User:Zhenra-Khal/Twilight Assassin (3.5e Class)/Twilight Viper (3.5e Martial Discipline)
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A serpentine discipline using shadowstuff and occasional blasts of light, focusing on mobility, confusion and high-damage surprise attacks.
Contents
Game Mechanics of the Twilight Viper
Available To: Twilight Assassin
Discipline Skill: Tumble (Dex) - The ability to move quickly and unpredictably helps to outmaneuver and outwit your opponents, wearing them down and confusing them before taking them down with brutal strikes, as is the style of the Twilight Viper master.
Discipline Weapons: Scythe, Kama, Spiked Chain, Dagger, Rapier, Assassin Needles, Dragon Claws, Kusarigama, Bladed Nunchaku, Il'Avel - Weapons that can kill quickly and efficiently, or entangle and impede enemies, are favored most among the Twilight Assassins.
Saves: 10 + Dexterity modifier + level of the maneuver.
Legacy Weapon: Viper's Fangs
Maneuver Granting Item: TBA
Discipline Feat: TBA
Tactical Feat: TBA
Special: Twilight Stealth is required to learn all of the other maneuvers in this discipline, and many of them interact with that maneuver specifically.
Maneuvers of the Twilight Viper Discipline[edit]
Level 1[edit]
Twilight Viper (Boost) [Darkness] | |
Level: | 1 |
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Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Up to 1 round, plus 1 per 3 initiator levels. |
Saving Throw: | None |
Upon activating this boost, you become invisible (As per Invisibility) for the duration of the Boost. While so Stealthed, as it will be referred to later, many of your other maneuvers will gain new or altered effects. However, using any maneuver other than a Stance or Boost will break Stealth, even if it is not an attack, unless the maneuver specifically states that it does not break Stealth.
Rather than being readied, expended, and recovered, this maneuver works differently from most, in that it is treated as always readied, and instead uses a pool-like resource system, containing one round of Stealth, plus one for every 3 initiator levels you possess for the Twilight Viper discipline. Once Stealth is broken, or runs out, you regain one round of Stealth for every round you were not in Stealth. Twilight Stealth cannot be initiated unless your Stealth meter is full.
For every 10 points of damage you take while in Stealth, your Stealth duration is reduced by 1 round. This maneuver is a Supernatural ability.
Some Twilight Viper maneuvers will gain new effects if they are the action that causes Stealth to end, and others will refill Stealth duration.
Twilight Viper (Strike) [Darkness] | |
Level: | 1 |
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Prerequisite: | Twilight Stealth |
Initiation Action: | Swift action |
Range: | Close (25ft + 5ft per 2 initiator levels) |
Target: | One target |
Duration: | 7 rounds |
Saving Throw: | Fortitude partial |
Seeing your target around the corner of the wall using a small handheld mirror, you clench your fist. You watch as the man, in the other room, coughs, his shadow coalescing into his chest. He claws at his shirt, tearing it open, and looking in horror at the pulsating blackness under his skin.
As a swift action, make a ranged touch attack against a single target within range; You need line of sight, but not line of effect (Though the enemy must still be physically within range of you, so you can initiate this maneuver through a window, crevice or around a corner via use of a mirror or scrying device, but not through long-distance scrying devices or across planar boundaries), and the enemy must cast a shadow. If the attack lands, it deals no damage, but the target is affected by the Viper's Kiss poison, taking damage every round, with a Fortitude save allowed to reduce the damage by half (Or negating it if the damage after the save would be less than 1). This damage is caused by supernatural shadow-based poison, and immunity to mundane poison reduces it by half, while Shadow creatures are always immune to this poison. The amount of damage dealt is based on your initiator level in the Twilight Viper discipline, as shown on the table below. The Viper's Kiss poison always lasts 7 rounds, regardless of source.
This maneuver is a Supernatural ability.
Initiator Level | Damage per round |
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1st-4th | 2 |
5th-8th | 1d4+1 |
9th-12th | 1d6+1 |
13th-16th | 2d4+1 |
17+ | 2d6+1 |
Twilight Viper, Setting Sun (Strike, Boost) [Light, X-Discipline] | |
Level: | 1 |
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Prerequisite: | Twilight Stealth, Viper's Kiss |
Initiation Action: | Standard Action or Full-Round Action (See Text) |
Range: | Melee |
Target: | One creature |
Duration: | Instantaneous or 2 rounds (See Text), plus 3 rounds |
Saving Throw: | Fortitude partial |
When you choose to initiate this maneuver, you must choose whether to initiate it as a Strike or a Boost.
If you initiate it as a Strike, you make a melee touch attack as a standard action against a target within reach. If successful, you cleanse all poison from their body (See below). Against a willing target, you need not make an attack roll, and you can choose for the initial touch to deal no damage.
If you initiate it as a Boost, you spend a full-round action imbuing your weapon with this purifying power. Once so imbued, it lasts for 2 rounds, until you release your grip of the weapon, or until discharged. When discharged, the Purging Fang's effect is added to your weapon damage, as well as to any other effects of the attack, such as in the case of a magic weapon or if it's used as part of a Strike.
Either way, when the attack hits, the target is cured of all poisons in their system. This deals 1d4 damage to the for each poison so cleansed, with a Fortitude save for half. This damage is Radiant damage, and thus against undead, oozes, Shadow creatures and fungi, deals 1d6 damage per poison instead, or 1d8 damage per poison against creatures especially vulnerable to sunlight, such as Vampires. Once so purged, the target remains utterly immune to poison - Including Viper's Kiss - For 3 rounds afterwards.
You can also choose to repair ability damage (Not drain) dealt by the poison upon purging poison from their system. This is also quite taxing on them, dealing 1d4 Radiant damage to them for every point of ability damage cured. As above, the target recieves a Fortitude save to reduce the damage by half, and the damage is increased against creaturs vulnerable to light.
However, the Viper's Kiss poison is especially tenacious when removed in this way, taking chunks of the target's essence with it as it goes. Instead of the above damage numbers, removing Viper's Kiss deals damage to the target equal to the amount of damage they have already suffered from Viper's Kiss, again, with a Fort save for half and increased damage against creatures vulnerable to light. This extra damage is not multiplied by a critical hit or by Assassin's Strike.
This maneuver is a Supernatural ability.
Twilight Viper, Shadow Hand, Thousand Daggers (Stance) [Darkness, X-Discipline] | |
Level: | 1 |
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Prerequisite: | Twilight Stealth |
Initiation Action: | Swift |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
This stance can only be used by you while your Shade is not summoned, or by your Shade while it is active.
While you maintain this stance, you can create daggers from thin air, made from raw shadowstuff. They are light, weighing nothing to you, but they also deal damage as a dagger of 1 size category smaller than you - 1d3 per dagger for a Medium creature, 1d2 for Small, 1d4 for Large, etc., with a x3 critical multiplier and 15th range increment. They count as magic for the purposes of overcoming damage reduction and hitting incorporeal creatures; However, these semisolid razors of shadowstuff gain no bonus damage from your Strength modifier.
When you make a full attack with these daggers, you gain iterative attacks at every +2 BAB instead of every +5 (So if your BAB was +6, your attacks with these conjured daggers would be +6/+4/+2), and every successful shadow-dagger attack against the same target in a single round deals +2 damage for every dagger that's already hit the target. So for a medium creature with +6 BAB, their attacks would deal 1d3/1d3+2/1d3+4 damage, assuming they all hit. Regardless, precision damage only applies to the first dagger that hits in a round.
This maneuver is a Supernatural ability.
Twilight Viper, Shadow Hand (Rush) [Darkness, X-Discipline] | |
Level: | 1 |
---|---|
Prerequisite: | Twilight Stealth |
Initiation Action: | Move Action |
Range: | Varies (See Text) |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Reflex Partial |
Upon activating this Rush, you teleport to any unoccupied square of your choosing adjacent to a target who is within a range equal to your land speed - Thus if your land speed is 40, you can teleport to any square adjacent to a target within 40ft (Though the square you're teleporting to doesn't have to be within 40ft). At your option, you can force the target to make a Reflex save; If they fail, they're denied their Dexterity bonus against your next attack, so long as that attack is made within 1 round.
This maneuver is a Supernatural ability.
Stealthed: The range of the teleport is doubled, and the save DC is increased by 1 for every 4 initiator levels.
Level 2[edit]
Twilight Viper (Strike) [Darkness] | |
Level: | 2 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Standard action |
Range: | Melee reach (See Text) |
Target or Area: | Creature touched, or all creatures in a 30ft cone |
Duration: | 1 round per 3 initiator levels |
Saving Throw: | Reflex Half, Will Negates (See Text) |
As part of this maneuver, making a single melee attack against any creature within your reach. If the attack hits, the target must make a Will save or be Dazed for one round per 3 initiator levels.
This maneuver is a Supernatural ability.
Stealthed: If the attack lands, it deals damage in a 30ft cone, forcing all targets within that cone to save against the Dazing effect. Secondary targets in the cone are allowed a Reflex save for half damage. Targets that take no damage from the attack (Because of Evasion, damage reduction or the like) are immune to the Daze.
Twilight Viper, Desert Wind (Strike) [Light, X-Discipline] | |
Level: | 2 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers, OR Two Desert Wind maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Reach |
Target: | Single target |
Duration: | Instantaneous, plus 1 round or 1d4+1 rounds (See Text) |
Saving Throw: | Reflex partial |
As part of this strike, you make a single melee attack. That attack deals additional Radiant damage equal to the base damage of your weapon. Being Radiant damage, the bonus damage increase by one die size (From 2d4 to 2d6, for example) when used against undead, oozes, fungi or Shadow creatures, or by two die sizes (From 2d4 to 2d8) against creatures especially vulnerable to sunlight (Such as Vampires). You also force the target to make a Reflex saving throw or be Blinded for 1 round.
This maneuver is a Supernatural ability.
Stealthed: The Radiant damage is increased by +1 per initiator level, and the Blind duration is increased to 1d4+1 rounds.
Twilight Viper (Strike) [Darkness] | |
Level: | 2 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Standard Action |
Range: | Close (25ft +5ft per 2 initiator levels) |
Effect: | Cone of shadowy blades |
Duration: | Instantaneous,1d4+1 rounds (See Text) |
Saving Throw: | Will Partial |
As part of this maneuver, make a single standard attack against every creature in a cone out to Close range. Make one attack roll and apply it to each target individually. The attack deals damage as your weapon, including enchantments, but not precision damage of any type. This maneuver can be used three times before being expended.
This maneuver is a Supernatural ability.
Stealthed: Targets hit must make a Will save or be Slowed for 1d4+1 rounds; If the save is successful, they are instead only Slowed for 1 round.
Twilight Viper (Stance, Counter) [Darkness] | |
Level: | 2 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Swift, Immediate |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
While maintaining this stance, you can Tumble up to half your speed as a Swift action instead of a move action. If you tumble through an enemy's square, they lose thier Dexterity bonus to AC against you for 1 round. Tumble checks are still needed as normal.
Stealthed: While Stealthed, you can expend this Stance in the form of a Counter. When you do so, you can Tumble up to half your speed as an Immediate action instead of the stance's normal effects. However, this ends the stance and leaves you Fatigued for 3 rounds, and cannot be done while Fatigued or Exhausted.
Level 3[edit]
Twilight Viper (Counter, Rush) [Darkness] | |
Level: | 3 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers, plus Shade class ability. |
Initiation Action: | Move action or Immediate action. |
Range: | 0 |
Effect: | Shade |
Duration: | Instantaneous |
Saving Throw: | None |
This maneuver can be initiated in one of two ways. First, it can be initiated as part of a Move action, leaving your Shade in any square you pass through. If initiated as a Counter, you instantly take a 5ft step and leave your Shade in the square you just mvoed from. In either case, this lets you summon your Shade more quickly than normal; However, the Shade's normal restrictions, including cooldown, still apply.
This maneuver is a Supernatural ability.
Stealthed: Does not break Stealth, and refills your Stealth meter upon use.
Twilight Viper (Strike) [Darkness] | |
Level: | 3 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Standard action |
Range: | Close (25ft +5ft per 2 initiator levels) |
Effect: | Ring of smoke |
Duration: | 1 round per 2 initiator levels |
Saving Throw: | Will partial, Reflex half (See Text) |
As a standard action, you throw an orb of shadowstuff at any target or square within Close range. On impact, it detonates into smoke in a 20ft radius, forcing all targets in the area to make a Will saving throw or be Dazed for 1 round. Once this occurs, the smoke drifts to form a ring 10ft thick, 10ft high and 20ft across (With a 10ft-radius circle in the center devoid of smoke).
The smoke obscures vision for everyone but the initiator who created it, and functions in all other ways as Obscuring Mist, lasting for 1 round per 2 initiator levels. However, unless dispersed utterly, the smoke rigidly retains its ring shape.
Any Fire, Electricity or Radiant damage dealt to any target within the smoke (Even just a naked candle) will ignite the smoke, dispersing it instantly, but dealing 1d6 Fire damage to everything within the smoke (Including the initiator) per 3 initiator levels, with a Reflex save for half.
This maneuver is a Supernatural ability.
Stealthed: The smoke created functions instead as a Solid Fog though the initiator isn't impeded by the smoke, though they still benefit from reduced fall damage if they fall into the fog. In addition, targets failing their initial save against the Daze of the poison are struck with Viper's Kiss poison.
Twilight Viper (Stance) [Darkness] | |
Level: | 3 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Swift action |
Range: | 0 |
Target: | Self |
Duration: | Stance |
Saving Throw: | None |
In order to use this maneuver, your Shade must not be active. It can be used by your Shade if it is summoned.
While maintaining this stance, your movement speed is reduced to 5ft per round. You add 1/2 your initiator level as a bonus to Hide and Move Silently checks while in this stance. While in this stance and standing in dim light or darkness, you regain Stealth rounds at twice the normal rate.
When you switch from this stance to another one, as part of the action, you may choose to initiate one Rush you know, though your movement speed is reduced by half during this rush.
Stealthed: Rounds spent in this stance during Stealth don't cost any Stealth duration, allowing you to stay invisible almost indefinitely until the Stance is broken. Stealth can still be broken by taking too much damage.
Twilight Viper (Rush) [Light] | |
Level: | 3 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers |
Initiation Action: | Move action |
Range: | 0 |
Target: | One creature |
Duration: | Concentration, up to 7 rounds |
Saving Throw: | Will partial |
In order to use this maneuver, your Shade must not be active. It can be used by your Shade if it is summoned.
When you use this Rush, you must use in a straight line. You ignore difficult terrain and pass through objects and enemies, but 1 foot of stone, 5 inches of common metal, a thin sheet of lead, or 5 feet of wood or dirt wil halt your movement in the last unoccupied square before the obstacle in question.
As a part of this maneuver, make a single melee attack and apply it searately to every enemy you passed through, dealing damage as normal for your weapon (But not any precision damage). You can then start a Grapple against each struck target as a free action, without provoking attacks of opportunity, as shadowy serpents wrap around and cling to the targets. These serpents grapple the targets for you, using your Grapple modifiers and etc. for as long as you concentrate, up to 7 rounds. On a successful grapple check, the targets once more take damage as if struck with the weapon used to initiate the maneuver.
This maneuver is a Supernatural ability.
Stealthed: You gain a bonus on your Grapple checks during this maneuvers equal to 1/2 your initiator level for the Twilight Viper discipline, and the initial attack applies the Viper's Kiss poison.
Twilight Viper, Shadow Hand, Amaranth Eclipse (Counter, Stance) [Darkness, Fear] | |
Level: | 3 |
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Prerequisite: | Twilight Stealth and any two other Twilight Viper maneuvers, or any two Shadow Hand, Tiger Claw, Amaranth Eclipse |
Initiation Action: | Immediate action |
Range: | 0 |
Target: | Self |
Duration: | Instantaneous, Stance (See Text) |
Saving Throw: | Will Partial |
"Thaaat's not what I wanted to see naked today...", the elven paladin thought, his orcish companion screaming and running towards the charging army, sending enemies scattering in fear as he went.
When you initiate this counter, you instantly teleport a distance up to your land speed, to any square you can see. Unfortunately, none of your gear comes with you - Armor, weapons, and even clothes stay behind, leaving you naked.
Whether or not your nudity actually has any impact (Such as if you are a Warforged), your Stance instantly changes, and cannot be changed until you regain at least the equivalent of a blanket sized for you. Creatures within Close range that can see you must make a Will save every round or be Frightened for that round; Those that succeed their saves are instead Shaken. Unfortunately, until the stance is removed, you must also make the save against fear each round.
Stealthed: This maneuver doesn't break Stealth, and refills your Stealth meter to full. Your gear catches up to you 1d4 rounds after you initiate this Counter, being re-equipped as if it had never been left behind at all.
Level 4[edit]
Level 5[edit]
Level 6[edit]
Level 7[edit]
Level 8[edit]
Level 9[edit]
Twilight Viper | |
Level: | |
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Initiation Action: | |
Range: | |
[[SRD:Aiming a Spell (Spell Descriptor)|]]: |
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