D&D 3E/3.5 Lasher PrC (3.5 Update and Variant)

JDeMobray

First Post
Lasher
A lasher is a highly specialized whip wielder.

Code:
[b]Table: The Lasher[/b]
[B]Level   BAB  Fort Ref  Will Special[/B]
1st     +1   +0   +2   +0   Whip Sneak Attack +1d6, Close Combat, Whip Lash, Wound
2nd     +2   +0   +3   +0   Improved Trip, Third Hand
3rd     +3   +1   +3   +1   Snaring Whip
4th     +4   +1   +4   +1   Lashing Whip +2
5th     +5   +1   +4   +1   Whip Sneak Attack +2d6, Improved Whip Lash
6th     +6   +2   +5   +2   Improved Disarm
7th     +7   +2   +5   +2   Stunning Snap
8th     +8   +2   +6   +2   Lashing Whip +4
9th     +9   +3   +6   +3   Whip Sneak Attack +3d6, Binding Whip
10th    +10  +3   +7   +3   Greater Whip Lash
Hit Dice: d8

Requirements
To qualify to become a lasher, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Use Rope 4 ranks
Feats: Weapon Focus (Whip), Exotic Weapon Proficiency (Whip)

Class Skills
The Lasher’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Sleight of Hand (Dex) and Use Rope (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the lasher prestige class.

Weapon and Armor Proficiency: A lasher gains no proficiency with any weapons or armor.

Whip Sneak Attack (Ex): A lasher gains the sneak attack ability if he does not already have it, but the extra damage applies only to sneak attacks made with a whip. When making a sneak attack with a whip, he deals an extra 1d6 points of damage at 1st level, and this increases to 2d6 at 5th level and to 3d6 at 9th level. If he already has the sneak attack ability from a previous class, the applicable bonuses on damage rolls stack.

Close Combat (Ex): A lasher can attack with a whip while in a threatened square and not provoke an attack of opportunity.

Whip Lash (Ex): A lasher can make attacks of opportunity with his whip against foes within 5 feet as if it were a melee weapon.

Wound (Ex): At 1st level, a lasher can use a whip to deal regular damage to an opponent, instead of subdual damage, at his option. This allows the lasher to inflict damage on creatures with an armor bonus of +1 or better or a natural armor bonus of +3 or better. If using the whip to deal subdual damage, it deals no damage to creatures with a +1 or more armor bonus or +3 or more natural armor (as usual).

Improved Trip (Ex): A lasher who attains 2nd level gains Improved Trip as a bonus feat even if he does not meet the prerequisites. The benefits of Improved Trip only apply when he uses a whip to perform the trip attack.

Third Hand (Ex): At 2nd level, a lasher’s precision with the whip allows him to use it almost like a third hand – a third hand at the end of a flexible 15-foot long arm. He gains a +4 circumstance bonus to any Use Rope, Climb or Jump checks made while using a whip. Further, as a move action he may make an attack roll vs. DC 15 to push a button, snuff a candle, flick a coin along the ground or perform a similar action against a target within the reach of his whip. As a standard action, he may make an attack roll vs. DC 20 against an eligible target to retrieve an unattended object of 20 pounds or less and deposit it into his hand.

Snaring Whip (Ex): A lasher may use his whip to entangle foes beginning at 3rd level. When using a whip in this way, he makes a ranged touch attack against his target. If he hits, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity. He may hold onto the whip by succeeding an opposed Strength check with the target creature; if successful the entangled creature can only move within the range of the whip while entangled. While using his whip in this way, a lasher cannot use it to make normal attacks. An entangled creature must succeed a DC 15 concentration check or be unable to cast a spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The whip has 10 hit points and can be burst with a DC 25 strength check (also a full-round action).

Lashing Whip (Ex): At 4th level, a lasher adds a +2 damage bonus to all attacks made with a whip. This bonus increases to +4 at 8th level.

Improved Whip Lash (Ex): A lasher can make attacks of opportunity with his whip against foes within 10 feet as if it were a melee weapon.

Improved Disarm (Ex): A lasher who attains 6th level gains Improved Disarm as a bonus feat even if he does not meet the prerequisites. The benefits of Improved Disarm only apply when he uses a whip to perform the disarm attempt.

Stunning Snap (Ex): A lasher of 7th level may stun opponents with a deft crack of his whip. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Snap forces a foe damaged by your whip attack to make a Fortitude saving throw (DC 10 + your lasher level + your Dex modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day plus an additional once per day for every two lasher levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Binding Whip (Ex): Beginning at 9th level, when a lasher entangles an opponent using his Snaring Whip ability, he may start a grapple as a free action without provoking an attack of opportunity. He gains a +4 bonus on all grapple checks made while using this ability and does not need to move into his targets square to maintain the grapple.

He does not lose his Dexterity bonus while grappling using the Binding Whip ability. If he has a weapon in his off-hand, he may use it to attack normally (with only the standard penalties for attacking with a second weapon) but he cannot use his whip to attack. He threatens areas as normal with an off-hand weapon but does not threaten with his whip. While using Binding Whip, he may damage his opponent with his whip as normal by succeeding an opposed grapple check.

However, he may not use an opponent’s weapon against him on a successful grapple check or attempt to disarm a pinned opponent without entering the opponent’s square and engaging in a standard grappling action.

A grappled character cannot use Escape Artist or burst the whip to escape against the DC set by the Snaring Whip ability; they must use the normal grappling rules to escape a Binding Whip.

Greater Whip Lash (Ex): A lasher can make attacks of opportunity with his whip against foes within 15 feet as if it were a melee weapon.

Notes: I've always personally liked the whip; whether it's being used by Indiana Jones, those guys from "The Rundown" or that one guy in the pink suit from "X".

One of the players in my group really wants to do a whip fighter but the lasher (from Sword & Fist) wasn't ever updated into 3.5, to the best of our knowledge. So, working with him I've come up with this variant version.

I didn't like the flurry of whips ability that the original version gained and I really didn't think the 10th level feature was balanced. So I've re-written a big chunk of the class features and dropped the HD down to d8 from d10.
 

log in or register to remove this ad

Hi Guys,

One of my players wanted to dig up the old 3.0 Lasher rules, and we found the Lasher rules in this thread. We were going to use them, but then I realised this was a "variant", rather than a straight upgrade.

The main points in this thread regarding sneak attacks is valid. As written, neither the 3.0 nor 3.5 Lasher has a "real" way of generating them since they can't flank -- the Whips do not threaten.

However, the Sword and Fist errata added the line "Gets his sneak attacks while flanking" -- clearly the designers intended Whip Lash to threaten not just grant AoOs. Otherwise, how is a Lasher to flank?

Also, in 3.0 the trip attack did not provoke an AoO, and Improved Trip granted a free follow-up melee attack. In 3.5 the trip attack did provoke an AoO, and Improved Trip removed the provoked AoO AND gave a free follow-up melee attack. In Pathfinder rules the trip attack provokes an AoO and Improved Trip removes it. However, you need Greater Improved Trip to get an AoO (meaning at your full attack) when you trip an opponent. So I felt the closest to 3.0 lasher, while keeping to the simplified Pathfinder rules was to grant both feats. The improvement is only to the to-hit of the free melee attack and would be variable from no gain to a significant one depending on where in the attack order a trip attack is successful. I consider it acceptable so long as you cannot trip a prone opponent (logical, but the rules do not say you can not.)

Also, due to those two feats in conjunction being slightly more powerful than 3.0 Improved Trip, I set Greater Improved Trip back two levels.

My justification for 2 levels is that I did not want to set it back very far to keep it in line with the moderate improvement - 2 or 3 levels seemed about right (YMMV.) At level 4 the lasher only gets Lashing Whip, which is nice but otherwise boring, so I put it there to add some excitement to that level up.

Lastly, you will notice I removed the +2 bonus for Greater Trip. I felt it was getting to be too powerful but did not want to delay it further. Again, YMMV. You might prefer to give back the +2 bonus so that it is the simpler more vanilla version, but I would push back Greater Trip another level or two if you were going to do that.

This is for *Pathfinder*, although the rules should work in 3.5 with the most minor of adjustments.

I present the Pathfinder Lasher:

Code:
Table: The Lasher
Level   BAB  Fort Ref  Will Special
1st     +1   +0   +2   +0   Whip Sneak Attack +1d6, Close Combat, Whip Lash, Wound
2nd     +2   +0   +3   +0   Improved Trip, Third Hand
3rd     +3   +1   +3   +1   Crack of Fate
4th     +4   +1   +4   +1   Lashing Whip, Greater Improved Trip
5th     +5   +1   +4   +1   Whip Sneak Attack +2d6
6th     +6   +2   +5   +2   Improved Disarm
7th     +7   +2   +5   +2   Stunning Snap
8th     +8   +2   +6   +2   Crack of Doom
9th     +9   +3   +6   +3   Whip Sneak Attack +3d6
10th    +10  +3   +7   +3   Death Spiral

Hit Dice: d10

Requirements
To qualify to become a lasher, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Craft (Leather) 4 ranks
Feats: Weapon Focus (Whip), Exotic Weapon Proficiency (Whip)

Class Skills
The Lasher’s class skills (and the key ability for each skill) are Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Sleight of Hand (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the lasher prestige class.

Weapon and Armor Proficiency: A lasher gains no proficiency with any weapons or armor.

Whip Sneak Attack (Ex): A lasher gains the sneak attack ability if he does not already have it, but the extra damage applies only to sneak attacks made with a whip. When making a sneak attack with a whip, he deals an extra 1d6 points of damage at 1st level, and this increases to 2d6 at 5th level and to 3d6 at 9th level. If he already has the sneak attack ability from a previous class, the applicable bonuses on damage rolls stack.

Close Combat (Ex): A lasher can attack with a whip while in a threatened square and not provoke an attack of opportunity.

Whip Lash (Ex): A lasher threatens an area of 5 feet around him when wielding a whip.

Wound (Ex): At 1st level, a lasher can use a whip to deal regular damage to an opponent, instead of subdual damage, at his option. This allows the lasher to inflict damage on creatures with an armor bonus of +1 or better or a natural armor bonus of +3 or better. If using the whip to deal subdual damage, it deals no damage to creatures with a +1 or more armor bonus or +3 or more natural armor (as usual).

Improved Trip (Ex): A lasher who attains 2nd level gains Improved Trip as a bonus feat even if he does not meet the prerequisites. The benefits of Improved Trip only apply when he uses a whip to perform the trip attack.

Greater Trip (Ex): Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. (NB: You do not get the +2 bonus that normally applies with the Greater Trip feat.)

Third Hand (Ex): At 2nd level, a lasher’s precision with the whip allows him to use it almost like a third hand – a third hand at the end of a flexible 15-foot long arm. He gains a +4 circumstance bonus to any Use Rope, Climb or Jump checks made while using a whip. Further, as a move action he may make an attack roll vs. DC 15 to push a button, snuff a candle, flick a coin along the ground or perform a similar action against a target within the reach of his whip. As a standard action, he may make an attack roll vs. DC 20 against an eligible target to retrieve an unattended object of 20 pounds or less and deposit it into his hand. (NB: This is JDeMobray's wording, the S&F description is far less succinct, but since the goal is to stay close to that, refer to S&F for the full explanation of what third hand can do.)

Crack of Fate (Ex): At 3rd level, when making a full-attack action with a whip, a lasher can attack one additional time that round. All of his attack rolls take a –2 penalty when using Crack of Fate.

Lashing Whip (Ex): At 4th level, a lasher adds a +2 damage bonus to all attacks made with a whip. This stacks with weapon specialization.

Improved Disarm (Ex): A lasher who attains 6th level gains Improved Disarm as a bonus feat even if he does not meet the prerequisites. The benefits of Improved Disarm only apply when he uses a whip to perform the disarm attempt.

Stunning Snap (Ex): A lasher of 7th level may stun opponents with a deft crack of his whip. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Snap forces a foe damaged by your whip attack to make a Fortitude saving throw (DC 10 + your lasher level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day per level, and no more than once per round. Creatures immune to critical hits cannot be stunned.

Crack of Doom (Ex): At 8rd level, when making a full-attack action with a whip, a lasher can attack two additional times that round. All of his attack rolls take a –4 penalty when using Crack of Doom.

Death Spiral (Su): At 10th level, the lasher gains transcendental understanding of her whip. Once per day, she can spin the whip over her head with supernatural speed. All foes within a 15-foot radius of the lasher must make a Reflex save against a DC equal to the lasher's attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fortitude save (DC 18) or become helpless for 1d4-1 rounds (minimum 1 round). Allies (as selected by the lasher) in range are spared the effects of the death spiral.
 

I like the first version better - it's more balanced, the abilities scale more logically, and makes more sense (for example, Crack of Doom does not bring to mind "more attacks/round"; it sounds like it should cause mass stunning or something). Death Spiral (is that the S&F ability?) is way overpowered; it's effectively a mass power word stun, and the name is not indicative of the ability.

The only issue I have with JD's version is the Third Hand: 20 pounds? That seems a bit much for grabbing/pulling with a whip. I'd drop it to 10 at most, maybe even 5. But that's just me. *shrug*
 

I like the first version better - it's more balanced, the abilities scale more logically, and makes more sense (for example, Crack of Doom does not bring to mind "more attacks/round"; it sounds like it should cause mass stunning or something). Death Spiral (is that the S&F ability?) is way overpowered; it's effectively a mass power word stun, and the name is not indicative of the ability.

The only issue I have with JD's version is the Third Hand: 20 pounds? That seems a bit much for grabbing/pulling with a whip. I'd drop it to 10 at most, maybe even 5. But that's just me. *shrug*

My version is identical to S&F's version except where I noted at the start of the post.

I like the S&F version better because the stuns synergise with the sneak attacks and the cracks, whereas JD's binding and so forth are flavoursome and "whippy", but as it is written the sneak attacks would only be used in incident scenarios and at the start of combat with initiative.

Death Spiral is a great ability, but by that stage the player is level 16 minimum, it can only occur once per day, and is resisted. I think spellcasters have much more effective stuff by that level.

As for the names... they're just names, the abilities themselves make perfect sense for a whip and have synergism.

But each to his own.
 

Let Death Spiral be used 1/encounter, and have the save DC be based on some sort of stat. Fort save of 18 is easy even for casters at level 15.
 

Here is the Third Hand feat from WotBS. I'm not saying one is better then the other, just another options.


Third Hand [Fighter]
You can use your whip as if it were a spare hand.


Prerequisite:
Dex 13, Exotic Weapon Proficiency (whip), Weapon Finesse.
Benefit:


When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach, which you can use to manipulate objects, throw weapons, or even grapple. Grappling with a whip works as it would with an unarmed strike, except that if successful you deal your whip’s damage instead of your unarmed damage. You must still enter your opponent’s square if you want to maintain the grapple, or you can simply use your additional whip attacks (if you have any) to make grapple checks, then release your opponent at the end of your turn. With a successful grapple check, you can perform any of the following actions.



•• Deal your w
hip’s damage to your opponent.

• Move at half speed and bring your opponent with you (though he keeps the same relative distance to you).



•Pull your opponent closer (up to an adjacent square).



Then there is also this feat that can help clear things up too can could be an at level power:
Melee Lash [General, Fighter]​
You can defend yourself in melee with a whip.​
Prerequisite:​
Exotic Weapon Proficiency (whip), base attack bonus +1.

Benefit:​
When armed with a whip or other whip-like weapon, you threaten an area around you equal to your normal unarmed reach. You can make attacks of opportunity with the whip within that area. Additionally, you don’t incur attacks of opportunity by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.

Normal:​
A whip has 15-foot reach, but does not threaten that area. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.

Special:​
You can qualify for this feat if you are proficient in any whip-like weapon.


 

I wrote E.N. Arsenal - Whips for D&D 3.5. E.N.Arsenal - Whip - EN Publishing | DriveThruRPG.com

I tried to provide several different ways to use whips, so players wouldn't be shoe-horned into the Lasher style. You can recreate most of the Lasher's abilities with feats by just taking fighter levels. Also, there's a prestige class that uses a whip to make sonic attacks, and another that plays with Third Hand and Quick Draw to give you all sorts of tricks with alchemicals and such. Finally there's the whip duelist prestige class, which focuses on mobility.

It's a few years old, and the layout has a few problems, but I think it still holds up mechanically.
 


Remove ads

Top