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Lasher PrC (3.5 Update and Variant)
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<blockquote data-quote="dakuth" data-source="post: 5087182" data-attributes="member: 88006"><p>Hi Guys,</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>However, the Sword and Fist errata added the line "Gets his sneak attacks while flanking" -- clearly the designers intended Whip Lash to <em>threaten</em> not just grant AoOs. Otherwise, how is a Lasher to flank?</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>This is for *Pathfinder*, although the rules should work in 3.5 with the most minor of adjustments. </p><p></p><p>I present the Pathfinder Lasher:</p><p></p><p>[code]</p><p>Table: The Lasher</p><p>Level BAB Fort Ref Will Special</p><p>1st +1 +0 +2 +0 Whip Sneak Attack +1d6, Close Combat, Whip Lash, Wound</p><p>2nd +2 +0 +3 +0 Improved Trip, Third Hand</p><p>3rd +3 +1 +3 +1 Crack of Fate</p><p>4th +4 +1 +4 +1 Lashing Whip, Greater Improved Trip</p><p>5th +5 +1 +4 +1 Whip Sneak Attack +2d6</p><p>6th +6 +2 +5 +2 Improved Disarm</p><p>7th +7 +2 +5 +2 Stunning Snap</p><p>8th +8 +2 +6 +2 Crack of Doom</p><p>9th +9 +3 +6 +3 Whip Sneak Attack +3d6</p><p>10th +10 +3 +7 +3 Death Spiral[/code]</p><p></p><p><strong>Hit Dice:</strong> d10</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a lasher, a character must fulfill all the following criteria. </p><p>Base Attack Bonus: +5</p><p>Skills: Craft (Leather) 4 ranks</p><p>Feats: Weapon Focus (Whip), Exotic Weapon Proficiency (Whip)</p><p></p><p><strong>Class Skills</strong></p><p>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). </p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the lasher prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> A lasher gains no proficiency with any weapons or armor.</p><p></p><p><strong>Whip Sneak Attack (Ex):</strong> 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.</p><p></p><p><strong>Close Combat (Ex):</strong> A lasher can attack with a whip while in a threatened square and not provoke an attack of opportunity. </p><p></p><p><strong>Whip Lash (Ex)</strong>: A lasher threatens an area of 5 feet around him when wielding a whip.</p><p></p><p><strong>Wound (Ex):</strong> 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). </p><p></p><p><strong>Improved Trip (Ex):</strong> 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. </p><p></p><p><strong>Greater Trip (Ex):</strong> 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.)</p><p></p><p><strong>Third Hand (Ex):</strong> 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.)</p><p></p><p><strong>Crack of Fate (Ex):</strong> 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.</p><p></p><p><strong>Lashing Whip (Ex):</strong> At 4th level, a lasher adds a +2 damage bonus to all attacks made with a whip. This stacks with weapon specialization.</p><p></p><p><strong>Improved Disarm (Ex):</strong> 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. </p><p></p><p><strong>Stunning Snap (Ex):</strong> 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.</p><p></p><p><strong>Crack of Doom (Ex):</strong> 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.</p><p></p><p><strong>Death Spiral (Su):</strong> 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.</p></blockquote><p></p>
[QUOTE="dakuth, post: 5087182, member: 88006"] 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 [i]threaten[/i] 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[/code] [B]Hit Dice:[/B] d10 [b]Requirements[/b] 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) [B]Class Skills[/B] 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. [B]Class Features[/B] All of the following are class features of the lasher prestige class. [B]Weapon and Armor Proficiency:[/B] A lasher gains no proficiency with any weapons or armor. [B]Whip Sneak Attack (Ex):[/B] 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. [B]Close Combat (Ex):[/B] A lasher can attack with a whip while in a threatened square and not provoke an attack of opportunity. [B]Whip Lash (Ex)[/B]: A lasher threatens an area of 5 feet around him when wielding a whip. [B]Wound (Ex):[/B] 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). [B]Improved Trip (Ex):[/B] 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. [B]Greater Trip (Ex):[/B] 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.) [B]Third Hand (Ex):[/B] 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.) [B]Crack of Fate (Ex):[/B] 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. [b]Lashing Whip (Ex):[/b] At 4th level, a lasher adds a +2 damage bonus to all attacks made with a whip. This stacks with weapon specialization. [B]Improved Disarm (Ex):[/B] 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. [B]Stunning Snap (Ex):[/B] 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. [B]Crack of Doom (Ex):[/B] 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. [B]Death Spiral (Su):[/B] 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. [/QUOTE]
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