Scarab Savant (Apath)

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Unofficial rules compendium

The tradition of the scarab savant is perhaps the most secretive of all the tribal naturalist paths. According to legend, it was pioneered by the wise men who tended the greatest oases of the desert in ages past. In those days, the druids and scarab savants of the wastes patterned their sacred art after the admirable qualities displayed by the myriad varieties of beetles dwelling in their sand-swept home: The deft agility of the Brown Rambler; the humbling presence of the Pharaoh Scarab; the powerful leap of the Cerulean Jumping Beetle; the vigilant sensitivity of the Waiting Widow; and the paralyzing bite of the Crawling Lily. In recent times, however, the art of the scarab was “co-opted” by the plentiful enemies of the once proud guardians of the oases. Among the black-heartened servitors of the foulest gods and forces, mastery of the scarab’s art is considered doubly respectable—first, for the art’s efficiency, and second, for the evildoer’s commitment to humbling her enemy. The few tribal scarab savants who still practice the art guard its secrets with their very lives.

Class Information

Scarab savant is an alternate class to the monk. A scarab savant cannot take levels in monk or another of the monk's alternate classes.

Publisher: Purple Duck Games.

Role: Scarab savants are an interesting hybrid of martial artist and shapeshifter, and almost any desert troupe can make use of their wide array of talents and abilities.

Alignment: Any

Hit Die: d10

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: The scarab savant is a self-educated class and begins play in the same age bracket as a fighter.

Class Skills

The scarab savant’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (any) (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

These are all the features of the scarab savant class.

AC Bonus

When unarmored and unencumbered, the scarab savant adds her Wisdom bonus (if any) to her AC and CMD. In addition, a scarab savant gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four scarab savant levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the scarab savant is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feats (Ex)

At 1st level, 2nd level, and every 4 levels thereafter, a scarab savant can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Improved Grapple, Lunge, Scorpion Style, Spider Step, and Step Up.

At 6th level, the following feats are added to the list: Dreadful Carnage, Following Step, Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, and Step Up And Strike.

At 10th level, the following feats are added to the list: Bleeding Critical, Blinding Critical, Improved Critical, Medusa's Wrath, and Spring Attack.

A scarab savant need not have any of the prerequisites normally required for these feats, but some feats still require the use of other feats to function, such as Step Up And Strike

Flurry Of Blows (Ex)

At 1st level, a scarab savant can make a flurry of blows as a full-attack action. When making a flurry of blows, the scarab savant can make one additional attack at her highest base attack bonus. The scarab savant can only make these attacks with unarmed strikes. She can still gain additional attacks from a high base attack bonus and from haste and similar effects.

At 11th level, a scarab savant can make an additional attack at her highest base attack bonus whenever she makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Unarmed Strike (Ex)

Table: Small or Large
Scarab Savant Damage
Scarab
Savant
Level
Small
Scarab
Savant
Damage
Large
Scarab
Savant
Damage
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

At 1st level, a scarab savant gains Improved Unarmed Strike as a bonus feat. A scarab savant's attacks can be with fists, elbows, knees, and feet. This means that a scarab savant can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a scarab savant striking unarmed. A scarab savant can apply her full Strength bonus on damage rolls for all her unarmed strikes. A scarab savant's unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well.

A scarab savant's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a scarab savant's unarmed strike is determined by the unarmed damage column on Table: Scarab Savant. The damage listed is for Medium scarab savants. The damage for Small or Large scarab savants is listed in Table: Small or Large Scarab Savant Damage.

Versatile Strike (Ex)

The scarab savant can imitate the attacks of various vermin; her unarmed attacks do bludgeoning/slashing/piercing damage.

Evasion (Ex)

At 2nd level, a scarab savant can avoid damage from many area-effect attacks. If a scarab savant succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a scarab savant is wearing light armor or no armor. A helpless scarab savant does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a scarab savant gains an enhancement bonus to her land speed, as shown on Table: Scarab Savant. A scarab savant in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Ex)

At 3rd level, a scarab savant gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a scarab savant's ki pool is equal to 1/2 her scarab savant level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike. At 3rd level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks overcome any damage reduction based on alignment. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from her ki pool as a swift action, a scarab savant can make one additional unarmed strike at her highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A scarab savant gains additional powers that consume points from her ki pool as she gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power

At 4th level and every 2 levels thereafter, a scarab savant can select one ki power. These powers allow the scarab savant to perform amazing feats of mystical power and acrobatic prowess by expending points from her ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the scarab savant to be of a specific level or higher before they can be chosen. Unless otherwise noted, a scarab savant cannot select an individual ki power more than once.

Cerulean Leap (Su): The scarab savant gains a +10 competence bonus on all Jump checks, and determines the distance jumped as if making a running jump, even when standing still. By spending one point of ki, the DC of all jumps she makes this round are halved.

Diamond Body (Su): By spending 1 point from her ki pool as a standard action, a scarab savant with this power can remove one toxin from her body as if using neutralize poison, using her scarab savant level as her caster level. This is not an action, and can be done the instant the scarab savant is poisoned. She can remove only one poison in this way per use of this ability. A scarab savant must be at least 8th level before selecting this ki power.

Diamond Resilience (Su): By spending 1 ki point as a swift action, the scarab savant gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A scarab savant must be at least 12th level before selecting this ki power.

Feather Balance (Su): A scarab savant with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the scarab savant treats any Acrobatics attempt made to balance as if she had rolled a 20. This ability lasts for 1 minute.

Furious Defense (Su): By spending 1 point from her ki pool as an immediate action, a scarab savant with this ki power can grant herself a +4 dodge bonus to AC until the end of her next turn. A scarab savant must be at least 7th level before selecting this ki power.

Hybrid Form (Su): The scarab learns how to take on some of the physical characteristics of vermin. A scarab savant’s hybrid form is a fearsome sight to behold. A thin layer of hard but flexible chitin covers her natural skin, and her eyeballs morph into the compound eyes of an insect. The scarab savant gains darkvision out to a range of 60 ft. as well as +1 bonus to natural armor while she remains in hybrid form. The bonus to natural armor increases by one at level 6 and every six levels thereafter, to a maximum bonus of +4 at 18th level. Assuming hybrid form is a swift action that costs 2 points from the ki pool and lasts one minute.

Ki Blocker (Su): A scarab savant with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the scarab savant can interrupt the target's flow of ki. If the scarab savant successfully damages the target of her attack, that opponent's cost to activate abilities with ki increases by 1 ki point for 1 hour. If the scarab savant spends 2 points from her ki pool, she can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A scarab savant must be at least 10th level before selecting this ki power.

Ki Hurricane (Su): As a full-round action, a scarab savant with this ability can move up to twice her speed. At any point in that movement, the scarab savant can spend 1 ki point to make the first attack in her flurry of blows. She can later spend another ki point to make the next attack in her flurry of blows, and so on, until she either stops spending ki points or has exhausted all the attacks from her flurry of blows. A scarab savant must be at least 10th level and possess the sudden speed ki power before selecting this ki power.

Ki Metabolism (Su): A scarab savant with this ability uses her ki to control her metabolism. As long as she has at least 1 point remaining in her ki pool, the scarab savant needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish her ki pool), and can hold her breath for up to 1 hour per point of Constitution. As a move action, she can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time she enters this state, she indicates a preset period of time or a triggering condition, after which she awakens.

Light Steps (Ex): A scarab savant with this ki power can move effortlessly across nearly any surface. Whenever the scarab savant activates her feather balance ki power, she can also ignore all difficult terrain. In addition, while active, she can cross any solid surface, even if it would normally not support her weight. This does not allow her to walk on liquids. A scarab savant must be at least 8th level and have the feather balance ki power before selecting this ki power.

Rambler’s Step (Ex): The scarab savant gains the ability to adhere to nearly sheer surfaces as though she were herself a beetle. She may use her Dex instead of her Str modifier for the purposes of determining her total Climb Skill Modifier. She does not lose her Dexterity bonus to AC while climbing. By expending one point of ki pool, she gains a climb speed equal to half her (enhanced) land speed for 1 minute.

Slow fall (Su): A scarab savant can slow her descent by expending 1 point from her ki pool as an immediate action. When she uses this ability, she takes no damage from the fall (as if using feather fall). Unlike most monks, she need not be adjacent to a wall to do this.

Sudden speed (Su): A scarab savant with this ki power can spend 1 point from her ki pool as a swift action to grant herself a sudden burst of speed. This increases the scarab savant's base land speed by 30 feet for 1 minute.

Summon Vermin Swarm (Sp): By spending 2 points from her ki pool, the scarab savant can summon swarm (sp) with a caster level equal to her class level as a standard action. She must be 4th level to take this ki power, and she can summon only a spider swarm. At 6th level she adds cockroach swarm and locust swarm to the swarms she can summon. At level 8 she adds mosquito swarm and wasp swarm. At level 10 she adds centipede swarm. At level 12 she adds army ant swarm. At level 14 she adds rot grub swarm. At level 16 she adds hellwasp swarm. At level 18 she adds tick swarm. She can summon multiple weaker swarms all of the same kind instead of one stronger swarm; for every level beyond the minimum for the swarm she is summoning, she can summon an additional swarm of the same type.

Vermin Shape (Sp): By spending 3 point from her ki pool as a standard action, the scarab savant can use vermin shape I (sp) with a caster level equal to her class level. She can use all abilities that work with her unarmed attacks with her natural attacks in vermin form. The scarab savant must be 6th level to learn this ki power. At 8th level she can assume the form of a vermin of her own size category (usually Small or Medium) as a swift action. At 10th level, she can use vermin shape II. At 12th level, the duration increases to 1 hour/level (D) when she assumes the shape of Tiny vermin. At 14th level, she can use this ability as a swift action regardless of size. At 16th level, the duration increases to 1 hour/level (D) when she assumes the shape of Small or Medium vermin. At 18th level, the duration increases to 1 hour/level (D) for any size vermin.

Water sprint (Su): A scarab savant with this ki power can spend 1 point from her ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per scarab savant level. A scarab savant must be at least 6th level before selecting this ki power.

Widow’s Watch (Su): The scarab savant gains the acute sensitivity of the Waiting Widow beetle. She acquires the blindsense ability out to a range of 30 feet. By spending 1 point of ki she also gains tremorsense out to 30 ft. for one minute. A scarab savant must be at least 14th level before selecting this ki power.

Wings (Su): A scarab savant with this ki power can spend 1 point from her ki pool as a move action to grant herself a fly speed (with perfect maneuverability) equal to her base land speed. Once activated, this ability lasts for 1 minute. A scarab savant must be at least 8th level and have the high jump ki power before selecting this ki power.

Still Mind (Ex)

At 4th level, a scarab savant gains a +2 bonus on saving throws against enchantment spells and effects.

Uncanny Dodge (Ex)

At 4th level, a scarab savant can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A scarab savant with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a scarab savant already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Style Strike (Ex)

At 5th level, a scarab savant can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a scarab savant learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type. The scarab savant can choose from any of the following strikes.

Defensive Spin: The scarab savant spins about, confounding her foe. If the attack hits, the scarab savant gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself. The scarab savant must attack with a fist to use this style strike.

Elbow Smash: The scarab savant follows up a punch with a strike from her elbow. If the attack hits, the scarab savant can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The scarab savant must attack with a fist to use this style strike.

Flying Kick: The scarab savant leaps through the air to strike a foe with a kick. Before the attack, the scarab savant can move a distance equal to her fast movement bonus. This movement is made as part of the scarab savant's flurry of blows attack and does not require an additional action. At the end of this movement, the scarab savant must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp: The scarab savant stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the scarab savant ends her turn adjacent to that foe, the foe's movement is restricted. Until the start of the scarab savant's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the scarab savant. Alternatively, it can attempt a combat maneuver check (against the scarab savant's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The scarab savant must attack with a kick to use this style strike.

Hammerblow: The scarab savant links her hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the scarab savant rolls her unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The scarab savant must attack with a fist to use this style strike, but must have both hands free.

Head-Butt: The scarab savant slams her head into her enemy's head, leaving her foe reeling. If the attack hits and the foe is of the same size or one size smaller than the scarab savant, the scarab savant can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the scarab savant, the scarab savant takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The scarab savant must attack with a head-butt to use this style strike.

Knockback Kick: The scarab savant attempts to knock her foe back with a powerful kick. If the attack hits, the scarab savant can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the scarab savant. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the scarab savant's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The scarab savant must attack with a kick to use this style strike.

Leg Sweep: The scarab savant attempts to sweep her foe's leg, knocking the opponent down. If the attack hits, the scarab savant can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The scarab savant must attack with a kick to use this style strike.

Shattering Punch: The scarab savant delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The scarab savant must attack with a fist to use this style strike.

Spin Kick: The scarab savant spins about, delivering a kick her foe did not expect. The scarab savant makes her attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The scarab savant must attack with a kick to use this style strike.

Vermin Facade (Ex)

At 5th level, the scarab savant has gained such a rapport with vermin that they generally won't attack her or her team. Vermin that would attack for food, to guard territory simply, and similar non-urgent reasons ignore the scarab savant and allies within 30 ft. of her. Vermin defending their nest, queen, or otherwise under severe duress are allowed a Will saving throw against this ability, DC 10 + 1/2 the scarab savant's class level + her Wisdom modifier.

The scarab savant can use Handle Animal to train vermin as if they were animals with an Intelligence score of 1. Finally, vermin are not immune to mind-affecting effects used by the scarab savant.

Vicious Strike (Ex)

At 7th level the scarab savant can imitate the most lethal attacks of vermin; her unarmed attacks now have a threat range of 19-20. This stacks with other critical-enhancing effects.

Vermin Prognostication (Sp)

An 8th level scarab savant can observe vermin in their routine activities to gain information about the surrounding area or future events, as either commune with nature or divination. The scarab savant must observe wild vermin for an hour without disturbing them. Normally, scarab savants observe normal (Fine-sized) vermin, but the ability works with any vermin that have not been tamed, domesticated, or otherwise is under the control of non-vermin. Using this ability also restores a point to the scarab savant's ki pool, up to the normal maximum.

Improved Evasion (Ex)

At 9th level, a scarab savant's evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless scarab savant does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex)

At 12th level, a scarab savant can no longer be flanked.

This defense denies the ability to sneak attack the savant by flanking her, unless the attacker has at least four more levels in classes that grant sneak attack than the target does in classes that grant uncanny dodge.

Pharaoh's Majesty (Sp)

At 13th level, the scarab savant can communicate with vermin (as speak with animals but only with vermin) and charm vermin (as charm person except that it affects vermin instead of humanoids.) She can use both these abilities at will. The save DC is 10 + half the scarab savant's class level + her Wisdom modifier.

At the cost of 2 points from her ki pool, she can use both these abilities at the same time against all vermin within 60 ft. who can see and hear her. She can affect swarms this way.

Lilly's Kiss (Ex)

At 16th level, the scarab savant gains the paralytic strike of the crawling lily beetle. Once per day per scarab savant level, the character can cause an unarmed strike to be especially debilitating to living creatures, inflicting 1d3 points of Dexterity damage in addition to any normal damage inflicted by the attack. There is no saving throw to avoid this effect. When a foe is damaged by an unarmed strike, the scarab savant can use the kiss as an immediate action. Creatures immune to critical hits are immune to this effect.

Timeless Body (Ex)

At 17th level, a scarab savant no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the scarab savant still dies of old age when her time is up.

Flawless Mind (Ex)

At 19th level, a scarab savant gains total control over her mental faculties. Whenever she attempts a Will save, she can roll twice and take the better result. If she fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the scarab savant can attempt a new saving throw at the end of each hour to end the effect.

Endless Ki (Ex)

At 19th level, the ki point cost of any ability that has a ki point cost is reduced by one point, to a minimum of one ki point.

Vermin Assumption (Ex)

At 20th level, a scarab savant is forevermore treated as a vermin rather than a humanoid (or whatever her original creature type was) for the purpose of spells and magical effects. She becomes immune to mind-affecting effects but retains her intelligence. Finally, the scarab savant gains the ability to enter a state of perfect calm. During this time, the scarab savant can take no actions, but she does regain ki at the rate of 1 point per 10 minutes spent at calm. She cannot use this ability to gain an amount of ki in excess of her maximum.

Table: Scarab Savant

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed
Damage
AC
Bonus
Fast
Movement
1st +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), unarmed strike, versatile strike 1d6 +0 +0 ft.
2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.
3rd +3 +3 +3 +1 Fast movement, ki pool, ki strike (magic) 1d6 +0 +10 ft.
4th +4 +4 +4 +1 Ki power, still mind, uncanny dodge 1d8 +1 +10 ft.
5th +5 +4 +4 +1 Style strike (1/round), vermin facade 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus feat, ki power 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 Ki strike (cold iron/silver), vicious strike 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +2 Ki power, vermin prognostication 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +3 Improved evasion, style strike 1d10 +2 +30 ft.
10th +10/+5 +7 +7 +3 Bonus feat, ki power, ki strike (aligned) 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +3 Flurry of blows (bonus attack) 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +4 Improved uncanny dodge, ki power 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +4 Pharaoh's majesty, style strike 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +4 Bonus feat, ki power 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +5 Style strike (2/round) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 Ki power, ki strike (adamantine) , lilly's kiss 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 Style strike, timeless body 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, ki power 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Endless ki, flawless mind 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +12 +6 Ki power, vermin assumption 2d10 +5 +60 ft.

Localization

To move the scarab servant outside the desert doesn't change a thing; insects and vermin are among the hardiest creatures known and exist all over the world.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.

  • Dwarf: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by your unarmed strike (minimum of 0).
  • Elf: Add +1 to the bonus granted by the fast movement ability. In combat this option has no effect unless you have selected it five times (or another increment of five).
  • Gnome: Select one type of vermin. This must be a specific type of monster, but also applies to such creatures with a template. You automatically pass all saving throws forced by creatures of this type.
  • Half-Elf: Add +½ on Escape Artist checks and on Acrobatics checks.
  • Half-Orc: Add +¼ to the your CMB when when grappling or CMD when resisting a grapple.
  • Halfling: Add +¼ to the your CMD.
  • Human: Add +¼ point to the your ki pool.


  • Anpur: Add +2 to the bonus granted by the fast movement ability in sandy or desert terrain only. In combat round this bonus down to the nearest increment of five ft.
  • Hobgoblin: Add a +¼ bonus on combat maneuver checks made to grapple or trip.
  • Ifrit: Add ¼ fire damage to your unarmed attacks.
  • Kobold: Add +⅓ to your natural armor racial ability.
  • Orc: Add +¼ to the your CMB when when making a bull rush or grapple combat maneuver.
  • Oread: Add +⅓ on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Ratfolk: Subtract 1 from the Stealth penalty you suffer from movement.
  • Samsaran: Add a +½ bonus on your saving throws to resist death attacks.
  • Strix: Add +3 To your fly speed. This bonus cannot exceed your fast movement bonus and applies under the same circumstances. In combat this option has no effect unless you have selected it five times (or another increment of five).
  • Sylph: Add ¼ electricity damage to your unarmed attacks.
  • Tengu: Add +½ to Survival checks.
  • Zendiqi: + ½ to Perception, Stealth, and Survival checks.
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