Suggested abilities for unusual magical whip

Artoomis

First Post
I'd like some suggestions, please.

Suggestions should be from any WotC published 3.5ed material only, please.

At this point in our campaign, it looks like this charcter will soon be able to commission some new abilities to be placed upon his currently non-magical whip. I am looking for suggestions that fit this character.

I am looking for unusual abilities to have placed upon my character's whip. This character is getting more and more proficent uses of the whip that do not deal direct damage (disarm, etc., etc.). This character is a bard, so prefers to neutralize threats so as to be able to talk to them. The abilities in the DMG just don't seem to fit all that well.

Thank for your help!
 

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Disarming from CW is the most obvious choice, +2 bonus.

Paralyzing from the BoXD. +2 market bonus.

Enfeebling from the same book, +1 bonus, but I don't like critical-activated enhancements.
 

Merciful is great. +1d6 damage and all your damage (from the whip) is subdual. Gives you an option against untrippable, undisarmable foes ... and you can turn it off against foes immune to subdual damage.

Defensive Surge (DMG2) if you use combat expertise, +2000 gp
Sudden Stunning (DMG2) is also pretty nice versus foes with poor reflex saves, +2000 gp
Disarming (Complete Warrior) might help out your disarm attempts but it's a +2 bonus
Commanding (Arms&Equipment) gives bonuses to Bluff, Diplomacy, and Intimidate, +2 bonus
Grasping (Arms&Equipment) grants a bonus on disarm and trip, +2 bonus
Sweeping (Arms&Equipment) grants a bonus on trip attempts, +1 bonus

That's all I can think of, good luck :)
 

Cabral said:
Merciful is great. +1d6 damage and all your damage (from the whip) is subdual. Gives you an option against untrippable, undisarmable foes ... and you can turn it off against foes immune to subdual damage.
A whip already only does nonlethal damage. Something to overcome the armor bonus limitation would be nice, though.
 

Infiniti2000 said:
A whip already only does nonlethal damage. Something to overcome the armor bonus limitation would be nice, though.

Well, there is Briliant ENrgy, but then (presumably) no disarming is possible, so that's out.

cabral said:
Defensive Surge (DMG2) if you use combat expertise, +2000 gp
Sudden Stunning (DMG2) is also pretty nice versus foes with poor reflex saves, +2000 gp
Disarming (Complete Warrior) might help out your disarm attempts but it's a +2 bonus
Commanding (Arms&Equipment) gives bonuses to Bluff, Diplomacy, and Intimidate, +2 bonus
Grasping (Arms&Equipment) grants a bonus on disarm and trip, +2 bonus
Sweeping (Arms&Equipment) grants a bonus on trip attempts, +1 bonus

The latter four all look very promising. Thanks.

I don't have the books (I usually only get to see them oin Thursdays, when we play).

I am going to assume that this goes something like:

Disarming, +2 equivalent, abilities look pretty cool (I got a copy to look at). I think I'll go for this one, if I can afford it.
Commanding, +2 equivalent, +2 to Bluff, Diplomacy and Intimidate
Grasping, +2 equivalent, +2 each to Disarm and Trip.
Sweeping, +1 equivalent, +4 to Trip. Or maybe gives you Improved Trip for that weapon only?

Is that about right? Am I even close? I'll look them up when I get a chance.
 
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