Whipblack (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
This page contains Open Setting Licensed-content. This means that setting elements such as characters and placenames are freely re-usable in other published works that are released under the same License. It may be distributed alongside material released under the Open Game License, the GNU FDL License, any of the Creative Commons suite of licenses or under a proprietary license. Under the terms of the Open Game License, all Open Setting Content constitutes "Product Identity".
Whipblack
Rating: Not rated
(Rate this class)
Status: 15%
Editing: Discuss major edits first

Whipblack[edit]

Feel the wrath of my whip's sting!
—Ashandra Illium, Half-Elven Whipblack

Whipblacks are the most focused on physical combat of any of the prestige classes of the Church of Modroben. It is the purest fighter class that a warrior in service might take, in preference to more paladin or ranger-like classes. The whipblack is very specialized and may use any form of weapon, but the most important ceremonial tool for the clan is the knout, a specialized whip, which gains more tips, barbs and add-ons as the whipblack proves himself in combat.

Becoming a Whipblack[edit]

Whipblacks are drawn from the ranks of the basic Claine classes, most commonly the Swordclaine (Fighter), Holyclaine (Paladin) or Wildclaine (Ranger) orders. Whipblacks are expected to be highly proficient in at least one weapon besides the whip, and are furthermore expected to be reasonably qualified to use the whip itself before even joining. Training is intense, and is based around the idea that the whipblack will be surrounded by undead and in need of attacking many of them quickly.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +7.
Race: Any.
Skills: Knowledge (Necrology) 7
Feats: Exotic Weapon Proficiency (whip), Weapon Proficiency/Weapon Focus/Weapon Specialization (all three in any one weapon besides the whip), Two-Weapon Fighting.
Patron: Modroben.

Table: The Whipblack


Hit Die: d10


Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Knout (Weapon Finesse (whip), Weapon Focus (whip), Weapon Specialization (whip))
2nd +2 +3 +0 +3 Second Knout
3rd +3 +3 +1 +3 Whip Finesse
4th +4 +4 +1 +4 Split Knout
5th +5 +4 +1 +4 Swift Target
6th +6 +5 +2 +5 Ranged Knout
7th +7 +5 +2 +5 Third Knout
8th +8 +6 +2 +6 Acid Barb
9th +9 +6 +3 +6 Fire Barb
10th +10 +7 +3 +7 Fourth Knot

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features[edit]

Like all members of the Church of Modroben, Whipblacks are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Whipblack powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Whipblack.

Knout: At first level, the Whipblack receives his knout, a holy barbed whip+1, +2 versus undead. It is capable of attacking one target a round and does 2d4 damage due to the metal rings and bits of wire stuck into it. The knout is large (for the size of its wielder). The Whipblack may use a different weapon ins his other hand. Whipblack knouts continue to gain a +1 versus undead for every level of the Whipblack. Modrobenian knouts are Impact Cleave items.

Second Knout: At second level, the Whipblack receives his second knout, which is identical to the first. The Whipblack may wield them both despite their equal size.

Whip Finesse: At third level, the Whipblack is adept at using both brawn to snap his knout harder, and speed and aim to destroy his targets quicker. He may thus add both his Strength and Dexterity modifiers to his damage rolls.

Split Knout: At fourth level, both of the Whipblack's knouts split (magically), meaning that they can be used to attack two targets at once for each knout. This applies to each attack of the Whipblack (i.e. if he could normally wielded two-handed and had two attacks a round, giving him four to-hit rolls, he should now make eight to-hit rolls spread amongst up to two targets). His damage only goes up by the standard +1 versus undead, so the Whipblack does 1d4 damage with each hit.

Swift Target: At fifth level, the Whipblack may spread his attacks amongst as many targets as are in range.

Ranged Knout: At sixth level, the Whipblack's knouts grow longer, such that he can strike at targets up to 20' away.

Third Knout: At seventh level, the Whipblack gains a new tip on each knout, which can only be used to wield a secondary weapon, such as a sword. The Whipblack's mastery (and a dash of magical control taught by the Church) allow him to use the tip to wrap around the handle of a medium-sized weapon and attack with it. This adds one additional attack per hand, whose to-hit rolls are as they would be for the whip being used; the damage, however, is computed based on the effect of the secondary weapon (along with any magical modifiers that may come along with it).

Acid Barb: At eighth level, the Whipblack's knouts gain acidic barbs, which add 1d4 damage with each hit.

Fire Barb: At ninth level, the Whipblack's knouts gain hot barbs, which add 1d4 damage with each hit.

Fourth Knout: At tenth level, Whipblack gains a new, larger, hooked tip to each knout, giving him an additional to-hit roll with each, doing d10 base damage. Thus, if the Whipblack wielded two-handed knouts and would have had two attacks a round regardless of his class, he is now rolling eight normal to-hit rolls, two to-hit rolls with a secondary weapon and two to-hit rolls with his heavy d10 knout.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

Back to Main Page3.5e HomebrewClassesPrestige Classes
Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors