Scorpion Clan Ronin (3.5e Class)
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A Ronin is a Samurai without a master. They are attuned to their weapons and may never be apart from them if they so wish.
Making a Scorpion Clan Ronin.
Those formally of the Scorpion Clan never truly disbanded. The ancient emperor did not bring them together, and no new emperor will ever tear them apart.
Masters of subterfuge and the unseen, these are the honor-bound assassins called the Scorpion Clan Ronin. These highly trained saboteurs are capable of stealth movement, disarming traps, incapacitating enemies with devastating targeted blows and deadly poison, or aiding teammates with potent herbal concoctions.
Abilities: Dexterity and Intelligence are of the highest importance for a member of the Scorpion Clan. Strength may help supplement the Scorpion Clan Ronin's athletic skills, and should not be left lacking.
Alignment: The Scorpion Clan all live by a code of honor, and therefore always lawful. They are honor-bound to fulfill contracts, and they will do everything in their power to complete their mission. The concepts of Good and Evil are not considered during a mission, though they may effect the individual. If the contract is made under false pretenses, the Scorpion Clan Ronin, along with the rest of the clan, will see it as a sign of disrespect and will attempt to regain lost honor through vengeance.
Starting Gold: 1d8x10 gp + Tanto
Starting Age: Simple
|1st||+0||+0||+2||+0||Tanto, Live by the Sword, Trapfinding, Soft-steps|
|2nd||+1||+0||+3||+0||Evasion, Uncanny Dodge|
|3rd||+2||+1||+3||+1||Trap Sense +1|
|6th||+4||+2||+5||+2||Trap Sense +2|
|7th||+5||+2||+5||+2||Improved Uncanny Dodge|
|8th||+6/+1||+2||+6||+2||Camouflage, Speed Climb|
|9th||+6/+1||+3||+6||+3||Trap Sense +3|
|10th||+7/+2||+3||+7||+3||Hide in Plain Sight|
|12th||+9/+4||+4||+8||+4||Trap Sense +4|
|15th||+11/+6/+1||+5||+9||+5||Trap Sense +5|
|18th||+13/+8/+3||+6||+11||+6||Trap Sense +6|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Scorpion Clan Ronin are proficient with their Tanto, all simple and martial weapons, and light armor.
Tanto: At 1st level, a Scorpion Clan Ronin gains a Tanto and a Blowgun. If a character other than the Ronin attempts to use either the Tanto or the Blowgun, treat the stolen weapon as if it is three sizes larger.
Ronin Tanto: 1d6 damage 19/20 critical x2
Ronin Short Blowgun: 1d4-1/rounds until drugs take effect, Range 50', Ammo Acupuncture Needles
Live by the Sword(Su): At 1st level, the Scorpion Clan Ronin's Tanto and Short Blowgun are magically attuned to the Ronin's body. If the Ronin were to be subject to an attack from the Ronin's attuned weapon, the blade or needle simply passes through the Ronin. If a Ronin is separated from an attuned weapon, the weapon can be summoned to the Ronin's hand. Summoning the weapon takes 1 minute. If the Ronin so desires, a new matching pair of weapons may be re-attuned, but the link to the previously attuned weapons is severed.
Trapfinding: Scorpion Clan Ronin can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Scorpion Clan Ronin can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Scorpion Clan Ronin who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (along with the rest of the party) without having to disarm it.
Soft-steps (Ex): At 1st level the Scorpion Clan Ronin can move at normal speed at no penalty while moving silently. At 4th level, they can move at a speed greater than one-half but less than their full speed. At 7th level, they no longer take penalty to move silently over noisy surfaces. At 10th level, they can move at full speed while moving silently. At 13th level, they no longer take a penalty to move silently over very noisy surfaces. At 16th level, they can run or charge while moving silently.
Evasion (Ex): At 2nd level and higher, a Scorpion Clan Ronin can avoid even magical and unusual attacks with great agility. If the Ronin makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the Ronin instead takes no damage. Evasion can be used only if the Scorpion Clan Ronin is wearing light armor or no armor. A helpless Scorpion Clan Ronin does not gain the benefit of evasion.
Great Leap (Su): At 5th level and higher, a Scorpion Clan Ronin always makes Jump checks as if they were running and had the Run feat, enabling them to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if they are wearing no armor and are carrying no more than a light load.
Speed Climb (Ex): A Scorpion Clan Ronin of 8th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A Scorpion Clan Ronin needs only one free hand to use this ability. This ability can be used only if a Scorpion Clan Ronin is wearing no armor and is carrying no more than a light load.
Trap Sense (Ex): At 3rd level, a Scorpion Clan Ronin gains an intuitive sense that alerts the Ronin to danger from traps, giving the Ronin a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Scorpion Clan Ronin reaches 6th level, to +3 when the Ronin reaches 9th level, to +4 when the Ronin reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 2nd level, a Scorpion Clan Ronin can react to danger before the Ronin's senses would normally allow the Ronin to do so. The Ronin retains the Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, the Dexterity bonus to AC is still lost if the Ronin is immobilized. If a Scorpion Clan Ronin already has uncanny dodge from a different class improved uncanny dodge (see below) will be gained instead.
Expert targeting (Ex): If targeting is available in your campaign, the Scorpion Clan Ronin receives the ability to strike limbs at the standard attack bonus as long as the target is unaware of the Ronin's presence at level 4. Targeting has the standard effects, except for when using a Scorpion Clan blow gun. The closer to the head the blow gun dart strikes, the quicker the drug takes effect. Normally drugs from a Scorpion Clan blow gun require 1d4-1 rounds to take effect. The table below shows the effect of targeted attacks on the amount of time it takes for the drugs to take effect.
|Target||# of Rounds Until Drug Effect Takes Place|
|Head||The drugs take affect immediately.|
|Torso||The drugs take affect after 1 round.|
|Arms or Legs||The drugs take affect after 2 rounds.|
|Hands or Feet||The drugs take affect after 3 rounds.|
Improved Uncanny Dodge (Ex): A Scorpion Clan Ronin of 7th level or higher can no longer be flanked. This defense denies another Scorpion Clan Ronin the ability to sneak attack the character using flanking, unless the attacker has at least four more Scorpion Clan Ronin levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Scorpion Clan Ronin level required to flank the character.
Camouflage (Ex): A Scorpion Clan Ronin of 8th level or higher can use the Hide skill in any sort of shadow, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of shadow, a Scorpion Clan Ronin of 10th level or higher can use the Hide skill even while being observed.
Scorpion Clan Drugs
Step 1: Finding Herbs
There are three kinds of herbs: strong, medium, and weak. Each of these herbs are worth a specific amount of ingredients. Herbs potent enough to be worth a Scorpion Clansman's time are very rare. A Search check for Herbs can only be done once every three full days of searching (8 hours a day. Can be done while traveling at half speed).
You gain +2 to Search for every five ranks in Knowledge (Herbalism). Different terrain has different quantities of herbs, each terrain type gives bonuses or penalties to the Knowledge (Herbalism) check.
Refer the roll to the chart and receive the herbs for the highest DC achieved
|Weak Herb||1 Ingredient|
|Medium Herb||7 Ingredients|
|Strong Herb||15 Ingredients|