Prestige Classes

SEA MOTHER WHIP

Devout worshipers of Blibdoolpoolp who seek closer communion with the Sea Mother often gain additional abilities in return. These kuo-toas, known as Sea Mother whips, are accorded great honor, as well as additional responsibilities.

Most Sea Mother whips begin their careers as clerics or cleric/rogues. Sometimes, however, an experienced ranger devoted to Blibdoolpoolp decides to pursue this prestige class to gain more standing and respect in her community.

A Sea Mother whip?s devotion is to her deity and her church. Her primary responsibility is to inspire followers of the Drowning Goddess and protect them from interlopers or nonbelievers.

Hit Die: d8.

Requirements

To qualify to become a Sea Mother whip, a character must fulfill all of the following criteria.

Race: Kuo-toa.

Alignment: Lawful evil, neutral evil, chaotic evil, or neutral.

Skill: Knowledge (religion) 5 ranks.

Spells: Able to cast 3rd-level divine spells.

Patron: Blibdoolpoolp.

Class Skills

The Sea Mother whip's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.


Table: The Sea Mother Whip

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per day
1st +0 +2 +0 +2 Watery Death prestige domain +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Punish the infidels +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Independent lightning bolt +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Inspire the faithful +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Bolster lightning bolts +1 level of existing divine spellcasting class
Class Features

All of the following are class features of the Sea Mother whip prestige class.

Weapon and Armor Proficiency: Sea Mother whips are proficient with the pincer staff (see Underdark, Chapter 5: Equipment and Magic Items). They gain no proficiency with any other weapon or armor.

Spells per Day: At each Sea Mother whip level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one divine spellcasting class before becoming a Sea Mother whip, the player must decide to which class to add each Sea Mother whip level for the purpose of determining spells per day, spells known, and overall caster level.

Watery Death Prestige Domain: At 1st level, a Sea Mother whip gains access to the Watery Death domain. If she was previously a cleric, she gains the prestige domain as a third domain and can choose to prepare domain spells from it just as she does from her other two domains. If the Sea Mother whip was previously a noncleric divine spellcaster (for example, a ranger), she gains one extra spell slot for each spell level to which she normally has access, but she must fill it with the Watery Death domain spell of that level.

Regardless of her prior classes, a Sea Mother whip gains the granted power of the Watery Death domain (see Underdark, Chapter 4: Magic and Spells).

Punish the Infidels (Sp): At 2nd level, a Sea Mother whip can curse her enemies. Every opponent within 30 feet who can see and hear the Sea Mother whip suffers the effect of a doom spell (caster level equals Sea Mother whip level; save DC 11 + Wisdom modifier).

Independent Lightning Bolt (Su): At 3rd level, a Sea Mother whip no longer requires the presence of other whips to generate a lightning bolt; she can do so on her own every 2d4 rounds as a standard action. The lightning bolt deals 1d6 points of damage per Sea Mother whip level, but a successful Reflex save (DC 10 + Sea Mother whip level + Sea Mother whip?s Wis modifier) halves the damage.

Inspire the Faithful (Sp): At 4th level, a Sea Mother whip can inspire her flock to great effect. Every other kuo-toa worshiper of Blibdoolpoolp within 30 feet who can see and hear the Sea Mother whip receives the benefit of an aid spell (caster level equals Sea Mother whip level).

Bolster Lightning Bolts (Su): When the Sea Mother whip reaches 5th level, the save DC for any supernatural lightning bolt that she creates herself or joins with other whips to create automatically increases by +2.