Aar Khalim
First Post
Hello, this is my first post/topic
and it was recommended by my friend Jimlock
Here is the think...
I wanted to reform this existent prestige class from sandstorm.
My intention was to offer a better climax to this exotic prestige class and emphasize in its balanced development. Under taking into consideration the original prestige class from sandstorm, I had the impression that it didn’t fit well. I mean, someone would have an ordinary rogue with a scorpion’s tail up his ass, and oh, sometimes he can become a tiny scorpion (from 3rd level?). It seemed to me as a lack of respect for a scorpion oriented prestige class. It shouldn’t be all about sneak attack development, but rather the slowly development of scorpion’s instincts until the transformation of his inner essence and the devour of someone’s “humanity”.
Ok, after the philosophic introduction here is what i propose. I kept the original abilities of the default prestige class and i added any feat that would make sense to be a scorpion heritor’s possession. Plus I created some of my own which I have to say I made a doctrine on scorpion’s physiology. I totally perceive a different touch to his advancement and I think he should be a little bit more powerful, agile and elusive than the default. The abilities in every level gained might seem too many on first sight, but they are not cataclysmic combat factors (like an assassin’s death attack from 1st level). I felt the need to offer him a bigger variety of abilities to be used in circumstantial conditions, and even boost the gameplay for a scorpion heritor player and grant him with some prudent tactics.
This is supposed to be a rogue/assassin oriented class. Yes, he is more powerful than his originator. But if someone wants the scorpion heritor’s best abilities, he would have to dedicate many levels in him.
Take a look at the new abilities: neurotoxins, scorpion’s attack, scorpion’s carapace.
And on the other hand the challenging symptoms: embodiment of prey, cannibalism.
SCORPION HERITOR
Balance: Rogue
Prerequisites:
· Alignment: true neutral, chaotic neutral, neutral evil
· Skills: Hide 6 ranks, Spot 6 ranks, Knowledge (nature) 4 ranks, Survival 4 ranks
· Feats: Improved initiative,Combat reflexes
· Special: Must have survived the venomous sting of a monstrous scorpion. Sneak attack 2d6
Level Base Attack Bonus Saving Throws special
For Ref Wil
1 +0 2 2 0 Low light vision, Scorpion’s instincts, Scorpion’s insight,
Keen senses, Immunity to scorpion poison
2 +1 3 3 0 Sneak attack 1d6, Scorpion’s resolve
3 +2 3 3 1 Scorpion’s grasp, Scorpion’s strike, Uncanny dodge
4 +3 4 4 1 Crippling strike, Poison resistance,
Scorpion’s carapace 2/natural
5 +3 4 4 1 Sneak attack 2d6, Envenom blade, Embodiment of prey
6 +4 5 5 2 Scorpion’s sense, Opportunist
7 +5 5 5 2 Neurotoxins
8 +6 / +1 6 6 2 Sneak attack 3d6, Deft strike,
9 +6 / +1 6 6 3 Scorpion form, Scorpion’s awareness, cannibalism
10 +7 / +2 7 7 3 Tail of the scorpion, Sneak attack of opportunity,
Hit Die: d6
Class Skills (4+Int modifier per level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), (Survival) (Wis), Tumble (Dex),
Weapon and armor proficiency: Scorpion heritors are proficient with all simple and martial weapons. They are proficient with light armor and hide armor.
Scorpion’s instincts: At 1st level a scorpion heritor gains the scorpion’s instincts feat.
You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Hide checks and reducing the distance within which creatures can detect you by scent to 10 feet (20 feet if upwind, 5 feet if downwind). If you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you gain an additional +2 bonus on Hide checks, a +2 bonus on Move Silently checks, and a creature can detect you by scent only if it is within 5 feet (pinpointing your location as normal).
Scorpion’s insight: At 1st level the scorpion heritor gains the benefits of the combat insight feat. Even if he does not meet the prerequisites. When wielding a melee weapon, add your Intelligence modifier rather than your Strength modifier to the weapon's damage rolls. This ability can be used only with light melee weapons (piercing/slashing) and can be used with the sneak attack, as a bonus to the total damage.
Keen senses: Keen senses functions exactly like the alertness feat . You get an +2 bonus on all listen and spot checks.
Immunity to scorpion venom (Ex): At 1st level, you gain immunity to all scorpion venoms (but not to the poison of other creatures)
Scorpion’s resolve: You gain the scorpion’s resolve feat. Like the scorpion you are not easily distracted. You gain a +4 bonus on saving throws against mind-affecting spells and abilities.
Scorpion’s Grasp: At 3rd level a scorpion heritor gains the scorpion’s grasp feat even if the character does not meet the prerequisites.
If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must drop your one handed weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. If you initiated the grapple while armed, however, you cannot make additional grapple checks to deal damage during the round in which you use this feat. You have the option to conduct the grapple normally, or you may hold a creature one or more sizes smaller than you with your off hand. If you choose to do the latter, you take a -20 penalty on grapple checks against that creature and you cannot deal damage with your grapple checks, but you are not considered grappled yourself. You don't lose your Dexterity bonus to AC, you still threaten an area, and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent's weight.
Special: You can use the tail of the scorpion ability upon reaching 10th level with scorpion’s grasp to sting the grappled person (it is considered a natural weapon) with a +2 bonus to attack roll when you are holding him with both hands, or with a -5 penalty if you are holding him with your off hand and you are holding a light weapon with the other hand. In fact, it is an extra attack with the same conditions as subscribed above plus a +2 attack bonus on conditions.
Scorpion’s strike (Ex):This is a characteristic camouflage sneak attack of a scorpion heritor which demands a preparation time of 1d4 rounds to complete, which thereafter grants an +4 bonus to hide checks and +2 insight bonus to spot and listen checks due to the high concentration state the character enters, for as long as the scorpion heritor holds his position. The scorpion’s instincts feat and keen senses ability bonuses stack with the scorpion’s strike skillbonuses. You must still have cover or concealment to make a hide check. After that period, he can attempt a sneak attack in a radius of 15 feet away from his current position of concealment to one opponent only, which fails his spot check. The sneak attack has the benefits of the spring attack feat (as long as his first speed movement cannot exceed the 15 feet away from his concealed position). After the attack is done he can move the rest of his speed movement without causing attack of opportunity from the specific target he attacked. For the purpose of this sneak attack, the scorpion heritor can make use of his scorpion insight ability adding his intelligence modifier (if any) as a surprise bonus to both his attack roll and his total damage score. Upon acquiring the crippling strike and deft strike ability, a scorpion heritor can make use of their advantages accumulative to the sneak attack.
A scorpion heritor can use this camouflage ability even if he does not desire to provoke a camouflage strike. This ability apply as a feat and can be used any time per day.
Uncanny Dodge (Ex): A scorpion heritor of 4th level can no longer be flanked. This defence denies another humanoid’s ability to sneak attack the scorpion heritor by flanking him, unless the attacker has at least four more rogue oriented levels than the target does. If a character has already the uncanny dodge feat, he takes instead the improved uncanny dodge.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Poison resistance (Ex): From 4th level a scorpion heritor gains a general resistance to poisons due to the enzyme inhibitors that already exist inside his organism. He gains a +2 bonus to his fortitude saves against any type of poison.
Scorpion’s carapace (Sp): On attaining 3rd level a scorpion heritor can alter his skin and bone structure to the point that he can imitate a rigid chitin armor of his skin similar to a scorpion’s exoskeleton. This is a swift action and requires a concentration check vs DC15 (both any constitution and wisdom bonuses apply to the concentration check). If the scorpion heritor fails the check, he can try again after at least 1 minute. This effect has duration of 1 minute per two scorpion heritor’s levels.
The scorpion’s carapace provides damage reduction 2/natural (slashing & piercing), and 1/natural (bludgeoning).
However, a scorpion heritor can use this ability only for the purposes of combat retreat. This is an inherent instinct ability which can be achieved in situations of self-protection and it fails automatically if the character acts offensively or tries to attack normally, and disintegrates instantly when there is no sense of danger any more. The only actions available for maintaining the scorpion’s carapace is full defence actions or fighting defensively while moving away from trouble.
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.
Embodiment of prey (Ex): At 5th level the scorpion heritor starts to show his origins in unfashioned ways. Transmutations of his appearance start to reflect his inner cold blood. His eyes become hollow white with fading black nerves at the margins of his eyes. His teeth become more sharpened and his venomous tongue darkens its color. This external transformation is permanent and it is not subject to any magical healing or restoration. The only “possibility” of restoration is through energy drain symptoms.
Scorpion’s sense: At 6th level a scorpion heritor gains the scorpion’s sense feat. Like the scorpion, you sense others creatures simply by perceiving their contact with the sand. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. The range expands to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. This ability only tells you what square the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.
Opportunist (Ex): Once per round, the scorpion heritor can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the scorpion heritor’s attack of opportunity for that round. The Combat Reflexes feat cannot be used simultaneously with the opportunist ability more than once per round.
Neurotoxins (Ex): On attaining 7th level the scorpion heritor obtains a unique ability to adjust the mixtures of neurotoxins his organism produce. As a free action he can create different compounds of toxin protein quantities with variable primary and secondary effects. These effects do not stack with the constitution damage of envenom blade ability, but the scorpion heritor can use the ability mentioned to introduce his neurotoxic effects from his saliva. Neurotoxins may include limb numbless, loss of memory, vision disorder disorientation and headache, intellect uncontrollable obsessive and compulsive behaviors, cognitive delusions, hypertension, hypersensitivity, paralysis, apoptosis (programmed cellular death). All effects have variable durations and symptomatic effects (see the table below) and can be cured according to the ability damage rules (DmG page 289) unless specified by their durations (see the table below). Neurotoxins ability can be used three times per day via the envenom blade ability (as its original daily capacity), but not with the tail of the scorpion ability.
Neurotoxins might cause a peculiar condition that some of the effects may stack together, as the enzymes combined could activate multiple symptoms. There is always a 20% chance that the following familiar effects may be activated simultaneously (limb numbless/apoptosis), (hypersensitivity/vision disorder and headache), (hypertension/uncontrollable obsessive and compulsive behavior), (cognitive delusions/loss of memory).
This occurs when the target fails his initial saving throw of the neurotoxic effect the scorpion heritor selected.
Neurotoxins are poison effects and all require fortitude saves.
Neurotoxins Type Initial effect Secondary effect
Limb numbless Injury DC 16 1d4 dexterity 0
1d4 strength
Plus:
-2 skill checks
with key ability (Dex), (Str)
(2d4 hours)
Loss of memory Injury DC 17 Loss of memory and dizziness* 1 intelligence
(3d8 hours) 1 wisdom
1 charisma
Vision disorder & headache Injury DC 15 Disorientation, 1d4 charisma
1 intelligence
Plus:
-2 attack rolls, -2 AC
-2 skill checks with key ability (Dex), (Int), (Wis),
(Cha)
[FONT="] [/FONT] (2d4 hours)
Cognitive delusions Injury DC 13 2d4 wisdom (2d6 hours) Unconsciousness
1d4 intelligence (2d4 hours) 2d6 hours
Uncontrollable obsessive Injury DC 18 2d4 charisma (2d8 hours) 1d4 wisdom
& compulsive behavior 1d6 wisdom (1d8 hours)
Paralysis Injury DC 13 Paralysis 2d6 rounds 1d4 constitution
Hypertension Injury DC 20 Nausea, vomiting, drowsiness, 0
confusion, headache
Plus:
-1 to all skill checks , -1 AC,
-1 attack rolls
(2d4 hours)
Special:
5% chance of death
by severe hypertension
Hypersensitivity Injury DC 15 -1 penalty in every dice roll 1d6 constitution
(Anaphylaxis) 1d4 constitution
(1d12 hours)
Special:
Anaphylactic death 2%
Apoptosis Injury DC 13 1d4 constitution 1 constitution per 2 days
(programmed cell death) until it reaches 0
*The potential of the loss of memory effect is subject to the DM judgment as it could provoke the lack of spell-casting act.
The effects of neurotoxin poisoning are subject to a good and interesting gameplay rather than combat abilities
Deft strike: You gain the Deft strike feat. As a standard action, you can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to your target's Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.
Scorpion form (Su): Beginning at 9th 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.
Scorpion’s awareness: On 9th level the scorpion heritor gains the combat awareness feat even if he does not meet the prerequisites. The scorpion heritor is so perceptive that he practically has eyes in the back of his head. You take no -5 penalty on Spot checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is -5.
Cannibalism(Ex): Due to the long embodiment of scorpion’s instincts inside him, a scorpion heritor could grow behavorial manifestations he would rather not confess to anyone. In conditions of starvation or/and sexual intercourse, a scorpion heritor might enter in a malicious state of cannibalism and attempt to feed upon any humanoid race it happens to be in vicinity and in a desolated or private area. In conditions of starvation there is a variant 10 to 25% chance, and in sexual intercourse a variant 5 to 15% chance. The scorpion heritor is always aware of what he has done. The percentages are subject to DM’s judgment due to the gameplay acting.
Tail of the scorpion (Sp): At 10th 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, + ½ your Strength bonus (if any). The DC for the poison save is 10+ ½ your HD + your Constitution modifier.
You can wield a weapon in one hand or both hands at your normal attack bonus and make a secondary natural attack with your tail at a -5 penalty.
Scorpion Stinger Poison Damage
Heritor Size Damage (initial and secondary)
Small 1d3 1d2 Con
Medium 1d4 1d3 Con
Large 1d6 1d4 Con
The tail of the scorpion last for 1 hour or until you dismiss it. Growing or dismissing the tail is a standar action.
Sneak attack of opportunity: Upon reaching 10th level a scorpion heritor is keen enough to make a sneak attack to any opponent who lets his guard down. Any attack of opportunity you make is considered a sneak attack.
This is a first approach, i am not a rules freak and i don't know if i have taken into consideration every parameter for a character's creation.
So, i am open to any thoughts about this PrC and tell me if you like it
and it was recommended by my friend Jimlock
Here is the think...
I wanted to reform this existent prestige class from sandstorm.
My intention was to offer a better climax to this exotic prestige class and emphasize in its balanced development. Under taking into consideration the original prestige class from sandstorm, I had the impression that it didn’t fit well. I mean, someone would have an ordinary rogue with a scorpion’s tail up his ass, and oh, sometimes he can become a tiny scorpion (from 3rd level?). It seemed to me as a lack of respect for a scorpion oriented prestige class. It shouldn’t be all about sneak attack development, but rather the slowly development of scorpion’s instincts until the transformation of his inner essence and the devour of someone’s “humanity”.
Ok, after the philosophic introduction here is what i propose. I kept the original abilities of the default prestige class and i added any feat that would make sense to be a scorpion heritor’s possession. Plus I created some of my own which I have to say I made a doctrine on scorpion’s physiology. I totally perceive a different touch to his advancement and I think he should be a little bit more powerful, agile and elusive than the default. The abilities in every level gained might seem too many on first sight, but they are not cataclysmic combat factors (like an assassin’s death attack from 1st level). I felt the need to offer him a bigger variety of abilities to be used in circumstantial conditions, and even boost the gameplay for a scorpion heritor player and grant him with some prudent tactics.
This is supposed to be a rogue/assassin oriented class. Yes, he is more powerful than his originator. But if someone wants the scorpion heritor’s best abilities, he would have to dedicate many levels in him.
Take a look at the new abilities: neurotoxins, scorpion’s attack, scorpion’s carapace.
And on the other hand the challenging symptoms: embodiment of prey, cannibalism.
SCORPION HERITOR
Balance: Rogue
Prerequisites:
· Alignment: true neutral, chaotic neutral, neutral evil
· Skills: Hide 6 ranks, Spot 6 ranks, Knowledge (nature) 4 ranks, Survival 4 ranks
· Feats: Improved initiative,Combat reflexes
· Special: Must have survived the venomous sting of a monstrous scorpion. Sneak attack 2d6
Level Base Attack Bonus Saving Throws special
For Ref Wil
1 +0 2 2 0 Low light vision, Scorpion’s instincts, Scorpion’s insight,
Keen senses, Immunity to scorpion poison
2 +1 3 3 0 Sneak attack 1d6, Scorpion’s resolve
3 +2 3 3 1 Scorpion’s grasp, Scorpion’s strike, Uncanny dodge
4 +3 4 4 1 Crippling strike, Poison resistance,
Scorpion’s carapace 2/natural
5 +3 4 4 1 Sneak attack 2d6, Envenom blade, Embodiment of prey
6 +4 5 5 2 Scorpion’s sense, Opportunist
7 +5 5 5 2 Neurotoxins
8 +6 / +1 6 6 2 Sneak attack 3d6, Deft strike,
9 +6 / +1 6 6 3 Scorpion form, Scorpion’s awareness, cannibalism
10 +7 / +2 7 7 3 Tail of the scorpion, Sneak attack of opportunity,
Hit Die: d6
Class Skills (4+Int modifier per level)
Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), (Survival) (Wis), Tumble (Dex),
Weapon and armor proficiency: Scorpion heritors are proficient with all simple and martial weapons. They are proficient with light armor and hide armor.
Scorpion’s instincts: At 1st level a scorpion heritor gains the scorpion’s instincts feat.
You have an inborn sense of where to lurk without being seen, gaining a +2 bonus on your Hide checks and reducing the distance within which creatures can detect you by scent to 10 feet (20 feet if upwind, 5 feet if downwind). If you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, you gain an additional +2 bonus on Hide checks, a +2 bonus on Move Silently checks, and a creature can detect you by scent only if it is within 5 feet (pinpointing your location as normal).
Scorpion’s insight: At 1st level the scorpion heritor gains the benefits of the combat insight feat. Even if he does not meet the prerequisites. When wielding a melee weapon, add your Intelligence modifier rather than your Strength modifier to the weapon's damage rolls. This ability can be used only with light melee weapons (piercing/slashing) and can be used with the sneak attack, as a bonus to the total damage.
Keen senses: Keen senses functions exactly like the alertness feat . You get an +2 bonus on all listen and spot checks.
Immunity to scorpion venom (Ex): At 1st level, you gain immunity to all scorpion venoms (but not to the poison of other creatures)
Scorpion’s resolve: You gain the scorpion’s resolve feat. Like the scorpion you are not easily distracted. You gain a +4 bonus on saving throws against mind-affecting spells and abilities.
Scorpion’s Grasp: At 3rd level a scorpion heritor gains the scorpion’s grasp feat even if the character does not meet the prerequisites.
If your attack with an unarmed strike or a light or one-handed melee weapon hits, the strike deals normal damage and you can attempt to start a grapple as a free action; no initial touch attack is required. If you succeed in starting the grapple, you must drop your one handed weapon, but if you started the grapple with a light weapon, you can use it in each round to make an attack against the creature you are grappling without taking the normal -4 penalty on the attack roll. If you initiated the grapple while armed, however, you cannot make additional grapple checks to deal damage during the round in which you use this feat. You have the option to conduct the grapple normally, or you may hold a creature one or more sizes smaller than you with your off hand. If you choose to do the latter, you take a -20 penalty on grapple checks against that creature and you cannot deal damage with your grapple checks, but you are not considered grappled yourself. You don't lose your Dexterity bonus to AC, you still threaten an area, and you can use remaining attacks against other opponents. While maintaining this latter type of hold, you can move normally (possibly carrying your opponent away), provided you can drag the opponent's weight.
Special: You can use the tail of the scorpion ability upon reaching 10th level with scorpion’s grasp to sting the grappled person (it is considered a natural weapon) with a +2 bonus to attack roll when you are holding him with both hands, or with a -5 penalty if you are holding him with your off hand and you are holding a light weapon with the other hand. In fact, it is an extra attack with the same conditions as subscribed above plus a +2 attack bonus on conditions.
Scorpion’s strike (Ex):This is a characteristic camouflage sneak attack of a scorpion heritor which demands a preparation time of 1d4 rounds to complete, which thereafter grants an +4 bonus to hide checks and +2 insight bonus to spot and listen checks due to the high concentration state the character enters, for as long as the scorpion heritor holds his position. The scorpion’s instincts feat and keen senses ability bonuses stack with the scorpion’s strike skillbonuses. You must still have cover or concealment to make a hide check. After that period, he can attempt a sneak attack in a radius of 15 feet away from his current position of concealment to one opponent only, which fails his spot check. The sneak attack has the benefits of the spring attack feat (as long as his first speed movement cannot exceed the 15 feet away from his concealed position). After the attack is done he can move the rest of his speed movement without causing attack of opportunity from the specific target he attacked. For the purpose of this sneak attack, the scorpion heritor can make use of his scorpion insight ability adding his intelligence modifier (if any) as a surprise bonus to both his attack roll and his total damage score. Upon acquiring the crippling strike and deft strike ability, a scorpion heritor can make use of their advantages accumulative to the sneak attack.
A scorpion heritor can use this camouflage ability even if he does not desire to provoke a camouflage strike. This ability apply as a feat and can be used any time per day.
Uncanny Dodge (Ex): A scorpion heritor of 4th level can no longer be flanked. This defence denies another humanoid’s ability to sneak attack the scorpion heritor by flanking him, unless the attacker has at least four more rogue oriented levels than the target does. If a character has already the uncanny dodge feat, he takes instead the improved uncanny dodge.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Poison resistance (Ex): From 4th level a scorpion heritor gains a general resistance to poisons due to the enzyme inhibitors that already exist inside his organism. He gains a +2 bonus to his fortitude saves against any type of poison.
Scorpion’s carapace (Sp): On attaining 3rd level a scorpion heritor can alter his skin and bone structure to the point that he can imitate a rigid chitin armor of his skin similar to a scorpion’s exoskeleton. This is a swift action and requires a concentration check vs DC15 (both any constitution and wisdom bonuses apply to the concentration check). If the scorpion heritor fails the check, he can try again after at least 1 minute. This effect has duration of 1 minute per two scorpion heritor’s levels.
The scorpion’s carapace provides damage reduction 2/natural (slashing & piercing), and 1/natural (bludgeoning).
However, a scorpion heritor can use this ability only for the purposes of combat retreat. This is an inherent instinct ability which can be achieved in situations of self-protection and it fails automatically if the character acts offensively or tries to attack normally, and disintegrates instantly when there is no sense of danger any more. The only actions available for maintaining the scorpion’s carapace is full defence actions or fighting defensively while moving away from trouble.
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.
Embodiment of prey (Ex): At 5th level the scorpion heritor starts to show his origins in unfashioned ways. Transmutations of his appearance start to reflect his inner cold blood. His eyes become hollow white with fading black nerves at the margins of his eyes. His teeth become more sharpened and his venomous tongue darkens its color. This external transformation is permanent and it is not subject to any magical healing or restoration. The only “possibility” of restoration is through energy drain symptoms.
Scorpion’s sense: At 6th level a scorpion heritor gains the scorpion’s sense feat. Like the scorpion, you sense others creatures simply by perceiving their contact with the sand. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is moving and in contact with the ground so long as it is within 10 feet. The range expands to 20 feet if you are in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand. This ability only tells you what square the creature is in, so you still have the normal miss chance from concealment if you cannot see the creature.
Opportunist (Ex): Once per round, the scorpion heritor can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the scorpion heritor’s attack of opportunity for that round. The Combat Reflexes feat cannot be used simultaneously with the opportunist ability more than once per round.
Neurotoxins (Ex): On attaining 7th level the scorpion heritor obtains a unique ability to adjust the mixtures of neurotoxins his organism produce. As a free action he can create different compounds of toxin protein quantities with variable primary and secondary effects. These effects do not stack with the constitution damage of envenom blade ability, but the scorpion heritor can use the ability mentioned to introduce his neurotoxic effects from his saliva. Neurotoxins may include limb numbless, loss of memory, vision disorder disorientation and headache, intellect uncontrollable obsessive and compulsive behaviors, cognitive delusions, hypertension, hypersensitivity, paralysis, apoptosis (programmed cellular death). All effects have variable durations and symptomatic effects (see the table below) and can be cured according to the ability damage rules (DmG page 289) unless specified by their durations (see the table below). Neurotoxins ability can be used three times per day via the envenom blade ability (as its original daily capacity), but not with the tail of the scorpion ability.
Neurotoxins might cause a peculiar condition that some of the effects may stack together, as the enzymes combined could activate multiple symptoms. There is always a 20% chance that the following familiar effects may be activated simultaneously (limb numbless/apoptosis), (hypersensitivity/vision disorder and headache), (hypertension/uncontrollable obsessive and compulsive behavior), (cognitive delusions/loss of memory).
This occurs when the target fails his initial saving throw of the neurotoxic effect the scorpion heritor selected.
Neurotoxins are poison effects and all require fortitude saves.
Neurotoxins Type Initial effect Secondary effect
Limb numbless Injury DC 16 1d4 dexterity 0
1d4 strength
Plus:
-2 skill checks
with key ability (Dex), (Str)
(2d4 hours)
Loss of memory Injury DC 17 Loss of memory and dizziness* 1 intelligence
(3d8 hours) 1 wisdom
1 charisma
Vision disorder & headache Injury DC 15 Disorientation, 1d4 charisma
1 intelligence
Plus:
-2 attack rolls, -2 AC
-2 skill checks with key ability (Dex), (Int), (Wis),
(Cha)
[FONT="] [/FONT] (2d4 hours)
Cognitive delusions Injury DC 13 2d4 wisdom (2d6 hours) Unconsciousness
1d4 intelligence (2d4 hours) 2d6 hours
Uncontrollable obsessive Injury DC 18 2d4 charisma (2d8 hours) 1d4 wisdom
& compulsive behavior 1d6 wisdom (1d8 hours)
Paralysis Injury DC 13 Paralysis 2d6 rounds 1d4 constitution
Hypertension Injury DC 20 Nausea, vomiting, drowsiness, 0
confusion, headache
Plus:
-1 to all skill checks , -1 AC,
-1 attack rolls
(2d4 hours)
Special:
5% chance of death
by severe hypertension
Hypersensitivity Injury DC 15 -1 penalty in every dice roll 1d6 constitution
(Anaphylaxis) 1d4 constitution
(1d12 hours)
Special:
Anaphylactic death 2%
Apoptosis Injury DC 13 1d4 constitution 1 constitution per 2 days
(programmed cell death) until it reaches 0
*The potential of the loss of memory effect is subject to the DM judgment as it could provoke the lack of spell-casting act.
The effects of neurotoxin poisoning are subject to a good and interesting gameplay rather than combat abilities
Deft strike: You gain the Deft strike feat. As a standard action, you can attempt to find a weak point in a visible target's armor. This requires a Spot check against a DC equal to your target's Armor Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target's armor bonus and natural armor bonus to AC (including any enhancement bonuses to armor or natural armor). Other AC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.
Scorpion form (Su): Beginning at 9th 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.
Scorpion’s awareness: On 9th level the scorpion heritor gains the combat awareness feat even if he does not meet the prerequisites. The scorpion heritor is so perceptive that he practically has eyes in the back of his head. You take no -5 penalty on Spot checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is -5.
Cannibalism(Ex): Due to the long embodiment of scorpion’s instincts inside him, a scorpion heritor could grow behavorial manifestations he would rather not confess to anyone. In conditions of starvation or/and sexual intercourse, a scorpion heritor might enter in a malicious state of cannibalism and attempt to feed upon any humanoid race it happens to be in vicinity and in a desolated or private area. In conditions of starvation there is a variant 10 to 25% chance, and in sexual intercourse a variant 5 to 15% chance. The scorpion heritor is always aware of what he has done. The percentages are subject to DM’s judgment due to the gameplay acting.
Tail of the scorpion (Sp): At 10th 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, + ½ your Strength bonus (if any). The DC for the poison save is 10+ ½ your HD + your Constitution modifier.
You can wield a weapon in one hand or both hands at your normal attack bonus and make a secondary natural attack with your tail at a -5 penalty.
Scorpion Stinger Poison Damage
Heritor Size Damage (initial and secondary)
Small 1d3 1d2 Con
Medium 1d4 1d3 Con
Large 1d6 1d4 Con
The tail of the scorpion last for 1 hour or until you dismiss it. Growing or dismissing the tail is a standar action.
Sneak attack of opportunity: Upon reaching 10th level a scorpion heritor is keen enough to make a sneak attack to any opponent who lets his guard down. Any attack of opportunity you make is considered a sneak attack.
This is a first approach, i am not a rules freak and i don't know if i have taken into consideration every parameter for a character's creation.
So, i am open to any thoughts about this PrC and tell me if you like it

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