Lasher
Hit dice: d10
skill points each level: 2 + Int modifier.
Requirements:

The Lasher's class skills (and the key ability for each skill) are Balance(Des), Craft(Int), Escape Artist(Dex), Intimidate(Cha), Jump(Str), Spot(Wis), Use Rope(Dex).

Weapon and Armor Proficiency: Lasher's weapon training focuses on the whip. Lashers are proficient with no armor and no shields.

Table: Lasher
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
----- ------ ---- ---- ---- -------
1st +1 +0 +2 +0 Whip Sneak Attack +1d6, Close combat,
Whip Lash
2nd +2 +0 +3 +0 Improved Trip, Third Hand
3rd +3 +1 +3 +1 Crack of Fate
4th +4 +1 +4 +1 Lashing Whip
5th +5 +1 +4 +1 Sneak Attack +2d6
6th +6 +2 +5 +2 Improved Disarm
7th +7 +2 +5 +2 Stunning Grasp
8th +8 +2 +6 +2 Crack of Doom
9th +9 +3 +6 +3 Sneak Attack +3d6
10th +10 +3 +7 +3 Death Spiral

Class Features

Whip Sneak Attack: If a Lasher catches an opponent unable to defend himself effectively from her attack anywhere within range (up to 15 ft.), she can use a whip or whip dagger to strike a vital spot for extra damage (a Lasher does not gain a sneak attack with other weapons). Any time the Lasher's target would be denied his Dexterity bonus to AC (whether he actually has his Dexterity bonus or not)[ERRATA]or when the Lasher flanks the target[/ERRATA], the Lasher's attack deals +1d6 points of damage. This extra damage increases by a +1d6 every fourth level (+2d6 at 5th and 3d6 at 9th level). Should the Lasher score a critical hit with a sneak attack, this extra damage is not multiplied. This ability stacks with any other sneack attack ability.
With regular whip (but not a whip dagget), the Lasher can make a sneak attack that deals subdual damage instead of normal damage.
A Lasher can only sneak attack living creatures with discernible anatomies - undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the Lasher must also be able to see the target well enaugh to pick out a vital spot and must be able to reach a vital spot. The Lasher cannot sneak attack while striking at a creature with a concealment or by striking the limbs of a crature whose vitals are beyond rach.
If a Lasher gets a general sneak attack bonus from another source (such rougue levels), the bonus to damage stack.

Close Combat: At 1st level, the Lasher can attack an opponent in a threatened square with a whip or whip dagger and not provoke an attack of opportunity.

Wound: At 1st level, a Lasher can use normal whip to deal regular damage to an opponent, instead of subdual damage, at her opinion. This allow the Lasher to inflict damage on creature with an armour bonus of +1 or better or a natural armour bonus of +3 or better. If using the whip to deal subdual damage, it deals no damage to creatures whit a +1 or more armour bonus or +3 natural oarmour (as usual). Lasher using a whip dagger always deals regular damage to opponents.

Whip Lash: The Lasher can make attacks of opportunitiey whit his whip pr whip dagger against foes within 5 feet as if were a melee weapon.

Improved Trip: At 2nd level, the Lasher gains the Improved Trip feat, if using a whip or a whip dagger to perform the trip. She need not have taken the Expertise feat, normally a prerequisite, before this.

Thid hand: At 2nd level, a Lasher's precision with the whip or whip dagger allows her to use it almost like a third hand - a third hand at endof a flexible 15-foot-long arm - as a standard action. Depositing lashed object into your hand is a move-equivalent action. Note: a Lasher generally uses a normal whip to perform abilities granted by third hand, because a whip dagger deals its damage to the object or individual grasped, while a regular whip does not. Sometimes, this is not a problem, especially if the item grasped has hardness, but other times inflicting damage by using third hand is a bad idea. Thus,most lashers carry two whips. A Lasher attack roll equals or exceeds the DC for a given task.

Crack of Fate : At 3rd level, a Lasher can take one extra attack per round with a whip or whip dagger. The attack is at the Lasher's highest base attack bonus, but each attack (the extra one and normal one) suffers a -2 penalty. The Lasher must use the full attack action to use Crack of Fate.

Lashing Whip: At 4th level, the Lasher adds +2 damage bonus to her whip and/or whip dagger. If using a whip, she adds +2 subdual dagame or +2 regular damage, at her option. If the Lasher has already gained Weapon Specialization from another class (fighter, for example), the damage stacks.

Improved Disarm: At 6th level, the Lasher gains the Improved Disarm feat, if using a whip or whip dagger to perform the disarm action. She need not have taken the Expertise feat, normally prerequisite, before this. If the Lasher succesfully disarm a foe, she can attempt use her third hand ability to deposit the weapon of up to 20 punds in her off-hand if she makes the appropriate check, as a move-equivalent action. Treat the Lasher's Whip as a medium-size weapon for the purpose of disarming an opponent.

Stunning Snap: A Lasher can use a whip or a whip dagger to stun a creatureinstead of inflicting subdual or normal damage. The Lasher can use this ability once per round, but no more than once per level per day. The Lasher must declare she is using a stun attack before making an attack roll. (A missed attack roll ruins the attempt). A foe struck by a whip or a dagger whip must make a Fortitude saving throw (DC 10+the Lasher's level+Strength modifier), in additionto receinving normal damage (subdual or standard). If the saving throe fails, the opponent is stunned for one round. A stunned character cannot act and loses any Dexerity bonus to AC, while attackers get a +2 bonus on attack roll against a stunned opponent. Construct, Oozes, Plants, Undead, Incotrporeal creatures and creatures immune to critical hits cannot be stunned by Lasher's stunning attack.

Crack of Doom: At 8th level, a Lasher can take two extra attacks per round with a whip or whip dagger. This ability supersedes Crack of Fate (the abilities do not stack). The attack is at the Lasher's highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -4 penalty. The Lasher must use the full attack action to use Crack of Doom.

Death Spiral: At 10th level, the Lasher gains trascendental understanding of the whip or whip dagger. Once per day, she can spin the whip over her head with supernatural speed. all foes within 15-foot radius of the Lasher must make a Reflex save against a DC equal to the Lasher's Attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a succesfull Fortitude save (DC 18) or become helpless for 1d4-1 rounds (minimum 1 round). Allies (as selected by the Lasher) in range are spared the effect of the Death spiral. The Death Spiral is a supernatural ability.