Tale Weaver's Vampire: The Masquerade OOC Board

Sorry, but I need a refresher... How do I fight with a whip? What are the modifiers? Etc. (not sure if this has already been said, but it's too slow to flip through the posts and figure it out)

When Father Koln had the whip it had an attack bonus of +5, did 1d2+4 damage (A two sided die? For a bullwhip?! ok...) Crit 20 (x2), 15 ft range, it's a "slashing" weapon and you can perform a "trip" instead of damage, +2 bonus to disarm your opponent
 

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Sorry, but I need a refresher... How do I fight with a whip? What are the modifiers? Etc. (not sure if this has already been said, but it's too slow to flip through the posts and figure it out)

The whip just uses the regular attack modifier and does 1-2 damage plus your strength. On a successful hit you can make a strength check to try to trip an opponent (this won't work on the golem).
 






Guys, use dmtools.org while IC is down so we can move things along here.

Look, it's simple, Koln being the 3rd generation badass that he is kills the monster and we skip ahead to when Koln destroys Cain in a dramatic one on one battle, like Chuck Norris v. Bruce Lee, or Spike v. Vicious.
He then single-handedly ushers in the End of Days, and God appoints him to be his designated wheat-chaff sorter, using a divinely-given boomstick, hellfire-fueled motorcycle, and the aid of his trusty sidekicks, that lovable wacky but misguided duo of Ruby and Clover. Badass!
 


Power Attack

On your action, before making attack rolls for the round, you can choose to subtract a number from all melee attack rolls and add it on all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
 

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