The practice of the Steel Serpent discipline dates back to ancient times, hailing from those who’s work was only practiced in the dark of night in hidden cabals dedicated to the art of killing. Steel Serpent disciples practice the art of the silent kill, using stealth, trickery, and poison in addition to martial combat skill and knowledge of anatomy. Masters of this discipline are marvels of deadly precision, their very touch capable of killing the strongest of men through the manipulation of their ki used as a deadly weapon. This ki manipulation causes the disciple’s very energies to become a supernatural poison in and off itself. Swiftness and deadly precision are hallmarks of this discipline, and those that use it are known for making use of more exotic weapons. Knowledge of anatomy (of both targets and the self) is also incredibly important, as well as the knowledge of ki manipulation and how to effect the energies of the body.
Key Skill: Heal
Associated Weapons: Light Blades, Close Weapons, Monk Weapons
Level 1 Maneuvers
Maneuver | Type | Description |
Body of the Night | Stance | Add your ranks in Heal to your Stealth. |
Dizzying Venom Prana | Boost | Next attack inflicts 2 points of Wisdom damage. |
Hunting Serpent Blow | Strike | Disciple makes a Heal check, chance to make target flat-footed and inflict an additional 1d6 points of damage. |
Poisoner's Stance | Stance | Gain poison use, increased DC on poisons. |
Sting of the Rattler | Strike | Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round. |
Level 2 Maneuvers
* Requires Level 3
Maneuver | Type | Description |
Fading Dodge | Counter | As an immediate action, make an attack roll against your foe’s attack roll; if successful, your foe’s damage from this attack is reduced by half. |
Iron Fang | Strike | Attack which ignores DR and inflicts an additional 2d6 points of damage. |
Sting of the Asp | Strike | Attack that inflicts an additional 1d6 points of damage and 2 points of Strength damage, with an additional 2 points of Strength damage the following round. |
Weakening Venom Prana | Boost | Next attack inflicts an additional 2 Strength damage. |
Level 3 Maneuver
* Requires Level 5
Maneuver | Type | Description |
Night's Knife | Boost | Grants a damage bonus equal to the number of ranks in Heal possessed. |
Sickening Venom Strike | Strike | Attack which inflicts 2 points of Constitution damage and chance to sicken opponent. |
Sight Piercing Fang | Strike | Attack which inflicts an additional 2d6 points of damage, blinds opponent. |
Steel Coils | Stance | Constrict for 4d6+Dexterity modifier damage while grappling. |
Level 4 Maneuvers
* Requires Level 7
Maneuver | Type | Description |
Poison Blood | Counter | When struck in combat, disciple’s blood becomes venomous to the attacker. |
Rattler's Feint | Boost | Feint attempt to catch opponent flat footed. |
Sting of the Adder | Strike | Attack that inflicts an additional 5d6 points of damage and 1d4 points of Wisdom damage, with an additional 2 points of Wisdom damage the following round. |
Tearing Fang | Boost | Attacks add +2d6 damage and causes 2 points of bleed damage for 1d4 rounds. |
Level 5 Maneuvers
* Requires Level 9
Burning Venom Prana | Boost | Next attack inflicts an additional 1d4 Wisdom damage. |
Hooded Killer's Stance | Stance | Disciple gains +3d6 sneak attack dice and half the character’s initiator level to Intimidate and Stealth checks. |
Pressure Point Break | Boost | While grappling an opponent and inflicting damage, the character may add any sneak attack or deadly strike damage possessed plus an additional +2d6 damage. |
Steel Fang | Strike | Attack which ignores DR and inflicts an additional 8d6 points of damage, potential to daze an opponent. |
Level 6 Maneuvers
* Requires Level 11
Blend With the Night | Boost | Causes the disciple to disappear into the shadows make him act under greater invisibility for one round, grants +2d6 points of sneak attack damage. |
Spitting Cobra Stance | Stance | Increases damage done by thrown weapons. |
Sting of the Viper | Strike | Attack that inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds. |
Virulence | Boost | Attack that inflicts an additional 8d6 points of damage and 1d6 points of Charisma damage, with an additional 2 points of Charisma damage the following two rounds. |
Level 7 Maneuvers
* Requires Level 13
Bite of the Mongoose | Counter | Make a counter attack which inflicts 6d6 points of damage and 1d6 Constitution damage when struck in combat. |
Desert Serpent Mirage | Counter | Make an opposed attack roll against an opponent’s attack; if successful the foe losses sight of the disciple for one round. |
Numbing Venom Prana | Boost | Next attack inflicts an additional 2d4 Dexterity damage. |
Silencing Strike | Strike | Swift throat punch that can silence opponent, deals an additional 8d6 points of damage. |
Level 8 Maneuvers
* Requires Level 15
Maneuver | Type | Description |
Adamantine Fang | Strike | Powerful attack which ignores DR and deals an additional 12d6 damage, potential to paralyze an opponent. |
Hooded Cobra Attitude | Stance | Gain gaze ability to temporarily paralyze a foe while focusing on them. |
Sting of the Cobra | Strike | Attack that inflicts an additional 12d6 points of damage and 2d4 points of Constitution damage, with an additional 2 points of Constitution damage the following two rounds. |
Level 9 Maneuvers
* Requires Level 17
Maneuver | Type | Description |
Five-Fold Hydra Sting | Strike | Chance to instantly slay target and destroy them entirely. |