Prerequisites
To become a WereScorpion, the character must meet the following requirements
Race: Any medium or large humanoid or giant
Special:Must have been injured by the natural attack of another WereScorpion and contracted Entomanothropy.
HD:d8
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special
1st|
+1
|
+2
|
+2
|
+0
|Alternate form(Scorpion), Scorpion Empathy, Lunar body, Poison
2nd|
+2
|
+3
|
+3
|
+0
|Alternate form(hybrid), Scorpion Traits
3rd|
+3
|
+3
|
+3
|
+1
|Growth, Greater Scorpion
4th|
+4
|
+4
|
+4
|
+1
|Curse of lycanthropy, Sharpened Tail [/table]
Skills: 2+int mod. Class skills are Intimidate (Cha), jump (Str), hide (Dex), listen (Wis), move silently (Dex), spot (Wis), survival (Wis), Climb (Str), Escape Artist (Dex), Listen (Wis), Search (Int), Tumble (Dex).
Proficiencies: A WereScorpion gains proficiency with their own natural weapons
Features:
Lunar body(ex): WereScorpions retain old racial modifiers and gain the Shapechanger subtype. They gain low-light vision and Dark-vision 60ft if they did not already possess it.
A WereScorpion gains natural armor equal to its Con bonus while in Scorpion or hybrid form. While in humanoid form their natural armor is equal to half their Con bonus
Scorpion Empathy: a WereScorpion can communicate with Scorpion like beasts and gains a +4 bonus on charisma based checks to influence them, also he may communicate with Scorpion like Magical Beasts, all regardless of form.
Alternate Form (Su): At first level, a WereScorpion can take Monstrous Scorpion form. While in Scorpion form, a WereScorpion cannot use weapons, because of his giant claws, but gains two claw attacks dealing 1d4+Str Mod damage and a sting attack dealing 1d6+ 1.5xStr mod piercing damage. A WereScorpion can transform 1/day/HD, and can remain transformed indefinitely.
For every level in WereScorpion, or for every two in another class, the WereScorpion's alternate form improves as shown below
{table]WereScorpion level+1/2 other levels | Ability improvements
1|+1 Dex
2|+1 Dex, +1 Con
3|+2 Dex, +1 Con
4|+2 Dex, +2 Con
5|+3 Dex, +2 Con
6|+3 Dex, +3 Con
7|+4 Dex, +3 Con
8|+4 Dex, +4 Con
9|+5 Dex, +4 Con
10|+5 Dex, +5 Con
11|+6 Dex, +5 Con
12|+6 Dex, +6 Con [/table]
At second level, a WereScorpion can assume hybrid form. While in hybrid form, a WereScorpion gains two claw attacks for 1d4+ 1/2xStr mod damage each and a sting attack dealing 1d6+Str mod damage, and can wield any weapons they could use in humanoid form. Both alternate forms are medium sized, regardless of the creature's humanoid size.
Poison: At first level, While the WereScorpion is in Scorpion (or Hybrid) form its sting attack may inflict poison 1/day/HD. (DC 10+1/2 HD+Constitution Modifier and causes 1d4 constitution damage as Initial and Secondary damage. At every 4 HD this damage increases in size.)
Scorpion Traits: a WereScorpion gains a bonus to Jump and Climb equal to 1/2 his HD. Also, he gains Weapon Finnese as a bonus feat for all of his natural weapons.
Growth: At 3rd level, a WereScorpion's alternate forms may become Large if desired, though it may still become Medium.
A WereScorpion of 12 HD or more may choose to become Huge by expending two normal transformations.
A WereScorpion of 16 HD or more may choose to become Gargantuan by expending three normal transformations.
A WereScorpion of 20 HD or more may choose to become Collosal by expending four normal transformations.
Greater Scorpion: A WereScorpion gains benefits from his powers. He may replace his Str mod with Dex for damage with his tail (and may add it to his claws at 12 HD).
Curse of lycanthropy: At 4th level a WereScorpion can transmit lycanthropy to other creatures. If a medium or large humanoid or giant is hit by their natural attacks while they are in alternate form, the creature must make a fortitude save(DC10+1/2HD+Con modifier) or contract lycanthropy. For more information on lycanthropy, check the lycanthrope entry in the monster manual.
Whip Tail: At 4th level a WereScorpion’s tail becomes even more deadly. Their tail improves by one step. It also gains an improved reach of +5ft and every 10hd it gains a 5ft bonus to a max of +15ft at 20 HD. Any feats or powers that affect a whip will work on it's tail and it may use any Bonuses a whip gets such as the ability to tril and disarm.