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.