The Coilmaster

Votes: 363


The Coilmaster

By Stelth_13
The Coilmaster is a tricky fighter who has learned to use a whip with deadly effect. Coilmasters are generally those who rely on speed rather than strength, and surprise rather than toughness. Coilmasters use feints and distractions to their maximum effect. Coilmasters are also trained to find the tiny gaps in armor that allow the sting of a whip to slip through. They like to trip or disarm their opponents or frighten them with the crack of the whip in order to gain the upper hand. Fighters, rangers, bards and rogues become coilmasters in order to benefit from the many combat advantages it presents. Wizards and sorcerers may choose to become coilmasters in order to perfect a combat skill and to be able to offer support in a fight with trip/disarm attacks. Even a monk might choose to learn the art of the whip.

 Requirements:

Base ATT Bonus: +4
HitDice: D8
Feats: Weapon focus: whip
Special: 2 ranks in use rope 2 ranks in intimidate


 Class Skill:

Coilmaster class skills are: Craft (weaponsmith) (Int), Escape artist (Dex), Intimidate (Cha), Hide (Dex), Jump (Str), Tumble (Dex), Use rope (Dex)

Coilmasters get 2+ intelligence modifier skill points per level

 

Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Spell

Other

Notes

1

+1

+0

+2

+0

 Ensnaring coil (+1), Thundersnap, Serpent bite, whip damage 1d4 

  

  

  

2

+2

+0

+3

+0

 Flaying strike, Boa snare 

  

  

  

3

+3

+1

+3

+1

 Ensnaring coil (+2) 

  

  

  

4

+4

+1

+4

+1

 Two snaps 

  

  

  

5

+5

+1

+4

+1

 Ensnaring coil (+3) 

  

  

  

6

+6/+1

+2

+5

+2

 whip damage 1d6 

  

  

  

7

+7/+2

+2

+5

+2

 Ensnaring coil (+4), Boa squeeze 

  

  

  

8

+8/+3

+2

+6

+2

 Cobra strike 

  

  

  

9

+9/+4

+3

+6

+3

 Ensnaring coil (+5) 

  

  

  

10

+10/+5

+3

+7

+3

 Serpent dance , whip damage 1d8 

  

  

  

 

 Class Features:

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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