E.N.Arsenal - Whip

HellHound

ENnies winner and NOT Scrappy Doo
Written by: Ryan Nock
Art by: Danilo Moretti, Ryan Nock, Kevin H. Yancey

EN Publishing returns with the second book in the E.N.Arsenal series, this time featuring the sinuous Whip.

This book explores the whip with 23 pages of material about the weapon itself, variants thereof, its history, and those who wield them.

E.N. Arsenal books are "crunch-intensive" - a majority of the PDF is devoted to rules-based material regarding the topic of the book; in this case, the Whip in and variants.

This e-book includes:

Statistics for whips of Tiny through Colossal size.
6 variants of the whip, including four new weaponcrafting materials and a new alchemical item.
Tricks, Tactics and Techniques, including 22 Feats for the wielders of these versatile weapons.
Four prestige classes dedicated to the weapon.
Spells and Psionic Powers
Weapon Enhancements for crafting magical whips and similar weapons.
5 Specific magical and psionic whips.
Ford, God of Whips, a deity of adventurers and rugged manliness, whose symbol is a whip.

This short PDF is fully bookmarked and ready to be introduced to your d20 fantasy campaign.
 

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By Dallas Parsons, Staff Reviewer d20 Magazine Rack

Initiative Round
E.N. Arsenal-Whip is the second .pdf in the arsenal series produced by E.N. Publishing. Each book in the series gives variants, optional rules, prestige classes, feats, and more for a particular weapon. This one, of course, is all about whips.

E.N. Arsenal-Whip is written by Ryan Nock, with additional material by numerous other writers that are grouped together by the title The ENWorld A-Team. The cover, by M. Jason Parent, is a simple red leather-like background with a whip design and title in silver. Interior illustrations are by Danilo Moretti, Ryan Nock (a man of many talents obviously), and Kevin H. Yancey. All in all the art is quite good, especially for a pdf, but some of the illustrations are used more than once throughout the book. This 26 page pdf is available for $4.95.

The layout is very nice with small text so the pdf packs a lot into the 26 pages, but it is not small enough to hamper readability. Between the table of contents and the very thorough bookmarks, it should be no trouble finding anything in the product. There are some problems though. I am of the opinion that any pdf product should come with a printer friendly version, but this one does not. The border on the bottom of the page and the watermark image of a whip wielding warrior will take up some ink.

Chapter one of the pdf begins with an introduction of the whip. It is easy to see that the designers did their research on whips. Not only is there an ample description of how a whip produces the cracking sound, there is also a description of how a whip is constructed. Next is the real-world history of the whip, which talks about how the weapon was never used in combat, but only as a way to drive cattle and slaves, and used as a torture devise. The author even mentions the recent occurrence of the whip being considered an erotic toy, but this is done very tastefully. The chapter ends with a paragraph on how common fantasy races view the whip.

Variations of the normal whip, or bullwhip, are described in chapter two. A few of these variants are:
-Bladed Whip: A normal whip that has metal strips along the length that are used for slashing.
-Ribbon Staff: A quarterstaff with a whip that can be used for grapple or trip attacks, but cannot deal damage. The weapons can be used in the same manner as a double weapon.
-Whip Sword: It is a longsword with a blade made up of numerous segments that can detach and allow the sword to be used like a whip. A neat weapon, but would seem difficult to use properly.

After the variant whips are variations on the construction of a whip. These include normal ways of making a higher craft check to add to the weapons durability, toughness, and weight, all of which cost extra. Also detailed are fantasy materials that can be used in the construction of a whip to add to its effectiveness. Examples of these are displacerhide, which grants the whip concealment from being struck in combat; feyhart leather, a material that is made from deer in faerie realms that allows the whip to bypass damage resistance as if the whip was cold iron; and roper oil, an oil made from ropers and mimics that, when applied to a whip, allows the whip to stick to a surface on a successful attack.

Chapter three is all about ways to use a whip in a fight. Normal options that a whip is useful for are described, such as tripping a foe and disarming them, but what I wanted to see and glad I did was ways to use the whip to grab a hold of an object to swing from them. Rules for using a whip to stop yourself and others from falling are also given. An added part is a technique called The Calamity Symphony, which is only available to epic level characters. The technique is the use of several feats, which are mainly from this pdf, which allows a character to make a near infinite number of attacks on an opponent as long as the character can continue to succeed at attack rolls. This is the first combo of this sort I’ve seen in any roleplaying game, but I’m not sure if I like “wall-juggles” as they are called in fighting games filtering into roleplaying games.

Also in chapter three are 26 new feats that mainly focus on whips, but a few could be taken by non-whip fighters. A small selection of the feats are:
-Deafening Crack: As the name implies, the feat allows a character to possibly deafen an enemy instead of dealing damage.
-Style Focus: This feat lets a character choose a two-weapon combination and as long as the character is using both of those weapons, he gains a bonus to attack rolls.
-Third Hand: The character can use this feat to grab objects, including weapons they disarmed from an opponent, and move them to anywhere within range of the whip. This feat also lets a character use objects they can grab with a whip in an attack against an opponent.

Chapter Four presents four prestige classes that focus on the use of whips. Overall they all seem to be well balanced, but there are a few issues I have with them. The prestige classes are:
-Thunderchild: Taught by a hermit in the middle of a storm ravaged mountain range, those that complete the training gain the power of the storm. This class allows a whip fighter to deal sonic damage with their whip, without the whip being magical, sonic resistance, and finally the Rolling Thunder ability, which allows the thunderchild to create a loud thunderclap that deals 1d6 sonic damage to everyone within 15 ft. As the final ability of a prestige class, which would be available at 16th level at the earliest, I would expect a little more than 1d6 damage.
-Nailo-Shalanth: This is an elven fighting form, Nailo-Shalanth meaning “Nightbreeze Form”, which utilizes the whip and rapier. These whip-fighters are known for their stealth and ability to quickly attack an opponent. The Nailo-Shalanth gains the ability to Hide and Move Silenty moving a full speed and at 10th level while running. Mainly, though, the class follows a progression of feats which are gained at each level. The class seems overpowered at first, but with the low skill points and rogue/cleric BAB it looks balanced.
-Ophidian Skinbearer: This class is mainly for druids that have an affinity for snakes. The class allows a character to change into progressively more powerful snakes, lets the whip the character is holding excrete poison, and allows the character to use their snake companion as a whip. That ability, called Living Whip, also allows the character to merge their snake companion with a magical whip, which grants the snake the whips properties, as well as grants the character the magical properties of the whip if the character assumes a snake form while using the living whip (assuming the snake form causes the whip to merge with the character). Both of those abilities of the living whip do not sit well with me. So for example, if my character had a flaming whip my character, while in snake form, would be able to bite and deal flaming damage. A final ability of the class pushes the class over the edge to being overpowered. That ability allows the ophidian skinbearer to turn into a swarm of snakes if reduced to below 0 hit points and not killed. This swarm does not take damage from weapons and can heal at a rate of 1 per hour, until above 0 and the swarm turns back into the character.
-Whimsy: This class, whose fighting style is crafted after legendary gnome, is for small characters only. The fighting style uses the whip to use tricks and annoying tactics to confuse and irritate an enemy. The class grants a character several bonus feats, as well as bonuses for tricks that a whip-fighter can use in battle, such as allowing the character to use their Dex bonuses when tripping an opponent with a whip. This is my personal favorite of the prestige classes just because of how fun it would be to make a character that did nothing but fluster and annoy the monsters and enemies they came across.

Two sample NPCs finish out the prestige classes. One of them is the hermit that has created the thunderchild prestige class, but does not have levels in the class herself, which is odd.

Chapter five details new spells and magic items based around whips. An example of one of the spells is whip form. The spell allows a caster to cause one weapon to lengthen and become flexible like a whip, but deals the same damage as the normal weapons. There are also several new magic enhancements that can be given to weapons presented, as well as new magic items. My personal favorite of the lot is Amistrom, Whip of Six Storms, which goes through a cycle of dealing energy damage, and deals more damage if the wielder is able to go through the cycle and hit each time. Lastly in the chapter is a sample god known for fighting with a whip: a god of adventure named Ford (whose arch-nemesis is obviously Chevy…sorry couldn’t resist).

Critical Hit
When I finished reading the pdf, the first thing I thought was if there should have been anything in the product that wasn’t. To my surprise, I could not think of single thing. This means that the designers did a great job of touching on everything that would be useful for players wanting to make characters that focused on whips.

Critical Fumble
Besides the possible imbalance of the prestige classes, there is not much that is wrong with this product. There are a two feats that are referenced, Awesome Blow and Improved Combat Reflexes, that are not in the Player’s Handbook, which took me a little while to track down. Awesome Blow is in the Monsters Manual and Improved Combat Reflexes is in the Epic Level Handbook, or in the SRD for epic feats. Since both of these are not easily found, it would have been helpful for them to have been listed along with the other feats.

Coup de Grace
This is a solid book, but is basically a niche product. Whether you will want to get this pdf or not will all depend on whether you or someone in your group is interested in using whips as a main weapon. If you are, then this product is a must have. If not, then you may want to wait and see if another release in this line suits your tastes.

Also, I must mention that with a price of $4.95 at RPGNow you will have to buy another product in order to reach the minimum price for purchases.

Final Grade: B+
 

Arsenal Whip

One of my favorite characters in the d20 era was Tag Trister. He was a Bard and for fun I thought I’d have him use a whip. Soon I found how hard it was to make the whip not just useful, but actually just worthwhile. I eventually had to take a few levels of prestige class so I wouldn’t have to abandon the whip all together. It has been a few years since I played Tag, but the lessons learned about the whip remain. It is a visually cool, but nearly worthless weapon rules wise.

Arsenal is a series of books by EN Publishing. The take a single weapon and expand on it. They have new feats, new classes, and new variants for the weapon. It would have been nice to have some of these options available back when I played Tag. I really like the idea and so far have been pleased with the few books so far in the series. It is a simple yet very useful line of books that makes it easy for people to use.

The Whip version of the Arsenal book is written by Ryan Nock. The book is twenty six pages long though it really could be better laid out. There is only one version of the file and it might be a bit much printing out. Also, there are some really good pictures under the text and that can make a it a bit tough to read at times. The art though is really good and I like action pictures like many of them presented here. It gives some good visuals of the whip in action.

The book starts with the many different sizes of the whip. So, if someone needs a tiny whip or even a gargantuan one the stats are all right here. There are two optional rules on reach and weapon groups. The one on reach limits the reach of the whip so very big creatures cannot whirlwind everything in 60 feet for instance. The weapon group is nice since these are exotic weapons and similar enough to allow for one feat to cover all weapons, but weapon focus and similar feats still only apply to a single type of whip.

There area few new variants on the whip. The bladed whip is a whip that basically has a dagger on the end. There is also the whip sword. It is a sword that can extend out and have many whip qualities like the reach. One interesting and creative part of the new whips are ways to crafty them differently. There are some good rules for creating whips that are harder to destroy with a higher harness or more hit points. One can also make them lighter. Then there are the special materials that one might want to make them out of like Moonhair to effect lycanthropes and Feyhart Leather that can harm fey creatures.

There are many options the whip has and the book discusses all sort of interesting things one can do with the whip using the basic rules. There is also one complex maneuver that a high level character with the right feats can really take advantage of called the Calamity Symphony. There are many new feats even a couple of epic ones presented here. There are feats that help with disarm and with trip. The prestige classes are interesting with one that deals with thunder and the cracking of the whip and another that is an interesting take with the dullest style character.

Overall there are some good options for a character that wants to make the most out of the whip weapon. There is a lot of style behind this product and it really highlights the positives of the weapon while fully admitting the limitations.
 

Huge red cover would be a serious drain on an ink cartridge.

E.N. Publishing’s “E.N. Arsenal: Whips” is a 26 page .pdf detailing the whip. The E.N. Arsenal line of products cover a specific weapon in a very in-depth manner, including new feats, prestige classes, and just about anything else you can possibly imagine that might have anything to do with that specific weapon. “Whips” is written by Ryan Nock (RangerWickett) for the non-ENWorld regulars. The product sells for $4.95.

The .pdf itself is laid out very nicely, and has bookmarks. There are actually 23 pages of rules total. The first page is the cover, which is a very ink-draining red cover (if you value the red ink in your cartridge, don’t print this page!), the second page is the ToC, and the final page is the OGL. There is actually a fair amount of art in this product, which I didn’t quite expect, including a nice watermark of a guy wielding a whip, a border along the bottom, and some other whips and whip-wielding people scattered throughout. The art itself is black and white, but the section headings are maroon, but printing it on a b/w printer would not diminish the output. The layout itself is in a traditional two-column format with occasional side-bars dispersed throughout.

The first chapter cleverly titled “The Whip” takes us through a history lesson of the whip itself and talks a bit about its role in society. By and large, this chapter could have been left out entirely from the book, as it adds very little, but does include such gems as “Most whips can simply be coiled when not in use, then hung from a hook on a wall or on one's belt.” In fact, this chapter seems kind of repetitive, and not well-researched. Some interesting historical aspects of the whip might have been interesting to include here, like where it originated from, and how different societies use whips. These things are only touched on briefly, but not expanded on. Interspersed throughout this section are mind-numbing mechanics Like this one: “Unlike wood, stone, or metal weapons, whips are not vulnerable to sonic attacks. Divide sonic damage by 4 before applying hardness.” Wow, ouch. How often is that going to come up in a game?

The second chapter “Whip Variants” is actually pretty interesting, and covers some different kinds of whips, and some different kinds of materials to make whips out of. Some of these, however, I felt were probably better served as magic items, rather than mundane, though costly weapons. For example, the “whipsword” is a sword, but can be detached into a whip like thing by pressing a button on the hilt. Imagine a sword laid out, cut into sections with saw, and then pieced together with a metal chain. I can imagine that if such a weapon were actually made, that it would make both a lousy sword – breaking into 30 pieces the first time you hit something with it, and a really horrible whip, if it could actually be used as such. This would have made a much more believable, and interesting magic item.

This chapter includes a section on “craftsmanship” which talks about making whips, and actually has an interesting factual note that states that kangaroo leather is the optimal choice for whips. While interesting, I felt this section would have probably better belonged in the first chapter. And speaking of animal leather, the second chapter covers ways of creating whips out of nonstandard materials such as displacer beasts, or ropers. Interestingly enough, displacer beasts are not in the SRD, the product only refers to them as “beasts with displacement abilities”. Take that, WoTC! Again, some of these are interesting, but I felt like some of this stuff would be a bit more believable as magic items, rather than mundane stuff. Like the moonhair whip, which is created from the hair of lycanthrope victims whose hair has been bleached in the moonlight. Such whips bypass DR as if they were silver weapons.

Chapter 3 is “Fighting and Feats” and reads like a munchkin’s wet dream on “100 ways to annoy and frustrate the hell out of your GM”. This chapter includes new uses for PHB feats, and quite a few non-core feats, even going so far as to include epic-level feats. Yes, that’s right – whip-specific epic level feats and styles, one with a prerequisite list that will make your head spin. I mean, really, how often have you found yourself saying, “wow, there just aren’t enough epic level whip feats” Me too. To be fair, I don’t think these feats are actually specific to the whip, and are merely news whip-centric ways of looking at regular feats as applied to utilizing the whip. Actually, I think most of these feats are simply reprinted from various other sources. So, I can’t tell which of these are just feats from other d20 products, and which ones are new. I admit I’m not a collector of all-things d20, so most of them look new to me.

Chapter 4 is “Whip Prestige Classes”. As if playing a fighter and spending every last feat you’ve got on your whip isn’t enough, you can actually devote your life to the whip and take a prestige class, or two. Heck, this chapter has 4 – yes, count ‘em – FOUR, whip-specific prestige classes. These are all 10-level prestige classes.

The first PrC, the “Thunderchild” combines both the cool elements of being a mountain hermit and a whip-wielding fighter. It’s actually kind of cool, in a weird kind of way, but seems a bit front-loaded. With only two levels you get sonic resistance 5, a +1 to your whip, and all your whip attacks gain a +1d6 sonic damage to attacks. This PrC is not overly powerful, and could actually make a pretty interesting character if done right.

The second Prc, The “whip duelist” relies heavily on the mechanical aspects of the 3rd edition rules and deals with concepts such as threatened areas, and attacks of opportunity. It’s clear to me that Ryan knows the 3rd edition combat rules way better than I do, because I read this with my GM’s hat on, and cringe and the sheer amount of complexity such a character might end up bringing to the table. The idea is interesting enough – essentially it’s a hit and run tactician, but arguably has little to do with the whip, per se, and the concept could be applied to just about any weapon, but preferably some kind of reach weapon. You could even make a bil guisarme champion with this kind of prestige class. If you were so inclined, I suppose. But then, when was the last time you saw anyone use a bil guisarme in a game? I didn’t think so.

The third PrC, the “Ophidian skinbearer” is a bit of an anomaly. The requirements of “the ability to turn into a snake the same as your normal size” suggests this is a PrC reserved exclusively for Yuan-ti, again not an SRD critter. The PrC itself focuses on a few core abilities which are pretty interesting. One called “venomous whip” allows the skinbearer to inflict poison damage with her whip, and then another called “living whip” allows the skinbearer to use a regular snake as if it were a whip. There are other rules that further complicate this matter such as having the snake fuse with a regular whip, and some other complications. This would make an interesting villain in a game, but (allow me to ramble for a moment) clearly showcases the complexities of the 3rd edition system. This is one of those kinds of BBEGs a GM might spend an hour working on – tweaking the feats, adjusting a score here or there, making everything *just so*, only to have it killed in a single round by a well-placed finger of death spell. I’m inclined to believe that such things are better off adlibbed rather than be fully spelled out in tedious detail. But, nonetheless, it would make an interesting, and unique villain that would probably give most players pause, at least briefly. Is the payback worth it? You be the judge.

The final PrC is called a “whimsy” and is primarily designed for gnomish fighters relying on the whip to deal lots of trip attacks. It’s a neat concept, I suppose, but whether it needs to be an actual prestige class, as opposed to just a concept is arguable.

This chapter finishes up with two NPCs – a 28th level Thunderchild, and a CR 10 whip duelist. Each NPC has full stats, a brief description, skills and feats, and possessions.

The last chapter, “Whip Magic” includes 4 spells, magic items (and enhancements) and a deity (of all things). At least two of the spells “dramatic assist” and “pain schism” have really nothing to do with whips at all, so their inclusion is a bit of a mystery. The other two, “drive” and “whipform” are whip-centric, though one could argue that “drive” – a spell which allows you to give commands to the target if you successfully hit it with a whip. This might have been more useful as an actual magic weapon, and seems quite a bit more powerful than the 2nd level it is assigned. Arguably, it could be applied to any weapon, and not just a whip. The last spell, “whipform” just confuses me. Apparently, it allows you to turn any weapon into a flexible whip-like thing, though it retains all the normal damage it had prior. And, all whip-related feats can be used with the weapon. So, even though your great axe is now limp like rope, you can still do d12 damage with it? I’m just not seeing the usefulness of this. Why anyone would bother memorizing this spell is beyond me, especially since a whip isn’t terribly expensive to begin with. And it seems like you’d still need the exotic weapon proficiency to use your flexible weapon regardless.

The spells are followed with some new magic item enhancements. The coolest is “animated” which allows the wielder to use a whip as if it were an rope under the effects of animate rope. Next after these are some sample magic whips, including a whip useful for psions which confers penalties to will saving throws each time the subject is hit.

Lastly, there is a brief writeup of a diety called “Ford”, which is obviously a homage to Harrison Ford, and his worshippers include “archaeologists” and his portfolio includes “rugged manliness”.

Summary, as should be apparent from my comments, this book seems excessive at best, and completely trivial at worst. That said, this is the absolute most definitive work on the whip, so if you are a player, and your character concept relies on heavy whip use, this is the book for you.

The book left me feeling somewhat cold. I guess I could really only tolerate so much whip-related stuff, but oddly enough after reading through it all, I felt like there could have been more! I felt like the book was way more crunchy than it needed to be, and it’s really designed as a power-gamer’s guide to maximizing the abuse potential of a whip. Let’s face it, whips can be a headache, with all the trip attacks. There are also feats in here which cause a PC to threaten areas that normally aren’t threatened by some wielding a whip, and there are feats and items which increase the threaten range. Done right, one could make heavy use of things like combat reflexes, whirlwind attacks, and could just downright drain the night away in numerous attacks and trips all over the place, and could end up being a real headache, so I think some caution is in order.

This book isn’t for everyone. Unless you’re a player looking for maximize your Indiana Jones character, there really isn’t much here for you. If you and your group love rules, and love rules-crunching, then you’ll like this. Otherwise, I would recommend against it.
 

As a quick clarification, the Ophidian Skinbearer is intended for druids who can wildshape.

I too was a little disappointed that we didn't have a printer-friendly version.

I take the comments that the book is too crunchy in stride, because books in the Arsenal series are intended to be the definitive rulebooks on given weapons. Sure, a tweaked whip-wielder can take lots of attacks of opportunity, but they're fast to resolve once you get used to them, just like with any other tricky combat style.

If you play a whip character who's going to do crazy stuff, I just recommend you warn your DM first.

Oh, and of the feats, all but 2 are original. The other 2 were in E.N. Arsenal - Spiked Chain.
 

Thanks, RW. I admit I'm not familiar enough with all the various supplements to know which feats were original and which ones weren't. This is obviously a very niche product. My review mostly reflects the fact that people who don't need said product probably aren't going to get a lot of use out of it. :)

Good work, btw.
 

E.N. Arsenal – Whip

E.N. Arsenal – Whip
By Ryan Nock
26-page PDF, $4.95

Summary:
E.N. Arsenal – Whip is an interesting book that presents many new options for the oft overlooked whip. While it suffers from inconsistency of theme and some illogical rules, it is certainly a useful book for anyone looking to wield a whip.

Review:
E.N. Arsenal – Whip is the second book in a line of products from E.N. Publishing devoted to exploring a single weapon in great detail. This volume, obviously, is dedicated to perhaps the most underappreciated weapon in the Dungeons & Dragons universe: the Whip.

The cover art of the PDF, while certainly not bad, leaves a bit to be desired and fails to establish a tone for the rest of the text. The overlay title: Whips, is done in a mediocre Photoshop texture and lends a cheesy feeling to the cover, which otherwise has a simple but attractive illustration of, you guessed it, a whip. The E.N. Arsenal logo at the top of the cover makes use of the “look ma, I know Photoshop!” effects as well. The cover is unfortunate because it makes the product look amateurish at first glance.

Each individual piece of interior artwork is well done, but together they lack a consistent feel. Most of the artwork is used multiple times, but it is cut up nicely so that you get different parts of the illustration on different pages. The art generally works well where it is placed, complimenting the flavor text. I was mildly disappointed that there was no illustration to complement the “Calamity Symphony” technique which I will talk more about later.

So, other than art, what does a PDF containing 23 (26 – OGL, Cover and Table of Contents) pages about the whip have in it? The book starts off with an introduction to the whip in both a real world historical fashion as well as in D&D terms. The introduction plays up the whip as a sex symbol, but this theme is dropped when it comes to game mechanics. In general, the real world introduction seems to have no bearing on the rest of the book and feels kind of forced. The racial preferences section on the other hand does a nice job of presenting the whip in the context of a typical D&D setting, although it is far too short at a single small paragraph.

Seemingly out of place in the introduction are the statistics for basic whips of various sizes as well as a new rule which states that whips triple the reach of the wielder. This rule may not seem all that crazy, after all, it’s just a whip right? In truth though, this change combined with new feats and techniques makes the whip over powered. I also had a problem with this rules change because it is not particularly logical. Just because a whip is long enough to be extended in a straight line to a target does not mean that you could attack someone that far away. The “cracking” motion of a whip limits its range to far less than its actual length. It is clear that this additional range is in place to allow for other rules to function.

The first section after the introduction presents some new whip variants, such as the Ribbon Staff and the Whipsword. All of these weapons have interesting twists on the basic whip that allow them to be viable choices for combat. Many of the new whip variants do “real” damage (that is the books way of saying lethal damage), which would seem to me to be reason enough to make them require their own exotic weapon proficiency, however you can become proficient with all the whip variants simply by taking Exotic Weapon Proficiency (Whip). In game terms that probably won’t make much difference, but again, it sort of rubs logic the wrong way. Surely a whip is much easier to handle than a Whipsword?

In addition to the basic whip variants, there are also new materials with which to craft a whip. This was one of my favorite parts of the book since I love the idea of using alternate materials for weapons instead of just adding magical bonuses to attack and damage. Most of the materials interesting and well thought out, but for some reason the Moonhair whip, which is made of lycanthrope fur, is considered a silver weapon. Why? I’m not sure, I guess that because lycanthropes take lethal damage from silver their fur is considered a silver weapon . . . again, that just does not work well for me.

Next up, we have various techniques and feats designed for the whip. This list of possibilities greatly expands the usefulness of the whip. The non-epic stuff is well done and far from over powering, it simply adds some nice options for whip users. One of the feats, Mighty Grip, is in fact under powered, since Complete Warrior details the Monkey Grip feat, which has the exact same effect (you can wield weapons of a size category larger than normal with their normal handedness) but applies to all weapons instead of just one of your choosing.

The Epic feat Self-Opportunist and its accompanying technique, Calamity Symphony are by far my largest gripe with this book. Self-Opportunist allows you to take attacks of opportunity when you move an opponent, such as through a bull rush, or some other whip feats that let you drag opponents around. The problem here is that you can take these attacks even if you move an opponent only 5 feet, and you can take as many attacks of opportunity as your opponent moved spaces. Frankly, I think this feat goes too far, even for an epic feat. Worse than Self-Opportunist by itself though is Calamity Symphony, which is basically a never ending combo move that would allow you to whip and drag your opponent, dealing lethal damage, indefinitely. The whole idea of taking more than one attack of opportunity against the same opponent in one round is just crazy too me, and allows far too many of these “infinite combo” type moves.

Once you are passed that silliness you are presented with the requisite prestige classes, four in this case. Truthfully these classes are well done and add some real meat to whip users. Each prestige class is carried to a full 10 levels, which turns out to feel like too much. A five level prestige class or two would have worked nicely given that the whip is not a very common weapon and some people might just want to pick up a little mastery in it for an off hand weapon. Here particularly is where the whip as a sex symbol could have come into play, but sadly that part of the introduction is forgotten. Personally I’m tired of every book feeling the need to present more prestige classes, but at least these help to flesh out the whip and don’t seem to be just afterthoughts. Also included in this section are two NPC’s who, while not particularly noteworthy, do help to set up the prestige classes.

Three new magical qualities are up next, one of which adds yet more reach to a whip. While these new qualities are not really anything special, the unique whips that are detailed are all great. If you are looking for an unconventional, yet still powerful, magical weapon I can highly recommend this section. I only wish there had been a bit more back story included with each one, although it is clear that narrative is not the goal of this book.

Finally, we have the whip god: Ford. Yes, in a nod to Indiana Jones, the rugged god of adventure is Ford, who ascended to godhood after drinking from the cup of immortality. Given that most players who decide to use a whip are probably going to base themselves at least in some fashion off of Indiana, this was a wonderful way to wrap up a book on whips.

I have to say that overall I was impressed with the editing in the book. The problems that were there generally were not related to typos or improper use of punctuation. There were a number of awkward sentences, but nothing so bad that it made the book difficult to understand. I just have to point out on of my favorite lines though: “Throughout history, the whip has primarily been relegated to being a tool for driving animals – people as well as livestock.” Perhaps a better word than animals would have been labor.

Suggestions for improvement:
The primary stumbling blocks in this book include an unfocused theme (both in the text and in the artwork) and some rules that overcompensate, trying to raise the whip from overlooked to an obvious first choice. The introduction seems to want to run with the idea of the whip as a sexy weapon, but there is no follow through on this. The book also fumbles between tongue-in-cheek humor and a downright serious rules discussion. An editorial review for thematic consistency would probably be a good idea here. The rules also need to be taken out of the vacuum and compared with other weapons. Since the whip is likely to be a secondary choice for most players perhaps the focus should be more upon using the whip in conjunction with other weapons as an off hand option, which is something that does not really get touched upon. Finally, for a professional product, the cover is simply not up to par.

E.N. Arsenal – Whip is nothing stellar, but it is certainly not a bad book. I give it a solid 3 “Average”.

~Cal Guisti
 

Thanks for the review.

Just a small clarification, 'Moonhair' whips are made from the hair of victims of werewolf attacks. Basically, I just wanted a flavorful way to let whip-wielders bypass the damage reduction of lycanthropes. You can't exactly make your typical whip out of silver.

You make good points, though.
 

E.N. Arsenal: Whip

E.N. Arsenal: Whip is the second volume in the E.N.Arsenal line from E.N.Publishing. Other weapons already covered in this line include the spiked chain, pistols, the hooked hammer and the two-bladed sword. This volume, written by Ryan Nock, is devoted to the whip, and includes a good amount of supplemental material for this weapon in the form of new types of whips, new feats, advice on using the whip, prestige classes, spells and weapon enhancements. The pdf is 26 pages long, 23 pages of which contain actual content. E.N.Arsenal: Whip normally retails for $4.95. This review was done as part of Crothian's Review Project.

Initial Impressions:


E.N. Arsenal: Whip comes as a single fully bookmarked file. It's not color or graphics intensive (apart from the red cover), and as such should be easy to print out if so desired. The layout is well done, with a full table of contents provided, as well as a table of tables for easy reference. The writing is very good - clear and concise in all instances. There are several pieces of art in this pdf, none particularly striking, and several of them have been heavily used as repeated art throughout, although in most cases only a portion of a larger image. One of the images is embedded into the background on each page containing a chapter beginning, and the greyscale drawing blends in very well with the text on top of it, making for an uncomfortable and rather ugly read. Despite these rather horrible layout issues, the pdf makes for a fine and enjoyable read, and has some quality content that I'll get to next.

The Details:

The pdf is divided into 5 chapters, and after taking a quick peak at the Section 15 of the OGL, apparently uses a lot of material taken from other sources including works of Fantasy Flight Games and Alderac Entertainment Group, along with several references to E.N. Publishing's own work. Whether or not it uses a little or a lot of material from these sources, it presents a detailed and very usable look at the whip and whip-like variants, offering a lot of balanced options for expanding on the weapon. A useful resource overall, and containing some material that does not necessarily relate to whips and can be used in a more general manner.

Chapter 1 - Introduction to the Whip: The pdf starts with a brief introduction to the whip, including methods of crafting whips, general principle of operation of whips, mechanics of whips in game terms, statistics for whips of different sizes, racial preferences, and a brief overview of the use of whips in real-life history. It's a well-detailed chapter that gives enough information to understand and appreciate the nature of the whip and its intention in use, and sets a solid background on which to build upon in future chapters.

Chapter 2 - Whip Variants: The second chapter looks at a number of different whip variants, as well as different ways of enhancing whips through crafting. Variants include the bladed whip contain slashing blades, the longwhip, the signal whip particularly useful for performing whip tricks as detailed later in the pdf, and the whipsword, a combination whip and longsword. The various variants are well integrated with the other rules and feats included in the pdf, forming a complete package. None of the ideas are particularly outrageous, although I would've preferred to see separate proficiencies for each variant, rather than a blanket exotic weapon proficiency required for all whips. It strikes me that a person wielding a whipsword may not be capable of wielding a longwhip, for example, or even being completely proficient with a normal whip.

On the crafting side whips can be crafted at additional expense to make them lighter or tougher, but can also be crafted from different materials such as hair from a creature with damage reduction (thereby allowing the whip a benefit with regard to DR) or strands from a victim of lycanthropy (giving it certain properties suitable to combating lycanthropes). The ideas are good and balanced, and would certainly be something that I'd be prepared to use in a game, or even as the basis for further expansion (whips made from dragon beards spring to mind as an example).

Chapter 3 - Feats and Fighting: This chapter gives advice on tactics for using whips, as well as twenty-two new feats that can be used with whips and even more generally. Tactics for whips are discussed in terms of a variety of actions, such as disarming, tripping, power attack, and two-weapon fighting. In addition, new tricks are discussed for whip users, which included using a whip to prevent a fall, or swing from a whip when attached to a suitable object. The large amount of feats expand further on the options for whip users, and these range from Deafening Crack used to deafen opponents with a whip crack, Melee Lash that allows you to threaten some of the space around you with a whip, Snagging Trip to drag tripped opponents closer after tripping them, Third Hand that allows you to use the whips for a variety of other purposes such as retrieving unattended objects, and Whip Strike that allows you to cause damage to any armored opponent when using a whip. There's a good selection of material here, and something for everybody who enjoys using whips, or is looking to increase the versatility or lethality of whip-like weapons.

Chapter 4 - Whip Prestige Classes: This chapters present four whip-based prestige classes - Thunderchild (a prestige class with a fighting style based on sonic abilities akin to thunderstrikes), Nailo Shalanth Whip Duelist (capable of striking like the wind, and disappearing into shadow), Ophidian Skinbearer (a prestige class blending the power of the snake and whip), and Whimsy (a battlefield master with a whip). My overall impression was that these were presented on a 'dime-a-dozen' basis, in other words, with very little background material or fluff to really enable you to use the class effectively. The Whip Duelist and Skinbearer classes, for instance, contain a whopping two sentences of description before diving into the mechanics. However, while the fluff parts are very poor, there is some good mechanics, and the Ophidian Skinbearer is a very nice and interesting class with that something that says 'Use me', although written all over the mechanics rather than the flavor portions of the prestige class. I'd would've liked to see a lot more material on these prestige classes rather than just presenting pure mechanics.

The chapter concludes with two sample NPCs that illustrate the concepts explained and detailed in this pdf. While not necessarily useable due to high CRs (28 and 10 respectively), they do show what can be done with the mechanics, and what combinations work well, something useful to most gamers.

Chapter 5 - Whip Magic:
The last chapter concludes with a handful of spells, some additional weapon enhancements (e.g. locking to avoid disarming or animated for whips) and several special magic and psionic whips. Nothing particularly jumped out of the page, but it's generally well done and the special weapons are worth a look at. The chapter concludes by presenting Ford, the god of Adventure for those interested in a whip-deity.

Conclusions:

E.N. Arsenal: Whip presents 23 pages of material to expand on whips and whip-like variants. Despite some of the layout issues making the text difficult to read, it contains some good content, and some material stands out and is very usable although not necessarily a must-have. Of course, being that it exclusively deals with whips, it's not a product that going to be used by everyone, but I think players that like whips and DMs hoping to design encounters based on renegade believers in a whip deity, for example, can certainly challenge their players with something different using this material. Of course, a lot of the material takes whips beyond their normal abilities, so if you don't want to expand on that, this may not be for you. Based on layout issues, content that's usable for anybody interested in whips, balanced material and some interesting concepts, I'd grade this with three and a half stars, rounding up to four stars.
 

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