Uses for a whip

I built Zorro as a rogue using duelist emphasis... even the basic whip multiclass path stuff is fun.

Various conditions (I am fond of prone ie you knock the weapon from your enemies grasp and they are forced to dive/kneel reaching after it) arent bad mechanics for the temporary disarm you typically see in movies (longer than 6 seconds? that is a fights done) ..... the 17th level fighter power is full on weapon stolen.
 

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If you have a whip and someone else has a golden idol, you can promise them that you'll throw them the whip if they throw you the idol.

But if they then throw you the idol and you just drop the whip, you're a real rat bastard.
 



Exactly. It's a problem if you use your whip to disarm every weapon-wielding opponent you come across without spending character resources on it.

It is -not- a problem if in one fight, with the bad guy laying waste with the Staff of Eternal Doom, you change the tenor of the entire encounter by doing a page 42 disarm, and a good GM will recognize this (not to mention let you use the whip + acrobatics to do dramatic swings from the rafter, grab objects falling into a pit, modify Nature to let you ride/befrend an animal, etc).
 

I cobbled this together. Can't promise it's optimized, but it's certainly thematic. However, a lot of it is dependent on how the DM will rule the "you must have a hand free" grabbing powers work - if you can grab with the whip, or you have to grab with your hand, or grab with whip then transfer to your free hand, etc etc. So yeah.

====== Created Using Wizards of the Coast D&D Character Builder ======
Shawna, level 10
Human, Fighter
Fighter: Combat Agility
Fighter Talents: Brawler Style

FINAL ABILITY SCORES
Str 19, Con 13, Dex 18, Int 8, Wis 13, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 13, Dex 16, Int 8, Wis 13, Cha 10.


AC: 27 Fort: 27 Reflex: 23 Will: 19
HP: 82 Surges: 10 Surge Value: 20

TRAINED SKILLS
Streetwise +10, Heal +11, Endurance +10, Athletics +13

UNTRAINED SKILLS
Acrobatics +8, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +6, History +4, Insight +6, Intimidate +5, Nature +6, Perception +6, Religion +4, Stealth +8, Thievery +8

FEATS
Human: Whip Training
Level 1: Inescapable Hold
Level 2: Brawler Guard
Level 4: Dragging Flail
Level 6: Pin Down
Level 8: Weapon Expertise (Flail)
Level 10: Whip Specialist

POWERS
Bonus At-Will Power: Grappling Strike
Fighter at-will 1: Dual Strike
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Serpent's Coil
Fighter daily 1: Tempest Dance
Fighter utility 2: Snagging Grip
Fighter encounter 3: Sweeping Blow
Fighter daily 5: Hounding Longarm
Fighter utility 6: Makeshift Shield
Fighter encounter 7: Not So Fast
Fighter daily 9: Punishing Storm (retrained to Entangling Whip at Whip Specialist)
Fighter utility 10: Grappler's Stance

ITEMS
Summoned Earthhide Armor +3, Whip of Great Opportunity +2, Lucky Charm +2, Defensive Spiked gauntlet +2, Circlet of Second Chances (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
 

I like it a lot ... though I was thinking footwork lure would look very nicely as using your whip to pull your enemy past you as you leap forward and smash/other wise attack as you pass by. Ah a whip does count as a Flail great.... the whip fighter using brawling does work very well.
Now that I seen this I am almost thinking Zorro might even consider fighter.. though he isnt bad as a rouge.
 
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I love to use Footwork Lure, but at least to me, it's not so cool with reach weapons now that they added the 1 square restriction on the enemy pull.
 
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I love to use Footwork Lure, but at least to me, it's not so cool with reach weapons now that they added the 1 square restriction on the enemy pull.

I guess there are 12' whips... though I am more familiar with the 6 to 8 foot variety
Bullwhip and Stock Whips Price List - Aussie Whip Maker

I think the ability to get between the bad guy and my ally that the FL and its flavor matching the dragging them with the whip might be enough that I still like it better than the dual strike....
 
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To nail down the point... zerotkatamas character is exactly what DracoSuave was talking about... it isnt the whip entirely which lets you do special things with it... its extraordinary moves which you make a part of your characters combat style which you apply with the whip. Somebody with Joe blow training with a whip could harass somebody with one.... but there are a load of cool stuff that readily represent what a master can do with one even without improvising anything
 
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