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.


Base Attack Bonus: +3

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

Feats: Scorpion's resolve

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

Hit die


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


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 name Key ability Trained only Armor check penalty
Appraise INT no no
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Craft INT no no
Decipher Script INT yes no
Diplomacy CHA no no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Intimidate CHA no no
Jump STR no yes
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Perform CHA no no
Profession WIS yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes
Use Magic Device CHA yes no
Use Rope DEX no no

Spells for Scorpion Heritor

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