SCARECROWMake excellent Paladins of Crow Tyranny!SCARECROWHD: d12Level123BaseAttackBonus+0+1+2FortSave+0+0+1RefSave+0+0+1WillSave+0+0+1SpecialScarecrow Body, Just Sticks and Hay, Scary SoundsSpooky Hay Magic, Lord of CrowFear Aura, Ominous Hayman in the Dark FieldAbility ScoreIncreases+1 Cha+1 Cha+1 ChaSkill Points: 2 + Int modifier per level (x4 at 1st level).Class Skills: Balance, Bluff, Concentration, Disguise, Handle Animal, Hide, Intimidate, Jump, Knowledge(Geography), Knowledge(Nature), Listen, Move Silently, Sleight of HayHand, Spellcraft, Spot, Survival, and Tumble.Proficiencies: Scarecrows are proficient with their natural attacks, PitchforksTridents, Sickles, and Scythes. Sense a Scarecrow doesnt normally have hands capable of fine manipulation, these weapons would need to be attached in a 1 hour long process, in which case they lose access to their slam attack. For the sake of wielding weapons/armor they have 2 arms. They are not proficient with any armor or shields.Class FeaturesScarecrow Body(Ex): At first level, the Scarecrow loses all racial bonuses and gains the Construct type and the following traits. (click to show/hide)No Constitution score.Low-light vision.Darkvision out to 60 feet.Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.Since it's not alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.A Scarecrow is medium sized, has a movement speed of 10ft, has a natural slam attack (1d4+str mod), and is takes 50% more damage from fire. It also gains a luck bonus equal to its cha modifier to AC. A scarecrow does not have hands capable of fine manipulation, and has no mouth to speak with. A scarecrow is under the effects of a constant endure elements and gentle repose effect (for the sake of staying relatively fresh while sitting out in the hot open field).Just Sticks and Hay: The Scarecrow if a crafty one, despite the lack of a brain. A scarecrow gains a bonus to Hide and Move Silently checks equal to it's Cha Mod. Further, as long as someone never actually sees the Scarecrow move, they must make a wisdom check (DC 10 + the Scarecrow's Cha Mod) to notice that the scarecrow has actually changed position. Further, as long as the scarecrow does not move, he doubles his bonus to disguise checks for the purposes of appearing like a normal scarecrow. Also, as long as it is not being observed, it's land speed is tripled. The scarecrow instinctively knows when it is being observed, though not necessarily who is doing the observing. Mindless creatures, and creatures with a Int score of 3 or lower are not treated as observers in regards to the effect of this ability.Scary Sounds: The number one job of a scare crow is to scare away crows, naturally. The scarecrow can use Ghost Sounds as a spell-like ability at will. Further, he can cast Cause Fear as a spell-like ability a number of times per day equal to his Charisma Mod, and can effect a targets with a HD of up to the scarecrow's current HD+4. The caster level for both these spell-likes is equal to the Scarecrows HD and any DCs are equal to 10 + 1/2 Scarecrow's HD + Scarecrows Cha Mod. The Scarecrow displays no components for using these spell-likes.Spooky Hay Magic: Witch covens and Druid circles often come out to the fields to perform magic rituals and spells. The Scarecrow has picked up on a few of their tricks. Starting at 2nd level, a scarecrow receives spells known and spells per day as a sorcerer of 2/3 his level, but he has CL equal to his HD, and can only learn spells of the Illusion and Enchantment schools. Scarecrow spells still have all the standard components of normal spells, but a scarecrow can have his raven familiars perform them in his place (despite their lack of hands capable of fine manipulation normally required for somatic components). This allows Scarecrow to wear armor (With the scarecrows that wear Fullplate becoming Scareknights, or Knightcrows, perhaps).If he multiclasses as a sorcerer, the casting stacks.Scarecrow level Sorcerer casting1 -2 13 2If a scarecrow takes a casting prc, it may choose to advance his casting as that of a sorcerer.Lord of Crow: The scarecrow may not have any hands to pick things up with or a mouth to talk with, but luckily he has managed to intimidate some crows into submission to do those things for him. Starting at second level, a Scarecrow gains a Raven as a Familiar as a Wizard of equal level. In addition, the scarecrow gains an additional number of Raven Familiars per 2 HD beyond 2nd.Scarecrows can talk through their Raven Familiars and can see through their eyes out to a range of Long range (400 feet + 40 feet per HD).Unlike a standard familiar, the scarecrow does not lose XP if one of the ravens die. He only loses XP if all his ravens die, and even then only loses xp as if he had lost only 1 familiar. Also unlike normal familiars, he need not do a ritual to attract them, merely spend 8 hours out in a open area where crows would normally be present (usually a field).The scarecrow cannot trade his raven familiars for another type of familiar (such as by improved familiar), though he may apply effects that modify the base creature or apply a template. The scarecrow's familiars are immune to any fear effects the Scarecrow produces (or rather, they are already too scared of the scarecrow to be any more scared).Fear Aura: Scarecrows manage to be quite spooky just standing around. Starting at 3rd level, all enemies within 5 feet per HD of the scarecrow must make a will save (DC 10 + 1/2 Scarecrow's HD + Scarecrows Cha Mod) or be shaken for a number of rounds equal to the scarecrows Cha Mod. Enemies are affected by this aura at the start of the scarecrows turns, but this fear does not stack with itself (so an enemy can only ever become shaken through this effect alone). Crows and similar birds are always enemies.Ominous Hayman in the Dark Field: The scarecrow is scary. Really scary. Starting at 3rd level, as long as the scarecrow is in an area of at least shadowy illumination or darker (be it magical or natural), creatures with immunites to fear instead are treated as if they are not immune vs any fear effects the Scarecrow produces, though they get a +5 bonus to saves against any such fear effects. Further, he gains a bonus on intimidate checks equal to half his HD (regardless of lighting).
Very scary nice, but I may say the capstone is a bit too strong. Probably should have the "normally immune get +5", since getting some kind of darkness/shadow isn't that hard.