Scorpion Clan Ronin (3.5e Class)

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Ronin[edit]

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.[edit]

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.

Races: Any.

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

Table: Scorpion Clan Ronin

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
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
4th +3 +1 +4 +1 Expert Targeting
5th +3 +1 +4 +1 Great Leap
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
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Trap Sense +4
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4
15th +11/+6/+1 +5 +9 +5 Trap Sense +5
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Trap Sense +6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft(Clan Drugs) (Int), Craft(Transmission Device) (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Herbalism) (Int) Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: Scorpion Clan Ronin are proficient with their Tanto, all simple and martial weapons, and light armor.

AC Bonus (Ex): If unencumbered, add the Wisdom bonus (if any) to the Scorpion Clan Ronin's AC.

These bonuses to AC apply even against touch attacks or when the Ronin is flat-footed.

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.

Table: Expert Targeting and Drugs

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[edit]

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


Search Herb DCs

Search DC Search Results
5 x2 weak
10 x5 weak
15 x1 medium
20 x1 medium, x3 weak
25 x1 medium, x5 weak
30 x1 strong
35 x1 strong, x2 weak
40 x1 strong, x5 weak
45 x1 strong, x1 medium
50 x1 strong, x1 medium, x3 weak
55 x1 strong, x1 medium, x5 weak
60 x2 strong
65 x2 strong, x2 weak
70 x2 strong, x5 weak
75 x2 strong, x1 medium
80 x2 strong, x1 medium, x3 weak
85 x2 strong, x1 medium, x5 weak
90 x3 strong
95 x3 strong, 2 weak
100 x3 strong, 5 weak

Step 2: Drug Form

Find the ingredient and time cost of the chosen drug level and form. Determine whether the character attempting to make the drug has the necessary ingredients, then remove the correct number of ingredients from that character's inventory. If the character cannot spend all the ingredients in an herb, they are wasted and lost.

If your Craft Drugs check fails. Discard all Ingredients.

Salves: (DC 5) Meant to be applied directly to flesh

Extracts: (DC 15) Concentrations strong enough to be applied to weapons, added to food, drink, and solutions. Moderately versatile. Used with sponge blocks, atomizers and syringes.

Powder: (DC 25) Concentrations, dried and ground, can be added to food drink, rubbed into wounds and blown into eyes, etc. Very versatile. Used in pills, syringes, and powder bombs.

Wax: (DC 35) An extract so concentrated it forms a waxy substance; can be used as a salve and syringes at double effectiveness, and can be used on weapons for double duration. It is the only substance usable in vapor bombs and auto syringes.

Spell Level Salve Cost Extract Cost Powder Cost Wax Cost
1st 5 Ingredient, 5/day 8 Ingredient, 4/day 5 Ingredient, 3/day 10 Ingredient, 2/day
2nd 10 Ingredient, 4/day 16 Ingredient, 3/day 10 Ingredient, 2/day 20 Ingredient, 1/day
3rd 15 Ingredient, 3/day 24 Ingredient, 2/day 15 Ingredient, 1/day 30 Ingredient, 2 days
4th 20 Ingredient, 2/days 32 Ingredient, 1/day 20 Ingredient, 2 days 40 Ingredient, 3 days

Step 3

You are now left with the option of using your substance as is, or creating a device for transference. Some devices are reusable (should be cleaned thoroughly) while others can only be used once. With your DM’s permission. invent your own devices!

Pill: Powder compressed into a pill. Time release +5 DC. False tooth +10 DC

Sponge Block: A spongy material resistant to being cut made of leather and cloth fibers. This device soaks up extracts providing a surface to quickly coat a blade or needle. Quiver +10 DC

Syringe: A hollow needle, a container, and a plunger all put together. Dissolve extracts and powders into salt water and fill the container. insert needle into the body. depress the plunger. knowing where and how deep the injection must be requires scorpion training. Do not use if you’re not a Scorpion clansman.

Atomizer: The atomizer allows extracts to be inhaled as a rather versatile delivery method.

Powder Bomb: A tiny black powder charge packed in powdered scorpion clan drugs. fill a 10’ sq area with the drug as an AoE inhalant.

Vapor Bomb: A single bottle of alchemist fire could provide enough catalyst to react with wax to create hundreds of vapor bombs. When thrown at the target or the ground at the feet of the target, this device sprays a cloud of vapor filling a 20’ diameter area. (Add 5 DC every 10’ increase in diameter. Add another 10 DC to combine wax and salve of the same drug to create a cloud that affects creatures through contact rather than just inhalation.

Auto-syringe: This device has a needle designed to penetrate flesh the precise depth needed on a specific area of the body. It requires no plunger and is activated by wax and the alchemist fire catalyst. This along with the knowledge of where to inject allow it to be used by those other than scorpion clansman.

Transmission Device DC
Pill 15
Sponge Block 15
Atomizer 25
Syringe 25
Powder Bomb 30
Vapor Bomb 35
Auto-syringe 40

Ex-Scorpion Clan Ronin[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic Scorpion Clan Ronin[edit]

Table: The Epic Scorpion Clan Ronin

Hit Die: d6

Level Special
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat

8 + Int modifier skill points per level.


Bonus Feats: The epic Ronin gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Scorpion Clan Ronin[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Scorpion Clan Ronins in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Scorpion Clan Ronin Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Scorpion Clan Ronins in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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