Scorpina
2004-07-16, 05:27 AM
Issack stumbled upwards into the harsh yet welcome glare of the hot desert sun. For too long he had languished beneath the sands investigating these ruins, unearthed by a recent sandstorm. It appeared to the young archeologist to be some sort of temple to a long forgotten scorpion diety. He had surmised that it was a goddess, rather than a god from mossaics within the temple, and from scriptures carved into the granite walls he had come up with the phrase "Knights of the Scorpion". Holy warriors of the goddess, perhaps? He knelt down in the sand, spreading out the historical artifacts he had collected on the ground. From his sack, a small scorpion crawled. Issac, lifted his foot, poised to crush the vermin, when suddenly its shape changed...it became human....
A Grand Scorpina is a High Priestess of a Long Forgotten Scorpion Diety, whos name is largely forgotten. This is due in part at least to the Scorpina's policy of executing all those who dared to utter it aloud.
The Grand Scorpinas, and their servant warriors, the acclaimed Knights of the Scorpion, had ruled the desert with a tyranical iron hand centuries past, and yet mysteriously their power waned, until now there are but a few outposts remaining within the merciless sands.
Requirements:
In order to become a Grand Scorpina, a character must meet the following requirements
Alignment: Any Non-Good Non-Chaotic
Gender: Female
Skills: Knowledge (Religion) 8 Ranks, Knowledge (History) 6 Ranks, Decipher Script 4 Ranks
Special: Must have gained knowledge of the Forgotten Scorpion Goddess and accepted her as her deity.
Class Skills:
The Grand Scorpina's class skills (and the keyability for each skill) are Appraise (Int) Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Knowledge (History), Knowledge (Religion) and Spellcraft (Int)
Skill Points at Each Level: 2 + Int Modifier
Grand Scorpina
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Scorpion Shape (Own Size), Venom Immunity.
2nd +1 +0 +0 +3 Comman Scorpions
3rd +1 +1 +1 +3 Scorpion Shape (Witin One Size Category of own Size)
4th +2 +1 +1 +4 -
5th +2 +1 +1 +4 Scorpion's Mind
6th +3 +2 +2 +5 Scorpion Shape (Within 2 size categories of own size)
7th +3 +2 +2 +5 Call of the Goddess
8th +4 +2 +2 +6 -
9th +4 +3 +3 +6 Scorpion Shape (wihin 3 size categories of won size)
10th +5 +3 +3 +7 Embrace of the Goddess
Spells Per Day:
Level 0 1 2 3 4 5 6
1 5 3
2 5 3 1
3 6 4 2
4 6 4 2 1
5 6 5 3 2 1
6 6 6 4 3 2
7 6 6 3 3 2 1
8 6 6 4 4 3 2
9 6 6 4 4 3 2 1
10 6 6 5 5 4 3 2
Class Features:
The following are the class features of the Grand Scorpina prestige class.
Weapon and Armour Proficienct: Grand Scorpinas gain no weapon or armour proficiences.
Spells: The Grand Scorpina gains access to divine spels. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 + the spells level. The DC for saving throws against these spells is 10 + spell level + the Grand Scorpina's Wisdom modifier. A Grand Scorpina prepares and casts spells in the same way as a Cleric does, but she must chose them from the spell list below.
Scorpion Shape: Once per day for every level of Grand Scorpina she has, a Grand Scorpina may assume the shape of a Monstorous Scorpion (Monster Manual) of her own size category. At 3rd level, she can assume the shape of a monstorous scorpion of her own size category and one size category smaller or larger (i.e. Small, Medium or Large for a Medium Grand Scorpina) at 6th Level she may assume the shape of a Monstorous Scorpion of a size category within two steps of her own, and at 9th level of any size category within 3 steps of her own. This ability otherwise functions like the druid's wild shape (Players Handbook).
Venom Immunity: Also at 1st level, the Grand Scorpina becomes immune to the poison of all monstrous scorpions.
Command Scorpions: Starting at 2nd level a Grand Scorpina may command or rebuke monstorous scorpions as an evil cleric commands undead (Players Handbook).
Scorpion's Mind: At 5th level the Grand Scorpina becomes attuned to the vermin which she worships and gains immunity to all Mind-Affecting effects.
Call of the Goddess: At 7th level the Grand Scorpina may summon 1d8 small Monstorous Scorpions, 1d6 medium Monstorous Scorpions or 1d4 large monstorous scorpions once per day. She may use this ability twice per day at 9th level, and at 10th level the number of scorpions summoned increases to 1d10 (small) 1d8 (medium) or 1d6 (large). At the DM's discretion, the Grand Scorpina may be able to summon monstorous scorpions of different size categories.
Embrace of the Goddess: At 10th level the Grand Scorpina becomes at one with her lost goddess and her scorpion kin. She permantly takes on the Vermin type, the Augmented subtype and is treated as a Monstorous Scorpion for all effects regarding them (including the Command Scorpions ability of other Grand Scorpinas.).
Grand Scorpina Spell List:
Grand Scorpinas choose their spells from the following list:
0 Level: Acid Splash, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance Inflict Minor Wounds, Know Direction, Light Read Magic, Resistance, Touch of Fatigue
1st Level: Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Delay Poison, Produce Flame, Endure Elements, Faerie Fire, Fog Cloud, Inflict Light Wounds, Longstrider, Magic Fang, Obscuring Mist
2nd Level: Acid Arrow, Contagion, Cure Moderate Wounds, Death Knell, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Animal, Hold Person, Identify, Inflict Moderate Wounds, Resist Energy, Scorching Ray, Soften Earth and Stone, Summon Swarm
3rd Level: Bestow Curse, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Giant Vermin, Inflict Serious Wounds, Neutralize Poison, Poison, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repel Vermin, Stinking Cloud
4th Level: [i]Black Tentacles, Crushing Dispair, Cure Critical Wounds, Enervation, Lesser Geas, Inflict Critical Wounds, Insect Plague, Solid Fog, Spike Stones, Tongues, Vampiric Touch
5th Level: Acid Fog, Antilife Shell, Atonement, Baleful Polymorph, Cloudkill, Creeping Doom, Dominate Person, Greater Dispel Magic, Hold Monster, Repulsion, Slay Living, Stone Skin, Teleport, Transmute Mud to Rock, Transmute Rock to Mud
6th Level: Analyze Dweomer, Antimagic Field, Antipathy, Energy, Finger of Death, Drain Geas/Quest, Harm, Heal, Horrid Wilting, Insanity, Limited Wish
A Grand Scorpina is a High Priestess of a Long Forgotten Scorpion Diety, whos name is largely forgotten. This is due in part at least to the Scorpina's policy of executing all those who dared to utter it aloud.
The Grand Scorpinas, and their servant warriors, the acclaimed Knights of the Scorpion, had ruled the desert with a tyranical iron hand centuries past, and yet mysteriously their power waned, until now there are but a few outposts remaining within the merciless sands.
Requirements:
In order to become a Grand Scorpina, a character must meet the following requirements
Alignment: Any Non-Good Non-Chaotic
Gender: Female
Skills: Knowledge (Religion) 8 Ranks, Knowledge (History) 6 Ranks, Decipher Script 4 Ranks
Special: Must have gained knowledge of the Forgotten Scorpion Goddess and accepted her as her deity.
Class Skills:
The Grand Scorpina's class skills (and the keyability for each skill) are Appraise (Int) Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Knowledge (History), Knowledge (Religion) and Spellcraft (Int)
Skill Points at Each Level: 2 + Int Modifier
Grand Scorpina
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Scorpion Shape (Own Size), Venom Immunity.
2nd +1 +0 +0 +3 Comman Scorpions
3rd +1 +1 +1 +3 Scorpion Shape (Witin One Size Category of own Size)
4th +2 +1 +1 +4 -
5th +2 +1 +1 +4 Scorpion's Mind
6th +3 +2 +2 +5 Scorpion Shape (Within 2 size categories of own size)
7th +3 +2 +2 +5 Call of the Goddess
8th +4 +2 +2 +6 -
9th +4 +3 +3 +6 Scorpion Shape (wihin 3 size categories of won size)
10th +5 +3 +3 +7 Embrace of the Goddess
Spells Per Day:
Level 0 1 2 3 4 5 6
1 5 3
2 5 3 1
3 6 4 2
4 6 4 2 1
5 6 5 3 2 1
6 6 6 4 3 2
7 6 6 3 3 2 1
8 6 6 4 4 3 2
9 6 6 4 4 3 2 1
10 6 6 5 5 4 3 2
Class Features:
The following are the class features of the Grand Scorpina prestige class.
Weapon and Armour Proficienct: Grand Scorpinas gain no weapon or armour proficiences.
Spells: The Grand Scorpina gains access to divine spels. Her spells are based on Wisdom, so casting any given spell requires a Wisdom score of at least 10 + the spells level. The DC for saving throws against these spells is 10 + spell level + the Grand Scorpina's Wisdom modifier. A Grand Scorpina prepares and casts spells in the same way as a Cleric does, but she must chose them from the spell list below.
Scorpion Shape: Once per day for every level of Grand Scorpina she has, a Grand Scorpina may assume the shape of a Monstorous Scorpion (Monster Manual) of her own size category. At 3rd level, she can assume the shape of a monstorous scorpion of her own size category and one size category smaller or larger (i.e. Small, Medium or Large for a Medium Grand Scorpina) at 6th Level she may assume the shape of a Monstorous Scorpion of a size category within two steps of her own, and at 9th level of any size category within 3 steps of her own. This ability otherwise functions like the druid's wild shape (Players Handbook).
Venom Immunity: Also at 1st level, the Grand Scorpina becomes immune to the poison of all monstrous scorpions.
Command Scorpions: Starting at 2nd level a Grand Scorpina may command or rebuke monstorous scorpions as an evil cleric commands undead (Players Handbook).
Scorpion's Mind: At 5th level the Grand Scorpina becomes attuned to the vermin which she worships and gains immunity to all Mind-Affecting effects.
Call of the Goddess: At 7th level the Grand Scorpina may summon 1d8 small Monstorous Scorpions, 1d6 medium Monstorous Scorpions or 1d4 large monstorous scorpions once per day. She may use this ability twice per day at 9th level, and at 10th level the number of scorpions summoned increases to 1d10 (small) 1d8 (medium) or 1d6 (large). At the DM's discretion, the Grand Scorpina may be able to summon monstorous scorpions of different size categories.
Embrace of the Goddess: At 10th level the Grand Scorpina becomes at one with her lost goddess and her scorpion kin. She permantly takes on the Vermin type, the Augmented subtype and is treated as a Monstorous Scorpion for all effects regarding them (including the Command Scorpions ability of other Grand Scorpinas.).
Grand Scorpina Spell List:
Grand Scorpinas choose their spells from the following list:
0 Level: Acid Splash, Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance Inflict Minor Wounds, Know Direction, Light Read Magic, Resistance, Touch of Fatigue
1st Level: Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Delay Poison, Produce Flame, Endure Elements, Faerie Fire, Fog Cloud, Inflict Light Wounds, Longstrider, Magic Fang, Obscuring Mist
2nd Level: Acid Arrow, Contagion, Cure Moderate Wounds, Death Knell, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Animal, Hold Person, Identify, Inflict Moderate Wounds, Resist Energy, Scorching Ray, Soften Earth and Stone, Summon Swarm
3rd Level: Bestow Curse, Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Giant Vermin, Inflict Serious Wounds, Neutralize Poison, Poison, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repel Vermin, Stinking Cloud
4th Level: [i]Black Tentacles, Crushing Dispair, Cure Critical Wounds, Enervation, Lesser Geas, Inflict Critical Wounds, Insect Plague, Solid Fog, Spike Stones, Tongues, Vampiric Touch
5th Level: Acid Fog, Antilife Shell, Atonement, Baleful Polymorph, Cloudkill, Creeping Doom, Dominate Person, Greater Dispel Magic, Hold Monster, Repulsion, Slay Living, Stone Skin, Teleport, Transmute Mud to Rock, Transmute Rock to Mud
6th Level: Analyze Dweomer, Antimagic Field, Antipathy, Energy, Finger of Death, Drain Geas/Quest, Harm, Heal, Horrid Wilting, Insanity, Limited Wish