Scorpionfolk
Level Adjustment: +8.
Racial Traits
- +8 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom. +4 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/5 feet.
- A scorpionfolk’s base land speed is 40 feet.
- Darkvision out to 60 feet.
- Fire Resistance 5
- Spell Resistance 6 + HD
- +6 natural armor bonus.
- Automatic Languages: Common, Terran. Bonus Languages: any.
- Favored Class: Martial Ranger.
Special Qualities
Trample (Ex)
Full-round action. 1d8 + 1 ½ times the Scorpionfolk’s Strength modifier. Reflex half DC 10 + ½ the Scorpionfolk’s HD + Str mod. The save DC is Strength-based.
Poison (Ex)
A scorpionfolk delivers its poison (Fortitude save DC 17) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage.
Spell-Like Abilities (Sp)
1/day - Major Image; 2/day - Mirror Image, Caster level 10th; save DC 10 + Wisdom modifier + spell level.
Alternate Level Adjustment Options
Effective Character Level: 10 + class levels.
Level Adjustment: +7.
- Racial Hit Dice: A scorpionfolk begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
- Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 6 * (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and sense motive
- Racial Feats: A scorpion’s monstrous humanoid levels give it two feats.
Effective Character Level: 12 + class levels.
Level Adjustment: +6.
- Racial Hit Dice: A scorpionfolk begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
- Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 9 * (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and sense motive
- Racial Feats: A scorpion’s monstrous humanoid levels give it three feats.
Effective Character Level: 14 + class levels.
Level Adjustment: +5.
- Racial Hit Dice: A scorpionfolk begins with nine levels of monstrous humanoid, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +3, Ref +6, and Will +6.
- Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 12 * (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and sense motive
- Racial Feats: A scorpion’s monstrous humanoid levels give it four feats.
Effective Character Level: 16 + class levels.
Level Adjustment: +4.
- Racial Hit Dice: A scorpionfolk begins with twelve levels of monstrous humanoid, which provide 12d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +4, Ref +8, and Will +8.
- Racial Skills: A scorpionfolk’s monstrous humanoid levels give it skill points equal to 15 * (2 + Int modifier). Its class skills are Diplomacy, Spot, Intimidate, Listen and sense motive
- Racial Feats: A scorpion’s monstrous humanoid levels give it five feats.