Scaled Horror

Core (SS)Supplementals (3.0)

Requirements

Base Attack Bonus: +5

Skills: Hide 5 ranks , Move Silently 5 ranks , Swim 5 ranks or a +8 racial bonus on Swim checks

Race: Character must have either the aquatic or the reptilian subtype.

Hit Die
d10
Skill Points
4+ Int

Class Skills

ClimbSTR
ConcentrationCON
HideDEX
JumpSTR
ListenWIS
Move SilentlyDEX
SearchINT
SpotWIS
SurvivalWIS
SwimSTR

Advancement

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +2 +0 +0 Improved grab, keen scent 0
2nd +1 +3 +0 +0 Freedon of movement 1
3rd +2 +3 +1 +1 1 0
4th +3 +4 +1 +1 Damage reduction 2/- 1 1
5th +3 +4 +1 +1 Spring attack 1 1 0
6th +4 +5 +2 +2 1 1 1
7th +5 +5 +2 +2 Silent spell 1 1 1 0
8th +6 +6 +2 +2 Still Spell 2 1 1 1
9th +6 +6 +3 +3 2 2 1 1
10th +7 +7 +3 +3 Damage reduction 4/- 2 2 2 1

Weapon and Armor Proficiency: The Scaled Horror proficient with all simple and martial weapons, shields, and light armor. Otherwise they neither gain nor lose weapon, armor, or shield proficiency by taking levels in this class.

Improved Grab (Ex): If a scaled horror hits with its natural weapons or unarmed attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The ability works only against opponents of the same size or smaller. The scaled horror has the option to conduct the grapple normally, or simply use its natural weapons or unarmed attack to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals damage given for the attack that established the hold.

Keen Scent (Ex): A scaled horror can notice creatures by scent in a 180-foot radius, provided both the scaled horror and the creature are in the same body of water, and can detect blood in the water at a range of up to 1 mile.

Spells: Beginning at 1st level, a scaled horror gains the ability to cast divine spells from the ranger spell list (see Chapter 11 of the Player’s Handbook). To cast a spell, the 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 bonus. When the scaled horror gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the scaled horror gets only bonus spells. A scaled horror without a bonus spell for that level cannot yet cast a spell of that level. A scaled horror pre- pares and casts spells just as a ranger does (though the scaled horror’s caster level is the same as its class level).

Freedom of Movement (Ex): Beginning at 2nd level, a scaled horror moves and fights underwater as if subject to the spell freedom of movement.

Damage Reduction (Ex): Starting at 4th level, a scaled horror gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the scaled horror takes each time he is dealt damage. At 10th level, this damage reduction rises to 4/—. Damage reduction cannot reduce damage to less than 0.

Spring Attack (Ex): At 5th level, a scaled horror gains Spring Attack as a bonus feat.

Silent Spell: At 7th level, a scaled horror gains Silent Spell as a bonus feat.

Still Spell: At 8th level, a scaled horror gains Still Spell as a bonus feat.