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Scorpion Heritor

(Sandstorm, page 86, DnD 3.5)


Scorpion heritors, through a special relationship with the scorpion spirit, gain the mystical abilities of the scorpion, and can even take its shape.

Requirements

Base Attack Bonus: +3

Feats Required: Scorpion's resolve

Skills required: Hide 8 ranks, Knowledge (nature) 4 ranks, Survival 4 ranks

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

Hit die

d6

Skill points

Skillpoints per level: 8 + intelligence modifier.

Class features

All of the following are class features of the scorpion heritor prestige class.

Scorpion's Instincts: You gain polymorph (see page 53) as a bonus feat.

Sneak Attack: 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. See the rogue class feature, page 50 of the Player's Handbook. 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 Scorpion> 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 (see page 53) 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.

Scorpion Heritor Size Stinger Damage Poison Damage (initial and secondary)
Small 1d3 1d2 Con
Medium 1d4 1d3 Con
Large 1d6 1d4 Con

Class Advancement

Level BAB Fort Ref Will 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 Sence
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

Class Skills

Skill nameUntrained?Key Ability
AppraiseYesINT
BalanceYesDEX*
JumpYesSTR*
BluffYesCHA
ClimbYesSTR*
CraftYesINT
Decipher ScriptNoINT
DiplomacyYesCHA
Disable DeviceNoINT
DisguiseYesCHA
Escape ArtistYesDEX*
ForgeryYesINT
Gather InformationYesCHA
HideYesDEX*
IntimidateYesCHA
Knowledge (local)NoINT
Knowledge (nature)NoINT
ListenYesWIS
Move SilentlyYesDEX*
Open LockNoDEX
PerformYesCHA
ProfessionNoWIS
SearchYesINT
Sense MotiveYesWIS
Sleight of HandNoDEX*
SpotYesWIS
SurvivalYesWIS
SwimYesSTR*
TumbleNoDEX*
Use Magic DeviceNoCHA
Use RopeYesDEX