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Sea Mother Whip

(Underdark variant, p. 42)

Devout worshipers of Blibdoolpoolp who seek closer communion with the Sea Mother often gain additional abilities in the Sea Mother whip prestige class.

Requirements

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

Race: Kuo-Toa

Skills: Knowledge (religion) 5 ranks

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

Patron: Blibdoolpoolp.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Sea Mother whips are proficient with the pincer staff (see 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 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.

Advancement

Level BAB Fort Ref Will 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 skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Spells for Sea Mother Whip