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    Post Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    The Viper Blood Soldier

    Viperblood Soldiers are specialised soldiers, proficient with small blades and throwing blades. They are support specialists; adding their steel wherever they may be needed, ambushing enemies and offering battlefield control with their unique abilities. Unarmed, the Viper is a proficient companion to have around, being adept at spotting and disarming battlefield traps, picking locks with his weapons and acting as a back up scout; however, when he has two blades in his hands, the viperblood soldier is a glorious combatant to behold. Vipers are visceral soldiers, acting purely on frenzy and instinct. They perform heinous acts on their own bodies to fuel their strange and powerful abilities.

    Hit Die: 1d12

    The Viperblood Soldier's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device *special*(Int), Escape Artist *special*(Dex), Gather Information (Cha), Hide (Dex), Intimidate *special*(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock *special*(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    *special* The Viper only gains access to the full modifier if he is carrying two bladed small weapons in each hand. Otherwise, the bonus does not apply.

    Weapon and Armour Proficiencies: The Viper has proficiency with all simple weapons and one martial weapon. He has proficiency with light and medium armour but not heavy. He has proficiencies with small shields but not large or tower shields.

    Skill Points at 1st Level

    (6 + Int modifier) ×4.

    Skill Points at Each Additional Level


    6+ Int modifier.

    Alignment

    The Viper may be any non-good alignment


    Viperblood Soldier
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Finesse, Fangs of the Viper (TWF)

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Blood Fuelled (Blood Blade), Bladed Block

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Spitting Viper, High Ground Combatant

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Blood Fuelled (Blood Renewal), Motion Camouflage, Viper Blades

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Bladed Block +2

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Blood Fuelled (Blood Fire Speed)

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Bladed Block +4, Scarred Tag

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    |Blood Fuelled (Blood Sacrifice), Viper Blades, Fangs of the Viper (ITWF)

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    |Wall Climb

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    |Blood Fuelled (Blood Daggers), Quick Draw

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +3
    |Bladed Constrict, Finesse

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Blood Fuelled (Blood Rage), Viper Blades

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Rapid Strike

    14th|
    +10+5
    |
    +9
    |
    +9
    |
    +4
    |Blood Fuelled (Blood Elemental), Ranged Disarm

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +5
    |Ranged Trip, Rapid Throw, Viper Strike, Fangs of the Viper (GTWF)

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Blood Fuelled (Blood Storm Rage), Viper Blades,

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    | Dual Wielding Master

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Pin

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Whirling Frenzy

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Bladed Apocalypse[/table]

    Finesse (Ex)

    The Viper raises his blood pressure, utilising the speed inherent in his blood to amplify his body functions. The Viper may use his Dexterity modifier in place of all Fortitude and Str based checks. Once per day he may also use his Dex modifier to replace a Will/Int/Wis check.

    Fangs of the Viper (Ex)

    The Viperblood soldier has become deadly proficient while fighting with two weapons. The Viper gains Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting as bonus feats at the levels listed on the table above.

    Bladed Block (Ex)

    The Viper doubles his dexterity modifier when determining his AC bonus. This extra AC is not affected by armour check penalties and is only active when the Viper is holding two blades in his hands. This improves by +2 at fifth and seventh level.

    Blood fueled abilities (Su)

    The Viper accesses the inherent power in his blood to fuel his abilities. These abilities take a standard action to activate unless stated otherwise. The Viper gains access to his first blood fuelled ability at second level, and gains a new ability every second level. He may combine two or all abilities into the same standard action; all damage is received as normal. If the Viper chooses to activate all his abilities, he triggers the class feature Blood Storm Rage at no extra blood cost. Blood Sacrifice and Blood Elemental are not included in activating Blood Storm Rage.

    Blood blade- The Viper cuts his arm and slides his blades through the wound, enchanting them magically. For every dice of damage that he adds to his next attack, he incurs 1d4 points of damage to himself. For example a Viper that normally does 2d10 damage, who adds another 2d10 worth of damage, would take 2d4 damage to himself. This class feature may only be utilised on throwing weapons or weapons that the Blood Blade is dual wielding. The Viper must be level 2 to use this ability.

    Blood Renewal- The Viper seeps blood through the pores of his skin, this blood seeks out magic effects currently afflicting the character. For each 1d10 of damage to himself, he may dispel the highest level magic spell currently affecting his person. This does not affect spells cast by allies. The Viper must be level 4 to use this ability.

    Blood Fire Speed- The Viper causes his internal body temperature to raise, sending his nervous system into a rush of rage. At the expense of 2d10 damage to himself, the Viper grants himself another move action. The Viper Must be level 6 to use this ability.

    Blood Sacrifice- The Viper slices himself open, smearing his blood on the body of an ally, using his life essence to seal their wounds. At the cost of 1d6 damage to himself, he may restore 1d8 damage to an ally. He may add as many damage dice to this ability as he wishes. The Viper must be level 8 to use this ability.

    Blood Daggers- The Viper tears at the skin of his arms. This blood seeps down into his hands and forms two magical daggers that last for 1d4 rounds + the Vipers Con modifier. It costs 2d8 damage to the Viper to create the weapons. These daggers are +4 weapons in all regards. They are magically aligned to the equivalent alignment of the Viper. The Viper must be level 10 to use this ability.

    Blood Rage- The Viper, bloody and beaten, enters a frenzy, tearing at his own flesh and fuelling a killing rage. If the Viper is below 100% health this rage costs 6d10 damage to himself, grants +4 to hit, +4 to damage, -2 to AC and grants +10 ft movement. If the Viper is below 75% this rage costs 4d10 damage to himself, grants +5 to hit, +5 to damage and -1 to AC as well as +20 ft movement. If the Viper is below 50% this ability costs 2d10, grants +7 to hit and +7 to damage, no penalty to AC and gives +30 ft movement. If the Viper should die whilst in this rage, he may not be resurrected or raised from the dead nor any other means of bringing a character back to life for a full twenty four hours. This rage lasts for 2 rounds + the Vipers Con modifier. The Viper must be level 12 to use this ability.

    Blood Elemental- The Viper takes a full 50% of his total health (not temporary hit points) worth of damage. This summons a Blood Elemental (Description to come). This elemental is loyal purely to the Viper and will undertake any means to see to his defence. Additionally the Viper and the elemental also share a link to each other’s life essence. For every hit the Blood Elemental makes to a hostile creature, the Viper gains half the total amount of damage done to his health. These are temporary hit points that disappear after the Blood Elemental returns to it’s plane. The Viper must be level 14 to use this ability.

    Blood Storm Rage- The Viper, in a frenzied state, submits himself to multiple punishments from his own blades. Fuelling a terrible fire in his heart that, as it crescendos, spills over into the fury of a fiery bloody storm. The Viper becomes surrounded by a whirling mass of his own blood, dealing 3d10 damage to any individual within its 15ft radius, centred on the Viper. This damage is taken each round until the enemy leaves the storm or the storm dissipates. Also; the Viper, in a red eyed frenzy, gains the ability to leap through pools of blood. The Viper may instantly teleport to any location in the area where any amount of damage has taken place to a creature that bleeds and the Viper has line of sight to the blood. This is a move action and may be taken as many times in one round equal to the Vipers dexterity modifier. The Viper may only attack once after a blood teleport. Missiles and targeted spells may not pass through the storm of blood, however area effect spells still work. The Viper must be level 16 to use this ability.The Viper must be Level 16 to activate this ability.

    Spitting Viper (Ex)

    The Viper qualifies for Shot on the Run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown. The Vipers ranged increment for thrown weapons also increases by +5 feet every odd level starting at +5 at 3rd level to a total of 30 feet at 18th level.

    High Ground Combatant (Ex)

    At this level the Viper gains a further bonus to his Climb, Jump, and Tumble skills equal to ˝ his Viper Class levels, rounded down.

    Motion Camouflage (Su)

    The Viper has learned to camouflage his movements and his thrown attacks, appearing hazy, moving slower or faster and seeming slightly distorted. If the Viper charges he gains concealment 50%. Also, any weapons that are thrown after a movement action gain a +3 to hit. This class feature is only available if the Viper currently holds two weapons in either hand. This ability is permanently in effect

    Viper Blades- (Su)

    At fourth level the Viper Blade is given two unique blades by his clan. These weapons increase in potency the more blood they drink. Every four levels the Viper Blades improve to become more efficient deadly pieces of steel. At fouth level these weapons are two daggers, dealing 1d8 on a successful hit with +2 enchantment for the purposes of overcoming DR and hitting magical creatures. It is an immediate action to summon these blades into the Vipers hands and the weapons have the Returning property. The weapons are enchanted in that if they are lost or stolen, they return to the Viperblood Soldiers hands after 24 hours has elapsed, if they are destroyed, they renew themselves 24 hours later. The blades are effectively immortal weapons.

    Improved Blades- At eighth level the Blades become +3 weapons, gain the property Cold Iron and Silver, and the ranged increment for throwing them increases by 40’.

    Greater Blades- At twelfth level the blades become +4 weapons, and cause a Bleeding wound (1d4 damage) on a successful hit. Additionally the ranged increment for throwing the weapons increases by another 40ft.

    Perfect Blades- At sixteenth level the weapons become +5 weapons, gain the Adamantine property and the Bleeding wound damage increases to 1d6. The Blades normal damage increases to 1d10, and finally the ranged increment increases by a final additional 40’.

    Scarred Tag (Su)

    The Viper uses a move action to make an attack versus Touch AC of his opponent. If successful this attack causes 1d4 damage, this wound instantly seals over, but creates a permanent scar. This scar has a blood red furious glow that draws all attention and notice to the victim. The victim is visible even while under the effects any invisibility spell or if they should hide. This scar also allows a +2 to hit to any allies within visible range of the scar.

    Wall Climb- (Ex)

    The Viper gains the ability “Spider Walk” as long as he is carrying a small blade in each hand. This allows him to travel at half his base movement rate over walls and/or ceilings.

    Quick Draw- (Ex)

    The Viper gains quick draw as a bonus feat

    Bladed Constrict: (Ex)

    The Viper receives no penalty to attacking while in a grapple, and may also choose to inflict lethal or non lethal damage. He also acts as if he were one size category larger for the purposes of initiating and staying in a grapple.

    Rapid Strike (Ex)

    If the Viper draws a blade, throws it and strikes a target in the same round, that opponent is considered Flat Footed and the Rapid Strike may deal extra damage equal to 1D4 X ˝ the Vipers Class levels. This is precision damage and has a 30ft range limitation.

    Ranged Disarm (Ex)

    The Viper singles out a deadly foe and disarms him for his allies to swarm. As a full round action a Viper may disarm any opponent that he has line of sight to up to his ranged increment restriction.

    Ranged Trip (Ex)
    The Viper may choose to initiate a trip anywhere up to his maximum ranged increment. He must throw both of his weapons to initiate this action or the trip attempt automatically fails.

    Double Throw (Ex)
    The Viper, in a precision display of movement and reflexes, throws a storm of blades at his opponent. The Viper may make another Full Attack against one opponent near his person up to his ranged increment restriction. This extra attack is made with a -4 penalty to all rolls.

    Viper Strike (Ex)

    The Viper, in a display of stealth and ferocity, drops down on his opponent from above, initiating a deadly double strike against his opponent. Whenever the Viper is located above an opponent by at least 5ft and he slips/drops/jumps onto the opponent and makes an attack he may gain Sneak Attack extra damage equal to that of a rogue of equivalent level as long as his presence was not known before he made the attack.

    Dual Wielding Master (Ex)


    While holding two weapons in either hand, the Viper suffers no penalties for two weapon fighting, he actually gains a bonus of +2 to hit and +2 damage while fighting with dual wielded weapons.

    Pin (Ex)

    The Viper throws his blades, pinning the target to the wall or floor via a limb or loose item of clothing. The target must succeed on a Reflex saving throw (DC 10+1/2 Vipers level+Dex modifier). If he fails the Viper designates an area to be pinned. If he chooses the arms, no attack actions or spells requiring movement may be made or cast for two rounds + Vipers Dexterity Modifier. If he chooses the legs, the victim may not move for three rounds+Vipers Dexterity Modifier, however the victim may cast spells or draw weapons/items and attack if within range. If he chooses the Torso, the targets base land speed is reduced by 10’ for 1d6 rounds and he suffers a bleeding wound (1d6 per round).

    Whirling Frenzy (Su)

    The Viper enters a blood lust frenzy, spinning in a tight offensive circle. He may choose to enter a ranged offensive stance or melee stance while in this frenzy. If he chooses ranged offensive stance the Viper is rooted to the spot while spinning and gains one extra full round attack each round for 2 rounds, his ranged attacks gain +2 hit and damage, but he incurs a -6 penalty to AC. Once he has initiated the Frenzy he may not choose to cease it early. If the Viper chooses the melee stance he gains +3 to AC, +4 to hit and +4 to damage as well as a bonus of 15’ to his base movement speed. However this lasts only two rounds and the Viper incurs a -4 penalty on all his Saves. Additionally, if he should come between the space of two enemies while moving, he may make one attack against each opponent that he passes by. The Whirling requires a standard action to activate, also, while in a Whirling Frenzy the Viper may take no other actions.

    Bladed Apocalypse (Su)

    The Viper enters a strange zen like state and appears perfectly focused in contrast to every other one of his abilities. He may make one attack at his highest base attack bonus against every opponent within his line of sight and attack range. Additionally, sharp blades spring from the ground, dealing 6d10 damage to all hostile creatures within the area of effect Reflex save (DC 15+1/2 Vipers level+Dex Modifier) for half. Also, while standing in the apocalypse range the Viper has complete freedom of movement where as all others suffer penalties for passing over difficult terrain. A vortex of blades surrounds the Viper for 1d6 rounds, dealing 5d10 damage to anyone who passes through the blades and an additional 2d10 damage for every round they remain in the sphere. Finally, no ranged weapons or spells may enter the vortex surrounding the Viper, but the Viper may throw weapons or spells (if multiclassed for example) out. This ability is a full round action to activate and lasts for 1d4 rounds. This ability is useable once per day.
    Last edited by zenanarchist; 2010-06-30 at 05:03 PM. Reason: Added notes to spitting viper and fixed formatting

  2. - Top - End - #2
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Initial thoughts:

    Hit Die is too small for the sort of damage this class will deal to itself. I'd suggest a d12 hit die, or a d10 hit die with reduced self-damage to activate abilities.

    The skill fluctuation would be better represented as a bonus that applies only while holding daggers than a skill recalculation that's applied when not holding daggers.

    Fangs of the Viper: too good. People will dip this class outrageously. Grant TWF at this level, ITWF at 8th, and GTWF at 15th. Same effect, less dipping.

    Weapon Finesse as a bonus feat at level 1 would be nice.

    Bladed Block: If you take my suggestion about Weapon Finesse, Level 1 is front-loaded. FotV is kind of essential to the concept, so I'd recommend moving Bladed Block to level 2.

    Bloodfire Speed: That's hawt.

    Blood Rage: Rage benefits are insufficient to justify the immense damage the character is dealing to himself.

    Blood Elemental: Too cool for words.

    Blood Storm Rage: 1d6 damage as the minimum threshold for the teleport is odd. I'd specify just any old amount of damage is enough, but no go if the target doesn't have blood (oozes, constructs, incorporeal creatures, and most undead).

    Viper Blades: How does the character replace the blades if they are lost, stolen, or destroyed?

    Rapid Strike: I'd expect this to have a 30-ft range restriction and be tagged as precision damage.

    Viper Strike: Overlaps heavily with Rapid Strike. I recommend you combine these and use the Sudden Strike mechanic of the CA ninja (which normally sucks, but won't for this class because you're building in ways to qualify for it).

    Bladed Apocalyse: Suitably gratuitous and cool, as a capstone ability should be.
    Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
    Guides for 5E: Practical fiend-binding

    D&D Remix for 3.x: balanced base classes and feats, all in the authentic flavor of the originals. Most popular: monk and fighter.


  3. - Top - End - #3
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by jiriku View Post
    Initial thoughts:

    Hit Die is too small for the sort of damage this class will deal to itself. I'd suggest a d12 hit die, or a d10 hit die with reduced self-damage to activate abilities.

    The skill fluctuation would be better represented as a bonus that applies only while holding daggers than a skill recalculation that's applied when not holding daggers.

    Fangs of the Viper: too good. People will dip this class outrageously. Grant TWF at this level, ITWF at 8th, and GTWF at 15th. Same effect, less dipping.

    Weapon Finesse as a bonus feat at level 1 would be nice.

    Bladed Block: If you take my suggestion about Weapon Finesse, Level 1 is front-loaded. FotV is kind of essential to the concept, so I'd recommend moving Bladed Block to level 2.

    Bloodfire Speed: That's hawt.

    Blood Rage: Rage benefits are insufficient to justify the immense damage the character is dealing to himself.

    Blood Elemental: Too cool for words.

    Blood Storm Rage: 1d6 damage as the minimum threshold for the teleport is odd. I'd specify just any old amount of damage is enough, but no go if the target doesn't have blood (oozes, constructs, incorporeal creatures, and most undead).

    Viper Blades: How does the character replace the blades if they are lost, stolen, or destroyed?

    Rapid Strike: I'd expect this to have a 30-ft range restriction and be tagged as precision damage.

    Viper Strike: Overlaps heavily with Rapid Strike. I recommend you combine these and use the Sudden Strike mechanic of the CA ninja (which normally sucks, but won't for this class because you're building in ways to qualify for it).

    Bladed Apocalyse: Suitably gratuitous and cool, as a capstone ability should be.
    *chuckles* Awesome to see you again Jiriku, will fix all your suggestions tonight in an attempt to fix. I'll also format. Am I to presume you liked this class? I didn't see Void Knight getting "too cool for words" and "awesome".

    Stoked if ya liked it though. Thanks for the opinions, getting on to the formatting and editing now.

    EDIT: Fixed most of your suggestions, but could you reiterate Rapid Strike and Viper Strike? Do you have a link to the Ninja Mechanic (Don't forget I don't play D and D so have none of the books). Thanks for your help!

    SECOND EDIT: Jiriku, I was thinking of adding in a Swarm ability. Snakes? Let me know what you think. Actually that supposition is open to anyone. Let me know opinions.
    Last edited by zenanarchist; 2010-06-21 at 11:43 PM. Reason: Questions

  4. - Top - End - #4
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by zenanarchist View Post
    The Viper Blood Soldier
    Interesting name.

    Alone, the Viper is a proficient companion
    Isn't being alone separate from having a companion? Perhaps you should reword this, if I understand what you're saying is that even without weapons, they can monkey around with the rogue as a scout.

    picking locks with his weapons
    Interesting.

    however when he has two blades in his hands, the Viperblood Soldier is a glorious combatant to behold. Vipers are visceral soldiers, acting purely on frenzy and instinct. They perform heinous acts on their own bodies to fuel their strange and powerful abilities.
    Put a comma after however. Don't capitalize the class name unless it's in a heading, at the beginning of a sentence, in the title (like on top of your post or in the actual thread title), etc. If I constructed a sentence like this with the viperblood soldier in it, the name wouldn't be capitalized, as you can see. Just a nitpick.

    Anyway, I look forward to reading through the class.

    Hit Points: 1d12
    Change this to "Hit Die: d12."

    The Viperblood Soldiers class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device *special*(Int), Escape Artist *special*(Dex), Gather Information (Cha), Hide (Dex), Intimidate *special*(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock *special*(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
    Add an apostrophe in "soldiers" after the r.

    *special* The Viper only gains access to the full modifier if he is carrying two bladed small weapons in each hand. Otherwise these skills become cross class skills. He may still apply points to these skills as if they were class skills, but he will not get the full bonus until he is holding two blades.

    Skill Points at 1st Level

    (6 + Int modifier) ×4.

    Skill Points at Each Additional Level

    6+ Int modifier.
    Right then. The special section is different. Otherwise, pretty standard fare.

    Alignment

    The Viper may be any non-good alignment
    Okay.

    Viperblood Soldier
    {table=head]Level|Base Attack<br>Bonus[/table]
    I've made the <br> bold because it changes every time you edit or preview the post. You'll have to make it [ br ] without the spaces between the brackets and the letters.

    Fangs of the Viper (Ex)

    The Viperblood soldier has become deadly proficient while fighting with two weapons. The Viper gains TWF, ITWF and GTWF as bonus feats at the levels listed on the table above.
    Spell out the feat names. Just...yeah. Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting. You should also still mention the levels the viperblood soldier gains those feats in the ability description. By the way, (Ex), (Su), and (Sp) don't have to be italicized.

    I notice you have Finesse on the table but not down here. Amend that problem.

    Bladed Block (Ex)

    The Viper doubles his dexterity modifier when determining his AC bonus. This extra AC is not affected by armour check penalties and is only active when the Viper is holding two blades in his hands. This improves by +2 at fifth and seventh level.
    Ooh. Pretty defense. Assuming a starting Dexterity of 16 (+3), you get +6 to AC from Dexterity, the second bonus unaffected by armor. By fifth, you'll have 17 Dexterity (+6) and another +2, for a total of +8 (equal to full plate). At seventh level, that rises again by +2, making it a total of +10 (equal to +2 full plate). Next level, you'll most likely get another +2 from Dexterity increasing to 18. No items.

    Eh. I'd probably move the second bonus back a level or two, but nothing too bad here.

    Blood fuelled abilities (Su)

    The Viper accesses the inherent power in his blood to fuel his abilities. These abilities take a standard action to activate unless stated otherwise. The Viper gains access to his first blood fuelled ability at second level, and gains a new ability every second level. He may combine two or all abilities into the same standard action; all damage is received as normal. If the Viper chooses to activate all his abilities, he triggers the class feature Blood Storm Rage at no extra blood cost. Blood Sacrifice and Blood Elemental are not included in activating Blood Storm Rage.
    Fueled is spelled with but one l. This seems interesting. Hopefully the combining of abilities won't end up being overpowered.

    Blood blade- The Viper cuts his arm and slides his blades through the wound, enchanting them magically. For every dice of damage that he adds to his next attack, he incurs 1d8 points of damage to himself. For example a Viper that normally does 2d10 damage, who adds another 2d10 worth of damage, would take 2d8 damage to himself. This class feature may only be utilised on throwing weapons or weapons that the Blood Blade is dual wielding. The Viper must be level 2 to use this ability.
    I don't know why this is restricted to just throwing and two-weapon fighting, but at level 2, most viperblood soldiers won't have enough hit points to reliably use this ability. I would lower the damage taken to 1d4 or 1d6 per die added. Since they'll be using throwing and dual-wielding weapons, they won't be doing much one-die damage (probably 1d4 to 1d8), which basically makes this an "I'll take a bunch of damage to hopefully deal about the same amount to you" ability.

    Blood Renewal- The Viper seeps blood through the pores of his skin, this blood seeks out magic effects currently afflicting the character. For each 1d10 of damage to himself, he may dispel the highest level magic spell currently affecting his person. This does not affect spells cast by allies. The Viper must be level 4 to use this ability.
    Dispel magic limited to the self while taking 5.5 damage on average. Eh. Not overpowered. It's at will, but since they can use it only on themselves, it's okay.

    Blood Fire Speed- The Viper causes his internal body temperature to raise, sending his nervous system into a rush of rage. At the expense of 2d10 damage to himself, the Viper grants himself another move action. The Viper Must be level 6 to use this ability.
    Alright. The damage is a tad high at sixth level, but it gets better later.

    Blood Sacrifice- The Viper slices himself open, smearing his blood on the body of an ally, using his life essence to seal their wounds. At the cost of 1d6 damage to himself, he may heal 1d4 damage to an ally. The Viper must be level 8 to use this ability.
    At level 8, this ability is pitiful. First of all, I hope you can deal more damage to yourself to heal your allies more. At this point, 1d4 isn't doing much. Neither is 1d6. I'd make it: "For every 1d6 damage dealt to himself, he may restore 1d4 hit points to an ally."

    That, and you might want to make it 1d6 for both damage dealt and damage healed. Your choice on that one. I strongly recommend making the above change, however.

    Blood Daggers- The Viper tears at the skin of his arms. This blood seeps down into his hands and forms two magical daggers that last for 1d4 rounds + the Vipers Con modifier. It costs 2d8 damage to the Viper to create the weapons. These daggers act as a +4 weapons for the purposes of defeating damage resistance or striking magical creatures. They are magically aligned to the equivalent alignment of the Viper. The Viper must be level 10 to use this ability.
    If the daggers only act as +4 in the cases of defeating damage reduction and hitting incorporeal creatures, this is next to useless. At level 10, you're bound to have a magic weapon for just that purpose. It doesn't take 2d8 hit points to use the weapon either.

    If they act as +4 weapons, period, this is pretty dang useful until the very high levels just before epic play. Perhaps you could make this scale. Otherwise, it doesn't work very well in epic or at very high levels. Maybe make it +1/three levels, to a maximum of +5 at 15th level. That makes the damage justified in that you get the magic enhancements earlier than most characters will be able to, but you're taking 9 damage on average to manifest them.

    The Viper qualifies for Shot on the run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown, not bow weapons or crossbows.
    Capitalize "run" in Shot on the Run. Also, you should type out the whole name of the class. Just because it's annoying to type because of its fairly long name doesn't mean you can get lazy.

    If the viperblood soldier somehow acquired a spitting poison attack, would Shot on the Run work for that?

    I'll look at the rest tomorrow...probably.
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Temotei View Post
    Interesting name.

    <SNIP!>

    If the viperblood soldier somehow acquired a spitting poison attack, would Shot on the Run work for that?

    I'll look at the rest tomorrow...probably.
    Sweet holy lord of all that is spelled incorrectly with use of poor grammar and bad wording!

    You caught me on a few eh? No worries, I'll get to the formatting/spelling in the next hour if so- if not tomorrow. Agreed on a LOT of your points. Will make these changes and hopefully get the soldier into ship shape! What'd you think of the class in general? Flavour and playability? (Presume after changes are made not before)?

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by zenanarchist View Post
    What'd you think of the class in general? Flavour and playability? (Presume after changes are made not before)?
    From what I looked at, it was fairly interesting. I've seen similar things done with different effects aside from plain old damage, like blinding yourself to blind every enemy within 15 feet, taking 2 ability damage to every ability score to deal 1d6+2 ability damage to all ability scores to one enemy, etc.

    That said, you don't have to add different effects. It's just an idea. Considering there's some viper flavor in there, you could possibly add some poison fluff to make the blood abilities more...viper-like. Based on what I read, it seems like it's a lot of blood without viper flavor.

    Again, of what I read, it seemed fairly playable, but there were some drawbacks, like taking too much damage early on and not being able to do enough later on. Of course, that's what most melee classes have going on--early usability in exchange for later uselessness compared to the full casters that aren't blasters.

    After some changes are made, I bet the viperblood soldier will be usable at all levels at about tier 3 or 4. I still have to read the rest, however. I'll do that later. Tiredness takes over.
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    Post Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Temotei View Post
    From what I looked at, it was fairly interesting. I've seen similar things done with different effects aside from plain old damage, like blinding yourself to blind every enemy within 15 feet, taking 2 ability damage to every ability score to deal 1d6+2 ability damage to all ability scores to one enemy, etc.

    That said, you don't have to add different effects. It's just an idea. Considering there's some viper flavor in there, you could possibly add some poison fluff to make the blood abilities more...viper-like. Based on what I read, it seems like it's a lot of blood without viper flavor.

    Again, of what I read, it seemed fairly playable, but there were some drawbacks, like taking too much damage early on and not being able to do enough later on. Of course, that's what most melee classes have going on--early usability in exchange for later uselessness compared to the full casters that aren't blasters.

    After some changes are made, I bet the viperblood soldier will be usable at all levels at about tier 3 or 4. I still have to read the rest, however. I'll do that later. Tiredness takes over.
    Nice. Offer up your suggestions that might take it to Tier 3, let me know your ideas for the poison based attacks, and I'll try and knock it up.

    If you're interested in a class that can make with some high damage as well as screw with casters....check out Void Dragon Knight in my sig ;-)

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Guys I need a relatively quick item of feed back on the two items at Level 3 "Spitting Viper" and "Highground Combatant".

    Will probably be starting play tomorrow so if I can get some opinions by then?

    How balanced are they? I figure Highground combatant is pretty useful for a character who needs to get into high places to gain his damage bonuses.

    It'll make him a really agile assassin tree climbing/wall climbing killer.

    Which I love.

    Also, considering the class is based around daggers....or light weapons...how underpowered is weapon prof: All simple and one martial.

    Finally, are the skills too high?

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by zenanarchist View Post
    Guys I need a relatively quick item of feed back on the two items at Level 3 "Spitting Viper" and "Highground Combatant".

    Will probably be starting play tomorrow so if I can get some opinions by then?

    How balanced are they? I figure Highground combatant is pretty useful for a character who needs to get into high places to gain his damage bonuses.

    It'll make him a really agile assassin tree climbing/wall climbing killer.

    Which I love.

    Also, considering the class is based around daggers....or light weapons...how underpowered is weapon prof: All simple and one martial.

    Finally, are the skills too high?
    Yeah...I'd bump the skills back down to 4 + Int modifier or 6 + Int modifier. Giving 8 + Int modifier skill points per level is stepping on the rogue's toes while being more of a combat specialist.

    Spitting Viper (Ex)

    The Viper qualifies for Shot on the Run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown, not bow weapons or crossbows. This ability is applicable to any breath weapons or other ranged natural abilities that the character has access to due to race or other source. The Vipers ranged increment for thrown weapons also increases by +5 feet every odd level starting at +5 at 3rd level to a total of 30 feet at eighteenth level.
    Change eighteenth to 18th. You have to be consistent with your notations of levels (You have 3rd down before eighteenth.). Capitalize "run" in Shot on the Run always (You missed one.).

    Personally, I'd separate the "qualifies for Shot on the Run no matter what" section into a different ability. In fact, that's just too much to say, so I'd give it as a bonus feat with the caveat that it affects breath weapons and whatnot. Otherwise, this looks fine. The first few increases are more valuable than the later increases in range since you can start avoiding reach and other thrown weapons (or at least full attacks with them), but that's just fine.

    High Ground Combatant (Ex)

    At this level the Viper gains a further bonus to his Climb, Jump and Tumble skills equal to ˝ his Viper Class levels rounded down.
    Add a comma after Jump. Adding a comma after "level" wouldn't hurt, either.

    The ability itself looks fine. It's significant enough to notice, but not enough to make you automatically succeed on all Climb, Jump, and Tumble checks (unless you're optimized, which is a whole different ball field).
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Temotei View Post
    Yeah...I'd bump the skills back down to 4 + Int modifier or 6 + Int modifier. Giving 8 + Int modifier skill points per level is stepping on the rogue's toes while being more of a combat specialist.



    Change eighteenth to 18th. You have to be consistent with your notations of levels (You have 3rd down before eighteenth.). Capitalize "run" in Shot on the Run always (You missed one.).

    Personally, I'd separate the "qualifies for Shot on the Run no matter what" section into a different ability. In fact, that's just too much to say, so I'd give it as a bonus feat with the caveat that it affects breath weapons and whatnot. Otherwise, this looks fine. The first few increases are more valuable than the later increases in range since you can start avoiding reach and other thrown weapons (or at least full attacks with them), but that's just fine.



    Add a comma after Jump. Adding a comma after "level" wouldn't hurt, either.

    The ability itself looks fine. It's significant enough to notice, but not enough to make you automatically succeed on all Climb, Jump, and Tumble checks (unless you're optimized, which is a whole different ball field).
    Tem, you rock. Thanks so much!

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    So... wait, does finesse mean that your fort saves, carrying capacity, HP, attack rolls, damage rolls, initiative, ranged attack rolls, and reflex saves are all determined by dex, and you could effectively have 0 str and con with no penalty at all?

    That's a pretty powerful feature; even if it only replaces stuff you have to roll for, you still get everything but HP and carrying capacity from dex.

    Anyway, I may go over the class as a whole later, but one thing I noticed was that the capstone has a duration of 1d6 rounds and 1d4 rounds listed, and I can't tell if you get a ranged attack against everybody in range each round its up, or just the first time. It also doesn't list a range for the vortex surrounding you.
    Last edited by Milskidasith; 2010-06-30 at 04:51 PM.

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Milskidasith View Post
    So... wait, does finesse mean that your fort saves, carrying capacity, HP, attack rolls, damage rolls, initiative, ranged attack rolls, and reflex saves are all determined by dex, and you could effectively have 0 str and con with no penalty at all?

    That's a pretty powerful feature; even if it only replaces stuff you have to roll for, you still get everything but HP and carrying capacity from dex.

    Anyway, I may go over the class as a whole later, but one thing I noticed was that the capstone has a duration of 1d6 rounds and 1d4 rounds listed, and I can't tell if you get a ranged attack against everybody in range each round its up, or just the first time. It also doesn't list a range for the vortex surrounding you.
    Milski, nice pick up....I can't remember what I was going for with the Con rolls....I think I'll just take that out. Strength however, yes.

    Dammit on the changed rounds and range. lol will get right on that. Good picks.

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by zenanarchist View Post
    Tem, you rock. Thanks so much!
    Wow. I got a compliment outside the thread meant for compliment giving. Awesome.

    Anyway, I'll get to critiquing the rest of the class once I finish a prestige class and post it.
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Temotei View Post
    Wow. I got a compliment outside the thread meant for compliment giving. Awesome.

    Anyway, I'll get to critiquing the rest of the class once I finish a prestige class and post it.
    Bahaha thanks.

    And if you could have a quick look over Void Dragon Knight in my sig as well? I consider it finished, I want to play it in a game running simultaneous to my current game.

    Hmmm on that note....Need to start searching for a DM that will allow it in the campaign.

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by zenanarchist View Post
    The Viper Blood Soldier

    Viperblood Soldiers are specialised soldiers, proficient with small blades and throwing blades. They are support specialists; adding their steel wherever they may be needed, ambushing enemies and offering battlefield control with their unique abilities. Unarmed, the Viper is a proficient companion to have around, being adept at spotting and disarming battlefield traps, picking locks with his weapons and acting as a back up scout; however, when he has two blades in his hands, the viperblood soldier is a glorious combatant to behold. Vipers are visceral soldiers, acting purely on frenzy and instinct. They perform heinous acts on their own bodies to fuel their strange and powerful abilities.

    Hit Die: 1d12

    The Viperblood Soldier's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device *special*(Int), Escape Artist *special*(Dex), Gather Information (Cha), Hide (Dex), Intimidate *special*(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock *special*(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    *special* The Viper only gains access to the full modifier if he is carrying two bladed small weapons in each hand. Otherwise, the bonus does not apply.

    Weapon and Armour Proficiencies: The Viper has proficiency with all simple weapons and one martial weapon. He has proficiency with light and medium armour but not heavy. He has proficiencies with small shields but not large or tower shields.

    Skill Points at 1st Level

    (6 + Int modifier) ×4.

    Skill Points at Each Additional Level


    6+ Int modifier.

    Alignment

    The Viper may be any non-good alignment


    Viperblood Soldier
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Finesse, Fangs of the Viper (TWF)

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Blood Fuelled (Blood Blade), Bladed Block

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Spitting Viper, High Ground Combatant

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Blood Fuelled (Blood Renewal), Motion Camouflage, Viper Blades

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Bladed Block +2

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Blood Fuelled (Blood Fire Speed)

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Bladed Block +4, Scarred Tag

    8th|
    +6/+1
    |
    +6
    |
    +6
    |
    +2
    |Blood Fuelled (Blood Sacrifice), Viper Blades, Fangs of the Viper (ITWF)

    9th|
    +6/+1
    |
    +6
    |
    +6
    |
    +3
    |Wall Climb

    10th|
    +7/+2
    |
    +7
    |
    +7
    |
    +3
    |Blood Fuelled (Blood Daggers), Quick Draw

    11th|
    +8/+3
    |
    +7
    |
    +7
    |
    +3
    |Bladed Constrict, Finesse

    12th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Blood Fuelled (Blood Rage), Viper Blades

    13th|
    +9/+4
    |
    +8
    |
    +8
    |
    +4
    |Rapid Strike

    14th|
    +10+5
    |
    +9
    |
    +9
    |
    +4
    |Blood Fuelled (Blood Elemental), Ranged Disarm

    15th|
    +11/+6/+1
    |
    +9
    |
    +9
    |
    +5
    |Ranged Trip, Rapid Throw, Viper Strike, Fangs of the Viper (GTWF)

    16th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Blood Fuelled (Blood Storm Rage), Viper Blades,

    17th|
    +12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    | Dual Wielding Master

    18th|
    +13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Pin

    19th|
    +14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Whirling Frenzy

    20th|
    +15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Bladed Apocalypse[/table]

    Finesse (Ex)

    The Viper raises his blood pressure, utilising the speed inherent in his blood to amplify his body functions. The Viper may use his Dexterity modifier in place of all Fortitude and Str based checks. Once per day he may also use his Dex modifier to replace a Will/Int/Wis check.

    So what you are saying is that all fort saves are basically dexterity checks? If so, that's a problem. At low levels your fort save is above average. At higher levels it gets below average. Doesnt balance well. I could understand if it was once per day like the wis/int one. Str based abilities rely only on dex is pretty good. makes you less MAD.

    Fangs of the Viper (Ex)

    The Viperblood soldier has become deadly proficient while fighting with two weapons. The Viper gains Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting as bonus feats at the levels listed on the table above.

    Bladed Block (Ex)

    The Viper doubles his dexterity modifier when determining his AC bonus. This extra AC is not affected by armour check penalties and is only active when the Viper is holding two blades in his hands. This improves by +2 at fifth and seventh level.

    This I have a problem with and I believe there is a typo. I think you mean to say that this extra AC is not affected by maximum dexterity of the armour not the Armour check penalties. What this means is at first level someone who has an 18 in dex automatically gets an 18 AC. + a chainmail bumps it up to 23. Second level. Big problem there. Balances out later on though. I would bump this up to fourth level or something.

    Blood fueled abilities (Su)

    The Viper accesses the inherent power in his blood to fuel his abilities. These abilities take a standard action to activate unless stated otherwise. The Viper gains access to his first blood fuelled ability at second level, and gains a new ability every second level. He may combine two or all abilities into the same standard action; all damage is received as normal. If the Viper chooses to activate all his abilities, he triggers the class feature Blood Storm Rage at no extra blood cost. Blood Sacrifice and Blood Elemental are not included in activating Blood Storm Rage.

    Blood blade- The Viper cuts his arm and slides his blades through the wound, enchanting them magically. For every dice of damage that he adds to his next attack, he incurs 1d4 points of damage to himself. For example a Viper that normally does 2d10 damage, who adds another 2d10 worth of damage, would take 2d4 damage to himself. This class feature may only be utilised on throwing weapons or weapons that the Blood Blade is dual wielding. The Viper must be level 2 to use this ability.

    Blood Renewal- The Viper seeps blood through the pores of his skin, this blood seeks out magic effects currently afflicting the character. For each 1d10 of damage to himself, he may dispel the highest level magic spell currently affecting his person. This does not affect spells cast by allies. The Viper must be level 4 to use this ability.

    Maybe add in something about how this cant be used on enchantments, since you are enchanted and they wouldnt have you dismiss the effect. Or add in he has to make a caster level check to dispel it. Auto dispel is just too strong.

    Blood Fire Speed- The Viper causes his internal body temperature to raise, sending his nervous system into a rush of rage. At the expense of 2d10 damage to himself, the Viper grants himself another move action. The Viper Must be level 6 to use this ability.

    Blood Sacrifice- The Viper slices himself open, smearing his blood on the body of an ally, using his life essence to seal their wounds. At the cost of 1d6 damage to himself, he may restore 1d8 damage to an ally. He may add as many damage dice to this ability as he wishes. The Viper must be level 8 to use this ability.

    I would either keep both at d6 or at d8. D8 is what I would use since that is usually the standard for curing.

    Blood Daggers- The Viper tears at the skin of his arms. This blood seeps down into his hands and forms two magical daggers that last for 1d4 rounds + the Vipers Con modifier. It costs 2d8 damage to the Viper to create the weapons. These daggers are +4 weapons in all regards. They are magically aligned to the equivalent alignment of the Viper. The Viper must be level 10 to use this ability.

    Scale this. I'm not sure how much gold you have at 10th level but two +4 weapons is way too much for 10th level. That's a free 64,000 gp for 2d8 damage.

    Blood Rage- The Viper, bloody and beaten, enters a frenzy, tearing at his own flesh and fuelling a killing rage. If the Viper is below 100% health this rage costs 6d10 damage to himself, grants +4 to hit, +4 to damage, -2 to AC and grants +10 ft movement. If the Viper is below 75% this rage costs 4d10 damage to himself, grants +5 to hit, +5 to damage and -1 to AC as well as +20 ft movement. If the Viper is below 50% this ability costs 2d10, grants +7 to hit and +7 to damage, no penalty to AC and gives +30 ft movement. If the Viper should die whilst in this rage, he may not be resurrected or raised from the dead nor any other means of bringing a character back to life for a full twenty four hours. This rage lasts for 2 rounds + the Vipers Con modifier. The Viper must be level 12 to use this ability.

    This is too much. Rage shouldnt give extra movement feet. I can understand Str and Con or maybe even dex. I like this though. And maybe make the +7 a +6 instead so it goes +4. +5, +6 (instead of skipping +6).

    Blood Elemental- The Viper takes a full 50% of his total health (not temporary hit points) worth of damage. This summons a Blood Elemental (Description to come). This elemental is loyal purely to the Viper and will undertake any means to see to his defence. Additionally the Viper and the elemental also share a link to each other’s life essence. For every hit the Blood Elemental makes to a hostile creature, the Viper gains half the total amount of damage done to his health. These are temporary hit points that disappear after the Blood Elemental returns to it’s plane. The Viper must be level 14 to use this ability.

    This im not sure about. I would have to see the blood golems stats before i decide. And I would add in something about if the Blood Golem dies you lose hitpoints and how long those hitpoints last.

    Blood Storm Rage- The Viper, in a frenzied state, submits himself to multiple punishments from his own blades. Fuelling a terrible fire in his heart that, as it crescendos, spills over into the fury of a fiery bloody storm. The Viper becomes surrounded by a whirling mass of his own blood, dealing 3d10 damage to any individual within its 15ft radius, centred on the Viper. This damage is taken each round until the enemy leaves the storm or the storm dissipates. Also; the Viper, in a red eyed frenzy, gains the ability to leap through pools of blood. The Viper may instantly teleport to any location in the area where any amount of damage has taken place to a creature that bleeds and the Viper has line of sight to the blood. This is a move action and may be taken as many times in one round equal to the Vipers dexterity modifier. The Viper may only attack once after a blood teleport. Missiles and targeted spells may not pass through the storm of blood, however area effect spells still work. The Viper must be level 16 to use this ability.The Viper must be Level 16 to activate this ability.

    Im not sure I understand this completely. So if you cut an guys arm, you can teleport to it?

    Spitting Viper (Ex)

    The Viper qualifies for Shot on the Run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown. The Vipers ranged increment for thrown weapons also increases by +5 feet every odd level starting at +5 at 3rd level to a total of 30 feet at 18th level.

    You have a contradiciton here. +5 every odd level to a total of +30 at 18ty level? 18th level is even.

    High Ground Combatant (Ex)

    At this level the Viper gains a further bonus to his Climb, Jump, and Tumble skills equal to ˝ his Viper Class levels, rounded down.

    looks good.

    Motion Camouflage (Su)

    The Viper has learned to camouflage his movements and his thrown attacks, appearing hazy, moving slower or faster and seeming slightly distorted. If the Viper charges he gains concealment 50%. Also, any weapons that are thrown after a movement action gain a +3 to hit. This class feature is only available if the Viper currently holds two weapons in either hand. This ability is permanently in effect

    absolutely not. at least the charging part.

    Viper Blades- (Su)

    At fourth level the Viper Blade is given two unique blades by his clan. These weapons increase in potency the more blood they drink. Every four levels the Viper Blades improve to become more efficient deadly pieces of steel. At fouth level these weapons are two daggers, dealing 1d8 on a successful hit with +2 enchantment for the purposes of overcoming DR and hitting magical creatures. It is an immediate action to summon these blades into the Vipers hands and the weapons have the Returning property. The weapons are enchanted in that if they are lost or stolen, they return to the Viperblood Soldiers hands after 24 hours has elapsed, if they are destroyed, they renew themselves 24 hours later. The blades are effectively immortal weapons.

    Makes no sense since you can summon +4 weapons. Combine with the other one and scale it.

    Improved Blades- At eighth level the Blades become +3 weapons, gain the property Cold Iron and Silver, and the ranged increment for throwing them increases by 40’.

    I would say cold iron or silver. Can change it, not both at once. Again free 36,000 gp for 8th level. Does that match up with the Wealth by level table?

    Greater Blades- At twelfth level the blades become +4 weapons, and cause a Bleeding wound (1d4 damage) on a successful hit. Additionally the ranged increment for throwing the weapons increases by another 40ft.

    Check Wealth by level as well. Not sure what the bleeding is supposed to do. Is that 1 damage per round per hit? Cause there is a "Wounding" weapons property. Might want to check it out. Does 1 point of blood loss damage for 5 rounds. It's a high bonus though. So in theory they would have two +7 or so weapons. Scale back. Thats a free 200,000 gp almost.

    Perfect Blades- At sixteenth level the weapons become +5 weapons, gain the Adamantine property and the Bleeding wound damage increases to 1d6. The Blades normal damage increases to 1d10, and finally the ranged increment increases by a final additional 40’.

    same as above.

    Scarred Tag (Su)

    The Viper uses a move action to make an attack versus Touch AC of his opponent. If successful this attack causes 1d4 damage, this wound instantly seals over, but creates a permanent scar. This scar has a blood red furious glow that draws all attention and notice to the victim. The victim is visible even while under the effects any invisibility spell or if they should hide. This scar also allows a +2 to hit to any allies within visible range of the scar.

    I wouldnt make it permanent. Maybe 24 hours or so.

    Wall Climb- (Ex)

    The Viper gains the ability “Spider Walk” as long as he is carrying a small blade in each hand. This allows him to travel at half his base movement rate over walls and/or ceilings.

    Quick Draw- (Ex)

    The Viper gains quick draw as a bonus feat

    Bladed Constrict: (Ex)

    The Viper receives no penalty to attacking while in a grapple, and may also choose to inflict lethal or non lethal damage. He also acts as if he were one size category larger for the purposes of initiating and staying in a grapple.

    The size modifier doesnt seem to fit with his dexterity style of fighting. The size increase seems more like strength.

    Rapid Strike (Ex)

    If the Viper draws a blade, throws it and strikes a target in the same round, that opponent is considered Flat Footed and the Rapid Strike may deal extra damage equal to 1D4 X ˝ the Vipers Class levels. This is precision damage and has a 30ft range limitation.

    I dont like this. Basically i draw a dagger with quick draw as a free action, and full attack with daggers gaining sneak attack on every hit.

    Ranged Disarm (Ex)

    The Viper singles out a deadly foe and disarms him for his allies to swarm. As a full round action a Viper may disarm any opponent that he has line of sight to up to his ranged increment restriction.

    I would say up to 30' only as that is the norm.

    Ranged Trip (Ex)
    The Viper may choose to initiate a trip anywhere up to his maximum ranged increment. He must throw both of his weapons to initiate this action or the trip attempt automatically fails.

    as above.

    Double Throw (Ex)
    The Viper, in a precision display of movement and reflexes, throws a storm of blades at his opponent. The Viper may make another Full Attack against one opponent near his person up to his ranged increment restriction. This extra attack is made with a -4 penalty to all rolls.

    an extra full round attack action against another foe in combat? So basically you are getting two full attacks? Hell no.

    Viper Strike (Ex)

    The Viper, in a display of stealth and ferocity, drops down on his opponent from above, initiating a deadly double strike against his opponent. Whenever the Viper is located above an opponent by at least 5ft and he slips/drops/jumps onto the opponent and makes an attack he may gain Sneak Attack extra damage equal to that of a rogue of equivalent level as long as his presence was not known before he made the attack.

    seems a bit redundant with precision damage.


    Dual Wielding Master (Ex)


    While holding two weapons in either hand, the Viper suffers no penalties for two weapon fighting, he actually gains a bonus of +2 to hit and +2 damage while fighting with dual wielded weapons.

    Pin (Ex)

    The Viper throws his blades, pinning the target to the wall or floor via a limb or loose item of clothing. The target must succeed on a Reflex saving throw (DC 10+1/2 Vipers level+Dex modifier). If he fails the Viper designates an area to be pinned. If he chooses the arms, no attack actions or spells requiring movement may be made or cast for two rounds + Vipers Dexterity Modifier. If he chooses the legs, the victim may not move for three rounds+Vipers Dexterity Modifier, however the victim may cast spells or draw weapons/items and attack if within range. If he chooses the Torso, the targets base land speed is reduced by 10’ for 1d6 rounds and he suffers a bleeding wound (1d6 per round).

    I dont like this. I would say they get a check to move free or cast a spell if they can succeed on a concentration check. Can break free as well with a STR check or escape artist as well if they do get pinned as a move action.

    Whirling Frenzy (Su)

    The Viper enters a blood lust frenzy, spinning in a tight offensive circle. He may choose to enter a ranged offensive stance or melee stance while in this frenzy. If he chooses ranged offensive stance the Viper is rooted to the spot while spinning and gains one extra full round attack each round for 2 rounds, his ranged attacks gain +2 hit and damage, but he incurs a -6 penalty to AC. Once he has initiated the Frenzy he may not choose to cease it early. If the Viper chooses the melee stance he gains +3 to AC, +4 to hit and +4 to damage as well as a bonus of 15’ to his base movement speed. However this lasts only two rounds and the Viper incurs a -4 penalty on all his Saves. Additionally, if he should come between the space of two enemies while moving, he may make one attack against each opponent that he passes by. The Whirling requires a standard action to activate, also, while in a Whirling Frenzy the Viper may take no other actions.

    Not sure about this one.... an extra full attack again but the penalties are severe. Unsure.

    Bladed Apocalypse (Su)

    The Viper enters a strange zen like state and appears perfectly focused in contrast to every other one of his abilities. He may make one attack at his highest base attack bonus against every opponent within his line of sight and attack range. Additionally, sharp blades spring from the ground, dealing 6d10 damage to all hostile creatures within the area of effect Reflex save (DC 15+1/2 Vipers level+Dex Modifier) for half. Also, while standing in the apocalypse range the Viper has complete freedom of movement where as all others suffer penalties for passing over difficult terrain. A vortex of blades surrounds the Viper for 1d6 rounds, dealing 5d10 damage to anyone who passes through the blades and an additional 2d10 damage for every round they remain in the sphere. Finally, no ranged weapons or spells may enter the vortex surrounding the Viper, but the Viper may throw weapons or spells (if multiclassed for example) out. This ability is a full round action to activate and lasts for 1d4 rounds. This ability is useable once per day.
    Within Line of Sight or reach? Needs to be defined a bit more and broken up into seperate paragraphs.


    Overall I find this very powerful. You gain the benefits of a lot of feats without having to take them PLUS you gain feats every three levels. Also, I would not allow combining one or more of the Blood feats together. That can potentially result in an abuse of power.
    Last edited by Deathslayer7; 2010-07-02 at 12:54 AM.
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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Quote Originally Posted by Deathslayer7 View Post
    Within Line of Sight or reach? Needs to be defined a bit more and broken up into seperate paragraphs.


    Overall I find this very powerful. You gain the benefits of a lot of feats without having to take them PLUS you gain feats every three levels. Also, I would not allow combining one or more of the Blood feats together. That can potentially result in an abuse of power.
    Damn right you do. lol.

    I love his over powered thrower fighter goodness. Baha. I'm playtesting this class right now so I'll let you know if it's a little too overpowered combining the Blood Fuel abilities.

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    i think if this class is only alone whitout crossclass or gestlad can be fain
    by te fact he is a shirmisher or an assasin bulid like character he can not manage many enemys at the same time couse the dacrifice of blood so
    i like it

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    Default Re: Viper Blood Soldier-Dual dagger wielding thrower (PEACH) 3.5

    Thanks Kurt,

    Multiclassing would hurt the Viper to be honest. He loses power to his thrown weapons.... Adding a fun race like Pixie might amp him up a little though, especially if you choose to go Epic.
    Last edited by zenanarchist; 2010-07-14 at 10:10 PM.

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