,
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Mattieu Bégin and Richard Farrese Stéphane Richard Karim Idrissi Richard Farrese
Mathieu Brossard, Jean-François Desrosiers, Étienne Godin, Lee Hammock, Carl Joly, Frédéric Tremblay Our friend Louis Porter, Jr. at Devil’s Workshop for distributing this product Stéphane Richard for his friendship, dedication, and hard work, as well as for the beautiful Paragon and Warriors of the Wild logos
Jenifer Brault
Our good friends and playtesters, whose comments and suggestions were invaluable Our wonderful wives, for their love and support
Mattieu Bégin is a doctor in biology turned professional
Richard Farrese is a full-time freelance writer, translator,
video game designer. He has been DMing tirelessly for the past 20 year and never seems to get enough D&D. Several of his original, long-lasting campaigns have become legendary among his friends. He and his wife Angela live in the heart of Montreal’s cultural center.
and game designer. His RPG credits include Legend of the Five Rings and World of Warcraft books, The World’s Largest Dungeon, as well as numerous articles published in magazines such as Dragon. He lives with his wife Jenifer in a small town near Montreal.
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In the strange and exotic regions of the arid Southlands, old turbaned men playing the flute make cobras obey their every command while tattooed women heedlessly dance with poisonous vipers crawling upon their bodies. While these people use snakes to enthrall audiences, others strive to capture the essence and emulate the movements of this lissome animal for their own benefit. By studying these slithering reptiles and the men and women who charm them, one particular group of elite warriors has earned the name of snake. These individuals are said to be exceptionally deceptive, deadly, and graceful.
If all snakes are apt at manipulation, not all of them are ill-inclined. In fact, most of them understand that the best way to obtain what they want is to play by the rules of society—at least some of the time. These warriors are usually sociable and prefer to live in urban areas. Some are spies, some are enforcers, and some are assassins. Others prefer to be in charge and give orders. Regardless of their particular trade or expertise, snakes are respected for their efficiency and talents, and often rise to positions of influence. The ambitious and violent nature of snakes sometimes leads them into adventuring parties. The snakes’ combat style focuses on the eerie art of hypnotism. By imitating the precise and graceful movements of the cobra, snakes can lull their opponents into a mental haze and then hit them with unmatched precision. They make perfect strikers. Their worse enemy is their tendency for greed, which can cause tension within an adventuring band. While all snakes are deceitful to some degree, many refrain from being so toward their allies. Those who take on this prestige class come from a wide variety of backgrounds and, accordingly, most martial and roguish classes—such as fighters, barbarians, rogues, and rangers—could benefit from gaining some snake levels. Nevertheless, it is common to find snakes who first took 4 levels in the fighter class, or who combined levels of both fighter and rogue. Hit Dice: d10.
To become a snake a character must fulfill all the following requirements: Alignment: Any non-lawful. Base Attack Bonus: +4. Feats: Weapon Focus (any weapon).
The snake’s class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier.
© 2008, Karim Idrissi
All the following are class features of the snake prestige class: Weapon and Armor Proficiency: A snake is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Hypnotic Dance (Su): A snake can enter a strange stance reminiscent of the graceful, hypnotic movement of the cobra. When in this stance, the snake moves and stares in such a way that she can take a foe’s attention away from her weapons. Performing a hypnotic dance requires a move action or can be performed for free during a move action in which the snake moves up to her speed. The target of the hypnotic dance must be within 30 feet of the square from which the snake initiated her move action, and must be able to see her dance. If the victim fails on a Will saving throw (DC 15 + the snake’s class level + her Charisma modifier), it takes a –2 penalty to Armor Class and is denied its Dexterity bonus to AC (if any) for one round, or until the next attack the snake makes against it with any weapon, whichever occurs first. If successful, that attack is treated as a confirmed critical hit. These benefits apply to the snake only (not to her allies). A snake may enter a hypnotic dance once per day at 1st level, and one more time per day at 3rd, 5th, 7th, and 9th level. She cannot enter a hypnotic dance while wearing heavy armor or carrying a heavy load. Viper’s Viciousness (Ex): A snake uncovers several tricks to sharpen her abilities in combat, but it is her sheer mercilessness that makes her a lethal foe in battle. A 2nd level snake gains a +4 bonus on all rolls made to confirm a critical hit. This bonus increases to +8 at 7th level. Forked Tongue (Ex): Like the spirit of her animal namesake, the snake is cunning and deceitful. At 3rd level, she gains Persuasive as a bonus feat. Improved Critical: When she reaches 4th level, a snake gains the Improved Critical feat in a weapon of her choice. She gains this feat even if she does not meet the prerequisites for it. Serpent’s Suppleness (Ex): Beginning at 6th level, the snake’s body subtly changes. This almost unperceivable transformation allows her to bend and
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Fortitude Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Reflex Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
twist her body in much the same manner as a real snake does. From this point onward, the snake gains a +4 bonus on all Escape Artist checks, on all grapple checks made to escape a grapple or a pin, as well as on any opposed grapple checks initiated by an opponent. A snake can also maneuver through tight spots more easily, and move through places others of her race cannot. Consider the snake as being one size category smaller when squeezing. A snake loses the benefits granted by this ability if she wears heavy armor or carries a heavy load. Lethal Strike (Ex): When she reaches 7th level, the snake becomes expert at striking where it hurts. When scoring a critical hit with a weapon for which she has the Improved Critical feat (or an equivalent weapon, such as one with the keen special ability or a keen edge spell effect), the critical multiplier of that weapon is increased by 1 (e.g. a longsword’s critical multiplier improves from x2 to x3 in the hands of a snake). A snake gains this ability again at 10th level (the two iterations of this ability stack).
’ Few things in the game are as amusingly frustrating as rolling a natural 20 on an attack, only to miss the confirmation roll. The vicious and lightning-fast snake is for players who live for the temporary surge of adrenaline that comes when you score a critical hit. Its abilities are not only designed to improve the frequency and damage output of critical hits, but also to give players some control over when their characters are going to score a critical. Because critical hits are not limited to front-line combatants, we chose class requirements that were open enough to allow characters of any class to take snake levels. Consequently, two PCs with snake levels might look quite different.
Special Hypnotic dance 1/day Viper’s viciousness +4 Forked tongue, hypnotic dance 2/day Improved Critical Hypnotic dance 3/day Serpent’s suppleness Hypnotic dance 4/day, lethal strike Viper’s viciousness +8 Hypnotic dance 5/day Lethal strike
CR 9 Female elf rogue 3/fighter 2/snake 4 CG Medium humanoid Init +5; Senses low-light vision; Listen +10, Spot +0 Languages Common, Elven, Orc AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield) hp 55 (9 HD) Immune magical sleep Fort +7, Ref +9, Will +5; +2 against enchantments, evasion Speed 30 ft. (6 squares) Melee +1 scimitar +13/+8 (1d6+4/15-20) or Ranged mwk composite longbow +10/+5 (1d8+3/x3) Base Atk +8; Grp +11 Atk Options Combat Expertise, Improved Disarm +17, hypnotic dance 2/day (DC 20), Point Blank Shot, sneak attack +2d6 Combat Gear potion of cure serious wounds (2), potion of displacement(2), potion of invisibility(2) Abilities Str 16, Dex 12, Con 12, Int 13, Wis 10, Cha 12 SQ trapfinding, trap sense +1, viper’s viciousness +4 Feats Combat Expertise, Improved Critical (scimitar), Improved Disarm, Improved Initiative, Iron Will, Persuasive, Point Blank Shot, Weapon Focus (scimitar) Skills Bluff +13, Climb +11, Diplomacy +3, Disguise +1 (+3 when acting), Gather Information +9, Hide +11, Intimidate +17, Jump +5, Knowledge (local) +6, Listen +10, Move Silently +11, Open Lock +7 Possessions combat gear, +2 studded leather , +1 buckler , +1 scimitar , masterwork kukri, masterwork composite longbow (+3 Strength) with 20 arrows, cloak of resistance +1, 255 gp Hypnotic Dance (Su): Performing a hypnotic dance requires a move action or can be performed for free during a move action in which Laneäs Onassaël moves up to her speed. The target of the hypnotic dance must be within 30 feet of the square from which Laneäs Onassaël initiated her move action, and must be able to see her dance. If the victim fails a DC 20 Will saving throw, it takes a –2 penalty to AC and is denied its Dexterity bonus to AC (if any) for one round, or until the next attack Laneäs Onassaël makes against it with any weapon, whichever occurs first. If successful, that attack is treated as a confirmed critical hit. These benefits apply to the snake only (not to her allies). Viper’s Viciousness (Ex): Laneäs Onassaël gains a +4 bonus on all rolls made to confirm a critical hit.
CR 16 Female hill giant sorcerer 2/snake 7 NE Large giant Init –1; Senses low-light vision; Listen +5, Spot +5 Languages Giant AC 25, touch 10, flat-footed 25 (–1 Dex, +4 armor, +11 natural, –1 size, +2 deflection) hp 185 (21 HD) Fort +17, Ref +11, Will +14 Speed 40 ft. (8 squares) Melee +2 shocking burst greataxe +28/+23/+18/+13 (3d6+15/19-20/x4 plus 1d6 electricity) or Ranged rock +16 (2d6+9) Space 10 ft.; Reach 10 ft. Base Atk +17; Grp +30; serpent’s suppleness Atk Options Cleave, hypnotic dance 4/day (DC 26), Power Attack, rock throwing, shocking burst (+3d10 electricity), Improved Sunder +36 Combat Gear potion of fly, potion of haste, potion of darkvision Sorcerer Spells Known (CL2) 1st (5/day)— shield , true strike 0 (6/day)— detect magic, light, mage hand, read magic, resistance Abilities Str 28, Dex 8, Con 18, Int 8, Wis 10, Cha 18 SQ lethal strike, rock catching, serpent’s suppleness, viper’s viciousness +4 Feats Blind Fight, Cleave, Combat Casting, Improved Critical (greataxe), Improved Sunder, Iron Will, Persuasive, Power Attack, Skill Focus (Concentration), Weapon Focus (greataxe) Skills Bluff +11, Climb +12, Concentration +17, Diplomacy +6, Disguise +4 (+6 when acting), Escape artist +3, Gather Information +6, Hide – 5, Intimidate +8, Jump +15, Listen +5, Spot +5 Possessions combat gear, +2 shocking burst greataxe, amulet of natural armor +2, bracers of armor +4, cloak of resistance +3 and charisma +2, handy haversack, ring of protection +2, 100 gp When under the effects of haste , resistance , and shield , Hajmohr Snakefangs has the following changed statistics: AC 30, touch 11, flat-footed 29 (–1 Dex, +4 armor, +4 shield, +11 natural, –1 size, +2 deflection, +1 dodge) Immune magic missile Fort +18, Ref +13, Will +15 Speed 70 ft. (14 squares) Melee +2 shocking burst greataxe +29/+29/+24/+19/+14 (3d6+15/19-20/x4 plus 1d6 electricity) or Ranged rock +17 (2d6+9) Skills Jump +27 Hypnotic Dance (Su): Performing a hypnotic dance requires a move action or can be performed for free during a move action in which Hajmohr Snakefangs moves up to her speed. The target of the hypnotic dance must be within 30 feet of the square from which Hajmohr Snakefangs
initiated her move action, and must be able to see her dance. If the victim fails on a DC 26 Will saving throw, it takes a –2 penalty to AC and is denied its Dexterity bonus to AC (if any) for one round, or until the next attack Hajmohr Snakefangs makes against it with any weapon. If successful, that attack is treated as a confirmed critical hit. These benefits apply to the snake only (not to her allies). Rock Catching (Ex): Hajmohr Snakefangs can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be aware of and ready for the attack in order to make a rock catching attempt. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. Hajmohr Snakefangs can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet. Serpent’s Suppleness (Ex): Hajmohr Snakefangs gains a +4 bonus on all Escape Artist checks, on all grapple checks made to escape a grapple or a pin, as well as on any opposed grapple checks initiated by an opponent. Hajmohr Snakefangs can also maneuver through tight spots more easily, and move through places others of her race cannot. Consider the snake as being one size category smaller when squeezing. Viper’s Viciousness (Ex): Hajmohr Snakefangs gains a +4 bonus on all rolls made to confirm a critical hit.
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