Scaled Horror revision PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
imakuni67

10-05-07, 11:18 AM
Requirements
To qualify to become a scaled horror, a character must fulfill all of the following criteria.
Subtype: Reptilian or aquatic
Base Attack Bonus: +5
Skills: Hide 4 ranks, Move Silently 4 ranks, and either Swim 4 ranks or a racial bonus to Swim.
Feats: Endurance
Other: +1 natural armor or greater.

Game Rule Information
The scaled horror has the following game statistics.
Hit Die: d10
Saving Throws: As fighter
Base Attack Bonus: As fighter
Class Skills: The scaled horror class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: Scaled Horror
Level BAB Fort Ref Will Special

1st +1 +2 +0 +0 Improved Grab, Acid Resistance
2nd +2 +3 +0 +0 Swamp Combat, Improved Scent
3rd +3 +3 +1 +1 Scalykind Domain
4th +4 +4 +1 +1 Sneak Attack +1d6
5th +5 +4 +1 +1 +1 Natural Armor
6th +6 +5 +2 +2 -
7th +7 +5 +2 +2 Camouflage
8th +8 +6 +2 +2 Sneak Attack +2d6
9th +9 +6 +3 +3 Hide in Plain Sight
10th +10 +7 +3 +3 +1 Natural Armor, Frightful Presence


Table B-3: Spells Per Day 1 2 3 4
1. 0 - - -
2. 1 - - -
3. 1 0 - -
4. 1 1 - -
5. 1 1 0 -
6. 2 1 1 -
7. 2 1 1 0
8. 2 1 1 1
9. 2 2 1 1
10. 3 2 2 1


Weapon and Armor Proficiency
A scaled horror is proficient with all simple and martial weapons, the net, bolas, and with light armor and shields (except tower shields).
Spells
A scaled horror has the ability to cast a small number of divine spells. To cast a scaled horror spell, a scaled horror must have a Wisdom score of at least 10 + the spell’s level, so a scaled horror with a Wisdom of 10 or lower cannot cast these spells.

Scaled horror bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the scaled horror's Wisdom modifier. When the scaled horror gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The scaled horror spell list appears below. A scaled horror has access to any spell on the list and can freely choose which to prepare, just as a ranger. A scaled horror prepares and casts spells just as a ranger does (though a scaled horror's caster level is equal to his class level instead of 1/2 his class level.).
Improved Grab (Ex):
If a scaled horror hits with a claw or unarmed strike, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A scaled horror may use this ability on any creature of the same size of the scaled horror or smaller.
Acid Resistance (Ex):
A scaled horror gains acid resistance equal to her class level.
Swamp Combat (Ex):
As long as a scaled horror is wearing light or no armor, she may move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. In addition, a scaled horror doesn't suffer any movement penalties in marsh terrains.
Improved Scent (Ex):
At 2nd level, the range of a scaled horror's scent doubles. If the scaled horror didn't have the scent ability, he gains it with a 30 foot range and no penalty for using it underwater.
Scalykind Domain:
A scaled horror taps into an ancient source of a long forgotten serpentine god. He gains access to the Scalykind Domain (http://www.d20srd.org/srd/divine/domains.htm#scalykindDomain) and its granted power. He may prepare any domain spell of the appropriate level as if it were on his spell list. For the granted power, the scaled horror's effective cleric level is equal to his HD minus 2. This ability doesn't cause any conflict to any deity the scaled horror may revere.
Sneak Attack
As the rogue ability.
Improved Natural Armor (Ex):
At 5th level, a scaled horror's scales harden and ridged protrutions grow out of the joints. The scaled horror's natural armor increases by +1 at 5th level, and hardens further to give an additional +1 bonus at 10th level.
Camouflage (Ex):
A scaled horror of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex):
While in any sort of natural terrain, a scaled horror of 9th level or higher can use the Hide skill even while being observed.
Frightful Presence (Ex):
A scaled horror is a dreadful sight to behold. The ability takes effect automatically whenever the scaled horror attacks or charges. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ scaled horror class level + scaled horror's Cha modifier) remains immune to that scaled horror's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Scaled horror ignore the frightful presence of other creatures. If this ability is used on the surprise round, the save DC is increased by 4.