Player wants a whip based, Maneuver bard, any suggestions?


Advice

Silver Crusade

As stated, a friend of mine from a game wants to play a bard based on the whip and maneuvers, Its a pirate setting and we start at level 3 luckily.

Lots of ship time on the water, and urban environments, Probably low end amount of dungeons, I am taking a guess but I imagine a tropical Island to be in the setting as well.

archetype thoughts? (he is looking over sea singer) personally I've never been to fond of whip users, (be they pirate, drow priestess or otherwise) so I've not got much insight for him.

Sovereign Court

Whip Mastery is where it's at, although he won't qualify at 3rd level unless he finds a way to get a combat feat at level 2... (via some kind of archetype or dip to other class) because it has Weapon Focus as a prereq, which requires BAB +1 (only gained at level 2 for a bard)

Sovereign Court

Couple more things to bear in mind:

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.

I would thus advise the bard to dump STR and put all in DEX, then purchase an Agile Whip +1 as soon as possible.

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/agile

Go human bard:

1- Weapon Finesse
1- Improved Unarmed Strike
3- Weapon Focus (whip)
5- Whip Mastery
7- Improved Whip Mastery
9- Improved Grapple
11- Greater Whip Mastery


Go for it. If he takes weapon finesse, dex mod applies to trip, disarm, and other maneuvers made by the whip. So does the whip enhancement bonus, the bard's performance or luck bonus (Archeologist would be an excellent archetype), weapon focus if he has it. He could do pretty well starting at level 3 with a human, taking weapon focus and weapon finesse at level 1 and then either Slashing Grace (to get Dex-to-damage) or Whip Mastery (to avoid AoOs and be able to deal lethal damage).

Silver Crusade RPG Superstar 2014 Top 16

Might also consider multiclassing with Fighter(Lore Warden) for at least 3 levels. Sure you'll slow down your "Bardiness," but you'll really help your "Whippiness."

Starting at 3rd level, you could start as Bard/Fighter 1/2 and be awfully good at this off the top.


Oh right forgot about the +1 BAB requirement. Would he mind dipping fighter for the first level? There's a lot of synergy there.


Actually, there's a way to get Weapon Focus as a bonus feat at first level:

Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race's languages and gain that race's weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

As the GM, you'd have to agree on this usage, of course, but this would allow it. Plus the only race I can think of that would be associated with the whip would be Hobgoblins, or (kind of a stretch) Nagaji.

Grand Lodge

You might also check if he's interested in Skald, too. They're basically Bards, and Bloodrager 1/Skald X is the basis of a fine melee build to get Whip Mastery at third. Skalds don't get free Whip proficiency, but City-Raised or Beastmaster Half orcs do, and Half Orc is hte go-to race for Skalds.


There is a 3rd party archetype called the Black Snake that is ALL about using the whip. Something to look into if such things can be approved by GM


Daredevil archetype might fit his image.

Sovereign Court

I would advise against dipping to Ftr as you will retain your full bard caster progression.

Couple cool bard spells related whips:

Silk to Steel
School transmutation; Level bard 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target one scarf
Duration 1 round/level
Saving Throw none; Spell Resistance no
DESCRIPTION
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus to your Armor Class) or to attack as if the scarf were a whip.

Whip of Spiders
School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S, M/DF (a square of red cloth)
EFFECT
Range 0 ft.
Effect whiplike swarm
Duration 1 round/level (D (see text)
Saving Throw none; Spell Resistance yes
DESCRIPTION
You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider swarm (1d6 points of damage plus poison and distraction). The swarm whip is able to damage creatures with armor or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and (unlike a swarm) is subject to a miss chance for concealment and cover.
The whip is immune to all weapon damage, is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). The whip takes half again as much damage from spells or effects that affect an area, but since it is considered part of your gear, it takes damage only if you fail a saving throw on a 1 or if it is specifically targeted by an opponent. The whip does not have a swarm's susceptibility to high winds.
As a standard action, you can transform the whip into a spider swarm (all squares of the swarm must be within 15 feet of you); thereafter it functions as summon swarm. The spider swarm has 3 hit points and persists in that form for 2 rounds or until the end of this spell's duration, whichever comes first.

Whip of Centipedes
School conjuration (summoning); Level bard 5, druid 5, sorcerer/wizard 5, summoner 5, witch 5
DESCRIPTION
This spell functions as whip of spiders, except it summons centipedes, and any creature you strike with the whip takes swarm damage as if it were attacked by a centipede swarm (2d6 points of damage plus poison and distraction). If you transform the whip into a centipede swarm, it has 10 hit points.

Whip of Ants
School conjuration (summoning); Level bard 6, druid 6, sorcerer/wizard 6, summoner 6, witch 6
DESCRIPTION
This spell functions as whip of spiders, except it summons army ants, and any creature you strike with the whip takes swarm damage as if it were attacked by an army ant swarm (3d6 points of damage plus poison and distraction). If you transform the whip into an army ant swarm, it has 16 hit points.

Also, the following swift or immediate action bard spells ought to tip the balance towards a straight bard that does not dip away from his awesome bardness:

Source: Inner Sea Magic
Call Weapon
School transmutation; Level bard 1, magus 1, ranger 1
Casting
Casting Time 1 swift action
Components V, S
Effect
Range 30 feet
Targets one melee weapon wielded by an ally
Duration instantaneous
Description
This spell first rose to prominence among the elves of Kyonin in the war to retake their ancestral land from the demon lord Treerazer and his minions. Elite units of elven magi entered battle with this spell prepared to shield fallen comrades or stand firm against fell foes. As the elven presence returned to the world, this spell spread throughout the Inner Sea and beyond.
When you cast this spell, you cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on attack rolls and weapon damage rolls made during the same round you cast this spell.
If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An unconscious or dying ally is considered a willing target so long as the weapon to be called is still in contact with the ally's body.

Source: Rival Guide
Dazzling Blade
School illusion (pattern); Level bard 1, sorcerer/wizard 1
Casting
Casting Time 1 swift action
Components V, S
Effect
Range touch
Targets one metal weapon
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes (harmless, object)
Description
Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.
The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light-that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).
Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.

Source: Andoran
Liberating Comand
School transmutation; Level bard 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
Casting
Casting Time 1 immediate action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

Source: APG
Saving Finale
School evocation [mind-affecting]; Level bard 1
Casting
Casting Time 1 immediate action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

Source: APG
Timely Inspiration
School divination; Level bard 1
Casting
Casting Time 1 immediate action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.

Source: Advanced Race Guide
Windy Escape
School transmutation [air]; Level bard 1, druid 1, magus 1, sorcerer/wizard 1, bloodrager 1
Casting
Casting Time 1 immediate action
Components V, S
Effect
Range personal
Targets you
Duration instantaneous
Description
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used.

Source: APG
Gallant Inspiration
School divination; Level bard 2
Casting
Casting Time 1 immediate action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.

Source: Pathfinder Society Primer
Collaborative Thaumaturgy
School universal; Level bard 3, cleric/oracle 3, druid 3, magus 3, summoner 3, sorcerer/wizard 3, witch 3
Casting
Casting Time 1 immediate action
Components V, S, F (a bronze tuning fork)
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Description
You tap into the magical resonance between you and your allies to enhance one another's magic. Cast this spell when an ally casts a spell at least 1 level lower than the highest-level spell she can cast.
The ally casts her spell as if one of the following metamagic feats were applied to it without increasing the spell level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. If the ally is the target of two collaborative thaumaturgy spells when casting a spell, the ally can instead apply the Empower Spell metamagic feat to a spell at least 2 levels lower than the highest-level spell she can cast. Finally, if the ally is the target of three collaborative thaumaturgy spells when casting a spell, she can instead apply the Maximize Spell or Widen Spell metamagic feat to a spell at least 3 levels lower than the highest-level spell she can cast. You can't target yourself with collaborative thaumaturgy.

Source: Inner Sea Gods
Fractions Of Heal And Harm
School transmutation; Level bard 3, cleric/oracle 3, sorcerer/wizard 3
Casting
Casting Time 1 swift action
Components V, S
Effect
Range personal
Targets you
Duration instantaneous
Description
This spell channels a portion of the next spell you cast into magic that heals you. The next instantaneous area damage spell of 3rd level or lower that you cast deals only 75% of its damage, but heals you of a number of hit points equal to the remaining 25% of the spell's damage. For example, if you cast this spell and followed it with a fireball that would normally deal 40 hit points of damage, the fireball instead deals 30 hit points of damage and heals you of 10 hit points of damage. The spell affected by this spell must be cast before the end of your next turn. This spell has no effect on spells that do not deal damage or spells higher than 3rd level. This healing is treated as if you had been affected by a cure or inflict spell (whichever would heal you), and is treated as the same spell level as the area-affecting spell for the purpose of effects that relate to the spell level of cure or inflict spells.

Source: APG
Reviving Finale
School conjuration (healing); Level bard 3
Casting
Casting Time 1 swift action
Components V, S
Effect
Range 20 ft.
Area a 20-ft.-radius burst centered on you
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
Description
You must have a bardic performance in effect to cast this spell.
With a flourish, you immediately end your bardic performance, and allies within the area of the spell regain 2d6 hit points. This spell has no effect on undead creatures.

Source: APG
Foe to Friend
School enchantment (compulsion) [mind-affecting]; Level bard 5
Casting
Casting Time 1 immediate action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Description
Cast this spell when an enemy is about to make an attack against an ally. The creature makes the attack against a valid target of your choice instead or the attack is negated.
In addition, the target is considered an ally for determining flanking for 1 round.

Sovereign Court

I took the archeologist and went whip master but didn't survive past level 3. (Permanent death). Indiana Jones didn't have enough luck.

True strike resolves most of your cmb concens. Lore warden 3 is ideal. Monk maneuver master 1 is always an option to add (if you can be lawful) and you still threaten w feet while holding whip and wand.

Or skip bard and go kensai magus/lore warden. You wont spam crits but you can extend touch to 30' with enlarge.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Player wants a whip based, Maneuver bard, any suggestions? All Messageboards

Want to post a reply? Sign in.