Is the whip a broken useless weapon?

broghammerj

Explorer
I was thinking about creating a character conept of a rapier/whip wielding character with several feats including improved disarm, two weapon fighting, and improved trip. His gig would be to use improve trip and strike the downed oppenent with his off handed rapier. It suddenly dawned on me that the whip is worthless and here is why:

1. The whip does no damage. OK, not a big deal since I'm using it for style anyways.

2. It provokes a opportunity attack similar to a ranged weapon. OK, that's really bad since there goes the use of improved trip and striking the adjacent opponent with the off handed rapier.

It would seem the flail accomplishes the same thing except, it deals real damage, gets the same +2 bonus to disarm checks, can strike adjacent squares without incurring a attack of opportunity, and doesn't cost an exotic weapons feat.

To spend a whole feat on exotic weapons: whip seems really dumb considering that allows me to have a weapon reach at 15 ft (but I don't threaten mind you) and I am allowed to spend another feat and apply weapon finesse. Far too expensive when the flail can do similar things for free.

Someone remind me why I want a whip again?
 

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Cool points.

One of my players (Angelsboi, RIP) had a character who was an Undead Slayer, specializing in the whip (levels of fighter & cleric). Yep -- completely useless against undead, who are immune to subdual damage. But cool nevertheless.
 

On another note, the spike chain is pretty similar to the whip, but does real damage and can also strike adjacent squares adding more fuel to the fire regarding the inadaquecies of the whip. Too bad I hate the idea of my character wielding this weapon.
 

The whip dagger is nice. I don't remember if it's in S&F or the Arms & Equipment guide. D6's of damage, same abilities as the whip.
 

It's also a 2-handed weapon, though, so you couldn't offhand the rapier.

Your point stands nonetheless, though. I agree that the whip, as written, is pretty damn useless. I think it would be immensely improved if you simply were allowed to threaten the squares in your reach and not provoke AoOs.

Now it becomes an excellent crowd control weapon, great for tripping/disarming people, but totally useless as far as actually killing them goes. I think that strikes a nice balance.
 

the whip isn't for erveryonje, but for the right character who can take advantage of its versatiliy it can be a good weapon. The whip is a one handed weapon, but can be used with 2 hands.

there is also Arsenal Whips, a good PDF that shows the versatily ofand cool options of the weapon
 

The whip is better as an off-hand weapon. Switch the Rapier and the whip around and you have yourself a much more reasonable combo.

Don't go Improved Trip... do the Improved Disarm thing.

Bards get the whip proficiency for free, and a Weapon Finesse feat applies to both Rapier and Whip.

But yeah, it's mostly style.
 

The whip has its uses. The bard in my campaign basically uses his whip to trip and disarm enemies, and aid another the front-line fighters while staying 15 feet away from the action.
 

It was actually OK in 3E, but I agree in 3.5 it's lost much of its appeal. Making it a melee weapon didn't particularly do anything useful.
You can use it without an AOO though if you aren't in a threatened square (using the 15 ft. reach), so that hasn't changed much from when it was ranged. Might work for a monk, like Trip/Disarm at 10 ft., 5 ft. step to close, and strike unarmed. Also useful against reach weapons so you can Disarm and then close without drawing an AoO.
 


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