Whip Knight
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
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
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
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
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
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.
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.
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