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| Ralp10-10-07, 06:30 PM | Scorpionfolk appear in Monster Manual 2, released under the OGL. I think that's pretty cool, and it's quite a shame that no portions of other books have been made open content. That said, I'm not fond of the race itself. Here's my take: Scorpionfolk Scorpionfolk have two arms and two legs. They have claws instead of hands, and a stinger-tipped tail. Medium Monstrous Humanoid +4 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom Base land speed of 30 Low-light vision (Ex) Natural weapons: a scorpionfolk can attack with two claws and a stinger. The claws deal 1d6 points of damage and the stinger deals 1d8 plus poison (see below). During a round when it does not attack with any manufactured weapon, a scorpionfolk can choose to use either its claws or its tail as a primary natural weapon (but not both). A primary natural attack is made at a creature's full base attack bonus and adds its strength modifier to damage. A secondary natural attack is made at -5 and adds half the creature's strength modifier to damage. Poison (Ex): Sting, initial and secondary damage 1d4 dex, DC 13+Con modifier. A scorpionfolk produces sufficient poison for 5 poisonous stings per day. +3 natural armor Constricting grip (Ex): Anytime a scorpionfolk successfully uses a grapple check to do damage to an opponent, it gains a +2 bonus to the damage roll if it is not holding anything in its claws. A scorpionfolk recieves one of the following as a bonus feat: Improved natural attack (Claw) or Ability focus (Sting). This choice is made at character creation and cannot be changed later. A scorpionfolk gains a +2 racial bonus to Balance checks on any round it does not attempt a sting attack. -4 penalty to Sleight of hand checks. Although a scorpionfolk's claws can grasp and use most objects as easily as a human's hands, they have trouble with fine manipulation. Racial hit dice: 6d8 (monstrous humanoid). +6 BAB, +2 Fort, +5 Ref, +5 Will. (2+Int)×9 skill points and 3 feats. A scorpionfolk's class skills are Balance, Climb, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Spot, and Survival. Scorpionfolk without class levels are proficient with their natural weapons only. Favored class: Ranger LA +1 Any comments are welcome, even if just to tell me that it sucks. |
| Ralp10-10-07, 06:33 PM | Scorpionfolk Ranger substitution levels Level 1: Vermin empathy (Ex) A scorpionfolk ranger can use her wild empathy ability to improve the attitude of vermin as well as animals. A scorpionfolk ranger gains a +4 bonus to this check when using it on a scorpion, monstrous scorpion, or scorpion swarm. A ranger who chooses this substitution level gains proficiency with simple weapons, light armor, and light shields only. Level 2: Natural combat style At level 2, a scorpionfolk ranger is treated as having the Multiattack feat, even if she does not have the normal prerequisites for that feat. At level 6, a scorpionfolk ranger is treated as having the Improved Multiattack feat, even if she does not have the normal prerequisites for that feat. At level 11, a scorpionfolk ranger gains Improved Grab as an extraordinary ability. To use this ability, the ranger must hit a creature at least one size smaller than herself with a claw attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold automatically. The ranger can also use Improved Grab on a creature of her size, but she must hit with both claw attacks in the same round. These benefits apply only when the ranger wears light or no armor. The benefits are lost and the abilities cannot be used when wearing heavy or medium armor. A ranger who chooses this substitution level loses the combat style, improved combat style, and combat style mastery class features. Level 4: Scorpion companion (Ex) A 4th-level scorpionfolk ranger can gain a small monstrous scorpion as her animal companion, even though that creature is a vermin. For the purpose of any of the ranger's spells (but not the spells of others), her companion can be considered an animal or a vermin, whichever is most beneficial. In addition, she may add her racial hit dice to her ranger level when determining her effective druid level, only for the purpose of determining how powerful a scorpion companion he may have. A scorpionfolk ranger of sufficiently high level can select a larger monstrous scorpion companion, applying the indicated adjustment to her effective druid level: Medium (-3), Large (-6), Huge (-8) A ranger who chooses this substitution level loses the ability to select other types of animal companions. |
| VampyresThrenody10-11-07, 11:50 PM | I just have a question about this race. Would they be able to effectively wield weapons with claws as hands? I'm assuming that you meant claws like a scorpion has. While they would be able to grip the item or weapon, it would be a question as to whether they could manipulate it without the help of jointed fingers or an opposable thumb. Also, what kind of effect would that have on the scorpionfolk's society? |
| Ralp10-12-07, 05:33 PM | I just have a question about this race. Would they be able to effectively wield weapons with claws as hands? I'm assuming that you meant claws like a scorpion has. While they would be able to grip the item or weapon, it would be a question as to whether they could manipulate it without the help of jointed fingers or an opposable thumb. Also, what kind of effect would that have on the scorpionfolk's society? There's nothing stopping a scorpionfolk from wielding a sword or even a bow, but unlike most monstrous humanoids, these guys don't gain proficiency with any manufactured weapons. The first ranger sub level (which is designed more for flavor than mechanics) only grants simple weapon proficiency. I tried to provide more incentive, such as the Constricting Grip feature (I decided the actual "Constrict" ability was too strong), to focus on natural attacks and grappling like a scorpion, but I didn't want to rule out a scorpionfolk who wants to use daggers or a club or something. I'm pretty pleased with the ranger substitution combat style for really emphasizing scorpion combat. For easy adjudication more than anything, I think it's fine for these scorpionfolk to use their claws to grasp weapons and most other things. The Sleight of hand penalty is there as a reminder that a claw just ain't as nimble as a hand with fully articulated fingers, but it's unlikely that that penalty will come into play much. (Sorry, aspiring scorpionfolk pickpockets.) That said, I like the idea that the few manufactured weapons that these guys do make for themselves, would have very different handles that what humans and dwarves are used to. This is an interesting and flavorful detail, but I don't plan to distinguish those weapons in the game mechanics. |
| heavens_wrath10-18-07, 08:01 PM | this makes me insanely happy. more so than the, what, 16 ELC? they originally stuck on them |
| Ralp10-22-07, 01:49 PM | this makes me insanely happy. more so than the, what, 16 ELC? they originally stuck on them Glad you like them. I think even the 6 HD I gave these guys is pretty hefty for a PC, but I needed a couple scorpion-person NPCs. And yeah, when I checked the MM2 (smugly thinking, "ah! I remember just the place to find Scorpionfolk stats") I was pretty shocked by the twelve racial hit dice. I suppose that book was published back the pre-Savage Species days when no one really knew how to make a useful and playable monster race. Not that Savage Species mastered the craft, but it's certainly the seminal work! |