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Master of Vipers

(Serpent Kingdoms variant, p. 163)

Outcast yuan-ti learn to hunt not only to feed themselves, but also to spread destruction far and wide for the pure pleasure of it.

Requirements

Base Attack Bonus: +7

Alignment: Any evil (usually chaotic evil)

Skills: Knowledge (nature) 8 ranks

Feats: Great Fortitude

Race: Yuan-ti.


Hit die

d8

Skill points

6 + Int

Class Features

Weapon and Armor Proficiency: Masters of vipers gain no proficiency with any weapon, armor, or shield.

Handfang (Sp): At 1st level, a master of vipers can use handfang (caster level equals master of vipers level; see Spells in Chapter 11) three times per day. The Fortitude save DC for the poison is 10 + master of vipers level + master of vipers's Cha modifier.

Poison Immunity (Ex): A master of vipers is immune to all poisons.

Hold Serpent (Sp): At 2nd level, a master of vipers gains the ability to paralyze a serpent as if with a hold animal spell (caster level equals master of vipers level), except that the effect works only on serpents and lasts for 1 round per master of vipers level. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers's Cha modifier) to negate the effect.

Ward Serpents (Su): Beginning a t 3rd level, a master of vipers can hold serpents at bay. This ability functions like a protection from evil spell (caster level equals master of vipers level), except that the deflection and resistance bonuses apply to attacks from serpents, and summoned serpents cannot touch the master of vipers. This ability is usable once per day at 3rd level and one additional time per day for every two master of vipers levels gained thereafter (twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level).

Charm Serpent (Sp): At 4th level, a master of vipers can use a limited form of charm animal (caster level equals master of vipers level) that affects only serpents. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers's Cha modifier) to negate the effect. This ability is usable one additional time per day for every two master of vipers levels gained (twice per day at 6th level, three times per day at 8th level, and four times per day at 10th level).

Serpent Dart (Sp): At 5th level, a master of vipers can produce serpentlike darts from his pointing fingers. This ability functions like the magic missile spell (caster level equals master of vipers level), except that the missiles produced are Tiny vipers that deliver poison (injury, Fortitude DC 10 + master of vipers level + master of vipers's Con modifier, initial and secondary damage 1d6 Con) in addition to the spell's damage. The serpent darts vanish after striking their targets. This ability is usable three times per day at 5th level, four times per day at 7th level, and five times per day at 9th level.

Serpent Reach (Ex): Three times per day, a 5th-level or higher master of vipers can transform his wrist into a flexible, serpentine form that can expand 2 feet per master of vipers level. This effect lasts for 2 rounds per master of vipers level. This ability enables the master of vipers to deliver touch spells at a distance and, when combined with handfang, to bite distant opponents. However, the serpentine wrist lacks the strength to constrict or entwine a foe. The master of vipers can expand or retract his wrist as a free action.

Summon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.

Viper Swarm (Sp): Once per day, a 7 th-level or higher master of vipers can summon a viper swarm (see Fiend Folio page 172) that moves as he directs. Use of this ability instantly ends any ward serpents, charm serpent, or summon serpents abilities that the character may have active.

Great Serpent (Su): At 8th level, a master of vipers gains the chameleon power and scent abilities of a yuan-ti half-blood if he did not already have them. Furthermore, his alternate form ability is no longer limited to the shapes of vipers. He can now take the form of any Huge or smaller serpent that he has seen before.

Swarm Shape (Su): When the master of vipers reaches 9th level, his alternate form ability expands to allow the form of a viper swarm (see Fiend Folio page 172). This ability enables the master of vipers to move through tiny holes where a foe cannot follow, as well as attack as a swarm.

Translocate Serpent (Sp): At 10th level, a master of vipers can use a limited form of teleportation either to move a Medium or smaller serpent to a desired location, or to move himself to any spot within 5 feet of a serpent or the physical remains of one. This ability otherwise functions like the dimension door spell.

Advancement

Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Handfang, poison immunity
2nd +1 +3 +0 +0 Hold serpent
3rd +2 +3 +1 +1 Ward serpents 1/day
4th +3 +4 +1 +1 Charm serpent 1/day
5th +3 +4 +1 +1 Serpent dart 3/day, serpent reach, ward serpents 2/day
6th +4 +5 +2 +2 Charm serpent 2/day, summon serpents
7th +5 +5 +2 +2 Serpent dart 4/day, viper swarm, ward serpents 3/day
8th +6 +6 +2 +2 Charm serpent 3/day, great serpent
9th +6 +6 +3 +3 Serpent dart 5/day, swarm shape, ward serpents 4/day
10th +7 +7 +3 +3 Charm serpent 4/day, translocate serpent

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Disguise CHA no no
Escape Artist DEX no yes
Handle Animal CHA yes no
Hide DEX no yes
Knowledge (nature) INT yes no
Move Silently DEX no yes
Survival WIS no no
Swim STR no yes

Spells for Master of Vipers

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