Whip Knight

 Castlevania - Belmont Whip by ReplicasNCustoms on DeviantArt

Slaves to Vice shall be dealt with as such.


Class notes: This class was made with a 3D game in mind, like the No Light, No Warmth campaign over at Deus Ex Parabola's blog. It was also made with specific random encounter rules in mind which rely on light and sound heavily (which I allude to in some of the entries). That being said, this class can definitely be played in other games.

At first template, you get template 1. For templates 2 & 3, you may choose A, B, or C. Your last template is template 4.


Default equipment: Whip Knight’s belt (1 inventory slot, holds 1 of each Whiptip and your whip),

a spare whip, a holy symbol.


1. Whiptips, Knight of the Whip

A: Coil Point, Precision

B: Whip Sniper, Corner

C: Consecration, Seizure

4. Whip Mastery



Whiptips

Whip Knight whips are 20ft long. At the end is a clasp, onto which different tips may be attached. Each

ability you unlock gives you an additional whip head. 

  • Metal Sheath. A sheet of flexible metal that sheaths your whip. Your whip’s break DC is the same as

an iron bar. You may shake your whip vigorously to turn it into a pole, and shake it again to revert it (free
action). The pole is structurally sound enough to support your body weight + your bandolier + any attachments
+ clothes and other items of negligible weight, and nothing more.


Knight of the Whip

You are a Whip Knight. You are sworn to an oath of asceticism, refusing to indulge in worldly things. You

cannot have more than 100cp on your person at any time, unless explicitly saving for a specific goal. You

may save for one goal at a time. If you spot someone overindulging in vice, you must intervene either with

wise words or direct action (though it is wise to begin with words). Your convictions are related to either a

certain unholy enemy, or a certain unholy vice.


When using a whip, you choose something to hit and succeed unless it's difficult. Greater precision requires

a Dex check. Critical successes represent perfect accuracy, and maybe unintended benefits as well; critical

failures represent failure, plus unintended consequences, such as perhaps losing your whip.

  • Knotted Length: your whip gains an extra 20ft of length.


Coil Point 

You may wrap onto protruding objects with your whip instead of hitting them. Your whip will then coil onto

that object. This can give you a fulcrum on which to swing, or wrap around an object. Your coil range is half

your whip length. If an object cannot support your weight and you try to swing from it, the object will break.

(You can coil with any Whiptip attached, unless otherwise specified).

  • Grapnel: This Whiptip is a grappling hook. With the Grapnel attached, your coil range is equal to your

whip length.


Precision

When not distracted, you may choose the exact point in space that your whip’s tip lands or around which

it coils. Combat you or your party is embroiled in counts as a distraction unless there’s a really good reason

why it wouldn’t. Same with failed emotion saves.

  • Reel: This Whiptip includes a metal coil and a fisherman’s reel. You may use it to reel yourself along

a coiled whip. This can bear your body weight + your bandolier + any attachments + clothes and other items
of negligible weight, and nothing more.


Whip Sniper

When focused, you have unerring aim with your whip. You may enter concentration as if spellcasting and

choose one target. All whip attacks made against that target have +1 to hit for every Whip Knight template

you possess.

  • Crown: Enemies exactly a whip’s length away from you who are hit by your whip take an extra d4

damage. Increased to 2d4 if you have four Whip Knight templates.



Corner

When focused as with Whip Sniper, you may choose to Corner to creature. This spends your action every

round. Cornered creatures cannot move to either side if they are in your whip range without succeeding a

save vs. Pain. If they succeed, they take your whip damage and may move, and your Cornering attempt is

over. This has no effect on creatures outside of your whip’s range.

  • Copperhead: an weave of studded metal wires that lacerate the skin. When attacking with the

Copperhead, your whip hits a 5ft bubble, instead of a single target: creatures in the area roll a Dex save or
take your whip’s damage.


Consecration

Your whip is holy. While you're holding your whip and holy symbol, unholy creatures struck by your whip

take twice as much damage. In addition, you may use a point of Conviction to smite an unholy creature

with your whip. If you hit, you deal 3d8 radiant damage (doubled by this ability) and your whip is destroyed. 

  • Lightning Bulb: A spherical lantern that ignites when subject to great changes of velocity.

When you sling it with your whip, it sheds 5ft of bright light for every 10ft away from you it was slung. It does
not continuously burn; as such, it does not keep the monsters away.

Example: If you sling the Lightning bulb 10 ft away, it shed bright light within 5 ft of its end-point. If you sling it 40ft away, it sheds bright light within 20ft of its end-point.


Seizure

You can grab things at coil length with your whip. Your seizure length with the whip is not improved by the

Grapnel. You can use your whip to perform combat maneuvers.

  • Claw: you can seize objects at full whip length. 


Whip Mastery

You bend your whip around corners. For every five feet around a corner you whip ends up, you must spend 10ft

of whip length.

  • Knight’s Bell: you know where things are as if by echolocation within a 5ft sphere of the Knight’s Bell.

  • Hydra Head: This Whiptip can hold two further Whiptips.

Simon Belmont statue from First 4 Figures: Whip it good ...

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