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Weapon and
armor proficiency: Coilmasters are proficient with all light armor and all
simple weapons as well as the whip.
Unless listed otherwise, all abilities below are extraordinary.
Whip damage: Coilmasters roll the listed die for whip damage instead of 1d2.
The damage is still subdual damage.
Ensnaring coil: The Coilmaster adds the listed bonus to all trip and disarm
attempts while using the whip.
Serpent bite: in order to negate damage from the whip via armor bonus (see
whip, page 104 in the player’s handbook), the target must have a worn armor
bonus of 1+Coilmaster level or a natural armor bonus of 3+ Coilmaster level..
This does not include the bonus from shields or magic enhancements to armor.
Thundersnap: Coilmasters may make a Thundersnap in place of a feint (see the
“bluff” skill page 64 PH); roll with the intimidate (rather than bluff)
skill. This is a move-equivalent action that provokes an attack of
opportunity. They may only do this while holding a whip.
Flaying strike: Coilmasters may choose to do up to their class level in
normal damage rather than subdual damage with the whip. For example, if a
level 3 Coilmaster gets a total of 4 for their whip damage, they may deal as
much as 3 points of normal damage and 1 point of subdual damage with that
attack. (4 – 3 = 1)
This applies to every attack individually, not all attacks in one round.
Boa snare: a Coilmaster may use a Boa snare in place of a regular attack.
They must succeed at a ranged touch attack against the target and the target
must be within 10 feet, using the whip with a –2 penalty to the attack.
Success indicates that the target is entangled exactly as per a net; This
imposes a –2 penalty to attack rolls and –4 to effective dexterity for the
target. Spellcasting requires a concentration check DC 15. The DC to break
the whip is 20, +1 if masterwork or +2 per point of magic enhancement bonus.
The escape artist DC is 25. The Coilmaster must remain within 10 feet of the
target and hold the whip with at least one hand if they wish to restrict the
target’s movement as with the control line of a net. The Coilmaster cannot
use the whip for other purposes while entangling another but is otherwise
unhampered. They may release the target as a move-equivalent action. If the
Coilmaster attacks with their free hand, they receive a –4 circumstance
penalty to those attacks.
Two snaps: The at level 4, the Coilmaster may, after tripping an opponent
with the whip, get a free attack against them with the same whip as per the
feat improved trip, even if the whip is not a melee weapon. See the Player’s
Handbook for details on improved trip.
Boa squeeze: At level 7, a Coilmaster may squeeze a target that is entangled
by their boa snare ability. The target takes 1d4 normal damage plus the
Coilmaster’s strength bonus for the hand he is using to hold the whip. Magic
modifiers but not effects (such as flaming, frost, etc…) apply to this
damage. The target is still entangled. The Coilmaster can do this once per
round, but if they make attacks with their other hand, they suffer a –2 hindrance
penalty to those attacks (stacks with the penalty for Boa snare). They cannot
do this on the same round that they first entangle the victim.
Cobra strike: At eighth level, the Coilmaster using a whip threatens all
tiles within its reach and can make attacks of opportunity with it.
Serpent dance: The whip is normally considered a ranged weapon, but at the
tenth class level, a Coilmaster’s whip counts as though it were a melee
weapon for the purposes of attacks of opportunity. Normally, people next to the
Coilmaster would get attacks of opportunity when the Coilmaster attacks with
the whip because it is considered a ranged weapon, but after this feat it is
considered melee, and so it does not provoke such attacks of opportunity. The
whip is not considered a melee weapon for other purposes, only for
determining attacks of opportunity against the wielder. Basically, this means
that the Coilmaster provokes no attacks of opportunity when he attacks with
the whip.
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