The order of the coiled viper is secretive order of magi that specialize in poisons and debilitating their foes with both magic and their iconic weapon of choice: the whip.
This alters the legendary magus’ class skills.
Weapon and Armor Proficiencies
A coiled viper is proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, he gains the Coiled Viper martial tradition. A coiled viper can cast spells in light armor without suffering the normal arcane spell failure chance. If he gains proficiency with medium armor, this extends to arcane spell failure suffered from medium armor as well.
This modifies weapon and armor proficiencies.
|Magus Class Level||Enhancement Bonus||Int||Wis/Cha||Ego||Special|
|3rd–4th||+1||11||7||5||Alertness, black blade strike, bonded blade, telepathy, unbreakable|
New Martial Tradition: Coiled Viper
Coiled vipers are deadly combatants who coat their whips in virulent poisons to dispatch their foes from afar.
Equipment: Rogue Weapon Training, Whip Fiend
Alchemy Sphere (poison package)
Variable: Coiled viper’s may select one of the following talents: Finesse Fighting, Careful Preparation, Lasting Application, or a single Toxin talent of their choice.
Combat Training (Ex)
A coiled viper is considered a proficient practitioner, gaining spheres and talents as appropriate. Coiled vipers use Intelligence as their practitioner modifier.
This replaces the legendary magus arcana gained at levels 6, 12 and 18, and the legendary magus’ bonus feats gained at levels 8 and 14.
At 1st level, the coiled viper gains a single Toxin talent of their choice. Whenever the coiled viper casts a spell, he can create and apply an alchemy sphere poison to a weapon he is wielding as part of the same action. If this spell requires an attack roll, he can instead deliver this poison using the spell. If the spell misses, the poison is wasted.
If such a spell makes multiple attacks, the poison is only applied to a single attack.
This replaces armaments of the magi.
Tome of the Viper
At 1st level, the coiled viper does not select an eldritch tome, instead gaining abilities unique to their specific training. This ability otherwise functions as the eldritch tome ability.
This modifies the eldritch tome class feature.
At 1st level, the coiled viper gains the Lancer sphere as a bonus talent. The coiled viper does not suffer attacks of opportunity from enemies he has impaled while casting spells, or when making ranged attacks as part of a spell. The coiled viper uses the higher of his legendary magus level or his base attack bonus as his base attack bonus for the purposes of determining the effects, CMB, and DCs of the Lancer sphere (but not attacks made using the Lancer sphere). Additionally, the coiled viper may make Dexterity checks in place of Strength checks while using the Lancer sphere.
This replaces the eldritch tome ability gained at 1st level.
At 2nd level, the coiled viper can cast a spell and deliver a single potent strike at the same time. As a full- round action, he can cast any spell from the magus spell list with a casting time of 1 standard action and make a single attack with a one-handed weapon. This attack can benefit from the Vital Strike feat and counts as an attack action for the purposes of combat spheres that modify an attack action (such as the Brutal Strike ability of the Berserker sphere) but not for the purposes of other feats or abilities that modify an attack action (such as the Spell Attack feat).
This replaces spell combat.
At 3rd level, when the coiled viper casts a spell with a range of “touch”, he can deliver the spell through a whip he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a coiled viper can make one free melee attack with his whip (at his highest base attack bonus) as part of casting this spell.
If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the wielded whip’s critical range, and both the attack and spell damage dealt on a critical hit uses the whip’s critical multiplier. If a spell allows multiple touch attacks, such as chill touch, the coiled viper can make one free attack as part of casting the spell, and then use his whip to deliver the remaining spell touch attacks as part of other attacks he makes (one spell touch attack per weapon attack).
This replaces the eldritch tome ability gained at 3rd level.
Virulent Toxin (Su)
Rapid Spell Assault
At 8th level, the coiled viper gains the following potential technique:
Rapid Spell Assault: Using this technique allows the coiled viper to use their spell assault ability as a standard action.
This replaces the rapid spell combat potential technique.
At 9th level, the coiled viper gains Whirlwind Knockdown as a bonus talent. If he already has this talent, he gains another talent of his choice. The coiled viper gains a bonus equal to his Intelligence modifier on combat maneuver checks he makes when using Whirlwind Knockdown. If the coiled viper’s whip has an Alchemy sphere poison applied when he uses Whirlwind Knockdown, each creature he trips must make a saving throw versus the poison. When the coiled viper uses his spell assault as a full- round action, he can forgo his normal attack to instead use his Whirlwind Knockdown talent. When using the talent in this way, he can deliver a held touch spell that allows multiple touch attacks, such as chill touch, to each target he trips.
This replaces the eldritch tome ability gained at 9th level.
At 15th level, the reach and threatened area of the coiled viper’s whip increase by 5 feet, he gains Greater Whip Mastery as a bonus feat. If he already has this feat, he instead gains a bonus combat feat or talent of his choice. Additionally, the coiled viper can an make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
This replaces the eldritch tome ability gained at 15th level.
At 20th level, the coiled viper has reached the apotheosis of his venomous arts. He can use his spell assault ability as a standard action, and whenever he uses spell assault he can choose to gain one of the following benefits:
- Grant himself a +4 bonus to concentration checks this turn.
- Grant himself a +4 bonus on checks made to overcome spell resistance this turn.
- Increase the DC to resist his spell cast as part of spell combat by +2.
- Increase the DC of his Alchemy Sphere poisons by +4 this turn.
- Increase his CMB and CMD by +4 this turn.
This replaces arcane apotheosis.
Legendary Magus, © 2018, Legendary Games. Authors: Dave Nelson and Hal Kennette.