It's a whip.... and ?....

The best uses for a whip -- tripping and disarming -- benefit from a high Str.

Don't use a whip if you want damage. :)

-- N
 

log in or register to remove this ad

Nifft said:
The best uses for a whip -- tripping and disarming -- benefit from a high Str.

Don't use a whip if you want damage. :)

-- N

and *that* I agree with, because once you have the whip wrapped around something strength comes into play. Yeah whips are nasty at those two things.
 

My bard multiclass often used a whip as offhand weapon (TWF). Since he preferred to be mobile in combat due to rather obvious reasons, the whip was the weapon of choice if he didn't reach someone, wanted to steal the spell components from a casting mage or when a little bit of damage wasn't as effective as disarming the enemy.

He wasn't that strong, but back then Dex was important for whip attacks.
 

If you want damage from a whip and avoid the pesky AOO, take a look at the lasher prestige class in S&F. These guys can get really scary if fitted out with dagger-whips. Especially if they use two weapon fighting (and gets access to Crack of Fate at 3rd level ) - Thankfully they closed the Rapid Shot rules-loophole when they made the whip a melee weapon.

Had one IMC recently, who became a major problem to NPC deploy due to his ability to threaten huge areas of the battlefieldwitha full attack since he does not really need to move much. He wickedly sorted out his group though, when he fell under a Confusion spell, ending his career for good. :] :] :]

But - unless you opt for the Lasher class, there is hardly a way around the AOO problem and the inability to do lethal damage with a normal whip, or even to deal with most armour.
 

I guess the AoO thing is because you have to stand still and concentrate on where the end of the whip is going to end up (15' away!), as well as taking a big backswing - a bit like casting a fishing fly.

Haven't seen anyone use a whip yet - the Spiked chain always wins out.
 



one more reason why ranged attackers should stay back...

Wow! Thank you everyone!

Some of you actually answered other questions I had not even posted yet :)

From what I have seen I like the 3E whip better :( and it seems to make more sense, since it is a matter of dex and not strength to wield it.

My DM ended up house ruling some stuff in for me, but I will still let him look this over just in case he wants to change anything.
 
Last edited:

The 3.0 Whip also allows you to take feats such as Point Blank Shot, Precise Shot, and Rapid Shot.

Whips suck for damage. If your enemy has a +1 armor bonus, or +3 natural armor bonus, you can't damage them :( So your shocking burst whip will most likely be useless against normal opponents. The opponents that you CAN damage, well it only does subdual damage to them. Which I guess is an interesting concept being that it is Shocking Burst. I kind of get the image of a tazer gun here, hehe...
 

RigaMortus said:
Whips suck for damage. If your enemy has a +1 armor bonus, or +3 natural armor bonus, you can't damage them So your shocking burst whip will most likely be useless against normal opponents. The opponents that you CAN damage, well it only does subdual damage to them. Which I guess is an interesting concept being that it is Shocking Burst. I kind of get the image of a tazer gun here, hehe...
The base whip damage is subdual; the energy damage is standard energy damage. So subdual and lethal.
 

Remove ads

Top