zenanarchist
2010-06-21, 09:27 PM
The Viper Blood Soldier
Viperblood Soldiers are specialised soldiers, proficient with small blades and throwing blades. They are support specialists; adding their steel wherever they may be needed, ambushing enemies and offering battlefield control with their unique abilities. Unarmed, the Viper is a proficient companion to have around, being adept at spotting and disarming battlefield traps, picking locks with his weapons and acting as a back up scout; however, when he has two blades in his hands, the viperblood soldier is a glorious combatant to behold. Vipers are visceral soldiers, acting purely on frenzy and instinct. They perform heinous acts on their own bodies to fuel their strange and powerful abilities.
Hit Die: 1d12
The Viperblood Soldier's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device *special*(Int), Escape Artist *special*(Dex), Gather Information (Cha), Hide (Dex), Intimidate *special*(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock *special*(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
*special* The Viper only gains access to the full modifier if he is carrying two bladed small weapons in each hand. Otherwise, the bonus does not apply.
Weapon and Armour Proficiencies: The Viper has proficiency with all simple weapons and one martial weapon. He has proficiency with light and medium armour but not heavy. He has proficiencies with small shields but not large or tower shields.
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6+ Int modifier.
Alignment
The Viper may be any non-good alignment
Viperblood Soldier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Finesse, Fangs of the Viper (TWF)
2nd|
+1|
+3|
+3|
+0|Blood Fuelled (Blood Blade), Bladed Block
3rd|
+2|
+3|
+3|
+1|Spitting Viper, High Ground Combatant
4th|
+3|
+4|
+4|
+1|Blood Fuelled (Blood Renewal), Motion Camouflage, Viper Blades
5th|
+3|
+4|
+4|
+1|Bladed Block +2
6th|
+4|
+5|
+5|
+2|Blood Fuelled (Blood Fire Speed)
7th|
+5|
+5|
+5|
+2|Bladed Block +4, Scarred Tag
8th|
+6/+1|
+6|
+6|
+2|Blood Fuelled (Blood Sacrifice), Viper Blades, Fangs of the Viper (ITWF)
9th|
+6/+1|
+6|
+6|
+3|Wall Climb
10th|
+7/+2|
+7|
+7|
+3|Blood Fuelled (Blood Daggers), Quick Draw
11th|
+8/+3|
+7|
+7|
+3|Bladed Constrict, Finesse
12th|
+9/+4|
+8|
+8|
+4|Blood Fuelled (Blood Rage), Viper Blades
13th|
+9/+4|
+8|
+8|
+4|Rapid Strike
14th|
+10+5|
+9|
+9|
+4|Blood Fuelled (Blood Elemental), Ranged Disarm
15th|
+11/+6/+1|
+9|
+9|
+5|Ranged Trip, Rapid Throw, Viper Strike, Fangs of the Viper (GTWF)
16th|
+12/+7/+2|
+10|
+10|
+5|Blood Fuelled (Blood Storm Rage), Viper Blades,
17th|
+12/+7/+2|
+10|
+10|
+5| Dual Wielding Master
18th|
+13/+8/+3|
+11|
+11|
+6|Pin
19th|
+14/+9/+4|
+11|
+11|
+6|Whirling Frenzy
20th|
+15/+10/+5|
+12|
+12|
+6|Bladed Apocalypse[/table]
Finesse (Ex)
The Viper raises his blood pressure, utilising the speed inherent in his blood to amplify his body functions. The Viper may use his Dexterity modifier in place of all Fortitude and Str based checks. Once per day he may also use his Dex modifier to replace a Will/Int/Wis check.
Fangs of the Viper (Ex)
The Viperblood soldier has become deadly proficient while fighting with two weapons. The Viper gains Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting as bonus feats at the levels listed on the table above.
Bladed Block (Ex)
The Viper doubles his dexterity modifier when determining his AC bonus. This extra AC is not affected by armour check penalties and is only active when the Viper is holding two blades in his hands. This improves by +2 at fifth and seventh level.
Blood fueled abilities (Su)
The Viper accesses the inherent power in his blood to fuel his abilities. These abilities take a standard action to activate unless stated otherwise. The Viper gains access to his first blood fuelled ability at second level, and gains a new ability every second level. He may combine two or all abilities into the same standard action; all damage is received as normal. If the Viper chooses to activate all his abilities, he triggers the class feature Blood Storm Rage at no extra blood cost. Blood Sacrifice and Blood Elemental are not included in activating Blood Storm Rage.
Blood blade- The Viper cuts his arm and slides his blades through the wound, enchanting them magically. For every dice of damage that he adds to his next attack, he incurs 1d4 points of damage to himself. For example a Viper that normally does 2d10 damage, who adds another 2d10 worth of damage, would take 2d4 damage to himself. This class feature may only be utilised on throwing weapons or weapons that the Blood Blade is dual wielding. The Viper must be level 2 to use this ability.
Blood Renewal- The Viper seeps blood through the pores of his skin, this blood seeks out magic effects currently afflicting the character. For each 1d10 of damage to himself, he may dispel the highest level magic spell currently affecting his person. This does not affect spells cast by allies. The Viper must be level 4 to use this ability.
Blood Fire Speed- The Viper causes his internal body temperature to raise, sending his nervous system into a rush of rage. At the expense of 2d10 damage to himself, the Viper grants himself another move action. The Viper Must be level 6 to use this ability.
Blood Sacrifice- The Viper slices himself open, smearing his blood on the body of an ally, using his life essence to seal their wounds. At the cost of 1d6 damage to himself, he may restore 1d8 damage to an ally. He may add as many damage dice to this ability as he wishes. The Viper must be level 8 to use this ability.
Blood Daggers- The Viper tears at the skin of his arms. This blood seeps down into his hands and forms two magical daggers that last for 1d4 rounds + the Vipers Con modifier. It costs 2d8 damage to the Viper to create the weapons. These daggers are +4 weapons in all regards. They are magically aligned to the equivalent alignment of the Viper. The Viper must be level 10 to use this ability.
Blood Rage- The Viper, bloody and beaten, enters a frenzy, tearing at his own flesh and fuelling a killing rage. If the Viper is below 100% health this rage costs 6d10 damage to himself, grants +4 to hit, +4 to damage, -2 to AC and grants +10 ft movement. If the Viper is below 75% this rage costs 4d10 damage to himself, grants +5 to hit, +5 to damage and -1 to AC as well as +20 ft movement. If the Viper is below 50% this ability costs 2d10, grants +7 to hit and +7 to damage, no penalty to AC and gives +30 ft movement. If the Viper should die whilst in this rage, he may not be resurrected or raised from the dead nor any other means of bringing a character back to life for a full twenty four hours. This rage lasts for 2 rounds + the Vipers Con modifier. The Viper must be level 12 to use this ability.
Blood Elemental- The Viper takes a full 50% of his total health (not temporary hit points) worth of damage. This summons a Blood Elemental (Description to come). This elemental is loyal purely to the Viper and will undertake any means to see to his defence. Additionally the Viper and the elemental also share a link to each other’s life essence. For every hit the Blood Elemental makes to a hostile creature, the Viper gains half the total amount of damage done to his health. These are temporary hit points that disappear after the Blood Elemental returns to it’s plane. The Viper must be level 14 to use this ability.
Blood Storm Rage- The Viper, in a frenzied state, submits himself to multiple punishments from his own blades. Fuelling a terrible fire in his heart that, as it crescendos, spills over into the fury of a fiery bloody storm. The Viper becomes surrounded by a whirling mass of his own blood, dealing 3d10 damage to any individual within its 15ft radius, centred on the Viper. This damage is taken each round until the enemy leaves the storm or the storm dissipates. Also; the Viper, in a red eyed frenzy, gains the ability to leap through pools of blood. The Viper may instantly teleport to any location in the area where any amount of damage has taken place to a creature that bleeds and the Viper has line of sight to the blood. This is a move action and may be taken as many times in one round equal to the Vipers dexterity modifier. The Viper may only attack once after a blood teleport. Missiles and targeted spells may not pass through the storm of blood, however area effect spells still work. The Viper must be level 16 to use this ability.The Viper must be Level 16 to activate this ability.
Spitting Viper (Ex)
The Viper qualifies for Shot on the Run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown. The Vipers ranged increment for thrown weapons also increases by +5 feet every odd level starting at +5 at 3rd level to a total of 30 feet at 18th level.
High Ground Combatant (Ex)
At this level the Viper gains a further bonus to his Climb, Jump, and Tumble skills equal to ˝ his Viper Class levels, rounded down.
Motion Camouflage (Su)
The Viper has learned to camouflage his movements and his thrown attacks, appearing hazy, moving slower or faster and seeming slightly distorted. If the Viper charges he gains concealment 50%. Also, any weapons that are thrown after a movement action gain a +3 to hit. This class feature is only available if the Viper currently holds two weapons in either hand. This ability is permanently in effect
Viper Blades- (Su)
At fourth level the Viper Blade is given two unique blades by his clan. These weapons increase in potency the more blood they drink. Every four levels the Viper Blades improve to become more efficient deadly pieces of steel. At fouth level these weapons are two daggers, dealing 1d8 on a successful hit with +2 enchantment for the purposes of overcoming DR and hitting magical creatures. It is an immediate action to summon these blades into the Vipers hands and the weapons have the Returning property. The weapons are enchanted in that if they are lost or stolen, they return to the Viperblood Soldiers hands after 24 hours has elapsed, if they are destroyed, they renew themselves 24 hours later. The blades are effectively immortal weapons.
Improved Blades- At eighth level the Blades become +3 weapons, gain the property Cold Iron and Silver, and the ranged increment for throwing them increases by 40’.
Greater Blades- At twelfth level the blades become +4 weapons, and cause a Bleeding wound (1d4 damage) on a successful hit. Additionally the ranged increment for throwing the weapons increases by another 40ft.
Perfect Blades- At sixteenth level the weapons become +5 weapons, gain the Adamantine property and the Bleeding wound damage increases to 1d6. The Blades normal damage increases to 1d10, and finally the ranged increment increases by a final additional 40’.
Scarred Tag (Su)
The Viper uses a move action to make an attack versus Touch AC of his opponent. If successful this attack causes 1d4 damage, this wound instantly seals over, but creates a permanent scar. This scar has a blood red furious glow that draws all attention and notice to the victim. The victim is visible even while under the effects any invisibility spell or if they should hide. This scar also allows a +2 to hit to any allies within visible range of the scar.
Wall Climb- (Ex)
The Viper gains the ability “Spider Walk” as long as he is carrying a small blade in each hand. This allows him to travel at half his base movement rate over walls and/or ceilings.
Quick Draw- (Ex)
The Viper gains quick draw as a bonus feat
Bladed Constrict: (Ex)
The Viper receives no penalty to attacking while in a grapple, and may also choose to inflict lethal or non lethal damage. He also acts as if he were one size category larger for the purposes of initiating and staying in a grapple.
Rapid Strike (Ex)
If the Viper draws a blade, throws it and strikes a target in the same round, that opponent is considered Flat Footed and the Rapid Strike may deal extra damage equal to 1D4 X ˝ the Vipers Class levels. This is precision damage and has a 30ft range limitation.
Ranged Disarm (Ex)
The Viper singles out a deadly foe and disarms him for his allies to swarm. As a full round action a Viper may disarm any opponent that he has line of sight to up to his ranged increment restriction.
Ranged Trip (Ex)
The Viper may choose to initiate a trip anywhere up to his maximum ranged increment. He must throw both of his weapons to initiate this action or the trip attempt automatically fails.
Double Throw (Ex)
The Viper, in a precision display of movement and reflexes, throws a storm of blades at his opponent. The Viper may make another Full Attack against one opponent near his person up to his ranged increment restriction. This extra attack is made with a -4 penalty to all rolls.
Viper Strike (Ex)
The Viper, in a display of stealth and ferocity, drops down on his opponent from above, initiating a deadly double strike against his opponent. Whenever the Viper is located above an opponent by at least 5ft and he slips/drops/jumps onto the opponent and makes an attack he may gain Sneak Attack extra damage equal to that of a rogue of equivalent level as long as his presence was not known before he made the attack.
Dual Wielding Master (Ex)
While holding two weapons in either hand, the Viper suffers no penalties for two weapon fighting, he actually gains a bonus of +2 to hit and +2 damage while fighting with dual wielded weapons.
Pin (Ex)
The Viper throws his blades, pinning the target to the wall or floor via a limb or loose item of clothing. The target must succeed on a Reflex saving throw (DC 10+1/2 Vipers level+Dex modifier). If he fails the Viper designates an area to be pinned. If he chooses the arms, no attack actions or spells requiring movement may be made or cast for two rounds + Vipers Dexterity Modifier. If he chooses the legs, the victim may not move for three rounds+Vipers Dexterity Modifier, however the victim may cast spells or draw weapons/items and attack if within range. If he chooses the Torso, the targets base land speed is reduced by 10’ for 1d6 rounds and he suffers a bleeding wound (1d6 per round).
Whirling Frenzy (Su)
The Viper enters a blood lust frenzy, spinning in a tight offensive circle. He may choose to enter a ranged offensive stance or melee stance while in this frenzy. If he chooses ranged offensive stance the Viper is rooted to the spot while spinning and gains one extra full round attack each round for 2 rounds, his ranged attacks gain +2 hit and damage, but he incurs a -6 penalty to AC. Once he has initiated the Frenzy he may not choose to cease it early. If the Viper chooses the melee stance he gains +3 to AC, +4 to hit and +4 to damage as well as a bonus of 15’ to his base movement speed. However this lasts only two rounds and the Viper incurs a -4 penalty on all his Saves. Additionally, if he should come between the space of two enemies while moving, he may make one attack against each opponent that he passes by. The Whirling requires a standard action to activate, also, while in a Whirling Frenzy the Viper may take no other actions.
Bladed Apocalypse (Su)
The Viper enters a strange zen like state and appears perfectly focused in contrast to every other one of his abilities. He may make one attack at his highest base attack bonus against every opponent within his line of sight and attack range. Additionally, sharp blades spring from the ground, dealing 6d10 damage to all hostile creatures within the area of effect Reflex save (DC 15+1/2 Vipers level+Dex Modifier) for half. Also, while standing in the apocalypse range the Viper has complete freedom of movement where as all others suffer penalties for passing over difficult terrain. A vortex of blades surrounds the Viper for 1d6 rounds, dealing 5d10 damage to anyone who passes through the blades and an additional 2d10 damage for every round they remain in the sphere. Finally, no ranged weapons or spells may enter the vortex surrounding the Viper, but the Viper may throw weapons or spells (if multiclassed for example) out. This ability is a full round action to activate and lasts for 1d4 rounds. This ability is useable once per day.
Viperblood Soldiers are specialised soldiers, proficient with small blades and throwing blades. They are support specialists; adding their steel wherever they may be needed, ambushing enemies and offering battlefield control with their unique abilities. Unarmed, the Viper is a proficient companion to have around, being adept at spotting and disarming battlefield traps, picking locks with his weapons and acting as a back up scout; however, when he has two blades in his hands, the viperblood soldier is a glorious combatant to behold. Vipers are visceral soldiers, acting purely on frenzy and instinct. They perform heinous acts on their own bodies to fuel their strange and powerful abilities.
Hit Die: 1d12
The Viperblood Soldier's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device *special*(Int), Escape Artist *special*(Dex), Gather Information (Cha), Hide (Dex), Intimidate *special*(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock *special*(Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
*special* The Viper only gains access to the full modifier if he is carrying two bladed small weapons in each hand. Otherwise, the bonus does not apply.
Weapon and Armour Proficiencies: The Viper has proficiency with all simple weapons and one martial weapon. He has proficiency with light and medium armour but not heavy. He has proficiencies with small shields but not large or tower shields.
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6+ Int modifier.
Alignment
The Viper may be any non-good alignment
Viperblood Soldier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Finesse, Fangs of the Viper (TWF)
2nd|
+1|
+3|
+3|
+0|Blood Fuelled (Blood Blade), Bladed Block
3rd|
+2|
+3|
+3|
+1|Spitting Viper, High Ground Combatant
4th|
+3|
+4|
+4|
+1|Blood Fuelled (Blood Renewal), Motion Camouflage, Viper Blades
5th|
+3|
+4|
+4|
+1|Bladed Block +2
6th|
+4|
+5|
+5|
+2|Blood Fuelled (Blood Fire Speed)
7th|
+5|
+5|
+5|
+2|Bladed Block +4, Scarred Tag
8th|
+6/+1|
+6|
+6|
+2|Blood Fuelled (Blood Sacrifice), Viper Blades, Fangs of the Viper (ITWF)
9th|
+6/+1|
+6|
+6|
+3|Wall Climb
10th|
+7/+2|
+7|
+7|
+3|Blood Fuelled (Blood Daggers), Quick Draw
11th|
+8/+3|
+7|
+7|
+3|Bladed Constrict, Finesse
12th|
+9/+4|
+8|
+8|
+4|Blood Fuelled (Blood Rage), Viper Blades
13th|
+9/+4|
+8|
+8|
+4|Rapid Strike
14th|
+10+5|
+9|
+9|
+4|Blood Fuelled (Blood Elemental), Ranged Disarm
15th|
+11/+6/+1|
+9|
+9|
+5|Ranged Trip, Rapid Throw, Viper Strike, Fangs of the Viper (GTWF)
16th|
+12/+7/+2|
+10|
+10|
+5|Blood Fuelled (Blood Storm Rage), Viper Blades,
17th|
+12/+7/+2|
+10|
+10|
+5| Dual Wielding Master
18th|
+13/+8/+3|
+11|
+11|
+6|Pin
19th|
+14/+9/+4|
+11|
+11|
+6|Whirling Frenzy
20th|
+15/+10/+5|
+12|
+12|
+6|Bladed Apocalypse[/table]
Finesse (Ex)
The Viper raises his blood pressure, utilising the speed inherent in his blood to amplify his body functions. The Viper may use his Dexterity modifier in place of all Fortitude and Str based checks. Once per day he may also use his Dex modifier to replace a Will/Int/Wis check.
Fangs of the Viper (Ex)
The Viperblood soldier has become deadly proficient while fighting with two weapons. The Viper gains Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting as bonus feats at the levels listed on the table above.
Bladed Block (Ex)
The Viper doubles his dexterity modifier when determining his AC bonus. This extra AC is not affected by armour check penalties and is only active when the Viper is holding two blades in his hands. This improves by +2 at fifth and seventh level.
Blood fueled abilities (Su)
The Viper accesses the inherent power in his blood to fuel his abilities. These abilities take a standard action to activate unless stated otherwise. The Viper gains access to his first blood fuelled ability at second level, and gains a new ability every second level. He may combine two or all abilities into the same standard action; all damage is received as normal. If the Viper chooses to activate all his abilities, he triggers the class feature Blood Storm Rage at no extra blood cost. Blood Sacrifice and Blood Elemental are not included in activating Blood Storm Rage.
Blood blade- The Viper cuts his arm and slides his blades through the wound, enchanting them magically. For every dice of damage that he adds to his next attack, he incurs 1d4 points of damage to himself. For example a Viper that normally does 2d10 damage, who adds another 2d10 worth of damage, would take 2d4 damage to himself. This class feature may only be utilised on throwing weapons or weapons that the Blood Blade is dual wielding. The Viper must be level 2 to use this ability.
Blood Renewal- The Viper seeps blood through the pores of his skin, this blood seeks out magic effects currently afflicting the character. For each 1d10 of damage to himself, he may dispel the highest level magic spell currently affecting his person. This does not affect spells cast by allies. The Viper must be level 4 to use this ability.
Blood Fire Speed- The Viper causes his internal body temperature to raise, sending his nervous system into a rush of rage. At the expense of 2d10 damage to himself, the Viper grants himself another move action. The Viper Must be level 6 to use this ability.
Blood Sacrifice- The Viper slices himself open, smearing his blood on the body of an ally, using his life essence to seal their wounds. At the cost of 1d6 damage to himself, he may restore 1d8 damage to an ally. He may add as many damage dice to this ability as he wishes. The Viper must be level 8 to use this ability.
Blood Daggers- The Viper tears at the skin of his arms. This blood seeps down into his hands and forms two magical daggers that last for 1d4 rounds + the Vipers Con modifier. It costs 2d8 damage to the Viper to create the weapons. These daggers are +4 weapons in all regards. They are magically aligned to the equivalent alignment of the Viper. The Viper must be level 10 to use this ability.
Blood Rage- The Viper, bloody and beaten, enters a frenzy, tearing at his own flesh and fuelling a killing rage. If the Viper is below 100% health this rage costs 6d10 damage to himself, grants +4 to hit, +4 to damage, -2 to AC and grants +10 ft movement. If the Viper is below 75% this rage costs 4d10 damage to himself, grants +5 to hit, +5 to damage and -1 to AC as well as +20 ft movement. If the Viper is below 50% this ability costs 2d10, grants +7 to hit and +7 to damage, no penalty to AC and gives +30 ft movement. If the Viper should die whilst in this rage, he may not be resurrected or raised from the dead nor any other means of bringing a character back to life for a full twenty four hours. This rage lasts for 2 rounds + the Vipers Con modifier. The Viper must be level 12 to use this ability.
Blood Elemental- The Viper takes a full 50% of his total health (not temporary hit points) worth of damage. This summons a Blood Elemental (Description to come). This elemental is loyal purely to the Viper and will undertake any means to see to his defence. Additionally the Viper and the elemental also share a link to each other’s life essence. For every hit the Blood Elemental makes to a hostile creature, the Viper gains half the total amount of damage done to his health. These are temporary hit points that disappear after the Blood Elemental returns to it’s plane. The Viper must be level 14 to use this ability.
Blood Storm Rage- The Viper, in a frenzied state, submits himself to multiple punishments from his own blades. Fuelling a terrible fire in his heart that, as it crescendos, spills over into the fury of a fiery bloody storm. The Viper becomes surrounded by a whirling mass of his own blood, dealing 3d10 damage to any individual within its 15ft radius, centred on the Viper. This damage is taken each round until the enemy leaves the storm or the storm dissipates. Also; the Viper, in a red eyed frenzy, gains the ability to leap through pools of blood. The Viper may instantly teleport to any location in the area where any amount of damage has taken place to a creature that bleeds and the Viper has line of sight to the blood. This is a move action and may be taken as many times in one round equal to the Vipers dexterity modifier. The Viper may only attack once after a blood teleport. Missiles and targeted spells may not pass through the storm of blood, however area effect spells still work. The Viper must be level 16 to use this ability.The Viper must be Level 16 to activate this ability.
Spitting Viper (Ex)
The Viper qualifies for Shot on the Run even if he does not have the prerequisite feats. The Viper is adept at throwing weapons and the Shot on the run feat is only applicable to objects that the Viper has thrown. The Vipers ranged increment for thrown weapons also increases by +5 feet every odd level starting at +5 at 3rd level to a total of 30 feet at 18th level.
High Ground Combatant (Ex)
At this level the Viper gains a further bonus to his Climb, Jump, and Tumble skills equal to ˝ his Viper Class levels, rounded down.
Motion Camouflage (Su)
The Viper has learned to camouflage his movements and his thrown attacks, appearing hazy, moving slower or faster and seeming slightly distorted. If the Viper charges he gains concealment 50%. Also, any weapons that are thrown after a movement action gain a +3 to hit. This class feature is only available if the Viper currently holds two weapons in either hand. This ability is permanently in effect
Viper Blades- (Su)
At fourth level the Viper Blade is given two unique blades by his clan. These weapons increase in potency the more blood they drink. Every four levels the Viper Blades improve to become more efficient deadly pieces of steel. At fouth level these weapons are two daggers, dealing 1d8 on a successful hit with +2 enchantment for the purposes of overcoming DR and hitting magical creatures. It is an immediate action to summon these blades into the Vipers hands and the weapons have the Returning property. The weapons are enchanted in that if they are lost or stolen, they return to the Viperblood Soldiers hands after 24 hours has elapsed, if they are destroyed, they renew themselves 24 hours later. The blades are effectively immortal weapons.
Improved Blades- At eighth level the Blades become +3 weapons, gain the property Cold Iron and Silver, and the ranged increment for throwing them increases by 40’.
Greater Blades- At twelfth level the blades become +4 weapons, and cause a Bleeding wound (1d4 damage) on a successful hit. Additionally the ranged increment for throwing the weapons increases by another 40ft.
Perfect Blades- At sixteenth level the weapons become +5 weapons, gain the Adamantine property and the Bleeding wound damage increases to 1d6. The Blades normal damage increases to 1d10, and finally the ranged increment increases by a final additional 40’.
Scarred Tag (Su)
The Viper uses a move action to make an attack versus Touch AC of his opponent. If successful this attack causes 1d4 damage, this wound instantly seals over, but creates a permanent scar. This scar has a blood red furious glow that draws all attention and notice to the victim. The victim is visible even while under the effects any invisibility spell or if they should hide. This scar also allows a +2 to hit to any allies within visible range of the scar.
Wall Climb- (Ex)
The Viper gains the ability “Spider Walk” as long as he is carrying a small blade in each hand. This allows him to travel at half his base movement rate over walls and/or ceilings.
Quick Draw- (Ex)
The Viper gains quick draw as a bonus feat
Bladed Constrict: (Ex)
The Viper receives no penalty to attacking while in a grapple, and may also choose to inflict lethal or non lethal damage. He also acts as if he were one size category larger for the purposes of initiating and staying in a grapple.
Rapid Strike (Ex)
If the Viper draws a blade, throws it and strikes a target in the same round, that opponent is considered Flat Footed and the Rapid Strike may deal extra damage equal to 1D4 X ˝ the Vipers Class levels. This is precision damage and has a 30ft range limitation.
Ranged Disarm (Ex)
The Viper singles out a deadly foe and disarms him for his allies to swarm. As a full round action a Viper may disarm any opponent that he has line of sight to up to his ranged increment restriction.
Ranged Trip (Ex)
The Viper may choose to initiate a trip anywhere up to his maximum ranged increment. He must throw both of his weapons to initiate this action or the trip attempt automatically fails.
Double Throw (Ex)
The Viper, in a precision display of movement and reflexes, throws a storm of blades at his opponent. The Viper may make another Full Attack against one opponent near his person up to his ranged increment restriction. This extra attack is made with a -4 penalty to all rolls.
Viper Strike (Ex)
The Viper, in a display of stealth and ferocity, drops down on his opponent from above, initiating a deadly double strike against his opponent. Whenever the Viper is located above an opponent by at least 5ft and he slips/drops/jumps onto the opponent and makes an attack he may gain Sneak Attack extra damage equal to that of a rogue of equivalent level as long as his presence was not known before he made the attack.
Dual Wielding Master (Ex)
While holding two weapons in either hand, the Viper suffers no penalties for two weapon fighting, he actually gains a bonus of +2 to hit and +2 damage while fighting with dual wielded weapons.
Pin (Ex)
The Viper throws his blades, pinning the target to the wall or floor via a limb or loose item of clothing. The target must succeed on a Reflex saving throw (DC 10+1/2 Vipers level+Dex modifier). If he fails the Viper designates an area to be pinned. If he chooses the arms, no attack actions or spells requiring movement may be made or cast for two rounds + Vipers Dexterity Modifier. If he chooses the legs, the victim may not move for three rounds+Vipers Dexterity Modifier, however the victim may cast spells or draw weapons/items and attack if within range. If he chooses the Torso, the targets base land speed is reduced by 10’ for 1d6 rounds and he suffers a bleeding wound (1d6 per round).
Whirling Frenzy (Su)
The Viper enters a blood lust frenzy, spinning in a tight offensive circle. He may choose to enter a ranged offensive stance or melee stance while in this frenzy. If he chooses ranged offensive stance the Viper is rooted to the spot while spinning and gains one extra full round attack each round for 2 rounds, his ranged attacks gain +2 hit and damage, but he incurs a -6 penalty to AC. Once he has initiated the Frenzy he may not choose to cease it early. If the Viper chooses the melee stance he gains +3 to AC, +4 to hit and +4 to damage as well as a bonus of 15’ to his base movement speed. However this lasts only two rounds and the Viper incurs a -4 penalty on all his Saves. Additionally, if he should come between the space of two enemies while moving, he may make one attack against each opponent that he passes by. The Whirling requires a standard action to activate, also, while in a Whirling Frenzy the Viper may take no other actions.
Bladed Apocalypse (Su)
The Viper enters a strange zen like state and appears perfectly focused in contrast to every other one of his abilities. He may make one attack at his highest base attack bonus against every opponent within his line of sight and attack range. Additionally, sharp blades spring from the ground, dealing 6d10 damage to all hostile creatures within the area of effect Reflex save (DC 15+1/2 Vipers level+Dex Modifier) for half. Also, while standing in the apocalypse range the Viper has complete freedom of movement where as all others suffer penalties for passing over difficult terrain. A vortex of blades surrounds the Viper for 1d6 rounds, dealing 5d10 damage to anyone who passes through the blades and an additional 2d10 damage for every round they remain in the sphere. Finally, no ranged weapons or spells may enter the vortex surrounding the Viper, but the Viper may throw weapons or spells (if multiclassed for example) out. This ability is a full round action to activate and lasts for 1d4 rounds. This ability is useable once per day.