first pendant is Constitution
usually infused with the blood of the non-Medusae parent for children born to mixed
parentage, while pure blooded Medusae typically gather such blood from a local
Language
member of the community that they live in. These bloodbound pendants allow the Common
Medusae to better fit in with the world at large by making it seem as though the wearer Additional languages equal to
is an average person of a non-Medusae ancestry matching the blood type that was used 1 + your Intelligence modifier,
in making the pendant. if it’s positive. Choose from
Recent years have seen many Medusae emerging from the shadows of society and the list of common languages
removing their pendants to live in their communities in their true forms. Such acts (Pathfinder Core Rulebook)
have had expectedly mixed results across the world with a spectrum of responses and any other languages to
ranging from violence to open armed acceptance, but even with the growing popularity which you have access (such
of emerging out into the world as their true selves, many Madusae still prefer to hide as the languages prevalent in
their true forms behind the relative safety of their false appearance, as it offers the
your region).
unique advantage of hiding themselves from those that would wish to harm them
while also hiding their powers from those they may wish to harm. Traits
Alignment and Religion Medusae
Humanoid
A Medusae can be of any alignment, but many tend to lean toward the alignments
most prevalent in their communities. When left to their own devices or born outside of Darkvision
a community with a unified alignment, Medusae tend to lean towards the more chaotic You can see in darkness and
alignments due the deception inherent in items like their bloodbound pendants and dim light just as well as you
the seemingly innate ability for them to stay outside of the watchful gaze of the law. can see in bright light, though
Medusae typically adopt the religion of the communities in which they are born, but your vision in darkness is in
those that are born outside of a community with a unified religion typically worship
gods that value independence, illusion, or secrets. black and white.
Medusae Immunity
Names Medusae are immune to the
Medusae names derive from the cultures into which they are born, as Medusae petrifying gazes of other
themselves do not have much of a history that is independent from the cultures in Medusae.
which they have integrated themselves into. Although rare, societies of pure blooded
Medusae have been documented. Such societies typically name their children based on Bloodbound Pendant
a combination of naming conventions used in the communities from which they once You get a Bloodbound Pendant
lived. (pg. 6) item for free, as it was given

Medusae Heritages to you at a young age. Selling or


otherwise losing your Bloodbound
Medusae differ widely based on their parentage, culture, and even their region of the Pendant can be frowned upon by
world. Choose one of the following heritages at 1st level. some groups of Medusae, while
others see it as a transitional step
Blood-Mixed Medusae towards portraying one's true self
While it is common for Medusae to partner with non-Medusae, your ancestors have fearlessly. This pendant is
done so for centuries, resulting in children that much more closely resemble children specifically the "Birth Pendant"
of your non-Medusae parent's bloodline. If people of your non-Medusae parent's found under the Bloodbound
ancestry have different size or speed statistics, change your statistics to match that of Pendantitementry.
your non-Medusae parent's. You gain the ancestral trait associated with your non-
Medusae parent, Ex. Dwarf, Elf, Goblin, etc. If your non-Medusae ancestry has any
special senses or items, you gain those features. Whenever you gain an ancestry feat
you can choose from the feats given to you by your non-Medusae parent's ancestry or
the Medusae ancestral feats.
4
Stone Blessed Medusae REVEALING SIGHT
The aspect of stone has manifested itself strongly in
your bloodline, allowing you to exert finer control over
Frequency See description
your petrifying gaze. Medusae of your bloodline are Duration Equal to your character level in hours
able to focus their petrifying gazes in a manner that
You focus your supernatural energy into your eyes, causing
allows them to form a protective layer of stone atop the them to glow eerily. You ignore concealment that a creature
targets of their gaze rather than completely petrifying may gain from natural sources such as fog, rain, smoke, storms,
them. Additionally, you are able to tell if a creature or or clouds, however, such sources do not provide concealment to
object that you are touching is petrified or simply made you while this ability is active. Magically created sources of
of stone. concealment, such as Blur, still provide concealment. You can
maintain your revealing sight for a total number of hours each
STONE BLESSING day equal to your character level. Ex. If at level 3 you used this
power for 1 hour, you would still have 2 more hours of active
use until the duration refreshed the next day.
Frequency (Character level/4, minimum 1) times per day
Duration 20 Minutes Ancestry Feats
Range 30 feet; Targets self or 1 creature you can see At 1st level, you gain one ancestry feat, and you gain an
You focus your petrifying gaze, carefully hardening the additional ancestry feat every 4 levels thereafter (at 5th,
outermost layer of the target's body. Your target gains physical 9th, 13th, and 17th levels). As a Medusae, you select
resistance equal to your level, this resistance is circumvented from among the following ancestry feats.
by adamantine weapons. Each time the target is hit by a
bludgeoning, piercing, or slashing attack, Stone Blessing's 1ST LEVEL
duration decreases by 1 minute. Using this ability on yourself
utilizes the supernatural energies present in your body to form a STONE TRANSFERENCE FEAT 1
layer of protective stone on you, negating the need to see
yourself.
Prerequisites Stone Blessed Medusae heritage
Long Fang Medusae Frequency 1 + (character level/10) times per day
Genetics or the potency of the supernatural energies Range touch; Targets 1 petrified creature or object, self
present in your body has made your fangs much Your connection with the petrifying energies present in your
stronger than the average Medusae's, in addition, you blood runs deep, allowing you to manipulate petrified creatures
and your snakes begin producing an impotent venom and objects in ways that other Medusae can't. Upon activation
that can act as a mild irritant. You gain an unarmed the target begins to return to the state they were in before they
fang attack that you can launch using the fangs inside were petrified, the target fully returns to their unpetrified state at
the end of the Medusae's next turn. Upon activating this ability,
your mouth or the fangs of the snakes that compose
you can choose to gain the effects of Stone Blessing as if you
your hair. If you are untrained in unarmed attacks you had activated it on yourself even if you haven't removed an
become trained in this specific attack. You gain a fangs object or creature's petrification.
unarmed attack that deals 1d6 piercing damage. This
attack is in the brawling group and has the unarmed, PENETRATING SIGHT FEAT 1
agile, and finesse traits.

Fork Tongue Madusae Prerequisites Revealing Sight Medusae heritage


Medusae of your bloodline are far more in tune with When using your Revealing Sight ability you are able to see
the serpentine aspects of your blood. You have a long through magically created fog, rain, smoke, storms, or clouds as
if they were natural occurrences, allowing you to ignore
forked tongue similar to that of a snake, granting you concealment that a creature may gain from such effects.
the heightened olfactory senses that snakes are famous Additionally, you gain +2 circumstance bonus to saves against
for. You gain a special sense: imprecise scent with a effects that would negatively affect your sight such as the
range of 30 feet, the range for this sense is doubled if blindness spell.
downwind or halved if upwind. You gain a +2
circumstance bonus to Perception checks when Seeking VENOMOUS FANGS FEAT 1
or otherwise searching for creatures or objects that are
within range of your scent.
Prerequisites Long Fang Medusae heritage
Revealing Sight Medusae Frequency (Character level/5, minimum 1) times per day
The Venom in your fangs has increased in potency. Upon
Medusae of your bloodline have developed the unique successfully damaging a creature with your fang attack, you
ability to augment their eyesight using the supernatural may inject the target with your venom as a free action. The
energies present in their bodies. You gain the Revealing venom deals persistent poison damage equal to your character
Sight special ability, this ability causes your eyes to level, you are immune to the effects of your own venom. The
alight with a pale glow that corresponds to your iris supernatural nature of this venom makes it lose potency when
color. You gain the following ability, which you can away from your body, making it useless unless injected during a
activate using a free action: fang strike.

5
ALTERED VISAGE FEAT 1 5TH LEVEL
PETRIFYING GAZE FEAT 5
Prerequisites A Bloodbound Pendant
Frequency 1 + (Character level/5) times per day
Duration 1 + (Character level/4) hours Frequency Equal to your character level in rounds per day
You've been trained in the ancient practices of the Medusae Duration As long as your aura is active
infiltrators, allowing you to make alterations to the visage Range 30 feet; Targets Designated visible creatures within range
infused into your Bloodbound Pendant. When you use the You have practiced and cultivated the power of your gaze,
Impersonate action, you may use your Bloodbound Pendant to taking the first step towards fully turning your foes to stone.
craft an altered visage instead of needing a disguise kit. While While this ability is active, you gain a 30 foot aura, whenever a
this ability is active, anyone attempting a Perception check creature enters this aura or ends their turn in this aura, you can
against your Deception DC receives a -2 circumstance penalty designate them as a target. Once designated, targets must
to their check. immediately attempt a Fortitude save with a DC equal to your
Perception DC or 25, whichever is higher. Targets that fail this
BESTIAL TONGUE FEAT 1 check become slowed 1 for 1 minute. Activating this ability
costs 1 action and has the concentrate trait, you can deactivate
this ability as a free action at any point in your turn. This ability
Prerequisites Fork Tongue Medusae heritage can be active for a total number of rounds equal to your
Your connection with the bestial nature of your blood grows. character level each day, after these rounds have passed, the
You've begun to understand the meaning concealed withing the ability deactivates and you must wait until the next day before
sibilant hissing of snakes, allowing you to ask questions of, you can activate this ability again.
receive answers from, and use the Diplomacy skill with animals POTENT VENOM FEAT 5
that are snakes or are snake-like (the GM determines which
animals fall under this category). Additionally, you are able to
communicate with creatures that have the Beast trait even if
you do not share a common language. Communication with Prerequisites Long Fang Medusae heritage, Venomous Fangs
beasts that you do not share a common language is difficult, Frequency (Character level/5, minimum 1) times per day
any checks made using the Diplomacy skill suffer a -2 You have gained the ability to produce venom that is similar to
circumstance penalty when using this method. that of a serpent's. During your daily preparations you can
choose to produce a venom with the statistics below instead of
BLOOD AWAKENING FEAT 1 the venom given to you by the Venomous Fangs feat. Upon
successfully damaging a creature with your fang attack, you
may inject the target with your venom as a free action. The
The ancient and magical nature of your blood has awakened, increased potency of this venom allows you to harvest it by
manifesting as a simple spell that you can use even if you aren’t expending one daily use per dose of venom harvested.
formally trained in magic. Choose one cantrip from either the Saving Throw DC 25 Fortitude; Maximum Duration � rounds;
arcane or occult spell list, you can cast this cantrip as an innate
spell at will. A cantrip is heightened to a spell level equal to half Stage 1 1d� poison damage and enfeebled 1;
your level rounded up. Stage 2 2d� poison damage and enfeebled 2;
Stage 3 2d� poison damage, enfeebled 2, clumsy 2
MEDUSAE LORE FEAT 1
SPECIALIZED SIGHT FEAT 5
You've studied mysterious origins of the Medusae people,
learning of their arcane powers and occult origins. You gain the Prerequisites Revealing Sight Medusae heritage
trained proficiency rank in Arcana and Occultism. If you would The power of your sight continues to grow. During your daily
automatically become trained in one of those skills (from your preparations you can apply one of the following effects to your
background or class, for example), you instead become trained Revealing Sight ability:
in a skill of your choice. You also become trained in Medusae
Lore. -You can spend 2 actions to focus on the area around you. This
activity has the Concentrate trait and confers the effects of
SNAKE SERVANT FEAT 1 Detect Alignment (Pathfinder Core Rulebook) as if it was cast
on you at 2nd level while your sight is active. While focusing,
you must decide which alignment you wish to detect with this
The aspect of the snake has manifested itself strongly in your ability.
blood, allowing you to call upon a snake for aid and -You gain the effects of See Invisibility (Pathfinder Core
companionship. You gain a pet snake that has become Rulebook) while your sight is active.
supernaturally bonded to you, this snake is a familiar and
follows all the rules regarding familiars (Pathfinder Core -You can spend 1 action to focus on a creature or object within
Rulebook). A familiar summoned through this ability must take 30 feet. This action has the Concentrate trait and confers the
the form of a snake. effects of Detect Poison (Pathfinder Core Rulebook) as if it was
cast on you at 2nd level while your sight is active.
SYMBIOTIC VISION FEAT 1 -While your sight is active, you see shimmering auras around
creatures and objects that are magical. You can spend 1 action
to focus on a shimmering creature or object within 30 feet. This
Through mental training and practice, you've learned how to tap action has the Concentrate trait and allows you to determine
into the sensory input of your snakes, allowing you to see and which school(s) of magic are present on the target of your
feel using their senses. You gain all-around vision, meaning you focus. Illusion magic can only be detected and identified by this
can see in all directions simultaneously, removing your ability if the effect's level is lower than or equal to half your
vulnerability to being flanked. Additionally, you are always
counted as averting your gaze when making saves against character level rounded up.
visual abilities that require you to look at a creature or object.
6
SLITHERING FORM FEAT 5 SNAKE FORM FEAT 9

Your muscles and bones have developed in a way that allows


you to squeeze and maneuver your body like a snake. When
Frequency (Character level/5) times per day
attempting the Squeeze action, you treat a failure as a success
Duration Equal to your character level in hours per day
and a success as a critical success. When you roll a save
against an effect that would grapple, restrain, or immobilize you, Medusae of your bloodline are known to be legendary
you can choose roll your Reflex save instead of your Fortitude infiltrators, this is due to their unique ability to turn into snakes.
save to resist. When a creature uses the Grab ability on you, it You gain the effects of the Animal Form spell, but you can only
must roll an Athletics check vs. your Reflex or Fortitude DC turn into a snake. The effects of the animal form can be
instead of automatically grabbing you. When you attempt the heightened to a spell level equal to half your level rounded up.
Escape action you treat a success as a critical success,
additionally, rolling a critical failure doesn't prevent you from 13TH LEVEL
attempting to escape again.
POISON AFFINITY FEAT 13
STRENGTHENED BLOOD FEAT 5
Your body has developed a supernatural resistance to poison.
Prerequisites Blood Awakening You gain resistance 5 to poison damage and saving throws
The power of your ancient blood grows as you gain more made to resist poisons gain a +2 racial bonus. When rolling a
experience. During your daily preparations you may change the saving throw against poison, a critical failure is treated as a
spell that you gain from your Blood Awakening feat. failure instead, and a success is treated as a critical success
instead.
9TH LEVEL
SHARED POWER FEAT 13
PETRIFY FEAT 9
Prerequisites Petrifying Gaze
The supernatural power of your blood has grown strong. When
Prerequisites Petrifying Gaze you activate your Petrifying Gaze ability you may target one ally
Frequency (Character level/4) times per day you can see, your targeted ally will become the source of your
Range 30 feet; Targets one creature or object Petrifying Gaze aura and will be able to use the ability as you
Your hard work and practice have allowed you to master your would. Your gaze stays active on your ally for as long as you
petrifying gaze. You fix your gaze upon a creature that you can keep the ability active and deactivates if you deactivate it. You
see within 30 feet. The target of your gaze must immediately may make yourself the source of your Petrifying Gaze aura with
attempt a Fortitude save as if they were targeted by your a free action at any point during your turn.
Petrifying Gaze ability. If your targer was under the effects of 17TH LEVEL
Petrifying Gaze's slow before attempting this save, a failed save
causes it to become petrified permanently. If your target was POWERFUL PETRIFICATION FEAT 17
not under the effects of Petrifying Gaze's slow before
attempting this save, a failed save, a failed save causes it to
become Slowed 1 for 1 minute. After attempting its save, the
creature is temporarily immune to the effects of this ability until Prerequisites Petrifying Gaze, Petrify
the start of the Medusae's next turn. You may use this ability to Area 30 foot cone; Targets designated creatures or objects
petrify objects of up to 5 bulk or objects that take up an area of Your control over your petrifying power grows ever stronger.
up to 3 square feet. Petrifying objects greater than these Your Petrify ability is replaced with the following ability. You
standards are subject to GM approval but are not impossible. focus your gaze over a section of the battlefield in a 30 foot
ENHANCED SIGHT FEAT 9 cone and designate creatures or objects within this cone that
you wish to target. Targeted creatures must immediately
attempt a Fortitude save with a DC equal to your Perception DC
Prerequisites Specialized Sight or 30, whichever is higher. A creature that was not under the
The power of your sight grows even stronger. You add the effects of your petrifying abilities' slow before attempting this
following effect to the list of possible effects that you can apply save becomes slowed for 1 minute on a failure and permanently
to your Revealing Sight: petrified on a critical failure. A creature that was slowed by your
-You gain the effects of True Seeing (Pathfinder Core Rulebook) petrifying abilities before attempting this save takes a -2
while your sight is active. circumstance penalty to their save and is permanently petrified
-You gain the effects of Greater Darkvision. on a failure. After attempting their saves, targeted creatures are
temporarily immune to the effects of this ability until the start of
In addition to adding the above effects to your list of possible
effects, you can select up to 2 effects to apply to your Revealing the Medusae's next turn. You may use this ability to petrify
Sight during your daily preparations. You may spend 10 minutes objects of up to 20 bulk or objects that take up an area of up to
focusing your supernatural energies to re-select your sight 10 square feet. Petrifying objects greater than these standards

7
abilities instead of waiting for your next daily preparations. are subject to GM approval.
Medusae Items POISONER'S GLOVES ITEM 1

BLOODBOUND PENDANT ITEM 1+


Price 20 gp
Usage worn gloves; Bulk L
Price varies Activate interact to apply a stored liquid/powder,
Usage worn pendant; Bulk - interact to apply a stored liquid/powder to a weapon
Activate interact Poisoner's gloves can take many forms but the design most
Hardness by material; HP by material used consists of a dark leather base glove plated with dark
This pendant allows the Medusae to appear as a person of a metallic scales that do not shine and make much less sound
non-Medusae heritage. When activated by the bonded Medusae, than one would expect from metallic gloves. Each finger of a
the pendant casts a perpetual illusion over the eyes, skin, and poisoner's glove is capped with a sharp metal claw. One claw
hair of the Medusae, making them appear as an average person on each glove is hollowed out and designed to hold one dose of
of an ancestry matching the blood type used create this item. poison, oil, or powder that can be released by applying pressure
The perpetual illusion created by this item is powered by the to a specific point on the glove. The exact placement and
supernatural energies present in the blood of the Medusae to method of releasing the stored contents vary from glove to
which this item is bound, as such, the illusory effects and blood glove, but the resulting application of poison is hard to detect
bond on this item will immediately be broken if the item's magic unless careful scrutiny is placed upon the claws of the wearer's
is dispelled or the bound Medusae dies. This item’s “magic gloves. Creatures attempting to detect the activation of the
effect level”, most commonly used when someone would try to poisoner's gloves must make a Perception check against the
detect the illusion, is equal to half its item level rounded up. wearer's Thievery DC, creatures that succeeded may notice that
something emerged from the poisoner's gloves and onto
Type Birth Pendant; Level 4; Price Varies, typically ~5 gp whatever the target of the activation was, or they may only
This pendant was created for the Medusae by their caretakers notice that some sort of compartment on the gloves had
around the time they were born. The materials used to create opened briefly. When making a fist attack with these gloves
the pendant, as well as the appearance of the pendant are up to equipped your attacks gain the Versatile P trait, allowing you to
the player and the GM to decide. Performing the bloodbinding deal piercing damage with your fists as you pierce your
ritual on this pendant can increase its item level as described in opponents with the claws of the glove. Using the gloves to
the ritual itself. apply poison to a weapon is an overtly visible gesture and will
SERPENT'S EYE GEM ITEM 4+ most likely be noticed.
MEDUSAE VENOM ITEM 5
Price varies; Bulk -
Activate 5 minutes, concentrate Price 20 gp; Bulk L
A Serpent's Eye Gem is a gem that has been supernaturally Usage held in 1 hand
bound to a Medusae using the Eye of the Serpent ritual. These Activate interact to to pour/release,
magical items appear to be mundane gems that have a streak interact to apply to a weapon
located somewhere near the center of them, seeming to be
some sort of strange fissure or flaw within the gem itself. To This vial contains venom that has been extracted from the
activate a bound gem, a Medusae must concentrate for 5 fangs of a Medusae. The listed onset time only applies if this
minutes and close their eyes, allowing their immediate senses venom was ingested.
to dull as they reach out with their supernatural powers and Saving Throw DC 25 Fortitude; Onset 1 minute;
reforge the link between them and their gem. During the Maximum Duration � rounds;
process of activating a bound gem, the sigil upon the Stage 1 1d� poison damage and enfeebled 1;
Medusae's body associated with the specific gem being
activated begins to glow and emit a dull light as the Stage 2 2d� poison damage and enfeebled 2;
supernatural energies present in the Medusae coalesce near the Stage 3 2d� poison damage, enfeebled 2, clumsy 2
sigil. A Medusae can choose to instead focus on the sigil
related to a specific gem, causing the bound gem to emit a dull SOFTENING SALVE ITEM 7
glow that can assist in finding them gem should it be lost. A
Medusae is able to activate a bound gem from a distance of up
to 1 mile for the lowest level Serpent's Eye, variations on this Price 75 gp
distance and the effects that the bound Medusae can use are Usage held in 2 hands; Bulk L
detailed in the Eye of the Serpent ritual description. An Activate interact
activated gem requires an hour to recharge its supernatural This jar of fragrant smelling gel can be spread upon a petrified
energies before it can be activated again. Unbinding a Serpent's creature of medium size or an object of up to 4 bulk, the
Eye can be done over the course of an hour as a Medusae creature or object will then slowly revert to their unpetrified
draws the energies infused into the gem back into their body, state over the course of 1 minute. A creature of up to large size
this can be done at a distance up the the gem's activation or an object of up to � bulk can be unpetrified by using two jars
distance but will be interrupted should the gem leave the of softening salve consecutively. When applied to a non-
activation distance. If a Serpent's Eye is ever dispelled, petrified target, softening salve gives the user a sweet-smelling
destroyed, or unbound, the resulting gem is completely returned scent and makes their skin glow with radiant beauty, conferring
to its mundane state and the streak near the center of it will upon them a +2 status bonus to Diplomacy checks made
immediately disappear. The death of a Medusae will against creatures that would be receptive to these attributes.
immediately unbind all of their bound gems if they had any.
8
The effect of the bonus lasts for 1 day.
Medusae Rituals the slitted pupil of a nocturnal snake and the Medusae to which
the gem is bound will be magically marked with a sigil depicting
The Bloodbinding Ritual a snake's eye for as long as the gem is bound to them, the exact
location of the sigil is up to the Medusae to decide upon
This ritual, passed down by generations of Medusae completion of the ritual. The resulting Serpent's Eye Gem can be
over thousands of years, is rumored to originate from used exclusively by the bound Medusae, and allows the
the monstrous “Old Ones”, who supposedly taught the Medusae to see from the gem as if it were one of the
first Medusae this esoteric rite many thousands of years Medusae's own eyes (further detail regarding how to activate
ago. The true origins of the ritual are unknown, but the the Serpent's Eye Gem can be found in the item's description).
potency of the magic and effectiveness of the
enchantment imparted by it are absolute. This ritual is The Medusae can activate a bound gem from up to a mile away
taught to all Medusae at an early age and draws upon and can have up to 1 gem bound to them. A Serpent's Eye Gem
the supernatural power innately present in the created from this ritual has an item level equal to double the
Medusae's blood, removing the need for any sort of level of the ritual used to make it.
outside magic or knowledge. Heightened (3rd) A bound gem can be activated from up to 10
NOTE miles away and up 2 gems can be bound to the Medusae.
The skill and esoteric means that are required to even Heightened (4th) A bound gem can be activated from up to 100
learn these rituals gives them no chance of failure, as miles away and up 3 gems can be bound to the Medusae. Your
such, casting only requires a set amount of casters to bound gem(s) now allow you to hear as if you were standing in
participate in the ritual for it to succeed. the place where the activated gem is.
BLOODBINDING RITUAL 1 Heightened (5th) As Heightened 4 except that a bound gem can
be activated from anywhere on the same planet and up 4 gems
can be bound to the Medusae
Cast 2 hours; Cost 1 vial of medusae blood, 1 vial of non- Heightened (�th) As Heightened 5 except that up 5 gems can
medusae blood or 1 vial of medusae blood for upgrading
Caster(s) 1 be bound to the Medusae. Additionally, you gain the ability to
Range touch; Targets 1 unbound pendant or 1 bloodbound speak through a bound gem as if you were standing in the place
pendant for upgrading where the activated gem is.
Over the course of 2 hours, you infuse the pendant with a visage The Hidden Truth Ritual
resembling a person similar to the person whose blood you This ritual is often used by Medusae who possess
used in the ritual. The illusory visage that the item imparts upon information that they believe to be so sensitive that it
you will have an eye color and type that closely resembles that needs to be locked away unless absolutely necessary.
of the non-Medusae, it will impart upon you hair that is roughly This knowledge of this ritual is known more in rumor
the same length as the length of your snakes and will make the than reality, with Medusae infiltrators and leaders
illusory hair appear the same color as the non-Medusae's hair, being the only ones who might know it, if they even
finally, the illusory visage will have a skin tone that closely admit to its existence.
resembles that of the non-Medusae's. Performing this ritual HIDDEN TRUTH RITUAL 4
binds the pendant to the supernatural energies present in the
Medusae and will enable the pendant to draw power exclusively
from the bound Medusae in order to sustain the illusory visage. Cast 4 hours;
A pendant bound by this ritual will have an item level equal to Cost rare candles and incense worth a total of 25 gp
the level of the Medusae that performed this ritual. A pendant Caster(s) up to 5
that has already been bound by the Medusae performing this Range touch; Targets primary caster, secondary caster(s), 1 or more
ritual can have its item level upgraded to the Medusae's current objects
level, if it is higher than the pendant's current level.
This ritual transplants chosen memories from its casters into
The Eye of the Serpent Ritual objects. The ritual begins with the casters choosing which
Legends speak Medusae infiltrators' uncanny ability to memories they wish to have removed from their minds and
gain information that they have no discernible method transplanted into a given object, these objects must be on hand
of obtaining, this is due in no small part to the powers or within a few feet of the casters while the ritual is being
of Serpents' Eye Gems, occult magic items created by performed. A caster can choose to transfer memories as
Medusae that utilize their blood and innate specific as singular words such as codes, names, dates, etc. to
supernatural energies. This ritual is known mostly to whole lengths of time such as memories of the past few days,
Medusae leaders or infiltrators, as such, finding a weeks, months, etc. Once the caster has decided which
Medusae willing to teach a prospective student this memories they wish to transfer, they must then decide which
ritual would be difficult, but not impossible. memories will go into which objects. A caster can combine all
the memories they wish to store into one object or they can split
EYE OF THE SERPENT RITUAL 2 the memories into however many objects they have available to
them. After the ritual is complete, the objects infused with the
caster(s) memories become magical items if they weren't
Cast 2 hours; Cost 1 vial of medusae blood already and gain the enchantment and transmutation traits,
Caster(s) 1 representing the new magical energies present in them. If an
Range touch; Targets 1 gem worth at least 10gp or 1 Serpent's object infused with memories by this ritual is ever destroyed,
Eye Gem permanently dispelled, or otherwise disrupted, the memories
Over the course of 2 hours, you infuse a gem with some of the contained within will transfer into the nearest creature. A caster
supernatural power present in your blood. The gem being used can spend 1 minute concentrating on an infused object to
regain their memories.
9
in the ritual begins to develop an internal streak that resembles
Appendix
Trait Definition
Medusae A creature with this trait is a member of the
Medusae ancestry. Medusae are humanoids with
supernatural abilities and a unique visage. An ability
with this trait can be used or selected only by Medusae.
An item with this trait is created and used by Medusae.

Scaling Abilities
Abilities and effects that are based on dividing a
character's level are meant to only give another usage
when the division results in an equal number. Ex. an
ability that can be used (character level/4) times per day
can be used once at 4th level, twice at 8th level, three
times at 12th level and so on. A GM can of course choose
to round these divisions up or down at their discretion.

A note regarding other


petrifying creatures
There exist other creatures with petrifying abilities such
as Basilisks and Gorgons, it is up to GM discretion
whether or not a Medusae would be immune to these
petrifying abilities in the same way they are immune to
a fellow Medusae's petrifying gaze. Instead of complete
immunity, a Medusae could be given a bonus to save
against petrifying effects from creatures other than
Medusae, rather than giving them an outright immunity
to such effects.

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