Faerûnian Prestige Class : Master of Vipers
Most vrael olo work within their tribes, but a few become loners, rejecting the collective scheming and rising religious strife that marks yuan-ti tribal life. Some of these individuals embrace human society, trying to conceal their true natures and dwell among humans. Others "go wild," becoming independent wilderness explorers and jungle hunters. A rare handful recognize and follow a deepening affinity for their lesser kin-the venomous snakes. Such yuan-ti choose to dwell in wild places frequented by such creatures, such as sunny rock faces riddled with caverns, overgrown jungle ruins, and the like. These outcast yuan-ti eventually learn to hunt not only to feed themselves, but also to spread destruction far and wide for the pure pleasure of it. Tales among both yuan-ti and human adventurers call such individuals masters of vipers.
A master of vipers is always a lone yuan-ti. He never joins adventuring parties and travels with non-vipers only to hide from pursuers or to scout potential prey.
To qualify to become a Master of Vipers, a character must fulfill all the following criteria:
- Race: Yuan-ti.
- Alignment: Any evil (usually chaotic evil).
- Skills: Knowledge (nature) 8 ranks.
- Feats: Great Fortitude,
- Base Attack Bonus: +7.
Skill Points at Each Level: 6 + Int modifier.
All the following are class features of the master of vipers prestige class.
Weapon and Armor Proficiency: Masters of vipers gain no proficiency with any weapon, armor, or shield.
Handfang (Sp): At 1st level, a master of vipers can use handfang (caster level equals master of vipers level) three times per day. The Fortitude save DC for the poison is 10 + master of vipers level + master of vipers' Cha modifier.
Poison Immunity (Ex): A master of vipers is immune to all poisons.
Hold Serpent (Sp): At 2nd level, a master of vipers gains the ability to paralyze a serpent as if with a hold animal spell (caster level equals master of vipers level), except that the effect works only on serpents and lasts for 1 round per master of vipers level. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers' Cha modifier) to negate the effect.
Ward Serpents (Su): Beginning at 3rd level, a master of vipers can hold serpents at bay. This ability functions like a protection from evil spell (caster level equals master of vipers level, except that the deflection and resistance bonuses apply to attacks from serpents, and summoned serpents cannot touch the master of vipers. This ability is usable once per day at 3rd level and one additional time per day for every two master of vipers levels gained thereafter (twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level).
Charm Serpent (Sp): At 4th level, a master of vipers can use a limited form of charm animal (caster level equals master of vipers level) that affects only serpents. Any subject with an Intelligence score of 3 or higher may attempt a Will save (DC 10 + master of vipers level + master of vipers' Cha modifier) to negate the effect. This ability is usable one additional time per day for every two master of vipers levels gained (twice per day at 6th level, three times per day at 8th level, and four times per day at 10th level).
Serpent Dart (Sp): At 5th level, a master of vipers can produce serpentlike darts from his pointing fingers. This ability functions like the magic missile spell (caster level equals master of vipers level), except that the missiles produced are Tiny vipers that deliver poison (injury, Fortitude DC 10 + master of vipers level + master of vipers' Con modifier, initial and secondary damage 1d6 Con) in addition to the spell's damage. The serpent darts vanish after striking their targets. This ability is usable three times per day at 5th level, four times per day at 7th level, and five times per day at 9th level.
Serpent Reach (Ex): Three times per day, a 5th-level or higher master of vipers can transform his wrist into a flexible, serpentine form that can expand 2 feet per master of vipers level. This effect lasts for 2 rounds per master of vipers level. This ability enables the master of vipers to deliver touch spells at a distance and, when combined with handfang, to bite distant opponents. However, the serpentine wrist lacks the strength to constrict or entwine a foe. The master of vipers can expand or retract his wrist as a free action.
Summon Serpents (Sp): At 6th level, a master of vipers can call any sort of serpent he has previously seen to fight or work for him. Two serpents of the same kind appear and obey the character's commands. For each new master of vipers level attained, an additional snake appears (three at 7th level, four at 8th level, five at 9th level, and six at 10th level). The summoned serpents are all the same kind. This ability otherwise functions like a summon nature's ally spell.
Viper Swarm (Sp): Once per day, a 7th-level or higher master of vipers can summon a viper swarm that moves as he directs. Use of this ability instantly ends any ward serpents, charm serpent, or summon serpents abilities that the character may have active.
Great Serpent (Su): At 8th level, a master of vipers gains the chameleon power and scent abilities of a yuan-ti halfblood if he did not already have them. Furthermore, his alternate form ability is no longer limited to the shapes of vipers. He can now take the form of any Huge or smaller serpent that he has seen before.
Swarm Shape (Su): When the master of vipers reaches 9th level, his alternate form ability expands to allow the form of a viper swarm. This ability enables the master of vipers to move through tiny holes where a foe cannot follow, as well as attack as a swarm.
Translocate Serpent (Sp): At 10th level, a master of vipers can use a limited form of teleportation either to move a Medium or smaller serpent to a desired location, or to move himself to any spot within 5 feet of a serpent or the physical remains of one. This ability otherwise functions like the dimension door spell.
|Master of Vipers||Hit Die: d8|
|1st||+0||+2||+0||+0||Handfang, poison immunity|
|3rd||+2||+3||+1||+1||Ward serpents 1/day|
|4th||+3||+4||+1||+1||Charm serpent 1/day|
|5th||+3||+4||+1||+1||Serpent dart 3/day, serpent reach, ward serpents 2/day|
|6th||+4||+5||+2||+2||Charm serpent 2/day, summon serpents|
|7th||+5||+5||+2||+2||Serpent dart 4/day, viper swarm, ward serpents 3/day|
|8th||+6||+6||+2||+2||Charm serpent 3/day, great serpent|
|9th||+6||+6||+3||+3||Serpent dart 5/day, swarm shape, ward serpents 4/day|
|10th||+7||+7||+3||+3||Charm serpent 4/day, translocate serpent.|
Source: Serpent Kingdoms