What enchantment should I get for a whip

What enchantment for a whip

  • Vorpal

    Votes: 11 22.4%
  • Distance

    Votes: 8 16.3%
  • A burst(Specify)

    Votes: 2 4.1%
  • Flaming/Shocking/Frost Etc

    Votes: 16 32.7%
  • Brilliant energy

    Votes: 24 49.0%
  • Ghost touch

    Votes: 6 12.2%

OK, as you apparently already have used some vorpal weapons in your campaign, you know first hand that it is balanced.

Thanks for the info. Are weapons of sharpness still covered in 3e somewhere?

How do you rule burst weapons? With the d6 in the crit or only on a regular hit?

I think that while you shouldn't be able to combine frost/flaming and corrosive/thundering, the other combinations would be no problem.

Also, is it possible to upgrade a flaming weapon to a flaming burst weapon, paying only +1? I would say so.
 

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KaeYoss said:
OK, as you apparently already have used some vorpal weapons in your campaign, you know first hand that it is balanced.

Well, maybe I should try on a suit of humbleness and mention that it can't be perfect. So far, it appears to be balanced, but you never know what kind of jacked up situation might throw it all outta wack.

KaeYoss said:
Thanks for the info. Are weapons of sharpness still covered in 3e somewhere?

Not by WotC, but I do remember seeing rules for it somewhere.

KaeYoss said:
How do you rule burst weapons? With the d6 in the crit or only on a regular hit?

On this, I go against the sage. In our games, burst weapons deal 1d6 points of damage every single hit and an additional+1d10 (if x2 crit) on a critical hit. We add them together. Here's what we have figured out:

According to the sage, burst enhancements deal +1d6 on a standard hit and +1d10 (if x2 crit) on a critical hit, but they don't get added together. Now, considering how rare you're going to get a crit, it doesn't justify the +2 base cost modifier.

Also according to the sage, +1d6 energy enhancements do not stack. If you allow them too, as Monte believes they should, they far suprass the usefulness of the Sage's Burst enhancements.

Now, you need to fix the burst enhancements and let the 1d6 and 1d10 damage stack on a crit, instead of one or the other. However, if 1d6 weapon enhancements stack, they will still surpass the usefulness of burst enhancements, for the burst enhancements have a lesser average damage. But burst enhancements will still cost +2, even though you could just slap on flaming and shocking for the same exact cost and you'll get far better damage from it? Something isn't right, is it?

So, we decided the following:

1) We agree and support the 1d6 weapon enhancements as they exhist in the DMG. Basically, we think Monte was wrong.

2) We support the ruling that the 1d6 and 1d10 of burst enhancements stack on a critical hit. Basically, we think the Sage was wrong.

If you fully support the Sage's rulings, then burst enhancements are not worth the +2 base cost modifier. If you fully support Monte's rulings, then 1d6 enhancements get completely thrown outta whack and the burst enhancements are worthless.

At least one of these guys must be wrong. Now, here is the important part that we discovered. Both the Sage and Monte were wrong.

Long winded post, I know, but I hope it helps. :)

KaeYoss said:
Also, is it possible to upgrade a flaming weapon to a flaming burst weapon, paying only +1? I would say so.

I don't have a problem with that.
 
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Guys thanks alot, I was afraid of using Brilliant energy cos the game I'm playing NOW(And I don't know how repetititititititive the DM is) is a tad Undead heavy(BBEG is a lich sorcerer, and he knows the word minions). A few things though; How bad are my penealties going to be by wie(ei?)lding a whip and a Raip(i?)er?What about with those cool feats?What would it "cost" to get an ability to do deafness and maybe damage by cracking whip in air?
 

Welding a whip and a longsword at best wll be -4/-4 with the whip in your off hand. THis assumes you have the ambedexterity feat. Two weapon fighting does not apply since the whip is technically a ranged weapon.
 

Ferret said:
How bad are my penealties going to be by wie(ei?)lding a whip and a Raip(i?)er?

If the whip is in your off-hand, and you have ambidexterity and two-weapon fighting, your penalties will be -2/-2. The whip is a light weapon (category small), so your better off keeping it in your off-hand. For instance, if your primary weapon is a whip and your off-hand weapon is a rapier, your penalties will be -4/-4.

Edit: Nevermind. I was thinking backwards there. I just remembered that every time you use the whip, you provoke an AoO, thus it is indeed a ranged weapon. My bad. Crothian is right.
 
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Crothian said:
Welding a whip and a longsword at best wll be -4/-4 with the whip in your off hand. THis assumes you have the ambedexterity feat. Two weapon fighting does not apply since the whip is technically a ranged weapon.

The whip is only treated as a ranged weapon for maximum range purposes. It is still a melee weapon, just like a spiked chain.

Edit: Nevermind. I was thinking backwards there. I just remembered that every time you use the whip, you provoke an AoO, thus it is indeed a ranged weapon. My bad. Crothian is right.
 
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Ferret said:
What would it "cost" to get an ability to do deafness and maybe damage by cracking whip in air?

If you don't mind popping the enemy, just get the Thundering weapon enhancement. If you want to just pop the air, you would need to attack an empty square adjacent to your victim, so the deafening effect would need to effect every target within 5 feet, and that will be more expensive.
 


Well, thundering on whips is a very interesting thing. You see, in thindering's description is says it can be applied to bows and crossbows. However, thundering is not on the Ranged Weapon Special Abilitry Table. So, Whips are a ranged weapons. Ranged weapons can have thundering. You just can't random roll up a thundering ranged weapon.:D
 

Now that is sweet!

I've been reading these books for about a year and still don't get all the little intricacies. God bless you guys! Plus, I play a lot of Living Greyhawk and those b#stards make us choose scrolls from the DMG's list, nothing else, and so on and so on. Limit us as much as they possibly can!

So, I guess what I should be looking for are things that specifically say "Melee Only" and use those. Very, very nice.

Thanks!!!
 

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