Physical Description


Vishkanya prefer tropical climates, and can be found in vast numbers in Khaliram, Ramvata, Sengola, and south Anzica.


Alignment & Religion




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Racial Traits

Standard Traits

  • Type: Vishkanyas are primanoids with the vishkanya subtype.
  • Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
  • Speed: Vishkanyas have a base speed of 30 feet.
  • Languages: Vishkanyas begin play knowing one regional Vishkanyan language. Vishkanyas with high Intelligence scores can choose regional languages from the following: Draconic, Human, Kobold, Sakkadish, Vanaran, Vishkanyan, and Wayang. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Poison Resistance: Vishkanyas receive a racial bonus equal to half of their total Hit Dice on saving throws against poison. (1 CP)

Feat and Skill Racial Traits

  • Keen Senses: Vishkanyas receive a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
  • Limber: Vishkanyas receive a racial bonus equal to their total Hit Dice on Escape Artist and Stealth checks. (4 CP)

Magical Racial Traits

  • Vishkanyan: Vishkanyas can use the following spell-like abilities a number of times per day equal to their total Hit Dice: chameleon scales, detect poison, and purify food and drink. They use their total HD as their caster level. (3 CP)

Offense Racial Traits

  • Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison. (1 CP)
  • Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. (1 CP)

Senses Racial Traits

  • Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, and at 14th, they can see four times as far, and so on every 7 HD after. (1 CP)

Alternate Physical Traits

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Deceptive: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks. Source PZO9280
Sensual: You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
Serpent’s Body: Some reptilian races are born with a great affinity for the serpents they resemble. They gain Transformation, selecting the form of a serpent per the Serpentine Transformation talent, as a bonus feat at 1st level, even if they do not meet its prerequisites. This replaces poison use and toxic.

Summon Serpent: Some reptilian races are born with an innate command of their lesser cousins. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must be of the serpentine body type. This replaces poison use and toxic.

Cultural Traits

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Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.

Racial Feats

Feat Name Category/Type Prerequisites Benefit

Races of Celesia


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