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Scorpion Wraith

(Secrets of Xen'drik variant, p. 130)

Scorpion wraiths are the elite warriors of the drow.

Requirements

Base Attack Bonus: +4

Skills: Hide 8 ranks , Knowledge (nature) 4 ranks , Move Silently 8 ranks

Feats: Blind-Fight , Improved Initiative

Special: Must have the wild empathy class feature.
Special: Must have been trained in Xen'drik by another scorpion wraith.


Hit die

d8

Skill points

6 + Int

Class Features

Poison Use (Ex): You are skilled in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon.

Sudden Strike (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), you deal an extra 1d6 points of damage with your attack.

This extra damage increases by 1d6 at 3rd level and 5th level. Unlike with a rogue's sneak attack, a scorpion wraith cannot use sudden strike when flanking an opponent unless that opponent is also denied its Dexterity bonus to AC.

Sudden strike damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A scorpion wraith can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A scorpion wraith can't use a sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from a sneak attack whenever both would apply to the same target.

Wild Empathy (Ex): As a scorpion wraith, you maintain a strong connection with nature. Levels of scorpion wraith and any class that grants the wild empathy class feature stack for purpose of determining your bonus on wild empathy checks.

Also, you can treat vermin as magical beasts for the purpose of using wild empathy.

Darkness (Sp): Scorpion wraiths of 2nd level or higher master the use of darkness to cloak their movements. You gain the ability to use darkness (PH 216) three times per day, with a caster level equal to your character level. If you can already use darkness as a spell-like ability (as a drow can, for example), you can use it four times per day.

Unexpected Assault (Ex): As a scorpion wraith, you spend long hours honing your reflexes. Beginning at 2nd level, you receive a +4 bonus on initiative checks if you are allowed to act during the surprise round. This bonus does not apply if combat begins without a surprise round.

Veil of Shadow (Su): At 3rd level, a scorpion wraith can manipulate the shadows to cloak his movements. While in areas of shadowy illumination or darkness, you gain a bonus on Hide and Move Silently checks equal to your class level.

Perfect Sight (Su): From 4th level on, your powers of observation enable you to see through concealment. Once per day as a free action, you can grant yourself the blindsight ability (MM 306) out to 60 feet. You also gain a +10 insight bonus on Listen and Spot checks while your blindsight is active. This ability lasts for a number of rounds equal to 5 + your Wisdom modifier.

Sculpt Shadow (Su): Upon reaching 4th level, you can manipulate magical shadows to your advantage. Whenever you cast darkness as a spell or use it as a spell-like ability, you can choose to create eight 5-foot-by-5-foot squares of shadowy illumination instead of targeting a touched object. The first of these squares must be adjacent to you, with all squares adjacent to at least one other square.

Deadly Sting (Su): At 5th level, you are able to coat a slashing or piercing weapon you wield in liquid shadow as a standard action. This shadow acts like a deadly poison, dealing initial and secondary damage of 1d10 points of Constitution (Fortitude DC 15 + your Wis modifier). Once created, the poison clings to a weapon for 1 hour or until it is delivered. If anyone but you wields the prepared weapon, the shadow poison has no effect.

You can use this ability a number of times per day equal to 1 + your Wisdom modifier (minimum once per day).

Advancement

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Poison use, sudden strike +1d6, wild empathy
2nd +2 +0 +3 +0 Darkness, unexpected assault
3rd +3 +1 +3 +1 Sudden strike +2d6, veil of shadow
4th +4 +1 +4 +1 Perfect sight, sculpt shadow
5th +5 +1 +4 +1 Deadly sting, sudden strike +3d6

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Handle Animal CHA yes no
Hide DEX no yes
Jump STR no yes
Knowledge (nature) INT yes no
Listen WIS no no
Move Silently DEX no yes
Spot WIS no no
Survival WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Scorpion Wraith

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