Phantom Ribbon (3.5e Class)
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The Phantom Ribbon's main focus is to get into the battlefield quickly and escape just as fast, using their whips to make sure they leave their foes without weapons, and drop them to the ground.
DISCLAIMER: This class is based on the work of Monty Oum in the form of his character Blake Belladonna. I take no credit for any ideas, abilities motifs, or anything else, as this is a class made by a fan for his character.
Making a Phantom Ribbon
With long reach and quick reflexes, the Phantom Ribbon uses speed to disarm their foes, then trip up the enemy party to leave them open for the Phantom Ribbon's allies.
Abilities: Dexterity. This is a massive must for a Phantom Ribbon. Strength is needed for combat powers, and Constitution for the extra Hit Points.
Races: Humans, Elves, and other classes with 'grace' are the most seen races that become Phantom Ribbons.
Starting Gold: 2d4x20.
Starting Age: Simple.
|1st||+0||+0||+2||+0||Whiplash, Two-Weapon Fighting, Dodge|
|3rd||+2||+0||+3||+0||Long Range Disarm|
|4th||+3||+1||+4||+1||Combat Expertise, Toughness|
|5th||+3||+1||+4||+1||Long Range Trip|
|6th||+4||+1||+5||+1||Two Weapon Defense, Ambidexterity|
|7th||+5||+2||+5||+2||Bluff Snap, Whip Tamer|
|9th||+6/+1||+2||+6||+2||Improved Trip, Improved Disarm|
|11th||+8/+3||+3||+7||+3||Improved Dodge, Improved Evasion|
|15th||+11/+6/+1||+4||+9||+4||Two Weapon Fighter|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: The Phantom Ribbon is proficient with Simple Weapons, all Light Martial Weapons, and a total of 5 Martial/Exotic Weapons that allow Trip and/or Disarm attempts. She is also proficient with Light Armor and no shields.
Whiplash: At 1st level, the Phantom Ribbon's Whip damage increases from 1d3 to 1d6, and treats damage from Whips as if they were Lethal damage at no penalty and against armored creatures and those with natural armor, but suffers the -4 to her hit roll if she attempts nonlethal damage.
Two-Weapon Fighting: At 1st level, the Phantom Ribbon gains Two-Weapon Fighting as a bonus feat. (-4 Primary Hand, -6 Off Hand)
Dodge: At 1st level, the Phantom Ribbon gains Dodge as a bonus feat.
Run: At 2nd level, the Phantom Ribbon gains Run as a bonus feat.
Evasion: At 2nd level, the Phantom Ribbon gains Evasion as a bonus feat
Long Range Disarm: At 3rd level, the Phantom Ribbon can use her whip to initiate a disarm attempt from her normal reach, plus an additional 5 feet. She is, however, still able to be counter disarmed.
Combat Expertise: At 4th level, the Phantom Ribbon gains Combat Expertise as a bonus feat.
Toughness: At 4th level, the Phantom Ribbon gains Toughness as a bonus feat.
Long Range Trip: At 5th level, the Phantom Ribbon can initiate a Trip attempt with her whip at full reach, plus an additional 5 feet. She is, however, still able to be counter tripped.
Two Weapon Defense: At 6th level, the Phantom Ribbon gains Two Weapon Defense as a bonus feat.
Ambidexterity: At 6th level, the Phantom Ribbon gains Ambidexterity as a bonus feat, meaning the penalties for each hand are reduced by 2 (-2 Primary Hand, -4 Off Hand)
Bluff Snap: At 7th level, the Phantom Ribbon can use her whip's damage (Add 1d6 into the check) in conjunction with a Bluff or Intimidate check, or a Bluff, Diplomacy, or Gather Info check if they are using these checks in an aggressive way.
Whip Tamer: At 7th level, the Phantom Ribbon can use her whip's damage (Add 1d6) in conjunction with a Handle Animal Check (if made to tame or scare an animal), a Ride check on a mount the Phantom Ribbon is riding (if used to keep the animal under control), or a Ride check to startle an animal a foe is riding.
Conjoined Weapon: At 8th level, the Phantom Ribbon may use her whip in conjunction with a light, one handed simple weapon. In doing so, the Phantom Ribbon ties the end of her whip tightly around the hilt of the weapon. This now counts the whip as a Double Weapon and gains all the bonuses and penalties to attack with Double Weapons, dealing the whip's 1d6 damage and the weapon's damage. Doing so also increases Trip attempts by 2 due to the weight now on the whip, and increase the DC to counter Disarm due to the possible damage taken from the blade now on the whip. If she is to use two Conjoined Weapons at once, she is considered not to have any Two Weapon Fighting Feats, or any feats that help lighten the penalties on whips except for Ambidextrous and Ambidexterity. (Meaning the Phantom Ribbon's Main hand is -4, -6; and her off hand is -8, -12)
Improved Trip: At 9th level, then Phantom Ribbon gains Improved Trip as a bonus feat.
Improved Disarm: At 9th level, the Phantom Ribbon gains Improved Disarm as a bonus feat.
Back Attack: At 10th level, the Phantom Ribbon may chose to make only one attack in her round when she is wielding her whip only (Conjoined weapons count). If she chooses to do so, she switches the first Base Attack Bonus with her last. (Example: A 20th level Phantom Ribbon can attack with a +5/+15). Doing so allows her to easily miss her target, and make a free attack at their Target's Flatfoot AC. If the Phantom Ribbon is multiclassing as a class that allows Sneak Attack damage, or extra damage due to hitting Flatfoot AC, Back Attack DOES NOT trigger the extra damage.
Improved Dodge: At 11th level, the Phantom Ribbon gains Improved Dodge as a bonus feat.
Improved Evasion: At 11th level, the Phantom Ribbon gains Improved Evasion as a bonus feat.
Ambidextrous: At 12th level, the Phantom Ribbon gains Ambidextrous as a bonus feat, meaning she counts both her hands as her Primary Hand. (-2 Both Hands)
Guardian Arm: At 13th level, the Phantom Ribbon can intercept a Disarm or Trip attempt that is meant for an ally by rendering herself Flat Footed to use her whip initiate a Trip or Disarm attempt. Doing this does not gain the bonuses of Improved Trip and Improved Disarm
Lock-Down: At 14th level, the Phantom Ribbon can use her whip, if it has a Slashing or Pierce weapon attached to it (Such as a Dagger), to prevent a target form moving if she makes a successful Trip attempt. Both the target and Phantom Ribbon are now considered Flat Footed until the Phantom Ribbon either lets go of the pin, or the target breaks free. DC to break free is a Ref Save of 10 + Phantom Ribbon Level + Phantom Ribbon STR MOD.
Two Weapon Fighter: At 15th level, the Phantom Ribbon removes all penalties from her true main hand using Two Weapon Fighting, including the Conjoined Weapon ability. True main hand refers to whether the Phantom Ribbon is either Right or Left handed, the other hand gains a -4, -6 and follows the rules for feats like Two Weapon Fighting.
Cross Winder: At 16th level, the Phantom Ribbon adds her Strength Mod and Dexterity Mod into all Trip and Disarm attempts, as well as Counter Trip and Counter Disarm attempts if she is subject to them from Guardian Arm or Lock-Down
Medium Conjoin: At 17th level, the Phantom Ribbon can now equip one handed Martial weapons onto her Whip.
Sonic Crack: At 18th level, the Phantom Ribbon's whip damage changes to Sonic, and increases to 1d10 damage.
MultiArms: Once at 20th level, the Phantom Ribbon can now use two Medium Conjoin Whips at once.
Epic Phantom Ribbon
6 + Int modifier skill points per level.
Heavy Whip: At 21st level, the Phantom Ribbon can add Two-Handed Martial weapons onto her Whip. Doing so allows the Phantom Ribbon to add Double Strength Mod into her damage, and allows her to add the bonuses of tripping into Trips, such as from a Scythe.
Destruction Wielding: At 30th level, the Phantom Ribbon can now wield two Heavy Whips at once.
Human Phantom Ribbon Starting Package
Weapons: Whip, Long Sword, Short Sword.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Power Attack.
Bonus Feats: Lightning Reflexes.
Gear: Chain Shirt, Trail rationsx6, bedroll, backpack, silk roll, water skin, hooded lantern, pint of oil x4.
Playing a Phantom Ribbon
Religion: Religion plays little to no part of the life of a Phantom Ribbon, yet the ones who do worship tend to worship the gods of death, trickery, and the such for their skills.
Other Classes: Rogues and other sneaky and 'underhanded' classes tend to like Phantom Ribbons, while more honor classes, such as the Samurai, Paladin, and Cleric might not, despite the Phantom Ribbon making their lives much easier.
Combat: In and out. Hit and run. That's the fighting style. They rush in under the cover of Fighters, Rangers, and/or Paladins, and use their Disarms and Trips to open enemies for attacks.
Advancement: The Phantom Ribbon tend to advance along the lines of Fighters (For their Feat bonuses), Rogues (For the Sneak Attacks), or even Clerics (For healing when their primary job is done).
Phantom Ribbon in the World
|“||Elegance and grace on the battlefield is what separates me from the savages.||”|
|—L'Inove Kurayami, Human Phantom Ribbon|
Daily Life: Mercenaries by trade, their lives work around the work they are given.
Notables: L'Inove Kurayami.
Organizations: Many Phantom Ribbons tend not to let themselves get too intertwined with guilds and such.
NPC Reactions: Mixed, as with all merc's.
Phantom Ribbon Lore
Characters with ranks in Knowledge (Local) can research Phantom Ribbons to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Whips and lighter weapons are the Phantom Ribbon's specialty weapons.|
|10||The Phantom Ribbon can use their whips for simpler disarm and trips.|
|15||The Phantom Ribbon's specialty in trips and disarms makes them deadly foes despite their light stature.|
|20||With proper training, Phantom Ribbons can even using their foe's weapons against them.|