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Whip Master

Requirements
Alignment: Any good, non-evil
Base Attack Bonus: +5
Rope Use: 2 ranks
Craft (Leatherworking): 2 ranks
Knowledge(Undead): 5 ranks
Weapon Focus: Whip
Exotic Weapon Proficiency: Whip
.
Hit Dice: d10/Level
Class Skills
The Whip Master's class skills are:
Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge:Religion (Int),
Knowledge:Undead (Int), Search (Int), and Use Rope (Dex). See Chapter 4: Skills in the
Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Level

BAB

FS

RS

WS

Special

1
2
3
4
5
6
7
8
9
10

+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Close Combat, Favored Enemy (Undead)


Third Hand
Favored Enemy +1
Lashing Whip
Bonus Feat
Favored Enemy +2
Resist Entaglement
Supernatural Blow
Favored Enemy +3
Bonus Feat

Class Features
All of the following are class features of the hunter of the dead prestige class.
Weapon and Armor Proficiency: Whip Masters are proficient with all simple and martial
weapons, with all types of armor, and with shields.
Close Combat: At 1st level, the Whip Master can attack an opponent adjacent to his square
with a whip without provoking an attack of opportunity.
Favored Enemy (anything): Whip Masters focus their training on hunting anything they
depise. This ability works exactly the same as the Ranger's Favored Enemy class feature. For
purposes of bonuses from this ability, treat your Whip Master level as if it was a Ranger (+2
bonus at 5th, +3 bonus at 10th). If you have levels of Ranger before combining into this class,
add them together to get the total bonus from Favored Enemy (Undead).

Third Hand: At 2nd level, a Whip Master's precision with the whip allows him to use it almost
like a third hand - a third hand at the end of the flexible whip's reach - as a standard action.
Depositing a lashed object into your hand is a move-equivalennt action. The Whip Master may
perform a number of things with this ability.
A Whip Master successfully performs a task if his attack roll equals or exceeds the DC for a
given task.

Punch a button, snuff a candle flame, flick a coin lying along the ground, etc. as a
move-equivalent action (DC 15).

Retrieve an unattend object of up to 20 pounds, and deposit into your off hand as a
move-equivalent action (DC 20).

Firmly wrap the end of your whip around a pole, spike, or other likely projection up to
the whip's reach as a move-equivalent action (DC 22). If used to wrap around a
projection at the top of a wall, reduce the DC to climb the wall by 5. If the point of
attachment is optimal on a ceiling fixture, you could swing over a chasm of up to 25
feet wide. You can also wrap items heavier than 20 pounds, but you cannot
automatically flick them into your off hand (but you can drag them). You can unwrap
the end of your whip from the entangled object as a free action.

When the victim of a precipitous fall, you can give up your Reflex save in an attempt
to use your whip to snag a likely projection, pillar, rafter, etc., within reach of the whip
of the edge of a pit, cliff, bridge, etc. Generally an unattached item (such as a statue,
table, etc.) must weight twice as much as you for you to arrest your fall, otherwise
you merely pull it after you. You must attempt to snag a friend or foe standing near
the edge of the precipice as you fall. You make a touch attack roll against another
creature's AC (the friend does not apply his Dexterity bonus while on a unwilling friend
or foe applies their Dexterity modifier to AC). If you hit, you wrap your whip around
the target, who must make a successful Strength check against DC 20 to arrest both
you and themselfs. An unsuccessful Strength check sends both you and your target
into the precipice. You can unwrap the end of your whip from the entangled object as
a free action.

Attempt a swinging attack, as a full-round action, you can wrap the end of your whip
around an overhead object (something that sustain your weight) and swing at any
target withing 10 feet. The foe so attacked is treated as flat-footed and you gain a +2
bonus to attack with this single attack (only one attack allowed).

Smite Undead: Starting at 3rd level, a Whip Master may attempt to smite undead once per
day with a normal melee attack. He adds his Wisdom bonus (if any) to his attack roll and deals
1 point of damage per Whip Master level. If the Whip Master accidentally smites a creature
that is not undead, the smite has no effect, but the ability is still used up for the day. At 6th
level and again at 9th level, the Whip Master may Favored Enemy one additional time per day.
Lashing Whip: At fourth level, the Whip Master adds a +2 damage bonus to his whip. If the
Whip Master has already gained weapon specialization from another class (fighter, for
example), the damage bonuses stack.
Bonus Feat: At 5th level, a Whip Master gains a bonus feat. This must be chosen from the
fighter's bonus feat list and must make the prerequisites of the feat. They gain another bonus
feat at 10th level.

Resist Domination: Whip Masters of at least 7th level receive a +4 sacred bonus on their
saving throws against charm and compulsion effects. Whip Masters have learned to resist
vampire's charms.
Supernatural Blow: Starting at 8th level, Whip Masters have learned to find weak spots on
undead. For now on, you may critical on undead (which normally cannot be done).