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devlingreye
2012-08-26, 11:52 PM
Wounded Viper (PF)

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” The sting of the viper is quick and deadly.” Vela Adder a wounded viper.

Some soldiers focus on being able to use any weapon at anytime. Some being archers while others being sword and shield, but there are a select few who have found that a mix of ranged and close range melee. These people are know as the wounded vipers masters of the art of using whips. wounded vipers focus their skills on defense by keeping their foes out of close ranged melee while also being able to strike out at ranged combatants with deadly strikes.

Adventures: Wounded vipers choose to adventure for many different reason from money to glory. There are wounded vipers who do seek out the grander choice like free countries from oppression, rescue a kidnapped love, or saving the world.

Characteristics: Wounded viper excel medium ranged melee combat using their whip to strike out at their enemies. When an enemy get close to viper he can use his whip trip and grapple enemies to allow him to move and repossession themselves to strike again.

Alignment: Wounded vipers can be of any alignment because they do not have any connection to any organization.

Religion: Wounded vipers can be of any religion.

Background: The only requirement to becoming a wounded viper is the ability to use a whip.

Races: Wounded vipers can be of any race because all of their ability are based on skill with a whip.

Other Classes: Most class can get along with the wounded viper especially the fighters on the world. They are skilled at striking enemies and defending those around him.

Role: Wounded vipers excel in combat- defending their enemies, controlling the flow by striking foes at a distance while they approach to attack. When an enemy gets close to an wounded viper he will try to trip or disarm his foes.

Adaptation: The wounded viper class can be added to any campaign setting due to it not belonging to any organization.

GAME RULE INFORMATION
Wounded viper's have the following game statistics.
Abilities: Wounded vipers use strength or dexterity to determine there effectiveness while striking with his whip. Also wounded vipers need to have a high wisdom score to increase the amount grit they can use.
Alignment: Any
Hit Die: d10
Starting Age: As Barbarian

Class Skills
The wounded viper's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier

Wounded Viper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Cracking Speed

1st|
+1|
+2|
+0|
+0|
Cracking Speed, Grit, Deeds|1d6

2nd|
+2|
+3|
+0|
+0|
Twisting Defense|1d6

3rd|
+3|
+3|
+1|
+1|
Deeds, Thick Skin|1d6

4th|
+4|
+4|
+1|
+1|
Bonus Feats|1d8

5th|
+5|
+4|
+1|
+1|
Coiled Viper|1d8

6th|
+6/+1|
+5|
+2|
+2|
Snapping Counter 1/day|1d8

7th|
+7/+2|
+5|
+2|
+2|
Deeds|1d10

8th|
+8/+3|
+6|
+2|
+2|
Grappling Fang|1d10

9th|
+9/+4|
+6|
+3|
+3|
Rending Disarm|1d10

10th|
+10/+5|
+7|
+3|
+3|
Snapping Counter 2/day|1d12

11th|
+11/+6/+1|
+7|
+3|
+3|
Deeds|1d12

12th|
+12/+7/+2|
+8|
+4|
+4|
Bonus Feats|1d12

13th|
+13/+8/+3|
+8|
+4|
+4|
Critical Fang|2d6

14th|
+14/+9/+4|
+9|
+4|
+4|
Snapping Counter 3/day|2d6

15th|
+15/+10/+5|
+9|
+5|
+5|
Deeds|2d6

16th|
+16/+11/+6/+1|
+10|
+5|
+5|
Choking Coil |2d8

17th|
+17/+12/+7/+2|
+10|
+5|
+5|
Reaching Fangs|2d8

18th|
+18/+13/+8/+3|
+11|
+6|
+6|
Bonus Feats|2d8

19th|
+19/+14/+9/+4|
+11|
+6|
+6|
Deeds|2d10

20th|
+20/+15/+10/+5|
+12|
+6|
+6|
Lord of Vipers|2d10[/table]

Class Features
All of the following are class features of the wounded viper.

Weapon and Armor Proficiencies: Wounded vipers are proficient with all simple and martial weapons, and with all whips. They are proficient with all light armor.

Cracking Speed (Ex)
Starting at 1st level the wounded viper starts to develop has ability to inflict the maximum amount of damage caused by his whip. At 1st level the wounded viper's whip damage is increased to 1d6 and every 3 levels after 1st the damage increases by 1step. For example a 4th level wounded viper's whip damage is 1d8 instead of 1d6 at 1st level. Finally at 19th level his whip damage is increased to 2d10. The base damage of the whip is changed by this ability, if the weapon in enchanted its damage is based off the cracking speed damage.

Grit (Ex)
A wounded viper makes her mark upon the world with daring deeds. Some wounded vipers claim they belong to a mystical way of the whip, but it’s more likely that the dangerous nature of using a whip simply prunes the unlucky and careless from their ranks. Whatever the reason, all wounded vipers have grit. In game terms, grit is a fluctuating measure of a wounded viper’s ability to perform amazing actions in combat. At the start of each day, a wounded viper gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A wounded viper spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Whip: Each time the wounded viper confirms a critical hit with a whip attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the wounded viper’s character level does not restore grit.

Killing Blow with a Whip: When the wounded viper reduces a creature to 0 or fewer hit points with a whip attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the wounded viper’s character level to 0 or fewer hit points does not restore any grit.

Deeds
Wounded viper spend grit points to accomplish deeds. Most deeds grant the wounded viper some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the wounded viper has at least 1 grit point. The following is the list of base wounded viper deeds. An wounded viper can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye Lash (Ex): At 1st level, the wounded viper can resolve an attack against flat-footed AC instead of normal AC when attacking with in 10ft of the target. Performing this deed costs 1 grit point per attack.

Snapping the Wind (Ex): At 1st level, the wounded viper gains the knack to possibly block ranged attacks. When a ranged attack is made against the wounded viper, he can spend 1 grit point to grant him a +2 deflection bonus to his AC as an immediate action. The wounded viper can only perform this deed while wearing medium or light armor, and while wielding a whip.

Disarm Training (Ex): At 1st level, as a move action the wounded viper can grant himself a +4 to his CMB roll to disarm a foe of his held weapon by spending 1 grit point.

Serpents Initiative (Ex): At 3rd level, as long as the wounded viper has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, he can draw his whip as part of the initiative check.

Quick Snap (Ex): At 3rd level, the wounded viper can make a surprise melee attack with his whip as a standard action. When he does, he is considered to be proficient with the whip as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the whip. The damage dealt by the quick snap is of the slashing type, and is determined by the size of the whip. Normal whips deal 1d4 points of damage (1d2 if wielded by Small creatures) and a bladed whip deal 1d6 points of damage (1d4 if wielded by Small creatures). Regardless of the wounded viper’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the wounded viper can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Tricks (Ex): At 3rd level, if the wounded viper has at least 1 grit point, she can perform all of the following utility tricks. Each utility trick can be applied to any single attack with a whip, but the wounded viper must declare the utility tricks he is using before he attacks.

Rapid Climber (Ex): The wounded viper can use his whip to secure to a ledge or point of climb up to. The wounded viper must make a equal to the distance he will need to climb to the secure point. Once his whip is secure it is a move action to climb up to his secure point. As long as the wounded viper has at least one grit he gains a +10 to climb checks to climb his whip.

Grab Unattended Object: The wounded viper makes an attack roll against a Tiny or smaller unattended object within range of his whip. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the wounded viper does not damage the object with the attack, but can move it up to 15 feet closer to him. If he moves the object into his occupied space, he can spend a move action to catch the object if he has a free hand. On a miss, he damages the object normally.

Bridge Gap: The wounded viper can use his whip to attach to the other side of of horizontal gap to make it easier to cross. As a standard action the wounded viper can target a solid point to secure his whip to. Once the whip is attached the wounded viper secures the other end. Being that the wounded viper is so familiar with his own whip, he may take 10 on an acrobatics check to cross his whip. Once the wounded viper has crossed the gap it is a free action unhook his whip and pull it to him.

Dead Heads Lash (Ex): At 7th level, as a full-round action, the wounded viper can take careful aim and pool all of her attack potential into a single, deadly whip attack. When she does this, she attacks with his whip at a single target, but makes as many attack rolls as he can, based on her base attack bonus. He makes the attack rolls in order from highest bonus to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the wounded viper’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the wounded viper increases the damage of the attack by the base damage dice of the whip. For instance, if a 7th-level wounded viper attack with a whip hits with both attacks, he does 2d6 points of damage with the attack, instead of 1d6 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The wounded viper must spend 1 grit point to perform this deed.

Startling Crack (Ex): At 7th level, a wounded viper with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a whip attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the wounded viper can make a single whip attack and choose part of the body to target. He gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the wounded viper’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: Targeting the torso causes the target's armor to gain the broken condition for one round.

Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound (Ex): At 11th level, when the wounded viper hits a living creature with a whip attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the wounded viper’s Dexterity modifier. Alternatively, the wounded viper can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (wounded viper’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Corkscrew Snap (Ex): At 11th level, an wounded viper can twist his whip while attacks a foe, causing his attack to work as a bull rush in addition to it doing weapon damage. The wounded viper gains a +5 to CMB for thee purpose of the bull rush. The wounded viper must spend 1 grit point to to use this deed.

Lightning Reaction (Ex): At 11th level, as long as the wounded viper has at least 1 grit point, he gain use of the Quick Draw feat. In addition he gains a +2 to his reflex save to avoid damage from spells.

Evasive (Ex): At 15th level, when the wounded viper has at least 1 grit point, he gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses her wounded viper level as her rogue level for improved uncanny dodge.

Menacing Crack (Ex): At 15th level, the wounded viper can spend 1 grit point, cracking his whip in the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the wounded viper’s level + the wounded viper’s Wisdom modifier.

Vipers Backstrike (Ex): At 15th level, the wounded viper can spend grit to reroll a attack roll or a skill check. It costs 2 grit points to reroll an attack roll, and 1 grit point to reroll a skill check. The wounded viper must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the Signature Deed feat or any other effect that reduces the amount of grit a deed costs.

Following the Serpent (Ex): At 19th level, whenever the wounded viper grapples a foe with his whip, he can spend 2 grit points to forcefully move his grappled target a number of feet equal to his Base Attack Bonus plus his strength modifier rounded down. The wounded viper can move the foe in any direction he chooses, but the movement must all be done at once. If a grappled creature ends this movement in a space occupied be another object, they take 1d8 bludgeoning damage. Once the movement has stopped the foe must make a Reflex save not to fall prone. DC= 10+ ½ the wounded viper's level+ Strength modifier. The wounded viper can release the grapple as a free action.

Open Wounds (Ex): At 19th level, when the wounded viper scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the wounded viper’s level + the wounded viper’s Dexterity modifier. On a failed saving throw, the target's body erupts in large bloody open wounds. These wounds cause massive amount of bleed damage, for 1d4 rounds the target bleeds damage equal to ¼ the damage caused by the critical attack. Performing this deed does not allow the wounded viper to regain grit from confirming a critical hit or making a killing blow.

Stunning Slash (Ex): At 19th level, when a wounded viper hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the wounded viper’s level + the wounded viper’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Twisting Defense (Ex)
A wounded viper has learned to twist his whip around his body to defend himself from incoming attacks. It is a move action to start his twisting defense, while in twisting defense the wounded viper gains a competence bonus to his AC equal to his strength modifier. This bonus continues as long as the wounded viper is standing and the can be be stopped at anytime as a free action.

Thick Skin (Ex)
Starting at 3rd level the wounded viper's body has harden over year of lashes and cuts caused be learning how to use a whip. This grant the wounded viper a +1 insight bonus to his Fortitude save, in addition this bonus increases by +1 at 10th and 17th level to a maximum bonus of +3 at 17th level.

Bonus Feats
At 4th level, and every four levels thereafter, a wounded viper gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Coiled Viper (Ex)
At 5th level the wounded viper has learned to attack at unexpected times while in his twisting defense. While in twisting defense anytime the wounded viper makes a full round attack, he gains a free trip attempt that does not provoke an attack of opportunity on all adjacent enemies.

Snapping Counter (Ex)
Staring at 6th level the wounded viper has found that he can have a better chance to block ranged melee attack while in his twisting defense. Snapping counter allows the wounded viper to grant himself a +2 deflection bonus once per day while in twisting defense. At 10th and again 14th level he can use this ability an additional time per day and the bonus increases by +2. This ability reaches its maximum bonus of +6 at 14th level and is useable 3/day.

Grappling Fang (Ex)
When the wounded viper reaches 8th level he starts to learn to grapple his foes with his whip and crush their bones. As a move action he can attempt to grapple a foe within range, once his foe is grappled he can use a standard action to constrict the foe doing the whips damage to the grappled foe. As a free action the wounded viper can release his grappled foe.

Rending Disarm (Ex)
At 9th level the wounded viper is expanding his skill to disarming his foe and damaging the target of the disarming. Anytime the wounded viper attempts a disarm on a target, he damages the body part that is holding the weapon causing 1d6 bleed damage for 1d4 rounds. This ability functions even if the target has armored protection.

Critical Fang (Ex)
As the wounded viper continues his training he learns to critically damage his foes by striking at his weak spots. At 13th level his natural skill increases his critical threat range of his whip by one step. This is a natural ability that will allow the wounded viper to stack this ability with the keen weapon enchantment or the feat improved critical, but not both.

Choking Coil (Ex)
When the wounded viper reaches 16th level he starts to blend the art of grappling with his deadly whip attack. As full round action the wounded viper can attempt a grapple of his foes neck and try to choke him. He must succeed in a grapple attempt, if successful the wounded viper can make a DC 18 Strength check to begin suffocating him target. The target can attempt to break the grapple with a DC 18 Strength check or a DC 22 Escape Artist check.

Each round the wounded viper must make the same strength but each round he successes he gain a +2 insight bonus to this check. Each round the target fails to break the grapple ,he suffers a continuing -2 to hit, damage, and all saves that increases by a -2. At the beginning of the wounded viper's 4th round of grappling the target, he is reduced to -1 hit points and falls unconscious.

Reaching Fang (Ex)
At 17th a wounded viper that has trained his whole life with a whip has trained himself to reach out to extend the reach of his whip. This ability permanently increases the range of any whip that the wounded viper uses any 5ft.

Lord of Vipers (Ex)
When a wounded viper reach 20th level he becomes a master of the art of using a whip. He now can no longer by disarm if he is wielding a whip. In addition his ability to put tremendous amounts of force behind each whip swing, this grants the wounded viper an additional +1d8 sonic damage to each whip attack. Finally the wounded viper's grit he gain per day is permanently doubled.

Ancient Hippo
2012-08-28, 03:50 PM
Looks nice, but I noticed a few mistakes/oddities.



The Cracking Speed description states that the damage is increased to 2d10 at level 20. However, according to the table it is obtained at level 19.

"Gunslinger" is mentioned in the Targeting description, specifically in the "arms" section.

The "Stop Bleeding" Utility Trick is a little odd. I would assume that if you tie someone's wounds with your whip, you can't use it to fight anymore. Losing your weapon to stop a single bleed condition seems more trouble than it's worth to me.

Most classes get an even number of skill points per level. Unless you have a specific reason for the number, it would probably be best to stick with tradition. Also, while on the subject of skills, why Knowledge (engineering)?

devlingreye
2012-08-29, 01:05 AM
Firstly, thank you for taking the time to peach this class. OK removed knowledge engineering from skill and changed the skill points per level. Changed stop bleeding the bridge the gap and fixed the typo.