More specifically from DM 368, I am proposing the following:
WEAPON: The Whip
Superior one-handed melee weapon
Cost: 1gp
Damage: 1d4
Proficient: +3
Range: -
Weight: 2 lb
Although an impractical weapon in most hands, a well-placed whip strike can put one's opponent at a serious disadvantage.
Properties:
Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with erither weapon.).
Group:
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.).
FEAT: Whip Training [Multiclass Whip]
Tier: Heroic
Prerequisites: Dex 13, any martial class
You gain proficiency with the whip. When you hit a target with your whip, that target takes a -2 penalty to attack rolls against a target of your choice until the end of your next turn.
I apologize if this has already been proposed, but i searched the forum and saw no proposals for either the whip or for DM 368. Feel free to place a dunce cap on my head if this has already been proposed.
FEAT: Whip Novice [Multiclass]
Tier: Heroic
Prerequisites: Whip Training, 4th level
You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power
Whip Snare Feat Power
With a deft flick of the wrist, you coil your whip around your foe's limb, giving you some control of where that enemy goes-down or toward you.
Encounter * Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Dexterity vs Reflex
Requirement: You must be wileding a whip.
Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.
FEAT: Whip Expert [Multiclass]
Tier: Whip raining, 8th level
You can swap one 6th-level or higher utility power you know for the whip crack utility power.
Whip Crack Feat Power
You snap you whip, warning your enemy not to move carelessly.
Encounter * Weapon
Minor Action Personal
Requirement: You must be wielding a whip.
Effect: Until the start of your next turn, when an enemy within your reach takes an action that provokes opportunity attacks from adjacent enemies, it provokes an opportunity attack from you.
FEAT: Whip Specialist [Multiclass]
Tier: Heroic
Prerequisites: Whip Training, 10th level
You can swap one 9th-level or higher daily attack power you know for the entangling whip attack power.
Entangling Whip Feat Power
Your whip is like an extension of you, coiling around your enemy so you can drat that foe wherever you like.
Daily * Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Dexterity vs. Reflex
Requirement: You must be wielding a whip.
Hit: 2[W] + Dexterity modifier damage, the target is grabbed (until escape) and knocked prone. The target takes a -5 penalty to escape the grab, and while you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
At 15th level, increase to 3[W] damage.
At 25th level, increase to 4[W] damage.
Miss: The target is grabbed (until escape) and knocked prone. While you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
WEAPON: The Whip
Superior one-handed melee weapon
Cost: 1gp
Damage: 1d4
Proficient: +3
Range: -
Weight: 2 lb
Although an impractical weapon in most hands, a well-placed whip strike can put one's opponent at a serious disadvantage.
Properties:
Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with erither weapon.).
Group:
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.).
FEAT: Whip Training [Multiclass Whip]
Tier: Heroic
Prerequisites: Dex 13, any martial class
You gain proficiency with the whip. When you hit a target with your whip, that target takes a -2 penalty to attack rolls against a target of your choice until the end of your next turn.
I apologize if this has already been proposed, but i searched the forum and saw no proposals for either the whip or for DM 368. Feel free to place a dunce cap on my head if this has already been proposed.
FEAT: Whip Novice [Multiclass]
Tier: Heroic
Prerequisites: Whip Training, 4th level
You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power
Whip Snare Feat Power
With a deft flick of the wrist, you coil your whip around your foe's limb, giving you some control of where that enemy goes-down or toward you.
Encounter * Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Dexterity vs Reflex
Requirement: You must be wileding a whip.
Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.
FEAT: Whip Expert [Multiclass]
Tier: Whip raining, 8th level
You can swap one 6th-level or higher utility power you know for the whip crack utility power.
Whip Crack Feat Power
You snap you whip, warning your enemy not to move carelessly.
Encounter * Weapon
Minor Action Personal
Requirement: You must be wielding a whip.
Effect: Until the start of your next turn, when an enemy within your reach takes an action that provokes opportunity attacks from adjacent enemies, it provokes an opportunity attack from you.
FEAT: Whip Specialist [Multiclass]
Tier: Heroic
Prerequisites: Whip Training, 10th level
You can swap one 9th-level or higher daily attack power you know for the entangling whip attack power.
Entangling Whip Feat Power
Your whip is like an extension of you, coiling around your enemy so you can drat that foe wherever you like.
Daily * Weapon
Standard Action Melee weapon
Target: One Creature
Attack: Dexterity vs. Reflex
Requirement: You must be wielding a whip.
Hit: 2[W] + Dexterity modifier damage, the target is grabbed (until escape) and knocked prone. The target takes a -5 penalty to escape the grab, and while you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
At 15th level, increase to 3[W] damage.
At 25th level, increase to 4[W] damage.
Miss: The target is grabbed (until escape) and knocked prone. While you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
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