Scorpion Heritor

== Scorpion Heritor ==
(Sandstorm variant, p. 86)
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
Skills: Stealth 5 ranks , Knowledge (nature) 1 ranks , Survival 1 ranks
Feats: Scorpion's resolve
Special: Must have survived the venomous sting of a monstrous scorpion.
==== Hit die ====
d6
==== Skill points ====
8 + Int
==== Class Features ====
All of the following are class features of the scorpion heritor prestige class.
Scorpion's Instincts: You gain Scorpions Instincts (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 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 (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
=== Advancement ===
Level	BAB 	Fort	Ref	Will	Special
1st 	Scorpion's instincts 	 	 	 	
2nd 	Sneak attack +1d6 	 	 	 	
3rd 	Scorpion form 	 	 	 	
4th 	Sneak attack +2d6 	 	 	 	
5th 	Envenom blade, immunity to scorpion venom	 	 	 	
6th 	Sneak attack +3d6 	 	 	 	
7th 	Scorpion's Sence 	 	 	 	
8th 	Sneak attack +4d6 	 	 	 	
9th 	Tail of the scorpion 	 	 	 	
10th 	Sneak attack +5d6 	 	 	 	
=== Class skills ===
Skill name 	Key ability	Trained only	Armor check penalty
Appraise 	INT 	 	
Balance 	DEX 	 	
Bluff 	CHA 	 	
Climb 	STR 	 	
Craft 	INT 	 	
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 	 	
Profession 	WIS 	 	
Search 	INT 	 	
Sense Motive 	WIS 	 	
Sleight of Hand 	DEX 	 	
Spot 	WIS 	 	
Survival 	WIS 	 	
Swim 	STR 	 	
Tumble 	DEX 	 	
Use Magic Device 	CHA 	 	
Use Rope 	DEX 	 	
=== Spells for Scorpion Heritor ===