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E.N. Arsenal - Whips



                                                          E.N. Arsenal
                                                                   Whips
                                                 A Complete Weapon Sourcebook - Volume 11


                                           Written by                                                  Table of Contents
                                           Ryan Nock
                                                                                               Chapter 1: Introduction to the Whip    2
                             Additional Material & Editing By                                    Statistics                           2
                                  The ENWorld A-Team                                             History                              4
                                                                                                 Racial Preferences                   4
                                     Illustrations
                    Danilo Moretti, Ryan Nock, Kevin H. Yancey
                                                                                               Chapter 2: Whip Variants               6
                                                                                                 Craftsmanship                        7
                                  Cover and Layout Design                                      Chapter 3: Feats & Fighting            9
                                     M Jason Parent                                              Tactics, Tricks & Techniques         9
                                                                                                 Feats                               11
                            Art Director, Layout & Project Lead
                                    Denise Robinson
                                                                                               Chapter 4: Whip Prestige Classes      15
                                                                                                 Thunderchild                        15
                         The ENWorld A-Team(Nov’04)                                              Nailo-Shalanth Whip Duelist         16
                Peter M. Ball, Suburbaknght, Joe Kushner, Russell                                Ophidian Skinbearer                 17
                 Morrissey, Joe Mucchiello, Ryan Nock, M Jason                                   Whimsy                              19
                Parent, Denise “dextra” Robinson, David Sanders,
                                  Adam Windsor                                                   Sample NPCs                         20
                                                                                               Chapter 5: Whip Magic                 22
                    “d20 System” and the “d20 System” logo are Trademarks owned by               Spells & Psionic Powers             22
             Wizards of the Coast, Inc. and are used according to the terms of the d20
             System Trademark License version 6.0. A copy of this License can be                 Magic Items                         23
             found at www.wizards.com/d20.                                                       Deity of the Whip                   24
                    Dungeons & Dragons® and Wizards of the Coast® are Registered
             Trademarks of Wizards of the Coast, Inc. in the United States and other           OGL                                   25
             countries and are used with Permission.
                    Some content included herein is derivative of existing Open Game
             Content as indicated in the Section 15 of the Open Game License included

                                                                                                         Table of Tables
             at the end of this document. All contents, regardless of designation, are
             ©2004 M Jason Parent & E.N. Publishing. E.N. Publishing logos, product
             lines and product titles are Trademarks of E.N. Publishing. This edition of
             E.N. Arsenal Spiked Chain is produced under version 1.0a of the Open              1.1: Whips by Size Category            3
             Game License, version 6.0 of the d20 System Trademark License and the
             current version of the System Reference Document by permission of                 2.1: Weapon Variants                   6
             Wizards of the Coast, subsequent editions of this product will incorporate        3.1: Whip Feats                       11
             the most current versions of the license, guide and document.
                   © 2004 E.N. Publishing                                                      4.1: Thunderchild                     15
                   Declaration of Open Game Content and Product Identity:                      4.2: Nailo-Shalanth Whip Duelist      16
                   All text on pages 2 through 24 of this document are released                4.3: Ophidian Skinbearer              17
             as Open Game Content under the Open Game License version
             1.0a. The only text that is not released as Open Game Content
                                                                                               4.4: Whimsy                           19
             under this declaration are all E.N. Publishing logos, product names
             and product line names.



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jae-ig Seo (order #36374)                                                                                                                 2
E.N. Arsenal - Whip




                                               The Whip
             Welcome to second book of the E.N. Arsenal, a                          quickening as the whip narrows toward the end, until the
             series of d20 'mini-sourcebooks' focusing on particular                tip of the whip delivers enough force to shatter glass or slice
             weapons and their roles in real-world history and in classic           flesh or hide. A whip wielder with even just a few years of
             d20 fantasy games. Each book concentrates on a single                  experience can strike flies off the backs of cattle without
             weapon, describing not only the weapon itself, but those               harming the cows, pluck lizards off the ground and slice them
             who use it, its history, and variations on the theme. Each             in half while mid-air, and snuff candles from across a room.
             book in the series is rules-intensive and includes optional
             rules throughout the text, often in sidebars. Some of these                  A whip is like a firehose of energy. The more narrow
             rules work well independently, but a majority work best                the opening for the water (or energy), the faster it comes
             when all the optional rules are applied, as some detract from          out. You swing the whip, throwing it forward, delivering a
             the usefulness or usability of the weapon while others                 force from the handle of the whip toward its tip. Since the
             enhance the weapon.                                                    whip tapers along its length, as the force gets closer to the
                                                                                    tip, the wave of the force decreases in height, so the wave-
                  The whip is perhaps the most common 'exotic' weapon               length also decreases, meaning the energy is traveling faster
             in Fantasy d20 in terms of its popularity, which spreads               and faster as the whip gets narrower and narrower. By the
             across many different groups. Heroes as diverse as Indiana             time the energy reaches the whip's fall and cracker, the
             Jones, Catwoman, and Zorro have wielded the whip, and it               strand is so narrow that the energy is traveling faster than
             is generally perceived as one of the most complicated                  the speed of sound, and the tip of the whip drives the air
             weapons to master. However, many cruel villains carry the              with such force that it creates the intimidating sonic boom.
             whip as a tool of pain-giving and oppression. The whip is
             renowned for its dynamic style, while also possessing a                       A whip's tip is not actually delivering more total force
             unique quality among weapons - sex appeal. Certainly the               than what you impart to it when you swing it, but because
             whip is many things to many people, and the material in                it is concentrated into a tiny area, the effect is damaging. It's
             this book will build upon the many exotic appeals of this              the difference between dropping a 5-pound barbell and a 5-
             tricky, supple weapon.                                                 pound spike onto someone's foot. The damage is very local-
                                                                                    ized, but more critical.
                   This book focuses solely on the whip and those variant
             weapons that can create a similar loud crack. Other                          Crafting a whip begins with a core strand, called the
             weapons, such as the cat-o'-nine-tails and flogger, while              belly of the whip. Normal whips often simply use a thick
             flexible as a whip, are wielded more like flails, and are not          strip of leather for the belly, or even a rope, but masterwork
             included.                                                              whips have specially woven leather cords weighted with
                                                                                    lead that provide better control in high winds, and which

                               Statistics
                                                                                    help the whip last longer. Around the belly are interwoven
                                                                                    multiple thin strands of leather. There is usually no hard
                                                                                    piece in a whip, though the handle is somewhat stiffer than
                    A whip is a vaguely rope-like weapon ranging from 6             the rest the weapon. The whip ends in the fall - a long
             to 12 feet long, wielded by either swinging it like a long light       strand of leather that absorbs the brunt of the strike - and
             flail, or by throwing it forward in a special fashion to cause         the cracker or popper - the very tip of the whip, which actu-
             its tip to crack. The whip wielder moves the whip in a way             ally produces the trademark crack of a whip. A whip user
             that creates a wave that runs down the weapon's length,                will likely have to replace his whip's fall and cracker some-



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jae-ig Seo (order #36374)                                                                                                                               2
E.N. Arsenal - Whip
             Table 1.1: Whip Statistics by Size Category
             Whip             Cost         Damage       Crit        Range*             Weight          Type           Hardness / HP
             Tiny             1 gp            1         X2        10 ft. (+10 ft.),        -          Slashing            2/1
             Small            1 gp           1d2        X2        15 ft. (+10 ft.)        .5 lb       Slashing            2/3
             Medium           1 gp           1d3        X2        15 ft. (+10 ft.)         1 lb       Slashing            2/5
             Large            2 gp           1d4        X2        30 ft. (+20 ft.)         2 lb       Slashing            2 / 10
             Huge             4 gp           1d6        X2        45 ft. (+30 ft.)         4 lb       Slashing            2 / 20
             Gargantuan       8 gp           1d8        X2        60 ft. (+40 ft.)         8 lb       Slashing            2 / 40
             Colossal        16 gp           2d6        X2        90 ft. (+60 ft.)       16 lb        Slashing            2 / 80
             * An appropriately-sized whip triples a creature's natural reach. The above entries are typical reach for a humanoid crea-
             ture of the appropriate size. The parenthetical entry is the exact amount the whip increases its wielder's reach, for pur-
             poses of determining the reach of creatures using whips not sized for them.

             what regularly, but this is a normal part of whip mainte-                 You can use the Weapon Finesse feat to apply your
             nance, and does not weaken the whip itself.                         Dexterity modifier instead of your Strength modifier to
                                                                                 attack rolls with a whip sized for you, even though it isn't a
                   Different variations on whips exist around the world,         light weapon.
             even in the same culture, with different whips used for spe-
             cial purposes. The standard whip is also known as the bull-               A whip cannot be damaged by bludgeoning weapons,
             whip. The stockwhip has a long, stiff handle, with the              and so can only be sundered by slashing attacks. Unlike
             length of the whip attached separately, though this does not        wood, stone, or metal weapons, whips are not vulnerable to
             change the whip's game statistics. Signal whips tend to be          sonic attacks. Divide sonic damage by 4 before applying
             shorter, between 3 and 6 ft., which makes them less useful          hardness. This resistance only applies to standard whips
             for combat, but more flexible for making rapid, complicated         made from once-living material. Metal whips take normal
             signals, and for performing tricks. Various other 'weapons'         full damage from sonic attacks.
             use ribbons that can be effective at entangling foes, but are
             unable to injure.

                  Most whips can simply be coiled when not in use, then
             hung from a hook on a wall or on one's belt. Some more                           Opti onal Rules
             bizarre whip variants, such as the whipsword, must be
             stowed in sheathes to prevent their sharp edges from being
                                                                                              Size and Reach
             a threat, but with a normal whip it is nearly impossible to                The core rules provide few hints to how whips
             hurt yourself by dropping or mishandling it. Whips can be            sized for different creatures affect their wielder's reach,
             very difficult to manage when in use, and many whip                  but as a guideline for this book, whips are assumed to
             wielders cut themselves once or twice when first learning to         triple their wielder's natural reach, or at least add 5 ft. If
             use the weapon.                                                      the prospect of giants whirlwind attacking every crea-
                                                                                  ture within 60 ft. is inappropriate for your game, you can
                   A whip deals nonlethal damage. It deals no damage to           whips just provide an extra 5 ft. beyond the normal dou-
             any creature with an armour bonus of +1 or higher, or a nat-         bling effect of reach weapons.
             ural armour bonus of +3 or higher. The whip is a melee
             weapon with a 15-foot reach, though you don't threaten the                     Whip Weapon Group
             area into which you can make an attack. In addition, unlike
                                                                                        The Exotic Weapon Proficiency (whip) lets you
             most other weapons with reach, you can use it against foes
                                                                                  wield not just the whip, but any of the whip-like
             anywhere within your reach (including adjacent foes).
                                                                                  weapons detailed below. The basics of these weapons
             Using a whip provokes an attack of opportunity.
                                                                                  are similar enough that knowledge of one lets you wield
                                                                                  any other proficiently. However, other feats that must
                  Because a whip can wrap around an enemy's leg or
                                                                                  be chosen for a specific weapon, such as Weapon Focus
             other limb, you can make trip attacks with it. If you are
                                                                                  or Improved Critical, only apply to the specific weapon
             tripped during your own trip attempt, you can drop the
                                                                                  chosen.
             whip to avoid being tripped.

                  When using a whip, you get a +2 bonus on opposed
             attack rolls made to disarm an opponent (including the roll
             to keep from being disarmed if the attack fails).




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jae-ig Seo (order #36374)                                                                                                                          2
E.N. Arsenal - Whip

                                 History                                                Opti onal Rules
                                                                                       Whips as Weapons
                                                                                    The statistics for whips in the core rules are those
                                                                              of standard bullwhips intended for herding cattle or
                                                                              driving slaves. It would not be much of a leap to assume
                                                                              that whips designed for combat would be designed better
                                                                              to actually serve as weapons, or that those trained to use
                                                                              whips in combat would know how to actually harm foes
                                                                              with them.

                                                                                    This book assumes as a default that you will use
                                                                              whips as presented in the core rules. However, you may
                                                                              consider freely granting those proficient in whips the
                                                                              Whip Strike feat, detailed later, which allows whips to
                                                                              harm creatures in armour. It is certainly no more unlike-
                                                                              ly that a whip could injure a warrior in plate armour than
                                                                              a shuriken or unarmed punch could. Attacks this way
                                                                              can be described as the whip striking with enough force
                                                                              to bruise beneath the armour, or as the whip striking a
                                                                              bit of exposed skin, or even as an exotic trick, such as
                                                                              wrapping a foe's limb and pulling, injuring by straining
                                                                              muscles and joints. Remember, a punch merely bruises;
                                                                              a whip can slice flesh through leather.
                  In the real world, the whip has never been widely used
             as a weapon. Compared to more traditional swords and                  Damage should still be nonlethal, however, due to
             spears, the whip was simply inferior for the purposes of         the difficulty of actually causing serious injury with a
             harming enemies. In China and Japan, martial arts styles         whip. A character can always take a -4 penalty to his
             made use of a variety of chain or flail weapons, but even        attack roll in order to deal real damage with a whip, or he
             these cultures never adopted the whip as a common weapon.        can wield a more dangerous weapon, such as a bladed
                                                                              whip or whip sword.


                                                                                           Whips as Tools
                                                                                   Whips are useful tools for controlling people and
                                                                              animals. If you wield a whip (even non-proficiently),
                                                                              you gain a +2 bonus to Handle Animal checks to handle
                                                                              an animal or push an animal. Also, though normally an
                                                                              injured animal is harder to control (+2 DC), if you strike
                                                                              an animal with a whip, the DC does not increase as long
                                                                              as you still are armed with the whip. Creatures reared by
                                                                              beating are typically cowed by the presence of the whip,
                                                                              but are difficult to control without the threat of injury.

                   Throughout history, the whip has primarily been rele-            Though whips do not threaten an area in combat,
             gated to being a tool for driving animals - people as well as    while armed with a whip you may use the Intimidate
             livestock. A person wielding a whip can be fairly confident      skill against any foe within reach of your whip, by crack-
             that he won't seriously harm the creature he strikes, but the    ing the whip menacingly. If you have dealt damage to
             pain is sharp enough to keep the creature in line. The whip      the creature with the whip, you gain a +2 bonus to this
             is thus a symbol as much for ranchers as it is for slavers and   Intimidate check.
             torturers.
                                                                                   Some cultures use whips to send signals. The base
                                                                              Listen DC to hear a whip crack is -5.




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jae-ig Seo (order #36374)                                                                                                                   2
E.N. Arsenal - Whip




                  The association of the whip with sex came about, in
             the real world at least, as part of the social shift caused by
             female empowerment in the last few decades of the 20th
             century. While a few virile heroes such as Zorro or Indiana
             Jones have wielded whips, such characters were typically
             rugged men of the wilderness. In the modern urban culture,
             the whip is much more strongly associated with female sex-
             ual dominance, primarily due to its position as a toy for
                                              sado-masochistic sex play.
                                              Certainly the whip mixes
                                              sexual symbols, combining a
                                              long, vaguely phallic shape
                                              with supple movement,
                                              grace, and mystique. It is a
                                              weapon that can cause harm
                                              even if the wielder is not
                                              very strong, a weapon that
                                              can be associated with tradi-
                                              tional roles of both men and
                                              women.




                  Racial Preferences
                   The whip originated among humans as a tool for driv-
             ing herds of animals. The elves took easily to the finesse
             the whip required, and soon this common rancher's imple-
             ment became an elvish weapon respected for its grace and
             speed. Halflings and dwarves generally find little of inter-
             est in this weapon, but many gnomes delight in the extreme
             complexity of the whip's fighting style. Orcs, while in no
             ways pioneers of the weapon, have taken certain cruel deri-
             vations of it as their own, particularly the various bladed
             whips. Dark elves, however, seem most well-suited to the
             whip, their temperaments matched by the alternating sub-
             tlety and flashing force of this supple weapon.




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jae-ig Seo (order #36374)                                                         2
E.N. Arsenal - Whip




                                Whip Variants
             The traditional bullwhip is the basis for many                                                                 Ribbon Staff
             tools designed as weapons more than as equipment for driv-           A ribbon staff is a double weapon, one end a quarterstaff,
             ing animals. While a standard whip is relatively ineffectu-          the other a whip. A wielder proficient in either weapon can
             al in harming a person, many of the variants below can               use the appropriate end proficiently. The whip end is actu-
             maim and kill just as easily as any sword. Others empha-             ally a weighted ribbon one or two inches across, which can-
             size the less aggressive aspects of the whip, ignoring injury        not deal damage, but which can be used just as a whip in all
             in favour of utility.                                                other ways. The quarterstaff end of the ribbon staff can be
                                                                                  used as a normal quarterstaff, except that the staff itself
                                                       Bladed Whip                cannot be used as a double weapon; the weight of the ribbon
             This weapon is constructed much like a whip, only that the           is such that only one end of the staff can be used in combat.
             plaited strands of the whip also include several specially                 A wielder can use both the ribbon and the staff end
             designed metal strips with slashing edges, and that the fall         simultaneously, taking the normal penalties associated with
             consists of either a blade or sharpened chain segments.              two-weapon fighting. A wielder can also use just one end of
             Alternately, a bladed whip might be covered in spikes,               the weapon at a time, even switching between attacks in a
             thorns, or other jagged edges. Unlike a normal whip, a blad-         full attack.
             ed whip deals real damage, but it can still not harm creatures         Weapon          Ribbon Staff
             with an armour bonus of +1 or higher, or a natural armour              Cost            1 gp
             bonus of +3 or higher. A bladed whip has hardness 3. In all            Damage (s/m) -/- and 1d4 / 1d6
                                                                                                     /
             other ways, a bladed whip is just like a normal whip.                  Critical        20/x2
               Weapon           Bladed Whip                                         Weight          4 lb
               Cost             25 gp                                               Type            Slashing
               Damage (s/m) 1d4 / 1d6
               Critical         19-20/x2
                                   2
               Weight           3 lb
                                                                                                                            Signal Whip
               Type             Slashing                                          A signal whip works exactly like a whip, except that it pro-
                                                                                  vides only normal reach (10 ft. for Small and Medium crea-
                                                                                  tures), but it grants the wielder a +2 bonus to checks for
                                                            Longwhip              trick shots and on maneuvers with the Third Hand feat. In
             Some characters may wish to wield ridiculously long whips.           all other ways, a signal whip is just like a normal whip.
             Rather than using an alternate version of the whip that pro-
             vides greater reach, instead simply have the character use a          Weapon       Signal Whip
             whip sized for a larger creature. The Mighty Grip feat,               Cost         1 gp
             detailed below, allows a character to use such a weapon.              Damage (s/m) 1/1d2
                                                                                   Critical     20/x2
                                                                                   Weight       1 lb
                                                                                   Type         Slashing
             Table 2.1: Whip Variants
                Weapon         Cost      Damage Critical Weight               Type                      Special
             Bladed Whip       25 gp       1d6   19-20 / x2 3 lb Slashing                      Lethal Damage
             Ribbon Staff       5 gp      - /1d6     x2     4 lb - / Bludgeoning               Double Weapon
             Signal Whip        2 gp       1d2       x2     1 lb Slashing                      Trick Shot Bonus
             Thornstar         25 gp       1d8       x2     8 lb Slashing/Bludgeoning/Piercing Lethal Damage
             Whipsword        400 gp       1d8   19-20 / x2 6 lb Slashing                      Sword and/or Whip



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jae-ig Seo (order #36374)                                                                                                                         2
E.N. Arsenal - Whip
                                                             Thornstar
             The thornstar is a cross between a bladed whip and a spiked
                                                                                             Craftsmanship
             flail. The length of the cord is leather and metal like a blad-              Though most whips involve no metalwork at all, their
             ed whip, but the weapon ends with a spiked ball. Because of            crafting is by no means simple. The crafting of a whip
             its multifaceted construction, a thornstar deals real damage,          requires properly braiding and aligning many strands of
             and can be used to deal any combination of slashing, bludg-            leather, which first must be measured, cut, cured, and
             eoning, or piercing damage, though it cannot deal slashing             weighted. The number of strands used to create the whip
             damage against creatures with an armour bonus of +1 or                 has some effect on the weapon's quality, but there is little
             higher, or a natural armour bonus of +3 or higher. It can be           noticeable difference between one with eight strands and
             used for trip and disarm attempts, but not for the feat Third          one with sixteen.
             Hand, or any feats that have it as a prerequisite. A thorn-
             star has hardness 3. In all other ways, a thornstar is just like           The basic techniques for crafting whips have not much
             a normal whip.                                                         changed over centuries, though unlike many historical
               Weapon          Thornstar                                            weapons, the construction of quality whips has been
               Cost            25 gp                                                improved slightly in recent years. While there is no drive
               Damage (s/m) 1d6 / 1d8                                               to make more efficient swords today, whips are used often
               Critical        20/x2                                                enough that attention is still given them.
               Weight          8 lb                                                       Today in the real world, kangaroo leather is common-
               Type            Slashing, Bludgeoning, Piercing                      ly touted as the optimal choice for whip craftsmanship, and
                                                                                    the most well-made whips are weighted with carefully-dis-
                                                          Whipsword                 tributed lead to aid in controlling the whip in strong winds.
             This weapon normally resembles a plain longsword, though               In a fantasy setting, however, many more exotic materials
             its blade actually consists of multiple segments that can              and craftsmanship techniques are available. Strands of
             detach from each other. A metal cord links the segments                mithral might be interwoven within the leather, and the
             and the hilt of the sword, running through the center of               tanned sinews of dragons might be stronger than any hide.
             each segment, allowing the whipsword to function as either             Variants of whips with blades demand the craftsman be
             a longsword or a unique whip-like weapon. By activating a              skilled in both leatherworking and metalworking, except in
             special mechanism on the weapon, you can switch between                rare cases of mysterious metals that are as flexible as
             sword and whip form as a move action. If you are profi-                leather. Integrating metal components with once-living
             cient in longswords or whips, you can use the whipsword                material might be even more taxing of a weaponmaker's
             proficiently when it is in the appropriate form.                       skill than any mere blade could be.
                   Because the weapon is somewhat less flexible than a
             normal whip, the wielder suffers a -2 penalty to special                     Crafting what one would consider a
             maneuvers that require finesse, like tripping, disarming,              'masterwork' whip would simply involve
             and using the abilities of the Third Hand feat. This cancels           using the highest quality leather, taking
             out the normal +2 bonus to disarming with a whip.                      greater care with the braiding, and
             Characters cannot use the Weapon Finesse with                          being certain to weigh and
             whipswords.                                                            balance the whip to
                   Regardless of what form the weapon is in, it deals               make it effective at
             damage as a longsword. Normally, warriors will keep the                all distances.
             weapon in sword form for better defense, only switching to
             whip form when they need longer reach and do not worry
             about attacks of opportunity.
                   Unlike a normal whip, a whipsword deals real damage,
             and more importantly it can harm creatures regardless of
             their armour or natural armour bonus. A whipsword has
             hardness 10 and 5 hit points. In whip form, its hardness is
             reduced to 5 because the vulnerable linking cord is exposed.
             In sword form it can be harmed by bludgeoning weapons
             and is vulnerable to sonic attacks, but not in whip form.
               Weapon          Whipsword
               Cost            400 gp
               Damage          1d6 / 1d8
               Critical        19-20/x2
                                  2
               Weight          6 lb
               Type            Slashing



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jae-ig Seo (order #36374)                                                                                                                           2
E.N. Arsenal - Whip
                  There are other ways to improve a weapon. Of all the                                                 Dweomerflesh
             weapons of all the armouries of the world, only whips are       Dweomerflesh whips can be made from the hide of any
             primarily made from pieces of animals, and so those with        creature with damage reduction x/magic, including most
             access to leather from exotic or magical creatures can          outsiders and dragons. Dweomerflesh whips bypass dam-
             attempt to craft whips that possess the traits of these crea-   age reduction as if they were magic weapons.
             tures.                                                               These whips cost an additional 800 gp, and are auto-
                   Additionally, particularly devoted whip craftsmen         matically considered to be masterwork.
             know how to use choice parts of a creature's hide to improve
             a whip's strength, durability, and agility. These compo-                                                Feyhart Leather
             nents must be added during the creation of the whip, much       Made from the hide of deer of the realm of the faeries, fey-
             like creating a masterwork weapon.                              hart leather bypasses the damage reduction of creatures as if
                                                                             it were made of cold iron, thus allowing it to harm fey crea-
                  Durability - Craft DC 18, 100 gp value                     tures with ease.
                  A whip with this enhancement has 2 extra hit                                Feyhart leather has hardness 5 and twice as
             points. This enhancement can be applied up to 5 times                          many hit points as normal leather.
             through repeated treating of the leather and subtle                                    Whips made of feyhart leather cost
             reinforcement weak sections, to bring the final hit                               twice as much as their normal counter-
             points up by +10.                                                                 parts. Also, any magical enhancements
                                                                                               cost an additional 2,000 gp.
                   Hardened - Craft DC 20, 150 gp value
                  While normal whips can be used to crack                                                                     Moonhair
             bottles and slice flesh, they are vulnerable to
                                                                                                Woven from strands of the victims of
             sundering.     Special crafting techniques
                                                                                               lycanthropes whose hair has bleached in
             enable whips to yield to blows rather than be
                                                                                              the moonlight, cords of moonhair, properly
             damaged by them. This enhancement
                                                                                            plaited, can be used to create whips of pale
             increases the hardness of the weapon by +2,
                                                                                          blue. These whips bypass damage reduction as
             and can be applied twice for a final hard-
                                                                                          if they were made of silver.
             ness of +4.
                                                                                                  Moonhair whips cost an extra 90 gp.
                  Reduced Weight - Craft DC 20, vari-
             able value                                                                                                       Roper Oil
                  This enhancement reduces the                                                     Made of the blended juices of roper
             weapon's weight by half, though such is                                                strands and the flesh of mimics, this
             barely worthwhile except for metal whips.                                             alchemical oil is a variant of a tanglefoot
             The market value depends on the amount                                                bag. It can be thrown to as a normal tan-
             of material used. Multiply the item's hit                                            glefoot bag, but roper oil can also be
             points by 10 to determine the market value                                           applied to a whip as a standard action,
             in gold pieces.                                                                     making the whip sticky for one minute
                                                                                                 thereafter. Any successful attack or touch
                                       Displacerhide                                             attack adheres the whip to whatever sur-
                                                                                                face it struck. A Strength check (DC 15) is
             Whips crafted from the leather of beasts
                                                                                               required to pull free from the whip.
             with displacement abilities share those crea-
                                                                                                      The wielder can drag objects closer;
             tures' displacement ability. Attacks targeting
                                                                                             light objects can be moved easily, heavier
             the whip have a 50% miss chance as if the
                                                                                            objects can only be dragged 5 or 10 ft. per
             whip had total concealment. True seeing
                                                                                round. The wielder can also make an opposed Strength
             reveals its true location.
                                                                              check to drag a creature on the far end of the rope closer,
                  Additionally, the wielder of a displacerhide
                                                                             which is resolved like a reverse bull rush. The other crea-
             whip can benefit from the Hidden Strike feat,
                                                                             ture may attempt the same thing, but the wielder can choose
             detailed in the Fighting and Feats section, below.
                                                                             to release the whip instead of being pulled.
                  Displacerhide whips cost an additional 4000
                                                                                    One application of roper oil costs 100 gp.
             gp, and are automatically considered to be master-
             work.




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jae-ig Seo (order #36374)                                                                                                                        2
E.N. Arsenal - Whip




                            Fighting & Feats
                      Tactics, Tricks &                                                 Bullrushing
                                                                                        It is not possible to bull rush with a whip, but a large

                        Techniques                                                 enough creature can use the Awesome Blow feat to drive
                                                                                   creatures away with its whip, since a whip is a melee
                   Unique among weapons, the whip is rather ineffective            weapon.
             at injuring foes. Whips are best utilized with special tech-
             niques to frustrate your opponents, and they are particular-               Disarming
             ly useful for grasping objects from a distance, and for creat-              The whip grants its wielder a +2 bonus to both make
             ing signals that can be heard at a distance."                         and resist disarm attempts. The game master may allow
                                                                                   you to cause a weapon you disarm with your whip to fall to
                   Attacking                                                       the ground anywhere between you and your foe. If you
                   A standard whip is not the most effective weapon for            intend to attempt a lot of disarming with your whip, but no
             dealing damage. It is at its most useful against humanoid             tripping, it is a safe bet to use a locked gauntlet, giving you
             foes, and practically useless against huge monsters. With             a further +10 bonus to resist disarm attempts. Standard
             some of the feats presented below, some of these drawbacks            locked gauntlets, however, give the user a -10 penalty to var-
             can be overcome, but a whip simply is no match even for a             ious trick shots below, as well as uses of the Third Hand
             normal dagger if you just want to injure a foe. A warrior             feat. A locked gauntlet made specially for a whip does not
             that specializes in a whip will most likely need to take one          have this penalty, but cannot be used for other types of
             of the two following paths.                                           weapons.

                   First, and most common, is the whip as a utility                      A locked gauntlet is also useful because you can always
             weapon, excellent for weakening foes by disarming, trip-              strike with the gauntlet hand if your foes get too close for
             ping, or simply taking pot shots at foes who happen to be             your whip to be effective. You cannot use the gauntlet for
             within reach. The whip will usually not be used to actually           attacks of opportunity if you used your whip as a weapon
             harm the foe, but if it is, it will be most effective when com-       the same round, but it is still a useful option to have avail-
             bined with sneak attacks. A ranger/rogue, wielding a pair             able.
             of whips, can trip numerous mooks, deal a bit of damage
             with bonus attacks from Improved Trip, and clear the way                   Grappling
             for stronger warriors to reach the main foe. Such a warrior                 With the proper feats, a whip can be used to grapple a
             will want to remain mobile, never letting enemies get with-           foe, albeit at a great penalty.
             in melee range.
                                                                                        Power Attacks
                   Alternately, a warrior could attempt to eke out every                Though many overlook the fact, a whip is a one-hand-
             possible bit of damage for his whip. Because the whip itself          ed melee weapon, and thus is eligible for use with the Power
             deals minimal damage, magic enhancements such as flam-                Attack feat. Combined with Great Cleave, a whip is a
             ing, bane, or holy are precious. Great Cleave or Whirlwind            handy back-up weapon for a high-level fighter who is faced
             Attack take greatest advantage of the whip's reach for pur-           with numerous weak foes.
             poses of dealing damage. This option is best for larger war-
             riors, and if you can get a mage ally to enlarge you, your
             whip's reach will improve dramatically.




                                                                               9

jae-ig Seo (order #36374)                                                                                                                            2
E.N. Arsenal - Whip
                   Sunder                                                           Two-Weapon Fighting
                  The low damage-dealing abilities of whips make them                You may wish to keep a secondary weapon in your off
             nearly useless for purposes of sundering.                         hand as a defense against foes who get too close for your
                                                                               whip to be used effectively. While there is no penalty asso-
                                                                               ciated with simply holding a weapon in your free hand, you
                   Trick Shots                                                 cannot use that weapon to makes attack of opportunity
                  If you are proficient in whips, you can use a whip to        unless you declare you are intending to use it as a weapon
             manipulate objects at a distance. Each such attempt               for that round.
             requires an attack roll against the touch AC of the target.
             Allies may forgo their Dexterity bonus to AC to make it                 For instance, Quillathe typically wields a whip in her
             easier for you to grab them. The maximum range for such           right hand, a rapier in her left. If she chose, she could treat
             an action is your reach with the whip.                            the rapier as not readied for a round. If she did, she would
                                                                               be unable to use the rapier to make attacks of opportunity
                   -You can wrap your whip around a protrusion or              until her next round, but she would also not take penalties
             object as a standard action. The grip of the whip is firm         for fighting with two weapons. If she chose to keep the
             enough for you to use it as a rope to climb or swing on, or       rapier readied as a weapon, she would take penalties to her
             to let you drag the grabbed object. If done as part of a move     attacks with the whip, even if no one ever came within
             action to assist you in a jump, you can swing and add an          range of the rapier.
             extra 20 feet to your jump, and add 5 feet to a high jump that
             terminates at the end of the swing, assuming a well-posi-              Wielding two whips simultaneously is possible, and
             tioned object to swing from. You can release the grabbed          has all the associated penalties appropriate for wielding two
             item as a free action.                                            one-handed weapons.
                   -You can make a melee attack as part of your swing on
             a whip (with another weapon than the whip, obviously),
             resolving the attempt as a charge attack, gaining a +1 bonus
                                                                                    The Calamity Symphony
             to your attack for higher ground. Alternately, you may                  This legendary and epic whip technique requires a
             attempt a bull rush or trip attempt, gaining a +1 bonus to        whip-wielder have the epic feat Self-Opportunist and both
             your Strength check for every 5 feet you swing (to a maxi-        a Strength and Dexterity score of 25 or higher, as well as the
             mum of 20 feet). A trip attempt in this manner is more akin       feats Greater Melee Lash, Improved Awesome Blow,
             to a bull rush, except that you knock your foe down instead       Improved Combat Reflexes, and Snagging Trip. She must
             of back. If you fail and are tripped, you fall to the ground,     also be Large size or larger, or else somehow be able to qual-
             but suffer no other special penalty.                              ify for the Awesome Blow feat while smaller. It is practi-
                   -You can use your whip to arrest yourself from falling      cally impossible to use this technique against an equally-
             as a reaction by wrapping the whip around a protrusion or a       skilled foe, but against those less-experienced it is devastat-
             creature. Doing this uses up an attack of opportunity for         ing.
             the round, so if you have already used all of yours for the
             round, you cannot use this ability. Make an attack roll (AC            The whip-wielder first uses Awesome Blow to drive
             20, or the touch AC of an unwilling target if that is higher),    her foe away 10 ft. Because of Self-Opportunist the whip-
             and if you succeed and the object is at least twice as heavy      wielder is able to take two attacks of opportunity. She uses
             as you, you automatically stop your fall. If you instead use      one as a normal attack, and the other to trip the foe and drag
             your whip to try to grab a creature, that creature makes a        him closer with Snagging Trip, which incurs another attack
             Strength check to arrest your fall (DC 10 if you are a light      of opportunity. She uses this attack of opportunity to again
             load for it, DC 15 for a medium load, or DC 20 for a heavy        drive the foe around with Awesome Blow, and repeats the
             load). If you are heavier than that, both you and the crea-       cycle. As long as she can keep on hitting, there is no limit
             ture you grabbed fall together.                                   to the number of attacks she can make.
                   -You can use your whip to arrest the fall of another
             creature, or a falling object. This functions as above with
             grabbing a creature, except that you make the Strength
             check to hold the weight of the falling creature.

                   Tripping
                  One of the most effective tactics with a whip is to trip
             a foe, though typically you'll need a secondary weapon to
             injure your fallen foe.




                                                                          10

jae-ig Seo (order #36374)                                                                                                                        2
E.N. Arsenal - Whip
             Table 3.1: Whip Feats
             General Feats            Prerequisite                                Benefit

             Clinch Attack            Dex 13, Improved Unarmed Strike,            Grab a foe and strike while he's at your mercy.
                                      Improved Grapple, BAB+6
                 Summon Suffering     Clinch Attack, Exotic Weapon                Inflict pain with a special whip throw.
                                      Proficiency (whip), Melee Lash, BAB+11
             Dancing Strike           Dex 13, Dodge                               One-weapon defensive fighting style.
             Deafening Crack          Exotic Weapon Proficiency (whip),           Deafen with your whip crack.
                                      Intimidate 4 ranks
             Glutton for Punishment   -                                           DR 2 against nonlethal damage, bonuses when
                                                                                  you're injured a little.
             Greater Disarm         Dex 13, Int 13, Combat Expertise,             Bonus attack after disarming a foe.
                                    Improved Disarm
             Hidden Strike          Int 13, Combat Expertise, Improved            Feint as a free action when attacking from conceal-
                                    Feint                                         ment.
             Melee Lash             Dex 15, Exotic Weapon Proficiency             Threaten 5 ft. with a whip, can attack in melee with
                                    (whip), BAB+1                                 no attack of opportunity.
                Improved Melee Lash Dex 17, Melee Lash, BAB+6                     Threaten 10 ft. with a whip.
                Greater Melee Lash  Dex 19, Improved Melee Lash, BAB+11           Threaten 15 ft. with a whip.
             Mighty Grip            Str 13, BAB+1                                 Wield over-sized weapons
             Mighty Strike          Str 19, Power Attack, BAB+13                  You are treated as a size larger for special maneuvers
             One Free Hand          Int 13, Combat Expertise                      +1 to attack when using a single one-handed weapon
             Snagging Trip          Int 13, Combat Expertise, Improved Trip       Drag a tripped foe toward you.
             Strike Around          Combat Expertise, BAB+4                       Negate some of the benefits of shields.
             Style Focus            Dex 15, proficiency with chosen weapons,      Variant of Weapon Focus for unmatched weapons
                                    Two-Weapon Fighting, BAB+1                     used with two-weapon fighting. +1 bonus on attack
                                                                                  rolls with chosen weapons.
               Style Specialization   Style Focus, fighter level 4th              +2 bonus on damage rolls with chosen weapons.
               Greater Style Focus    Style Focus, fighter level 8th              +2 bonus on attack rolls with chosen weapons.
               Greater Style          Greater Style Focus, fighter level 12th     +4 bonus on damage rolls with chosen weapons.
                Specialization
             Third Hand               Dex 13, Exotic Weapon Proficiency (whip),   Use whip like a third hand.
                                      Weapon Finesse, Use Rope 4 ranks
              Ranged Grapple          Third Hand                                  Grapple or entangle with a whip.
             Whip Strike              Exotic Weapon Proficiency (whip)            Harm armoured foes with whips.
             Whipsword Shift Exotic   Weapon Proficiency (whip), Martial          Switch from whip to sword form as swift action.
                                      Weapon Proficiency (longsword)

             Epic Feats
             Improved Awesome BlowStr 25, Awesome, Improved Bull Rush,            Use awesome blow with every attack.
                                   Power Attack, size Large or larger
             Self-Opportunist      Dex 25, Combat Reflexes                        Make attacks of opportunity when you force a foe to
                                                                                  move.




                                                                           11

jae-ig Seo (order #36374)                                                                                                                  2
E.N. Arsenal - Whip

                                       Feats                                   whip's reach. You can make attacks of opportunity with the
                                                                               whip within that area.
                   Throughout this section, feats that fighters can select          Normal: A whip has 15-ft. reach, but does not threat-
             using one of their class bonus feats are marked as [Fighter]      en that area.
             feats. Other classes may still select these feats as normal.
             Feats that provide new options for whips work likewise for               Greater Disarm [Fighter]
             other whip-like weapons.                                               You can strike a foe after disarming him.
                                                                                    Prerequisites: Dex 13, Int 13, Combat Expertise,
                   Clinch Attack [Fighter]                                     Improved Disarm.
                                                                                    Benefit: When a character with this feat successfully
                  You can grab a foe and strike him while he’s under
                                                                               disarms a foe in melee combat, he gets an immediate, extra
             your control.
                                                                               melee attack against the creature disarmed as if the charac-
                  Prerequisite: Dex 13, Improved Grapple, Improved
                                                                               ter had not used an attack on the disarm attempt.
             Unarmed Strike, base attack bonus +6.
                  Benefit: While grappling, if you attack your opponent
             you can use one-handed weapons, and you do not suffer a -                Hidden Strike [Fighter]
             4 penalty to your attack roll.                                           You take excellent advantage of being unseen in com-
                                                                               bat.
                   Dancing Strike [Fighter]                                          Prerequisites: Int 13, Combat Expertise, Improved
                                                                               Feint.
                   Your one-handed fighting style is mobile enough that
                                                                                     Benefit: Whenever your opponent has a miss chance
             your attacks aid your defense.
                                                                               against you from concealment, you can make a Bluff check
                   Prerequisite: Dex 13, Dodge.
                                                                               to feint in combat as a free action once for each attack you
                   Benefit: When wielding a single weapon, if you have
                                                                               make, instead of as a move action.
             a hand free that is not holding anything, attacking, or using
                                                                                     Remember that if you also suffer a miss chance
             a shield, you gain a +1 dodge bonus to your AC. When you
                                                                               because of concealment when attacking your foe, you can-
             are fighting defensively or using the total defense action,
                                                                               not get extra damage dice from sneak attack.
             this bonus increases to +2.
                                                                                     Special: A character with this feat wielding a displac-
                                                                               erhide whip can always feint as a free action once per attack,
                   Deafening Crack [Fighter]                                   unless his opponent can see through the whip's displace-
                  You can deafen with the crack of your whip.                  ment effect.
                  Prerequisite: Exotic Weapon Proficiency (whip),
             Intimidate 4 ranks.                                                      Improved Awesome Blow [Epic]
                  Benefit: You may choose to have attacks with your
                                                                                   You can make several awesome blows per round.
             whip deliver a crack loud enough to deafen the target. In
                                                                                   Prerequisite: Str 25, Awesome, Improved Bull Rush,
             place of an attack, you can make a ranged touch attack
                                                                               Power Attack, size Large or larger.
             against the target, and if you hit you deal no damage, but the
                                                                                   Benefit: You can make an Awesome Blow as part of a
             target must make a Fortitude save (DC 10) or be deafened
                                                                               normal attack, instead of as a standard action.
             for one round. You may take a penalty to this attack roll up
             to your base attack bonus and add an equal amount to the
             DC to resist the deafening.                                              Improved Melee Lash [Fighter]
                                                                                    You threaten a larger area around you with a whip.
                   Glutton for Punishment [General]                                 Prerequisite: Dex 17, Melee Lash, Exotic Weapon
                                                                               Proficiency (whip), base attack bonus +6.
                  You like pain.
                                                                                    Benefit: When armed with a whip or other whip-like
                  Benefit: You gain damage reduction 2/- against non-
                                                                               weapon, you threaten an area around you equal to twice
             lethal damage. Whenever you do take nonlethal damage, if
                                                                               your normal unarmed reach. You can make attacks of
             you do not have any lethal damage, you gain a +2 morale
                                                                               opportunity with the whip within that area.
             bonus to attack rolls and a -2 penalty to AC for one round.
                                                                                    Normal: A whip has 15-ft. reach, but does not threat-
                                                                               en that area.
                   Greater Melee Lash [Fighter]
                  Your whip dances around you, keeping all foes at bay.               Melee Lash [Fighter]
                  Prerequisite: Dex 19, Melee Lash, Exotic Weapon
                                                                                   You threaten the area around you with a whip.
             Proficiency (whip), Improved Melee Lash, base attack
                                                                                   Prerequisite: Dex 15, Exotic Weapon Proficiency
             bonus +11.
                                                                               (whip), base attack bonus +1.
                  Benefit: When armed with a whip or other whip-like
                                                                                   Benefit: When armed with a whip or other whip-like
             weapon, you threaten an area around you equal to the
                                                                               weapon, you threaten an area around you equal to your nor-



                                                                          12

jae-ig Seo (order #36374)                                                                                                                       2
E.N. Arsenal - Whip
             mal unarmed reach. You can make attacks of opportunity               Ranged Grapple [Fighter]
             with the whip within that area. Additionally, you don't               You can use a whip to grapple targets from a distance.
             incur attacks of opportunity by using a whip in combat, or            Prerequisite: Dex 13, Exotic Weapon Proficiency
             by any other use of a whip, such as with the Third Hand         (whip), Third Hand, Weapon Finesse, Use Rope 4 ranks.
             feat.                                                                 Benefit: Whenever you strike a foe with your whip, in
                   Normal: A whip has 15-ft. reach, but does not threat-     addition to dealing damage you may choose to entangle that
             en that area. Using a whip provokes an attack of opportu-       foe, as if you had struck with a whip. An entangled creature
             nity, just as if you had used a ranged weapon.                  moves at half speed, cannot run or charge, and takes a -2
                                                                             penalty to attack rolls and a -4 penalty to its effective
                     Mighty Grip [Fighter]                                   Dexterity score. An entangled character who attempts to
                   You can easily wield weapons sized for creatures larg-    cast a spell must make a Concentration check (DC 15 + the
             er than you.                                                    spell's level) or lose the spell. If succeed in controlling the
                   Prerequisite: Str 13, base attack bonus +1.               whip by making an opposed Strength check while holding
                   Benefit: Choose a one-handed or two-handed weapon         it, the entangled creature can move only within the limits
             you are proficient in. You may wield the chosen weapon          that the whip allows.
             sized for a creature one size category larger than you with           You can only entangle creatures within one size cate-
             the normal -2 penalty, but with its normal grip. For            gory of you. While using your whip to entangle a creature,
             instance, a small creature could wield a medium greatsword      you cannot use your whip as a weapon.
             as a two-handed weapon with a -2 penalty, and a medium                You can also use your whip to actually grapple a foe,
             creature could wield a large whip as a one-handed weapon        though it is difficult. As an attack action you may attempt
             with a -2 penalty.                                              to make a ranged grapple with a whip or whip-like weapon.
                   Normal: In addition to incurring a -2 penalty, using a    This works much like a normal grapple, except that you
             weapon sized for a larger creature increases the weapon         may try to grapple any creature within reach of your whip,
             from light to one-handed, or from one-handed to two-hand-       and your grapple check is modified any bonuses that would
             ed. Creatures cannot use larger two-handed weapons.             normally apply to attacks with your whip. Because you are
                   Special: You may take this feat multiple times, each      effectively using only one limb to control your foe, you suf-
             time applying it to a different weapon.                                     fer a -20 penalty to your grapple check, but you are
                                                                                             not considered grappled. Improved Grapple
                     Mighty Strike [Fighter]                                                    provides a +4 bonus to ranged grapple
                     You strike as if you are a larger crea-                                     checks, both to make and to resist them.
             ture.                                                                                    Once grappling, your whip can do
                   Prerequisite: Str 19, Power Attack,                                           almost anything you yourself could do in a
             base attack bonus +13.                                                              grapple, except that it cannot pry a well-
                   Benefit:     For the purposes of                                              secured item from a pinned foe. If your
             Strength-based special attacks, such as                                             whip is pinned, you are disarmed. If the
             bull rushing, overrunning, and tripping                                            target succeeds a grapple check to move
             (but not grappling), you are considered a                                        while grappled, and moves beyond your
             size category larger. This typically grants a                                whip's reach, you are moved unless you let go of
             +4 bonus to the appropriate checks.                                      the whip. If you succeed a grapple check to move
                   Additionally, you may qualify for feats as if you were    your opponent, you can force him to move anywhere with-
             a size category larger, so that, for instance, a human with     in your whip's reach. If you make a grapple check to 'dam-
             Str 25, Improved Bull Rush, and Power Attack could take         age your opponent,' you do the type of damage appropriate
             the Awesome Blow feat, which is normally available only to      to the whip (including being unable to injure armoured foes
             Large or larger creatures.                                      for traditional whips).
                   This feat does not allow you to use weapons that are
             larger than normal.                                                  Self-Opportunist [Epic]
                                                                                   You can strike your foes multiple times as they move
                     One Free Hand [Fighter]                                 around you, even if you are responsible for moving them.
                   You have a flexible and adaptive one-handed fighting            Prerequisite: Dex 25, Combat Reflexes.
             style that utilizes your free hand for balance and oppor-             Benefit: You can make attacks of opportunity on a
             tunism.                                                         creature when you force it to move through your threatened
                   Prerequisite: Int 13, Combat Expertise.                   area, taking one attack of opportunity for every 5 ft. the
                   Benefit: When fighting with a single weapon, if you       creature is moved. Thus you could bull rush a creature 5 ft.
             have a hand free that is not holding anything, attacking, or    and take an attack of opportunity against it to deliver an
             using a shield, you gain a +1 bonus on all attack rolls with    Awesome Blow (if you have the feat), knocking the crea-
             that single weapon.                                             ture in another direction, gaining other attacks of opportu-



                                                                        13

jae-ig Seo (order #36374)                                                                                                                       2
E.N. Arsenal - Whip
             nity against the creature.                                            Summon Suffering [Fighter]
                  Normal: When you move a creature through your                     When grappling a foe, you can inflict overwhelming
             own threatened area you cannot makes attacks of opportu-         pain by striking and strangling them with your whip.
             nity against that creature.                                            Prerequisite: Dex 13, Clinch Attack, Exotic Weapon
                                                                              Proficiency (whip), Improved Grapple, Improved Unarmed
                     Snagging Trip [Fighter]                                  Strike, Melee Lash, base attack bonus +11.
                     You can drag closer foes that you trip.                        Benefit: Whenever you use the Clinch Attack feat to
                     Prerequisite: Int 13, Combat Expertise, Improved         attack a foe with a whip or whip-like weapon, at the end of
             Trip.                                                            your action your opponent must make a Fortitude save (DC
                  Benefit: Whenever you trip a foe with a weapon that         10 + damage you dealt him this round with whip attacks) or
             has reach, instead of gaining the extra attack with Improved     suffer wracking pains that impose a -4 penalty on attack
             Trip you may drag your opponent up to 10 ft. toward you.         rolls, skill checks, and ability checks for one round.
             You must drag in a straight line, so you cannot pull your
             opponent around you, though you can drag them into your               Third Hand [Fighter]
             own area.                                                              You can wield your whip like a third hand.
                  You can even use this ability on creatures that don't             Prerequisite: Dex 13, Exotic Weapon Proficiency
             need legs to move, or on flying opponents to pull them to        (whip), Weapon Finesse, Use Rope 4 ranks.
             the ground.                                                            Benefit: You can use your whip for a variety of
                  Normal: A tripped foe falls in his own square.              actions beyond those normally possible with a whip. You
             Tripping a flyer makes the flyer stall.                          can retrieve an unattended object anywhere within range,
                                                                              and deposit it anywhere within range, as a standard action,
                     Strike Around [Fighter]                                  though the item cannot weigh more than what is half a light
                  You can attack around the guards of shields.                load for your Strength. If you want to throw the grabbed
                  Prerequisite: Combat Expertise, base attack bonus +4.       object as a weapon, you can make an attack with it, with a -
                  Benefit: While using a chain-based or highly flexible       4 penalty for being an improvised weapon (even if you
             weapon such as a spiked chain, nunchaku, whip, or flail, you     throw what would normally be a real weapon, like a dag-
             can wrap the weapon over or around a shield. This reduces        ger). You do not gain bonuses to this attack from feats or
             any shield bonus your opponent may have to his AC by             abilities that enhance your skill with a whip.
             half. Alternately, you may actively strike the shield and              If you successfully disarm a weapon with your whip,
             wrap your weapon around it. This completely negates the          and that weapon's weight is within the above limit, you can
             AC bonus of the shield, but also only deals one-half the nor-    have it land anywhere within your whip's range, instead of
             mal damage for the weapon.                                       just at the creature's feet.
                                                                                    When armed with a whip, you are considered to have
                     Style Focus [Fighter]                                    a free hand for the purposes of the feat Deflect Arrows.
                  Choose a particular combat style that involves two                Normal: Whips can only perform crude manipula-
             weapons, such as longsword and shortsword, or trident and        tions.
             net. You are especially good at this fighting style.
                  Prerequisite: Dex 15, proficiency with the selected              Whip Strike [Fighter]
             weapons, Two-Weapon Fighting, base attack bonus +1.                   Your whip can wound even armoured foes.
                  Benefit: You gain a +1 bonus on all attack rolls with            Prerequisite: Exotic Weapon Proficiency (whip).
             your chosen weapon or weapons, but only when you are                  Benefit: You can damage creatures with your whip
             using the specific chosen fighting style. Thus if you choose     regardless of the creature's armour or natural armour bonus.
             whip and rapier, you only gain this bonus if you are armed       You may choose to do nonlethal damage without penalty.
             with both those weapons. If you are only wielding one of
             them you gain no bonus. You do not actually have to attack            Whipsword Shift [Fighter]
             with both weapons to gain the bonus; you simply must be               You can switch between whip and sword forms of a
             armed with both.                                                 whipsword easily.
                  This bonus does not stack with the similar bonus from            Prerequisite: Exotic Weapon Proficiency (whip),
             Weapon Focus.                                                    Martial Weapon Proficiency (longsword).
                  Special: To accompany this feat are the feats Style              Benefit: You can switch between whip and sword
             Specialization, Greater Style Focus, and Greater Style           form of a whipsword as a swift action once per round,
             Specialization, which are identical to the appropriate feats     instead of a move action.
             of the Weapon Focus chain, except that they apply to a pair
             of weapons instead of a single weapon. For space reasons
             these feats are not fully detailed here.




                                                                         14

jae-ig Seo (order #36374)                                                                                                                    2
E.N. Arsenal - Whip




                                     Whip
                               Prestige Classes
             There are many ways to master the whip. Four                          Class Skills
             paths are presented below.                                            The Thunderchild's class skills (and the key ability for
                                                                             each skill) are Climb (Str), Craft (Int), Intimidate (Cha),

                            Thunderchild
                                                                             Jump (Str), Listen (Wis), Survival (Wis), and Use Rope
                                                                             (Dex). See Chapter 4: Skills in the Player's Handbook for
                                                                             skill descriptions.
                  Tales tell of a reclusive hermit who lives in the                Skill Points at Each Level: 2 + Int modifier.
             Stormset Mountains, a master of the whip who practices a
             stunning fighting style in the great thunderstorms that roll        Class Features
             across the mountain range. This hermit has been known to            All of the following are class features of the
             train those who respect the whip, tailoring the training to     Thunderchild prestige class.
             let each student develop the style that best suits his
             strengths. The hermit's training is arduous, but those who           Weapon and Armour Proficiency: A Thunderchild
             come down from his mountain home carry with them a              gains no additional weapon or armour proficiencies.
             power in their fighting style to match the storms of the
             highest peaks.                                                       Thunderstrike (Ex): A Thunderchild's whip deals
                                                                             +1d6 sonic damage on a successful hit.
                  Requirements
                  To qualify to become a thunderchild (Tdc), a charac-             Whip Mastery: The Thunderchild gains a +1 bonus to
             ter must fulfill all the following criteria.                    attacks made with whips and whip-like weapons. At 5th
                  Base Attack Bonus: +5.                                     level this bonus increases to +2, and then increases again at
                  Feats: Endurance, Exotic Weapon Proficiency (whip),        9th level to +3. Additionally, the Thunderchild qualifies for
             Weapon Focus (whip), Whip Strike.                               feats in the Weapon Focus chain as if his Thunderchild lev-
                  Climb: 4 ranks.                                            els were fighter levels, though he must choose a whip-like
                  Craft (leatherwork): 8 ranks.                              weapon for these feats. Thus, a Fighter 5/Thunderchild 7
                  Survival: 4 ranks.                                         could take Greater Weapon Specialization (whip).

                   Hit Die: d8.                                                   Stormwalker (Ex): At 2nd level, the Thunderchild
                                                                             gains sonic resistance 5. Additionally, he is treated as one

             Table 4.1: Thunderchild Level Advancement
                       Class   Attack   Fort   Ref      Will
                       Level   Bonus    Save   Save     Save     Special
                       1       +0       +2     +0       +0       Thunderstrike, whip mastery (+1)
                       2       +1       +3     +0       +0       Stormwalker 5, bonus feat
                       3       +2       +3     +1       +1       Diehard
                       4       +3       +4     +1       +1       Bonus feat
                       5       +3       +4     +1       +1       Thunderburst, whip mastery (+2)
                       6       +4       +5     +2       +2       Bonus feat
                       7       +5       +5     +2       +2       Stormwalker 10
                       8       +6       +6     +2       +2       Bonus feat
                       9       +6       +6     +3       +3       Whip mastery (+3)
                       10      +7       +7     +3       +3       Rolling thunder, bonus feat



                                                                            15

jae-ig Seo (order #36374)                                                                                                                     2
E.N. Arsenal - Whip
             size category larger for purposes of resisting strong winds.
             At 7th level this improves to sonic resistance 10, and two                  Nailo-Shalanth
                                                                                         Whip-Duelist
             effective size categories larger.

                   Bonus Feat: At 2nd, 4th, 6th, 8th, and 10th level, the
             Thunderchild gains a bonus feat. He must fulfill the pre-             Of the many prominent schools for duelists, the
             requisites for the feat. He may choose from the following        Nailo-Shalanth (Elvish for 'Nightbreeze Form') is the only
             list. Combat Expertise, Deafening Crack, Greater Melee           one to specialize in the whip as a tool for battling multiple
             Lash, Improved Melee Lash, Improved Disarm, Improved             humanoid foes. Armed primarily with a bladed whip, and
             Trip, Melee Lash, Ranged Grapple, Snagging Trip, Strike          carrying a rapier as a back-up weapon, members of the
             Around, Third Hand, Weapon Finesse.                              Nailo-Shalanth school strike like the wind, and vanish into
                                                                              the night.
                   Diehard: At 3rd level, the Thunderchild gains Diehard
             as a bonus feat.

                   Thunderburst (Ex): At 5th level, the Thunderchild's
             thunderstrike ability improves. In addition to the +1d6
             damage the weapon normally deals, on a
             critical hit the whip deals an additional
             +1d8 sonic damage, and the target
             struck must succeed a Fortitude
             save (DC 14) or be deafened per-
             manently.

                   Rolling Thunder (Ex):
             At      10th    level,    the
             Thunderchild is capable of
             creating a thundering crash of
             sound around him. As a full-
             round action, a Thunderchild armed                                                                          Requirements
             with a whip or whip-like weapon may                                                                 To qualify to become a
             have every creature and object within                                                 Nailo-Shalanth         Whip-Duelist
             15 ft. of him take 1d6 points of sonic                                             (NSW), a character must fulfill all the
             damage.                                                                                following criteria.
                                                                                                       Base Attack Bonus: +5.
                                                                                                        Feats: Dodge, Exotic Weapon
                                                                                                        Proficiency (whip), Martial
                                                                                                        Weapon Proficiency (rapier),
                                                                              Mobility, Spring Attack, Weapon Finesse.
                                                                                  Hide: 4 ranks.
                                                                                  Move Silently: 4 ranks.
                                                                                  Hit Die: d8.

             Table 4.2: Nailo-Shalanth Whip-Duelist Level Advancement
                       Class   Attack   Fort   Ref      Will
                       Level   Bonus    Save   Save     Save     Special
                       1       +0       +0     +2       +0       Nightbreeze form, whip mastery (+1)
                       2       +1       +0     +3       +0       Whisperstrike
                       3       +2       +1     +3       +1
                       4       +3       +1     +4       +1
                       5       +3       +1     +4       +1       Whip mastery (+2)
                       6       +4       +2     +5       +2
                       7       +5       +2     +5       +2
                       8       +5       +3     +6       +2
                       9       +6       +3     +6       +3       Whip mastery (+3)
                       10      +7       +3     +7       +3       Whisperstrike II




                                                                         16

jae-ig Seo (order #36374)                                                                                                                     2
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip
The Art of the Whip

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The Art of the Whip

  • 1. jae-ig Seo (order #36374) 2
  • 2. E.N. Arsenal - Whips E.N. Arsenal Whips A Complete Weapon Sourcebook - Volume 11 Written by Table of Contents Ryan Nock Chapter 1: Introduction to the Whip 2 Additional Material & Editing By Statistics 2 The ENWorld A-Team History 4 Racial Preferences 4 Illustrations Danilo Moretti, Ryan Nock, Kevin H. Yancey Chapter 2: Whip Variants 6 Craftsmanship 7 Cover and Layout Design Chapter 3: Feats & Fighting 9 M Jason Parent Tactics, Tricks & Techniques 9 Feats 11 Art Director, Layout & Project Lead Denise Robinson Chapter 4: Whip Prestige Classes 15 Thunderchild 15 The ENWorld A-Team(Nov’04) Nailo-Shalanth Whip Duelist 16 Peter M. Ball, Suburbaknght, Joe Kushner, Russell Ophidian Skinbearer 17 Morrissey, Joe Mucchiello, Ryan Nock, M Jason Whimsy 19 Parent, Denise “dextra” Robinson, David Sanders, Adam Windsor Sample NPCs 20 Chapter 5: Whip Magic 22 “d20 System” and the “d20 System” logo are Trademarks owned by Spells & Psionic Powers 22 Wizards of the Coast, Inc. and are used according to the terms of the d20 System Trademark License version 6.0. A copy of this License can be Magic Items 23 found at www.wizards.com/d20. Deity of the Whip 24 Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, Inc. in the United States and other OGL 25 countries and are used with Permission. Some content included herein is derivative of existing Open Game Content as indicated in the Section 15 of the Open Game License included Table of Tables at the end of this document. All contents, regardless of designation, are ©2004 M Jason Parent & E.N. Publishing. E.N. Publishing logos, product lines and product titles are Trademarks of E.N. Publishing. This edition of E.N. Arsenal Spiked Chain is produced under version 1.0a of the Open 1.1: Whips by Size Category 3 Game License, version 6.0 of the d20 System Trademark License and the current version of the System Reference Document by permission of 2.1: Weapon Variants 6 Wizards of the Coast, subsequent editions of this product will incorporate 3.1: Whip Feats 11 the most current versions of the license, guide and document. © 2004 E.N. Publishing 4.1: Thunderchild 15 Declaration of Open Game Content and Product Identity: 4.2: Nailo-Shalanth Whip Duelist 16 All text on pages 2 through 24 of this document are released 4.3: Ophidian Skinbearer 17 as Open Game Content under the Open Game License version 1.0a. The only text that is not released as Open Game Content 4.4: Whimsy 19 under this declaration are all E.N. Publishing logos, product names and product line names. 1 jae-ig Seo (order #36374) 2
  • 3. E.N. Arsenal - Whip The Whip Welcome to second book of the E.N. Arsenal, a quickening as the whip narrows toward the end, until the series of d20 'mini-sourcebooks' focusing on particular tip of the whip delivers enough force to shatter glass or slice weapons and their roles in real-world history and in classic flesh or hide. A whip wielder with even just a few years of d20 fantasy games. Each book concentrates on a single experience can strike flies off the backs of cattle without weapon, describing not only the weapon itself, but those harming the cows, pluck lizards off the ground and slice them who use it, its history, and variations on the theme. Each in half while mid-air, and snuff candles from across a room. book in the series is rules-intensive and includes optional rules throughout the text, often in sidebars. Some of these A whip is like a firehose of energy. The more narrow rules work well independently, but a majority work best the opening for the water (or energy), the faster it comes when all the optional rules are applied, as some detract from out. You swing the whip, throwing it forward, delivering a the usefulness or usability of the weapon while others force from the handle of the whip toward its tip. Since the enhance the weapon. whip tapers along its length, as the force gets closer to the tip, the wave of the force decreases in height, so the wave- The whip is perhaps the most common 'exotic' weapon length also decreases, meaning the energy is traveling faster in Fantasy d20 in terms of its popularity, which spreads and faster as the whip gets narrower and narrower. By the across many different groups. Heroes as diverse as Indiana time the energy reaches the whip's fall and cracker, the Jones, Catwoman, and Zorro have wielded the whip, and it strand is so narrow that the energy is traveling faster than is generally perceived as one of the most complicated the speed of sound, and the tip of the whip drives the air weapons to master. However, many cruel villains carry the with such force that it creates the intimidating sonic boom. whip as a tool of pain-giving and oppression. The whip is renowned for its dynamic style, while also possessing a A whip's tip is not actually delivering more total force unique quality among weapons - sex appeal. Certainly the than what you impart to it when you swing it, but because whip is many things to many people, and the material in it is concentrated into a tiny area, the effect is damaging. It's this book will build upon the many exotic appeals of this the difference between dropping a 5-pound barbell and a 5- tricky, supple weapon. pound spike onto someone's foot. The damage is very local- ized, but more critical. This book focuses solely on the whip and those variant weapons that can create a similar loud crack. Other Crafting a whip begins with a core strand, called the weapons, such as the cat-o'-nine-tails and flogger, while belly of the whip. Normal whips often simply use a thick flexible as a whip, are wielded more like flails, and are not strip of leather for the belly, or even a rope, but masterwork included. whips have specially woven leather cords weighted with lead that provide better control in high winds, and which Statistics help the whip last longer. Around the belly are interwoven multiple thin strands of leather. There is usually no hard piece in a whip, though the handle is somewhat stiffer than A whip is a vaguely rope-like weapon ranging from 6 the rest the weapon. The whip ends in the fall - a long to 12 feet long, wielded by either swinging it like a long light strand of leather that absorbs the brunt of the strike - and flail, or by throwing it forward in a special fashion to cause the cracker or popper - the very tip of the whip, which actu- its tip to crack. The whip wielder moves the whip in a way ally produces the trademark crack of a whip. A whip user that creates a wave that runs down the weapon's length, will likely have to replace his whip's fall and cracker some- 2 jae-ig Seo (order #36374) 2
  • 4. E.N. Arsenal - Whip Table 1.1: Whip Statistics by Size Category Whip Cost Damage Crit Range* Weight Type Hardness / HP Tiny 1 gp 1 X2 10 ft. (+10 ft.), - Slashing 2/1 Small 1 gp 1d2 X2 15 ft. (+10 ft.) .5 lb Slashing 2/3 Medium 1 gp 1d3 X2 15 ft. (+10 ft.) 1 lb Slashing 2/5 Large 2 gp 1d4 X2 30 ft. (+20 ft.) 2 lb Slashing 2 / 10 Huge 4 gp 1d6 X2 45 ft. (+30 ft.) 4 lb Slashing 2 / 20 Gargantuan 8 gp 1d8 X2 60 ft. (+40 ft.) 8 lb Slashing 2 / 40 Colossal 16 gp 2d6 X2 90 ft. (+60 ft.) 16 lb Slashing 2 / 80 * An appropriately-sized whip triples a creature's natural reach. The above entries are typical reach for a humanoid crea- ture of the appropriate size. The parenthetical entry is the exact amount the whip increases its wielder's reach, for pur- poses of determining the reach of creatures using whips not sized for them. what regularly, but this is a normal part of whip mainte- You can use the Weapon Finesse feat to apply your nance, and does not weaken the whip itself. Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a Different variations on whips exist around the world, light weapon. even in the same culture, with different whips used for spe- cial purposes. The standard whip is also known as the bull- A whip cannot be damaged by bludgeoning weapons, whip. The stockwhip has a long, stiff handle, with the and so can only be sundered by slashing attacks. Unlike length of the whip attached separately, though this does not wood, stone, or metal weapons, whips are not vulnerable to change the whip's game statistics. Signal whips tend to be sonic attacks. Divide sonic damage by 4 before applying shorter, between 3 and 6 ft., which makes them less useful hardness. This resistance only applies to standard whips for combat, but more flexible for making rapid, complicated made from once-living material. Metal whips take normal signals, and for performing tricks. Various other 'weapons' full damage from sonic attacks. use ribbons that can be effective at entangling foes, but are unable to injure. Most whips can simply be coiled when not in use, then hung from a hook on a wall or on one's belt. Some more Opti onal Rules bizarre whip variants, such as the whipsword, must be stowed in sheathes to prevent their sharp edges from being Size and Reach a threat, but with a normal whip it is nearly impossible to The core rules provide few hints to how whips hurt yourself by dropping or mishandling it. Whips can be sized for different creatures affect their wielder's reach, very difficult to manage when in use, and many whip but as a guideline for this book, whips are assumed to wielders cut themselves once or twice when first learning to triple their wielder's natural reach, or at least add 5 ft. If use the weapon. the prospect of giants whirlwind attacking every crea- ture within 60 ft. is inappropriate for your game, you can A whip deals nonlethal damage. It deals no damage to whips just provide an extra 5 ft. beyond the normal dou- any creature with an armour bonus of +1 or higher, or a nat- bling effect of reach weapons. ural armour bonus of +3 or higher. The whip is a melee weapon with a 15-foot reach, though you don't threaten the Whip Weapon Group area into which you can make an attack. In addition, unlike The Exotic Weapon Proficiency (whip) lets you most other weapons with reach, you can use it against foes wield not just the whip, but any of the whip-like anywhere within your reach (including adjacent foes). weapons detailed below. The basics of these weapons Using a whip provokes an attack of opportunity. are similar enough that knowledge of one lets you wield any other proficiently. However, other feats that must Because a whip can wrap around an enemy's leg or be chosen for a specific weapon, such as Weapon Focus other limb, you can make trip attacks with it. If you are or Improved Critical, only apply to the specific weapon tripped during your own trip attempt, you can drop the chosen. whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). 3 jae-ig Seo (order #36374) 2
  • 5. E.N. Arsenal - Whip History Opti onal Rules Whips as Weapons The statistics for whips in the core rules are those of standard bullwhips intended for herding cattle or driving slaves. It would not be much of a leap to assume that whips designed for combat would be designed better to actually serve as weapons, or that those trained to use whips in combat would know how to actually harm foes with them. This book assumes as a default that you will use whips as presented in the core rules. However, you may consider freely granting those proficient in whips the Whip Strike feat, detailed later, which allows whips to harm creatures in armour. It is certainly no more unlike- ly that a whip could injure a warrior in plate armour than a shuriken or unarmed punch could. Attacks this way can be described as the whip striking with enough force to bruise beneath the armour, or as the whip striking a bit of exposed skin, or even as an exotic trick, such as wrapping a foe's limb and pulling, injuring by straining muscles and joints. Remember, a punch merely bruises; a whip can slice flesh through leather. In the real world, the whip has never been widely used as a weapon. Compared to more traditional swords and Damage should still be nonlethal, however, due to spears, the whip was simply inferior for the purposes of the difficulty of actually causing serious injury with a harming enemies. In China and Japan, martial arts styles whip. A character can always take a -4 penalty to his made use of a variety of chain or flail weapons, but even attack roll in order to deal real damage with a whip, or he these cultures never adopted the whip as a common weapon. can wield a more dangerous weapon, such as a bladed whip or whip sword. Whips as Tools Whips are useful tools for controlling people and animals. If you wield a whip (even non-proficiently), you gain a +2 bonus to Handle Animal checks to handle an animal or push an animal. Also, though normally an injured animal is harder to control (+2 DC), if you strike an animal with a whip, the DC does not increase as long as you still are armed with the whip. Creatures reared by beating are typically cowed by the presence of the whip, but are difficult to control without the threat of injury. Throughout history, the whip has primarily been rele- Though whips do not threaten an area in combat, gated to being a tool for driving animals - people as well as while armed with a whip you may use the Intimidate livestock. A person wielding a whip can be fairly confident skill against any foe within reach of your whip, by crack- that he won't seriously harm the creature he strikes, but the ing the whip menacingly. If you have dealt damage to pain is sharp enough to keep the creature in line. The whip the creature with the whip, you gain a +2 bonus to this is thus a symbol as much for ranchers as it is for slavers and Intimidate check. torturers. Some cultures use whips to send signals. The base Listen DC to hear a whip crack is -5. 4 jae-ig Seo (order #36374) 2
  • 6. E.N. Arsenal - Whip The association of the whip with sex came about, in the real world at least, as part of the social shift caused by female empowerment in the last few decades of the 20th century. While a few virile heroes such as Zorro or Indiana Jones have wielded whips, such characters were typically rugged men of the wilderness. In the modern urban culture, the whip is much more strongly associated with female sex- ual dominance, primarily due to its position as a toy for sado-masochistic sex play. Certainly the whip mixes sexual symbols, combining a long, vaguely phallic shape with supple movement, grace, and mystique. It is a weapon that can cause harm even if the wielder is not very strong, a weapon that can be associated with tradi- tional roles of both men and women. Racial Preferences The whip originated among humans as a tool for driv- ing herds of animals. The elves took easily to the finesse the whip required, and soon this common rancher's imple- ment became an elvish weapon respected for its grace and speed. Halflings and dwarves generally find little of inter- est in this weapon, but many gnomes delight in the extreme complexity of the whip's fighting style. Orcs, while in no ways pioneers of the weapon, have taken certain cruel deri- vations of it as their own, particularly the various bladed whips. Dark elves, however, seem most well-suited to the whip, their temperaments matched by the alternating sub- tlety and flashing force of this supple weapon. 5 jae-ig Seo (order #36374) 2
  • 7. E.N. Arsenal - Whip Whip Variants The traditional bullwhip is the basis for many Ribbon Staff tools designed as weapons more than as equipment for driv- A ribbon staff is a double weapon, one end a quarterstaff, ing animals. While a standard whip is relatively ineffectu- the other a whip. A wielder proficient in either weapon can al in harming a person, many of the variants below can use the appropriate end proficiently. The whip end is actu- maim and kill just as easily as any sword. Others empha- ally a weighted ribbon one or two inches across, which can- size the less aggressive aspects of the whip, ignoring injury not deal damage, but which can be used just as a whip in all in favour of utility. other ways. The quarterstaff end of the ribbon staff can be used as a normal quarterstaff, except that the staff itself Bladed Whip cannot be used as a double weapon; the weight of the ribbon This weapon is constructed much like a whip, only that the is such that only one end of the staff can be used in combat. plaited strands of the whip also include several specially A wielder can use both the ribbon and the staff end designed metal strips with slashing edges, and that the fall simultaneously, taking the normal penalties associated with consists of either a blade or sharpened chain segments. two-weapon fighting. A wielder can also use just one end of Alternately, a bladed whip might be covered in spikes, the weapon at a time, even switching between attacks in a thorns, or other jagged edges. Unlike a normal whip, a blad- full attack. ed whip deals real damage, but it can still not harm creatures Weapon Ribbon Staff with an armour bonus of +1 or higher, or a natural armour Cost 1 gp bonus of +3 or higher. A bladed whip has hardness 3. In all Damage (s/m) -/- and 1d4 / 1d6 / other ways, a bladed whip is just like a normal whip. Critical 20/x2 Weapon Bladed Whip Weight 4 lb Cost 25 gp Type Slashing Damage (s/m) 1d4 / 1d6 Critical 19-20/x2 2 Weight 3 lb Signal Whip Type Slashing A signal whip works exactly like a whip, except that it pro- vides only normal reach (10 ft. for Small and Medium crea- tures), but it grants the wielder a +2 bonus to checks for Longwhip trick shots and on maneuvers with the Third Hand feat. In Some characters may wish to wield ridiculously long whips. all other ways, a signal whip is just like a normal whip. Rather than using an alternate version of the whip that pro- vides greater reach, instead simply have the character use a Weapon Signal Whip whip sized for a larger creature. The Mighty Grip feat, Cost 1 gp detailed below, allows a character to use such a weapon. Damage (s/m) 1/1d2 Critical 20/x2 Weight 1 lb Type Slashing Table 2.1: Whip Variants Weapon Cost Damage Critical Weight Type Special Bladed Whip 25 gp 1d6 19-20 / x2 3 lb Slashing Lethal Damage Ribbon Staff 5 gp - /1d6 x2 4 lb - / Bludgeoning Double Weapon Signal Whip 2 gp 1d2 x2 1 lb Slashing Trick Shot Bonus Thornstar 25 gp 1d8 x2 8 lb Slashing/Bludgeoning/Piercing Lethal Damage Whipsword 400 gp 1d8 19-20 / x2 6 lb Slashing Sword and/or Whip 6 jae-ig Seo (order #36374) 2
  • 8. E.N. Arsenal - Whip Thornstar The thornstar is a cross between a bladed whip and a spiked Craftsmanship flail. The length of the cord is leather and metal like a blad- Though most whips involve no metalwork at all, their ed whip, but the weapon ends with a spiked ball. Because of crafting is by no means simple. The crafting of a whip its multifaceted construction, a thornstar deals real damage, requires properly braiding and aligning many strands of and can be used to deal any combination of slashing, bludg- leather, which first must be measured, cut, cured, and eoning, or piercing damage, though it cannot deal slashing weighted. The number of strands used to create the whip damage against creatures with an armour bonus of +1 or has some effect on the weapon's quality, but there is little higher, or a natural armour bonus of +3 or higher. It can be noticeable difference between one with eight strands and used for trip and disarm attempts, but not for the feat Third one with sixteen. Hand, or any feats that have it as a prerequisite. A thorn- star has hardness 3. In all other ways, a thornstar is just like The basic techniques for crafting whips have not much a normal whip. changed over centuries, though unlike many historical Weapon Thornstar weapons, the construction of quality whips has been Cost 25 gp improved slightly in recent years. While there is no drive Damage (s/m) 1d6 / 1d8 to make more efficient swords today, whips are used often Critical 20/x2 enough that attention is still given them. Weight 8 lb Today in the real world, kangaroo leather is common- Type Slashing, Bludgeoning, Piercing ly touted as the optimal choice for whip craftsmanship, and the most well-made whips are weighted with carefully-dis- Whipsword tributed lead to aid in controlling the whip in strong winds. This weapon normally resembles a plain longsword, though In a fantasy setting, however, many more exotic materials its blade actually consists of multiple segments that can and craftsmanship techniques are available. Strands of detach from each other. A metal cord links the segments mithral might be interwoven within the leather, and the and the hilt of the sword, running through the center of tanned sinews of dragons might be stronger than any hide. each segment, allowing the whipsword to function as either Variants of whips with blades demand the craftsman be a longsword or a unique whip-like weapon. By activating a skilled in both leatherworking and metalworking, except in special mechanism on the weapon, you can switch between rare cases of mysterious metals that are as flexible as sword and whip form as a move action. If you are profi- leather. Integrating metal components with once-living cient in longswords or whips, you can use the whipsword material might be even more taxing of a weaponmaker's proficiently when it is in the appropriate form. skill than any mere blade could be. Because the weapon is somewhat less flexible than a normal whip, the wielder suffers a -2 penalty to special Crafting what one would consider a maneuvers that require finesse, like tripping, disarming, 'masterwork' whip would simply involve and using the abilities of the Third Hand feat. This cancels using the highest quality leather, taking out the normal +2 bonus to disarming with a whip. greater care with the braiding, and Characters cannot use the Weapon Finesse with being certain to weigh and whipswords. balance the whip to Regardless of what form the weapon is in, it deals make it effective at damage as a longsword. Normally, warriors will keep the all distances. weapon in sword form for better defense, only switching to whip form when they need longer reach and do not worry about attacks of opportunity. Unlike a normal whip, a whipsword deals real damage, and more importantly it can harm creatures regardless of their armour or natural armour bonus. A whipsword has hardness 10 and 5 hit points. In whip form, its hardness is reduced to 5 because the vulnerable linking cord is exposed. In sword form it can be harmed by bludgeoning weapons and is vulnerable to sonic attacks, but not in whip form. Weapon Whipsword Cost 400 gp Damage 1d6 / 1d8 Critical 19-20/x2 2 Weight 6 lb Type Slashing 7 jae-ig Seo (order #36374) 2
  • 9. E.N. Arsenal - Whip There are other ways to improve a weapon. Of all the Dweomerflesh weapons of all the armouries of the world, only whips are Dweomerflesh whips can be made from the hide of any primarily made from pieces of animals, and so those with creature with damage reduction x/magic, including most access to leather from exotic or magical creatures can outsiders and dragons. Dweomerflesh whips bypass dam- attempt to craft whips that possess the traits of these crea- age reduction as if they were magic weapons. tures. These whips cost an additional 800 gp, and are auto- Additionally, particularly devoted whip craftsmen matically considered to be masterwork. know how to use choice parts of a creature's hide to improve a whip's strength, durability, and agility. These compo- Feyhart Leather nents must be added during the creation of the whip, much Made from the hide of deer of the realm of the faeries, fey- like creating a masterwork weapon. hart leather bypasses the damage reduction of creatures as if it were made of cold iron, thus allowing it to harm fey crea- Durability - Craft DC 18, 100 gp value tures with ease. A whip with this enhancement has 2 extra hit Feyhart leather has hardness 5 and twice as points. This enhancement can be applied up to 5 times many hit points as normal leather. through repeated treating of the leather and subtle Whips made of feyhart leather cost reinforcement weak sections, to bring the final hit twice as much as their normal counter- points up by +10. parts. Also, any magical enhancements cost an additional 2,000 gp. Hardened - Craft DC 20, 150 gp value While normal whips can be used to crack Moonhair bottles and slice flesh, they are vulnerable to Woven from strands of the victims of sundering. Special crafting techniques lycanthropes whose hair has bleached in enable whips to yield to blows rather than be the moonlight, cords of moonhair, properly damaged by them. This enhancement plaited, can be used to create whips of pale increases the hardness of the weapon by +2, blue. These whips bypass damage reduction as and can be applied twice for a final hard- if they were made of silver. ness of +4. Moonhair whips cost an extra 90 gp. Reduced Weight - Craft DC 20, vari- able value Roper Oil This enhancement reduces the Made of the blended juices of roper weapon's weight by half, though such is strands and the flesh of mimics, this barely worthwhile except for metal whips. alchemical oil is a variant of a tanglefoot The market value depends on the amount bag. It can be thrown to as a normal tan- of material used. Multiply the item's hit glefoot bag, but roper oil can also be points by 10 to determine the market value applied to a whip as a standard action, in gold pieces. making the whip sticky for one minute thereafter. Any successful attack or touch Displacerhide attack adheres the whip to whatever sur- face it struck. A Strength check (DC 15) is Whips crafted from the leather of beasts required to pull free from the whip. with displacement abilities share those crea- The wielder can drag objects closer; tures' displacement ability. Attacks targeting light objects can be moved easily, heavier the whip have a 50% miss chance as if the objects can only be dragged 5 or 10 ft. per whip had total concealment. True seeing round. The wielder can also make an opposed Strength reveals its true location. check to drag a creature on the far end of the rope closer, Additionally, the wielder of a displacerhide which is resolved like a reverse bull rush. The other crea- whip can benefit from the Hidden Strike feat, ture may attempt the same thing, but the wielder can choose detailed in the Fighting and Feats section, below. to release the whip instead of being pulled. Displacerhide whips cost an additional 4000 One application of roper oil costs 100 gp. gp, and are automatically considered to be master- work. 8 jae-ig Seo (order #36374) 2
  • 10. E.N. Arsenal - Whip Fighting & Feats Tactics, Tricks & Bullrushing It is not possible to bull rush with a whip, but a large Techniques enough creature can use the Awesome Blow feat to drive creatures away with its whip, since a whip is a melee Unique among weapons, the whip is rather ineffective weapon. at injuring foes. Whips are best utilized with special tech- niques to frustrate your opponents, and they are particular- Disarming ly useful for grasping objects from a distance, and for creat- The whip grants its wielder a +2 bonus to both make ing signals that can be heard at a distance." and resist disarm attempts. The game master may allow you to cause a weapon you disarm with your whip to fall to Attacking the ground anywhere between you and your foe. If you A standard whip is not the most effective weapon for intend to attempt a lot of disarming with your whip, but no dealing damage. It is at its most useful against humanoid tripping, it is a safe bet to use a locked gauntlet, giving you foes, and practically useless against huge monsters. With a further +10 bonus to resist disarm attempts. Standard some of the feats presented below, some of these drawbacks locked gauntlets, however, give the user a -10 penalty to var- can be overcome, but a whip simply is no match even for a ious trick shots below, as well as uses of the Third Hand normal dagger if you just want to injure a foe. A warrior feat. A locked gauntlet made specially for a whip does not that specializes in a whip will most likely need to take one have this penalty, but cannot be used for other types of of the two following paths. weapons. First, and most common, is the whip as a utility A locked gauntlet is also useful because you can always weapon, excellent for weakening foes by disarming, trip- strike with the gauntlet hand if your foes get too close for ping, or simply taking pot shots at foes who happen to be your whip to be effective. You cannot use the gauntlet for within reach. The whip will usually not be used to actually attacks of opportunity if you used your whip as a weapon harm the foe, but if it is, it will be most effective when com- the same round, but it is still a useful option to have avail- bined with sneak attacks. A ranger/rogue, wielding a pair able. of whips, can trip numerous mooks, deal a bit of damage with bonus attacks from Improved Trip, and clear the way Grappling for stronger warriors to reach the main foe. Such a warrior With the proper feats, a whip can be used to grapple a will want to remain mobile, never letting enemies get with- foe, albeit at a great penalty. in melee range. Power Attacks Alternately, a warrior could attempt to eke out every Though many overlook the fact, a whip is a one-hand- possible bit of damage for his whip. Because the whip itself ed melee weapon, and thus is eligible for use with the Power deals minimal damage, magic enhancements such as flam- Attack feat. Combined with Great Cleave, a whip is a ing, bane, or holy are precious. Great Cleave or Whirlwind handy back-up weapon for a high-level fighter who is faced Attack take greatest advantage of the whip's reach for pur- with numerous weak foes. poses of dealing damage. This option is best for larger war- riors, and if you can get a mage ally to enlarge you, your whip's reach will improve dramatically. 9 jae-ig Seo (order #36374) 2
  • 11. E.N. Arsenal - Whip Sunder Two-Weapon Fighting The low damage-dealing abilities of whips make them You may wish to keep a secondary weapon in your off nearly useless for purposes of sundering. hand as a defense against foes who get too close for your whip to be used effectively. While there is no penalty asso- ciated with simply holding a weapon in your free hand, you Trick Shots cannot use that weapon to makes attack of opportunity If you are proficient in whips, you can use a whip to unless you declare you are intending to use it as a weapon manipulate objects at a distance. Each such attempt for that round. requires an attack roll against the touch AC of the target. Allies may forgo their Dexterity bonus to AC to make it For instance, Quillathe typically wields a whip in her easier for you to grab them. The maximum range for such right hand, a rapier in her left. If she chose, she could treat an action is your reach with the whip. the rapier as not readied for a round. If she did, she would be unable to use the rapier to make attacks of opportunity -You can wrap your whip around a protrusion or until her next round, but she would also not take penalties object as a standard action. The grip of the whip is firm for fighting with two weapons. If she chose to keep the enough for you to use it as a rope to climb or swing on, or rapier readied as a weapon, she would take penalties to her to let you drag the grabbed object. If done as part of a move attacks with the whip, even if no one ever came within action to assist you in a jump, you can swing and add an range of the rapier. extra 20 feet to your jump, and add 5 feet to a high jump that terminates at the end of the swing, assuming a well-posi- Wielding two whips simultaneously is possible, and tioned object to swing from. You can release the grabbed has all the associated penalties appropriate for wielding two item as a free action. one-handed weapons. -You can make a melee attack as part of your swing on a whip (with another weapon than the whip, obviously), resolving the attempt as a charge attack, gaining a +1 bonus The Calamity Symphony to your attack for higher ground. Alternately, you may This legendary and epic whip technique requires a attempt a bull rush or trip attempt, gaining a +1 bonus to whip-wielder have the epic feat Self-Opportunist and both your Strength check for every 5 feet you swing (to a maxi- a Strength and Dexterity score of 25 or higher, as well as the mum of 20 feet). A trip attempt in this manner is more akin feats Greater Melee Lash, Improved Awesome Blow, to a bull rush, except that you knock your foe down instead Improved Combat Reflexes, and Snagging Trip. She must of back. If you fail and are tripped, you fall to the ground, also be Large size or larger, or else somehow be able to qual- but suffer no other special penalty. ify for the Awesome Blow feat while smaller. It is practi- -You can use your whip to arrest yourself from falling cally impossible to use this technique against an equally- as a reaction by wrapping the whip around a protrusion or a skilled foe, but against those less-experienced it is devastat- creature. Doing this uses up an attack of opportunity for ing. the round, so if you have already used all of yours for the round, you cannot use this ability. Make an attack roll (AC The whip-wielder first uses Awesome Blow to drive 20, or the touch AC of an unwilling target if that is higher), her foe away 10 ft. Because of Self-Opportunist the whip- and if you succeed and the object is at least twice as heavy wielder is able to take two attacks of opportunity. She uses as you, you automatically stop your fall. If you instead use one as a normal attack, and the other to trip the foe and drag your whip to try to grab a creature, that creature makes a him closer with Snagging Trip, which incurs another attack Strength check to arrest your fall (DC 10 if you are a light of opportunity. She uses this attack of opportunity to again load for it, DC 15 for a medium load, or DC 20 for a heavy drive the foe around with Awesome Blow, and repeats the load). If you are heavier than that, both you and the crea- cycle. As long as she can keep on hitting, there is no limit ture you grabbed fall together. to the number of attacks she can make. -You can use your whip to arrest the fall of another creature, or a falling object. This functions as above with grabbing a creature, except that you make the Strength check to hold the weight of the falling creature. Tripping One of the most effective tactics with a whip is to trip a foe, though typically you'll need a secondary weapon to injure your fallen foe. 10 jae-ig Seo (order #36374) 2
  • 12. E.N. Arsenal - Whip Table 3.1: Whip Feats General Feats Prerequisite Benefit Clinch Attack Dex 13, Improved Unarmed Strike, Grab a foe and strike while he's at your mercy. Improved Grapple, BAB+6 Summon Suffering Clinch Attack, Exotic Weapon Inflict pain with a special whip throw. Proficiency (whip), Melee Lash, BAB+11 Dancing Strike Dex 13, Dodge One-weapon defensive fighting style. Deafening Crack Exotic Weapon Proficiency (whip), Deafen with your whip crack. Intimidate 4 ranks Glutton for Punishment - DR 2 against nonlethal damage, bonuses when you're injured a little. Greater Disarm Dex 13, Int 13, Combat Expertise, Bonus attack after disarming a foe. Improved Disarm Hidden Strike Int 13, Combat Expertise, Improved Feint as a free action when attacking from conceal- Feint ment. Melee Lash Dex 15, Exotic Weapon Proficiency Threaten 5 ft. with a whip, can attack in melee with (whip), BAB+1 no attack of opportunity. Improved Melee Lash Dex 17, Melee Lash, BAB+6 Threaten 10 ft. with a whip. Greater Melee Lash Dex 19, Improved Melee Lash, BAB+11 Threaten 15 ft. with a whip. Mighty Grip Str 13, BAB+1 Wield over-sized weapons Mighty Strike Str 19, Power Attack, BAB+13 You are treated as a size larger for special maneuvers One Free Hand Int 13, Combat Expertise +1 to attack when using a single one-handed weapon Snagging Trip Int 13, Combat Expertise, Improved Trip Drag a tripped foe toward you. Strike Around Combat Expertise, BAB+4 Negate some of the benefits of shields. Style Focus Dex 15, proficiency with chosen weapons, Variant of Weapon Focus for unmatched weapons Two-Weapon Fighting, BAB+1 used with two-weapon fighting. +1 bonus on attack rolls with chosen weapons. Style Specialization Style Focus, fighter level 4th +2 bonus on damage rolls with chosen weapons. Greater Style Focus Style Focus, fighter level 8th +2 bonus on attack rolls with chosen weapons. Greater Style Greater Style Focus, fighter level 12th +4 bonus on damage rolls with chosen weapons. Specialization Third Hand Dex 13, Exotic Weapon Proficiency (whip), Use whip like a third hand. Weapon Finesse, Use Rope 4 ranks Ranged Grapple Third Hand Grapple or entangle with a whip. Whip Strike Exotic Weapon Proficiency (whip) Harm armoured foes with whips. Whipsword Shift Exotic Weapon Proficiency (whip), Martial Switch from whip to sword form as swift action. Weapon Proficiency (longsword) Epic Feats Improved Awesome BlowStr 25, Awesome, Improved Bull Rush, Use awesome blow with every attack. Power Attack, size Large or larger Self-Opportunist Dex 25, Combat Reflexes Make attacks of opportunity when you force a foe to move. 11 jae-ig Seo (order #36374) 2
  • 13. E.N. Arsenal - Whip Feats whip's reach. You can make attacks of opportunity with the whip within that area. Throughout this section, feats that fighters can select Normal: A whip has 15-ft. reach, but does not threat- using one of their class bonus feats are marked as [Fighter] en that area. feats. Other classes may still select these feats as normal. Feats that provide new options for whips work likewise for Greater Disarm [Fighter] other whip-like weapons. You can strike a foe after disarming him. Prerequisites: Dex 13, Int 13, Combat Expertise, Clinch Attack [Fighter] Improved Disarm. Benefit: When a character with this feat successfully You can grab a foe and strike him while he’s under disarms a foe in melee combat, he gets an immediate, extra your control. melee attack against the creature disarmed as if the charac- Prerequisite: Dex 13, Improved Grapple, Improved ter had not used an attack on the disarm attempt. Unarmed Strike, base attack bonus +6. Benefit: While grappling, if you attack your opponent you can use one-handed weapons, and you do not suffer a - Hidden Strike [Fighter] 4 penalty to your attack roll. You take excellent advantage of being unseen in com- bat. Dancing Strike [Fighter] Prerequisites: Int 13, Combat Expertise, Improved Feint. Your one-handed fighting style is mobile enough that Benefit: Whenever your opponent has a miss chance your attacks aid your defense. against you from concealment, you can make a Bluff check Prerequisite: Dex 13, Dodge. to feint in combat as a free action once for each attack you Benefit: When wielding a single weapon, if you have make, instead of as a move action. a hand free that is not holding anything, attacking, or using Remember that if you also suffer a miss chance a shield, you gain a +1 dodge bonus to your AC. When you because of concealment when attacking your foe, you can- are fighting defensively or using the total defense action, not get extra damage dice from sneak attack. this bonus increases to +2. Special: A character with this feat wielding a displac- erhide whip can always feint as a free action once per attack, Deafening Crack [Fighter] unless his opponent can see through the whip's displace- You can deafen with the crack of your whip. ment effect. Prerequisite: Exotic Weapon Proficiency (whip), Intimidate 4 ranks. Improved Awesome Blow [Epic] Benefit: You may choose to have attacks with your You can make several awesome blows per round. whip deliver a crack loud enough to deafen the target. In Prerequisite: Str 25, Awesome, Improved Bull Rush, place of an attack, you can make a ranged touch attack Power Attack, size Large or larger. against the target, and if you hit you deal no damage, but the Benefit: You can make an Awesome Blow as part of a target must make a Fortitude save (DC 10) or be deafened normal attack, instead of as a standard action. for one round. You may take a penalty to this attack roll up to your base attack bonus and add an equal amount to the DC to resist the deafening. Improved Melee Lash [Fighter] You threaten a larger area around you with a whip. Glutton for Punishment [General] Prerequisite: Dex 17, Melee Lash, Exotic Weapon Proficiency (whip), base attack bonus +6. You like pain. Benefit: When armed with a whip or other whip-like Benefit: You gain damage reduction 2/- against non- weapon, you threaten an area around you equal to twice lethal damage. Whenever you do take nonlethal damage, if your normal unarmed reach. You can make attacks of you do not have any lethal damage, you gain a +2 morale opportunity with the whip within that area. bonus to attack rolls and a -2 penalty to AC for one round. Normal: A whip has 15-ft. reach, but does not threat- en that area. Greater Melee Lash [Fighter] Your whip dances around you, keeping all foes at bay. Melee Lash [Fighter] Prerequisite: Dex 19, Melee Lash, Exotic Weapon You threaten the area around you with a whip. Proficiency (whip), Improved Melee Lash, base attack Prerequisite: Dex 15, Exotic Weapon Proficiency bonus +11. (whip), base attack bonus +1. Benefit: When armed with a whip or other whip-like Benefit: When armed with a whip or other whip-like weapon, you threaten an area around you equal to the weapon, you threaten an area around you equal to your nor- 12 jae-ig Seo (order #36374) 2
  • 14. E.N. Arsenal - Whip mal unarmed reach. You can make attacks of opportunity Ranged Grapple [Fighter] with the whip within that area. Additionally, you don't You can use a whip to grapple targets from a distance. incur attacks of opportunity by using a whip in combat, or Prerequisite: Dex 13, Exotic Weapon Proficiency by any other use of a whip, such as with the Third Hand (whip), Third Hand, Weapon Finesse, Use Rope 4 ranks. feat. Benefit: Whenever you strike a foe with your whip, in Normal: A whip has 15-ft. reach, but does not threat- addition to dealing damage you may choose to entangle that en that area. Using a whip provokes an attack of opportu- foe, as if you had struck with a whip. An entangled creature nity, just as if you had used a ranged weapon. moves at half speed, cannot run or charge, and takes a -2 penalty to attack rolls and a -4 penalty to its effective Mighty Grip [Fighter] Dexterity score. An entangled character who attempts to You can easily wield weapons sized for creatures larg- cast a spell must make a Concentration check (DC 15 + the er than you. spell's level) or lose the spell. If succeed in controlling the Prerequisite: Str 13, base attack bonus +1. whip by making an opposed Strength check while holding Benefit: Choose a one-handed or two-handed weapon it, the entangled creature can move only within the limits you are proficient in. You may wield the chosen weapon that the whip allows. sized for a creature one size category larger than you with You can only entangle creatures within one size cate- the normal -2 penalty, but with its normal grip. For gory of you. While using your whip to entangle a creature, instance, a small creature could wield a medium greatsword you cannot use your whip as a weapon. as a two-handed weapon with a -2 penalty, and a medium You can also use your whip to actually grapple a foe, creature could wield a large whip as a one-handed weapon though it is difficult. As an attack action you may attempt with a -2 penalty. to make a ranged grapple with a whip or whip-like weapon. Normal: In addition to incurring a -2 penalty, using a This works much like a normal grapple, except that you weapon sized for a larger creature increases the weapon may try to grapple any creature within reach of your whip, from light to one-handed, or from one-handed to two-hand- and your grapple check is modified any bonuses that would ed. Creatures cannot use larger two-handed weapons. normally apply to attacks with your whip. Because you are Special: You may take this feat multiple times, each effectively using only one limb to control your foe, you suf- time applying it to a different weapon. fer a -20 penalty to your grapple check, but you are not considered grappled. Improved Grapple Mighty Strike [Fighter] provides a +4 bonus to ranged grapple You strike as if you are a larger crea- checks, both to make and to resist them. ture. Once grappling, your whip can do Prerequisite: Str 19, Power Attack, almost anything you yourself could do in a base attack bonus +13. grapple, except that it cannot pry a well- Benefit: For the purposes of secured item from a pinned foe. If your Strength-based special attacks, such as whip is pinned, you are disarmed. If the bull rushing, overrunning, and tripping target succeeds a grapple check to move (but not grappling), you are considered a while grappled, and moves beyond your size category larger. This typically grants a whip's reach, you are moved unless you let go of +4 bonus to the appropriate checks. the whip. If you succeed a grapple check to move Additionally, you may qualify for feats as if you were your opponent, you can force him to move anywhere with- a size category larger, so that, for instance, a human with in your whip's reach. If you make a grapple check to 'dam- Str 25, Improved Bull Rush, and Power Attack could take age your opponent,' you do the type of damage appropriate the Awesome Blow feat, which is normally available only to to the whip (including being unable to injure armoured foes Large or larger creatures. for traditional whips). This feat does not allow you to use weapons that are larger than normal. Self-Opportunist [Epic] You can strike your foes multiple times as they move One Free Hand [Fighter] around you, even if you are responsible for moving them. You have a flexible and adaptive one-handed fighting Prerequisite: Dex 25, Combat Reflexes. style that utilizes your free hand for balance and oppor- Benefit: You can make attacks of opportunity on a tunism. creature when you force it to move through your threatened Prerequisite: Int 13, Combat Expertise. area, taking one attack of opportunity for every 5 ft. the Benefit: When fighting with a single weapon, if you creature is moved. Thus you could bull rush a creature 5 ft. have a hand free that is not holding anything, attacking, or and take an attack of opportunity against it to deliver an using a shield, you gain a +1 bonus on all attack rolls with Awesome Blow (if you have the feat), knocking the crea- that single weapon. ture in another direction, gaining other attacks of opportu- 13 jae-ig Seo (order #36374) 2
  • 15. E.N. Arsenal - Whip nity against the creature. Summon Suffering [Fighter] Normal: When you move a creature through your When grappling a foe, you can inflict overwhelming own threatened area you cannot makes attacks of opportu- pain by striking and strangling them with your whip. nity against that creature. Prerequisite: Dex 13, Clinch Attack, Exotic Weapon Proficiency (whip), Improved Grapple, Improved Unarmed Snagging Trip [Fighter] Strike, Melee Lash, base attack bonus +11. You can drag closer foes that you trip. Benefit: Whenever you use the Clinch Attack feat to Prerequisite: Int 13, Combat Expertise, Improved attack a foe with a whip or whip-like weapon, at the end of Trip. your action your opponent must make a Fortitude save (DC Benefit: Whenever you trip a foe with a weapon that 10 + damage you dealt him this round with whip attacks) or has reach, instead of gaining the extra attack with Improved suffer wracking pains that impose a -4 penalty on attack Trip you may drag your opponent up to 10 ft. toward you. rolls, skill checks, and ability checks for one round. You must drag in a straight line, so you cannot pull your opponent around you, though you can drag them into your Third Hand [Fighter] own area. You can wield your whip like a third hand. You can even use this ability on creatures that don't Prerequisite: Dex 13, Exotic Weapon Proficiency need legs to move, or on flying opponents to pull them to (whip), Weapon Finesse, Use Rope 4 ranks. the ground. Benefit: You can use your whip for a variety of Normal: A tripped foe falls in his own square. actions beyond those normally possible with a whip. You Tripping a flyer makes the flyer stall. can retrieve an unattended object anywhere within range, and deposit it anywhere within range, as a standard action, Strike Around [Fighter] though the item cannot weigh more than what is half a light You can attack around the guards of shields. load for your Strength. If you want to throw the grabbed Prerequisite: Combat Expertise, base attack bonus +4. object as a weapon, you can make an attack with it, with a - Benefit: While using a chain-based or highly flexible 4 penalty for being an improvised weapon (even if you weapon such as a spiked chain, nunchaku, whip, or flail, you throw what would normally be a real weapon, like a dag- can wrap the weapon over or around a shield. This reduces ger). You do not gain bonuses to this attack from feats or any shield bonus your opponent may have to his AC by abilities that enhance your skill with a whip. half. Alternately, you may actively strike the shield and If you successfully disarm a weapon with your whip, wrap your weapon around it. This completely negates the and that weapon's weight is within the above limit, you can AC bonus of the shield, but also only deals one-half the nor- have it land anywhere within your whip's range, instead of mal damage for the weapon. just at the creature's feet. When armed with a whip, you are considered to have Style Focus [Fighter] a free hand for the purposes of the feat Deflect Arrows. Choose a particular combat style that involves two Normal: Whips can only perform crude manipula- weapons, such as longsword and shortsword, or trident and tions. net. You are especially good at this fighting style. Prerequisite: Dex 15, proficiency with the selected Whip Strike [Fighter] weapons, Two-Weapon Fighting, base attack bonus +1. Your whip can wound even armoured foes. Benefit: You gain a +1 bonus on all attack rolls with Prerequisite: Exotic Weapon Proficiency (whip). your chosen weapon or weapons, but only when you are Benefit: You can damage creatures with your whip using the specific chosen fighting style. Thus if you choose regardless of the creature's armour or natural armour bonus. whip and rapier, you only gain this bonus if you are armed You may choose to do nonlethal damage without penalty. with both those weapons. If you are only wielding one of them you gain no bonus. You do not actually have to attack Whipsword Shift [Fighter] with both weapons to gain the bonus; you simply must be You can switch between whip and sword forms of a armed with both. whipsword easily. This bonus does not stack with the similar bonus from Prerequisite: Exotic Weapon Proficiency (whip), Weapon Focus. Martial Weapon Proficiency (longsword). Special: To accompany this feat are the feats Style Benefit: You can switch between whip and sword Specialization, Greater Style Focus, and Greater Style form of a whipsword as a swift action once per round, Specialization, which are identical to the appropriate feats instead of a move action. of the Weapon Focus chain, except that they apply to a pair of weapons instead of a single weapon. For space reasons these feats are not fully detailed here. 14 jae-ig Seo (order #36374) 2
  • 16. E.N. Arsenal - Whip Whip Prestige Classes There are many ways to master the whip. Four Class Skills paths are presented below. The Thunderchild's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Thunderchild Jump (Str), Listen (Wis), Survival (Wis), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Tales tell of a reclusive hermit who lives in the Skill Points at Each Level: 2 + Int modifier. Stormset Mountains, a master of the whip who practices a stunning fighting style in the great thunderstorms that roll Class Features across the mountain range. This hermit has been known to All of the following are class features of the train those who respect the whip, tailoring the training to Thunderchild prestige class. let each student develop the style that best suits his strengths. The hermit's training is arduous, but those who Weapon and Armour Proficiency: A Thunderchild come down from his mountain home carry with them a gains no additional weapon or armour proficiencies. power in their fighting style to match the storms of the highest peaks. Thunderstrike (Ex): A Thunderchild's whip deals +1d6 sonic damage on a successful hit. Requirements To qualify to become a thunderchild (Tdc), a charac- Whip Mastery: The Thunderchild gains a +1 bonus to ter must fulfill all the following criteria. attacks made with whips and whip-like weapons. At 5th Base Attack Bonus: +5. level this bonus increases to +2, and then increases again at Feats: Endurance, Exotic Weapon Proficiency (whip), 9th level to +3. Additionally, the Thunderchild qualifies for Weapon Focus (whip), Whip Strike. feats in the Weapon Focus chain as if his Thunderchild lev- Climb: 4 ranks. els were fighter levels, though he must choose a whip-like Craft (leatherwork): 8 ranks. weapon for these feats. Thus, a Fighter 5/Thunderchild 7 Survival: 4 ranks. could take Greater Weapon Specialization (whip). Hit Die: d8. Stormwalker (Ex): At 2nd level, the Thunderchild gains sonic resistance 5. Additionally, he is treated as one Table 4.1: Thunderchild Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +0 Thunderstrike, whip mastery (+1) 2 +1 +3 +0 +0 Stormwalker 5, bonus feat 3 +2 +3 +1 +1 Diehard 4 +3 +4 +1 +1 Bonus feat 5 +3 +4 +1 +1 Thunderburst, whip mastery (+2) 6 +4 +5 +2 +2 Bonus feat 7 +5 +5 +2 +2 Stormwalker 10 8 +6 +6 +2 +2 Bonus feat 9 +6 +6 +3 +3 Whip mastery (+3) 10 +7 +7 +3 +3 Rolling thunder, bonus feat 15 jae-ig Seo (order #36374) 2
  • 17. E.N. Arsenal - Whip size category larger for purposes of resisting strong winds. At 7th level this improves to sonic resistance 10, and two Nailo-Shalanth Whip-Duelist effective size categories larger. Bonus Feat: At 2nd, 4th, 6th, 8th, and 10th level, the Thunderchild gains a bonus feat. He must fulfill the pre- Of the many prominent schools for duelists, the requisites for the feat. He may choose from the following Nailo-Shalanth (Elvish for 'Nightbreeze Form') is the only list. Combat Expertise, Deafening Crack, Greater Melee one to specialize in the whip as a tool for battling multiple Lash, Improved Melee Lash, Improved Disarm, Improved humanoid foes. Armed primarily with a bladed whip, and Trip, Melee Lash, Ranged Grapple, Snagging Trip, Strike carrying a rapier as a back-up weapon, members of the Around, Third Hand, Weapon Finesse. Nailo-Shalanth school strike like the wind, and vanish into the night. Diehard: At 3rd level, the Thunderchild gains Diehard as a bonus feat. Thunderburst (Ex): At 5th level, the Thunderchild's thunderstrike ability improves. In addition to the +1d6 damage the weapon normally deals, on a critical hit the whip deals an additional +1d8 sonic damage, and the target struck must succeed a Fortitude save (DC 14) or be deafened per- manently. Rolling Thunder (Ex): At 10th level, the Thunderchild is capable of creating a thundering crash of sound around him. As a full- round action, a Thunderchild armed Requirements with a whip or whip-like weapon may To qualify to become a have every creature and object within Nailo-Shalanth Whip-Duelist 15 ft. of him take 1d6 points of sonic (NSW), a character must fulfill all the damage. following criteria. Base Attack Bonus: +5. Feats: Dodge, Exotic Weapon Proficiency (whip), Martial Weapon Proficiency (rapier), Mobility, Spring Attack, Weapon Finesse. Hide: 4 ranks. Move Silently: 4 ranks. Hit Die: d8. Table 4.2: Nailo-Shalanth Whip-Duelist Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Nightbreeze form, whip mastery (+1) 2 +1 +0 +3 +0 Whisperstrike 3 +2 +1 +3 +1 4 +3 +1 +4 +1 5 +3 +1 +4 +1 Whip mastery (+2) 6 +4 +2 +5 +2 7 +5 +2 +5 +2 8 +5 +3 +6 +2 9 +6 +3 +6 +3 Whip mastery (+3) 10 +7 +3 +7 +3 Whisperstrike II 16 jae-ig Seo (order #36374) 2