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Scorpion Scion
In some lands, the climate is harsh and the most
successful and feared predators are the venomous crawling things of the
earth, scorpions. Some legends say that those stung by a monstrous scorpion
and survive the encounter carry a vestige the scorpion's poison in their
blood forever. Some wild folk take this to an extreme, deliberately dosing
themselves with scorpion poison to build up the toxicity of their blood
and gain powers from a mystical connection to scorpions; these are the
scorpion scions.
Barbarians, druids, and rangers make good scorpion
scions, for they all tend to have the toughness necessary to withstand
the effects of a scorpion's attack and are likely to have the knowledge
of nature needed to tend wounds from scorpion stings and the poisonous
aftereffects. Fighters and clerics can easily become scorpion scions as
well, and clerics of desert or vermin deities sometimes become zealots
in this manner rather than advancing their magic.
Most scorpion scions rarely see others of their
kind. They normally are unique champions among the ranks of more common
fighters, or may be seen as a divine representative in places where scorpions
are seen as holy. In some places, certain cults produce elite cradres of
scorpion scions, using them as assassins or temple guards. Normally there
are no rivalries between loner scions and those belonging to groups, and
individuals have sometimes joined with groups for temporary or long-term
purposes.
Hit Die: d8.
Requirements
To qualify to become an scorpion scion, a character must fulfill all
the following criteria.
Base Attack Bonus: +5
Base Save Bonuses: Fort +3
Skills: Heal 3 ranks, Knowledge (nature)
3 ranks
Feats: Great Fortitude
Special: Blood Infusion: The character
must have suffered at least 24 points of Strength damage from scorpion
poison within a period of one year. The character must have actually taken
this damage (not had it negated by magic or a class ability before it occurred)
and can not have used any method to repair the damage other than natural
healing. After this process, the character's blood is heavily laden with
the residue of scorpion poison and the powers of the scorpion scion can
be awakened.
Class Skills
The scorpion scion's class skills (and the key ability for each skill)
are Alchemy (Int), Climb (Str), Craft (Int), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Knowledge (nature) (Int), Profession (Wis), and Spot
(Wis).
Skill Points at Each Level: 4 + Int modifier.
Table 1: The Scorpion Scion
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
| 1st | +1 | +2 | +0 | +0 | Blood poisoning, poison resistance, scorpion skills |
| 2nd | +2 | +3 | +0 | +0 | Weapon envenoming (move-equivalent action,1 Str), improved grab |
| 3rd | +3 | +3 | +1 | +1 | Venomous bite, heat tolerance, scorpion kinship |
| 4th | +4 | +4 | +1 | +1 | Weapon envenoming (free action, 1d2 Str) |
| 5th | +5 | +4 | +1 | +1 | Light fortification, weapon envenoming (1d4 Str) |
| 6th | +6 | +5 | +2 | +2 | Tremorsense (10 ft.) |
Class Features
All of the following are class features of the scorpion scion prestige
class.
Weapon and Armor Proficiency: Scorpion scions
gain no proficiency with any weapons, armor, or shields.
Blood Poisoning (Ex): The scion's blood is
tainted with scorpion poison. Any creature that bites the scion tastes
the poison and immediately recognizes that he is a poisonous creature.
Although this causes no harm to the attacker, most creatures that recognize
a creature as poisonous will not attempt to bite it, which means that under
normal circumstances a creature with a bite attack will not attempt to
bite the scion after the first successful bite (normally using the bite
on a different creature or not biting at all if no other opponents are
available). Other non-biting attacks that involve ingesting the scion's
blood (such as a stirge's blood drain ability) are affected similarly.
Creatures that are immune to poison ignore this effect.
Poison Resistance (Ex): A scorpion scion
is completely immune to the effects of scorpion poison, has a +8 resistance
bonus to saves against poison from spiderlike creatures, and a +4 resistance
bonus to all other kinds of poison.
Scorpion Skills: The scion gains a +4 racial
bonus to Climb, Hide, and Spot checks.
Weapon Envenoming (Ex): Because his blood
is full of poison, starting at 2nd level a scorpion scion may cut himself
with a slashing or piercing weapon in order to apply his poisonous blood
to it. Applying poison in this manner deals 1 hit point of damage to the
scion per weapon envenomed and requires a move-equivalent action. The poison
deals 1 Str initial and secondary damage and is considered scorpion poison
(DC 10 + class level + Constitution modifier). Like all poison, the
effect lasts for only one hit, after which it must be applied again. The
poison decays after a few minutes outside of the scion's altered bloodstream.
An attacker's weapon that draws blood does not become envenomed.
At 4th level, the scion's poison damage increases
to 1d2 Str initial and secondary damage. He may cut himself to apply the
blood-poison to a weapon as a free action, allowing him to strike multiple
times in one round with an envenomed weapon, or fire multiple envenomed
arrows in a single round. At 5th level, the effect of the poison increases
to 1d4 Str initial and secondary damage.
Improved Grab (Ex): If the scorpion scion
hits a creature one size or smaller than itself with an unarmed attack
(a creature with claw or bite attacks uses those attacks instead), he deals
normal damage and attempts to start a grapple as a free action without
provoking at attack of opportunity. No initial touch attack is required.
Venomous Bite (Ex): By biting his tongue
(or other part of the mouth) to draw blood, a scion coats his teeth with
his own poisonous blood. A successful bite attack (which provokes an attack
of opportunity if the scion is a creature that normally does not have a
bite attack as a natural weapon) deals bite damage and poison damage as
if the target were struck by an envenomed weapon. A scion that is grappling
an opponent may make a bite attack in this manner without provoking an
attack of opportunity.
Heat Tolerance (Ex): Scorpions are notorious
for their tolerance for great heat, and have survived for hours in temperatures
that would cook meat. Scorpion scions gain fire resistance 5, which normally
prevents them from ever suffering subdual damage from living in a hot environment.
Scorpion Kinship (Ex): A scorpion scion may
use his Animal Empathy or Handle Animal skill to influence scorpions as
if he were using the Animal Empathy skill on an animal. For example, he
could use it to influence the actions of an approaching monstrous scorpion,
convincing it that he and his companions were not potential prey, causing
it to move elsewhere.
Light Fortification* (Ex): At 5th level,
a scion is able to function better even when vital organs are damaged.
He gains the light fortification ability (as if wearing light
fortification armor), gaining a 25% chance to turn a critical hit or
a sneak attack into a normal attack. If the scion already has an ability
that gives this benefit, use the higher value.
Tremorsense* (Ex): Like scorpions, scions
can learn the location of neraby creatures by sensing ground vibrations.
At 6th level, scorpion scions automatically pinpoint the location of anything
within 10 feet that is in contact with the ground. This ability does not
function if the scion is not in contact with the ground himself.
* Both of these abilities are inspired by Monte
Cook's suggestion to
use
these abilities for actual vermin in D&D. The idea of tremorsense
for scorpions was also suggested in an article by Arlen P. Walker in Dragon
Magazine #120.