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Is a whip with Combat Reflexes the uber-comination that my player thinks it is?
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<blockquote data-quote="Azlan" data-source="post: 1281945" data-attributes="member: 2340"><p>Not long ago, I was talking to a friend about the uber cominations of feats, skills, weapons, and/or special attacks that can power-played in 3.0/3.5 D&D. That friend pointed out how powerful a whip can be, used in just such a combination. Now I'm seeing first-hand just how powerful that can be.</p><p></p><p>I now have a ranger player character in my campaign that wields a whip in one hand, and a rapier in the other. This ranger has Combat Reflexes, and his Dex is 18. Whenever a melee weapon wielding opponent is 10' or 15' away, this ranger can wreck havoc on that opponent.</p><p></p><p>As the opponent closes the distance between himself and the ranger, the ranger gets AoO's: one AoO, as the opponent moves from 15' to 10' away; and then another AoO, as the opponent moves from 10' to 5' away. The ranger uses these AoO's to try disarming or tripping the opponent. (And, of course, if the ranger is trying to disarm, he gets a +2 bonus on the opposing attack roll.) Because the ranger is 10' or 15' away, and because most melee weapon wielding opponents do not have reach, the ranger himself does not usually incur an AoO while using his whip to disarm or trip. If the opponent is disarmed, the ranger gets yet another AoO as the opponent either stops to pick up his weapon, or as he draws a different one (asuming he has one). If the opponent is tripped, the ranger gets yet another AoO as the opponent gets up.</p><p></p><p>Because of this, I've seen many combat encounters where the ranger gets to use his maximum number of AoO's (which is 4, due to his Dex 18) almost every single round. And even if an opponent manages to retain his weapon and get within 5' of the ranger, the ranger still has his rapier, in his other hand, to fight with.</p><p></p><p>However...</p><p></p><p>I just re-read the special rules for whips, and I noticed the following line: "The whip is treated as a melee weapon with 15-foot reach, <em>though you don’t threaten the area into which you can make an attack</em>." (Italics added here for emphasis.)</p><p></p><p>So, because a whip-wielding combatant does not threaten the area into which he can make an attack, does this mean he does does NOT get AoO's against advancing opponents as they move from 15' to 10' away, and then from 10' to 5' away? And does this mean a whip-wielding combatant does NOT get AoO's against opponents as they pick up their dropped weapons, or as they get up after being tripped?</p></blockquote><p></p>
[QUOTE="Azlan, post: 1281945, member: 2340"] Not long ago, I was talking to a friend about the uber cominations of feats, skills, weapons, and/or special attacks that can power-played in 3.0/3.5 D&D. That friend pointed out how powerful a whip can be, used in just such a combination. Now I'm seeing first-hand just how powerful that can be. I now have a ranger player character in my campaign that wields a whip in one hand, and a rapier in the other. This ranger has Combat Reflexes, and his Dex is 18. Whenever a melee weapon wielding opponent is 10' or 15' away, this ranger can wreck havoc on that opponent. As the opponent closes the distance between himself and the ranger, the ranger gets AoO's: one AoO, as the opponent moves from 15' to 10' away; and then another AoO, as the opponent moves from 10' to 5' away. The ranger uses these AoO's to try disarming or tripping the opponent. (And, of course, if the ranger is trying to disarm, he gets a +2 bonus on the opposing attack roll.) Because the ranger is 10' or 15' away, and because most melee weapon wielding opponents do not have reach, the ranger himself does not usually incur an AoO while using his whip to disarm or trip. If the opponent is disarmed, the ranger gets yet another AoO as the opponent either stops to pick up his weapon, or as he draws a different one (asuming he has one). If the opponent is tripped, the ranger gets yet another AoO as the opponent gets up. Because of this, I've seen many combat encounters where the ranger gets to use his maximum number of AoO's (which is 4, due to his Dex 18) almost every single round. And even if an opponent manages to retain his weapon and get within 5' of the ranger, the ranger still has his rapier, in his other hand, to fight with. However... I just re-read the special rules for whips, and I noticed the following line: "The whip is treated as a melee weapon with 15-foot reach, [i]though you don’t threaten the area into which you can make an attack[/i]." (Italics added here for emphasis.) So, because a whip-wielding combatant does not threaten the area into which he can make an attack, does this mean he does does NOT get AoO's against advancing opponents as they move from 15' to 10' away, and then from 10' to 5' away? And does this mean a whip-wielding combatant does NOT get AoO's against opponents as they pick up their dropped weapons, or as they get up after being tripped? [/QUOTE]
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Is a whip with Combat Reflexes the uber-comination that my player thinks it is?
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