Scorpion Heritor

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Requirements

Base Attack Bonus: +3.

Skills: Hide 8 ranks, Knowledge (nature) 4 ranks, Wilderness Lore 4 ranks.

Feat: Scorpion's Resolve

Special: Must have survived the venomous sting of a monstrous scorpion.

Summary

The desert scorpion is thought to symbolize revenge, and sometimes cruelty. In the waste, the scorpion also symbolizes stealth, passion, and perseverance in the face of extinction. By emulating the essence of the scorpion and becoming one with the scorpion’s strength, desert people can tap into the scorpion’s vitality. Scorpion heritors, through a special relationship with the scorpion spirit, gain the mystical abilities of the scorpion, and can even take its shape.

Only characters who already revere the scorpion, who know something of its ways, who know how to survive in the desert, and who have taken the scorpion’s venom into their blood can become scorpion heritors. Rogues are most often associated with the scorpion heritor class, but it isn’t unheard of for barbarians, rangers, or even fighters to pick up a few levels of the prestige class. Most classes have to buy at least some ranks in required skills as cross-class skills.

Role: DPS

Characteristics: Scorpion enthusiasts that manifest the actual abilities of scorpions

Source: Sandstorm

Game Rule Information

The Scorpion Heritor has the following game statistics.

Abilities: Wisdom, Constitution and Strength are what you need to maximize use of your strange abilities

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Scorpion Heritor's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pickpocket (Dex) Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), and Wilderness Lore (Wis)

Skill Points at 1st Level: (8 + Int modifier) × 4

Skill Points at Each Additional Level: 8 + Int modifier

Class Features

All of the following are class features of the Scorpion Heritor.

Weapon and Armor Proficiency: A Scorpion Heritor is proficient with whatever they were already proficient with prior to taking levels in this class.

Scorpion's Instincts: You gain Scorpion’s Instincts as a bonus feat.

Sneak Attack Ex: Beginning at 2nd level, you deal extra damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if the target is within 30 feet. This damage increases at 4th, 6th, 8th, and 10th level.

Scorpion Form Su: Beginning at 3rd level, you can take the form of a Tiny monstrous scorpion once per day, as if using the polymorph spell, for up to 1 minute.

Envenom Blade Ex: At 5th level, your saliva becomes venomous. As a free action three times per day, you can envenom your melee weapon, a thrown weapon, or a piece of ammunition for a ranged weapon. Using this ability does not provoke attacks of opportunity. The Fortitude save DC of the venom is equal to 15 + your Wis modifier. The venom deals 1d4 points of Constitution damage as its primary and secondary damage. If you already have a bite attack, you can choose to envenom your bite as a use of this ability.

Immunity to Scorpion Venom Ex: At 5th level, you gain immunity to all scorpion poisons (but not to the poison of other creatures).

Scorpion's Sense: At 7th level, you gain Scorpion’s Sense as a bonus feat.

Tail of the Scorpion Su: At 9th level, you learn to grow a dark, translucent scorpion’s tail once per day, which magically emerges from whatever clothing or armor you’re wearing. The stinger on the end of the tail deals the damage indicated on the table below, + 1/2 your Strength bonus (if any). The DC for the poison save is 10 + 1/2 your Hit Dice + your Con modifier.

You can wield a weapon in one or both hands at your normal attack bonus and make a secondary natural attack with the tail at a –5 penalty.

The tail of the scorpion lasts for 1 hour or until you dismiss it. Growing or dismissing the tail is a standard action.

Table 1-1: Scorpion Heritor
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +2 +0 +0 Scorpion’s Instincts
2nd +1 +3 +0 +0 Sneak attack +1d6
3rd +2 +3 +1 +1 Scorpion form
4th +3 +4 +1 +1 Sneak attack +2d6
5th +3 +4 +1 +1 Envenom blade, immunity to scorpion venom
6th +4 +5 +2 +2 Sneak attack +3d6
7th +5 +5 +2 +2 Scorpion’s Sense
8th +6 +6 +2 +2 Sneak attack +4d6
9th +6 +6 +3 +3 Tail of the scorpion
10th +7 +7 +3 +3 Sneak attack +5d6
Table 1-2: Tail of the Scorpion Damage
Scorpion Heritor Size Stinger Damage Poison Damage (initial and secondary)
Small 1d3 1d2 Con
Medium 1d4 1d3 Con
Large 1d6 1d4 Con