Stats for a Whip Dagger needed

Demoquin

First Post
I wanted to make a sneaky type bard. I figure Rog1/ Bard x/ SD 2

I want to focus on the whip-dagger but does anyone know the stats for it? Should i carry a backup melee weapon (somethnng finessable though). I think this would be more useful than the archery route. As it will cut the damage done by enemies. could I apply rapid shot, PBS and precise shot to whip dagger?


While HIPS is active could i disarm at 15' and would that prvoke a AoO. If so, only if they can reach me with their weapon right?

Could i use my bard song while HIPS?

What feats do you think would be good? Combat REflexes, dodge, mobility, imp disarm and what else? ( iam asking for whip to be free, but if not then that too)
 
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Demoquin said:
[...] whip-dagger but does anyone know the stats for it?[...]

Look into Sword and Fist and convert it to 3.5 (it's not that difficult). Remember that whips and whip-daggers now [3.5] are melee weapons, not ranged weapon anymore. :D

Kind regards
 

E.N. Arsenal - Whips, a pdf book which I wrote, is fully loaded with whip information. Here's the "bladed whip" from that book.

Bladed Whip. Exotic melee weapon. Dmg (s/m) 1d4/1d6. Crit 19-20/x2. Wt. 3 lb. Type S. 25 gp.

This weapon is constructed much like a whip, only that the plaited strands of the whip also include several specially designed metal strips with slashing edges, and that the fall consists of either a blade or sharpened chain segments. Alternately, a bladed whip might be covered in spikes, thorns, or other jagged edges. Unlike a normal whip, a bladed whip deals real damage, but it can still not harm creatures with an armour bonus of +1 or higher, or a natural armour bonus of +3 or higher. A bladed whip has hardness 3.

In all other ways, a bladed whip is just like a normal whip.

In 3.0, whips were a weird ranged weapon that only reached 15 ft. In 3.5, they're a melee weapon with reach and a few restrictions as to how they're used. As a melee weapon, you can't use rapid shot or things like that, but you can power attack. Weird, huh?

The book also includes stats for the whipsword, a longsword that can extend into a segmented whip-like weapon.

Whipsword. Exotic melee weapon. Dmg, (s/m) 1d6/1d8. Crit 19-20/x2. Wt. 6 lb. Type S. 400 gp.

This weapon normally resembles a plain longsword, though its blade actually consists of multiple segments that can detach from each other. A metal cord links the segments and the hilt of the sword, running through the center of each segment, allowing the whipsword to function as either a longsword or a unique whip-like weapon. By activating a special mechanism on the weapon, you can switch between sword and whip form as a move action. If you are proficient in longswords or whips, you can use the whipsword proficiently when it is in the appropriate form.

Because the weapon is somewhat less flexible than a normal whip, the wielder suffers a -2 penalty to special maneuvers that require finesse, like tripping, disarming, and using the abilities of the Third Hand feat. This cancels out the normal +2 bonus to disarming with a whip. Characters cannot use the Weapon Finesse with whipswords.

Regardless of what form the weapon is in, it deals damage as a longsword. Normally, warriors will keep the weapon in sword form for better defense, only switching to whip form when they need longer reach and do not worry about attacks of opportunity.

Unlike a normal whip, a whipsword deals real damage, and more importantly it can harm creatures regardless of their armour or natural armour bonus. A whipsword has hardness 10 and 5 hit points. In whip form, its hardness is reduced to 5 because the vulnerable linking cord is exposed. In sword form it can be harmed by bludgeoning weapons and is vulnerable to sonic attacks, but not in whip form.

If you're interested in the book, the link to purchase it is in my sig.
 

I think they're also in Arms & Equipment, also 3.0. IIRC, they're the same stats as a whip except they do d6 piercing damage.
 


For what, d6 damage? I think they added whip damage and dagger damage and somehow came up with d6. Or maybe it just balanced better as a cool weapon.
 

The +1 armor bonus part of the description basically means if your opponent is wearing armor correct? So if your trying to whip an opponent with leather armor (+2) your attack does no damage right? Are there rules for using it to swing like Indy.

Does the whipsword have the same range as the whip?
 

Dareoon Dalandrove said:
The +1 armor bonus part of the description basically means if your opponent is wearing armor correct? So if your trying to whip an opponent with leather armor (+2) your attack does no damage right?

Correct. You could still try and trip or disarm your opponent, however.
 

The whip book also obviously has feats for if you want to hurt people with whips. There are three main different routes. First is the Finesse-Disarm-Third Hand route, where you use the whip as a back-up weapon to hinder foes and use for trick shots. Second is the Finesse-Combat Reflexes-Whip Strike route, where you threaten the space around you with a whip, letting you make tons of attacks of opportunity, doing a little damage at a time. Third is the faux-spiked chain Power Attack-Trip-Mobility technique where you do hit and run with powerful attacks using a whipsword.
 

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