RangerWickett
Legend
IcyCool said:The whipsword from Soul Caliber (Yay Ivy!), and from the final fight scene in Brotherhood of the Wolf was pretty neat. I'd like to see stats for that.
See my above post with link for E.N. Arsenal - Whips.
E.N. Arsenal - Whips said:Whipsword. Exotic melee weapon. Dmg, (s/m) 1d6/1d8. Crit 19-20/x2. Wt. 6 lb. Type S. 400 gp.
This weapon normally resembles a plain longsword, though its blade actually consists of multiple segments that can detach from each other. A metal cord links the segments and the hilt of the sword, running through the center of each segment, allowing the whipsword to function as either a longsword or a unique whip-like weapon. By activating a special mechanism on the weapon, you can switch between sword and whip form as a move action. If you are proficient in longswords or whips, you can use the whipsword proficiently when it is in the appropriate form.
Because the weapon is somewhat less flexible than a normal whip, the wielder suffers a -2 penalty to special maneuvers that require finesse, like tripping, disarming, and using the abilities of the Third Hand feat. This cancels out the normal +2 bonus to disarming with a whip. Characters cannot use the Weapon Finesse with whipswords.
Regardless of what form the weapon is in, it deals damage as a longsword. Normally, warriors will keep the 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.