Dapper Whip Master (Advice, please!)


Advice


I wanna build a character that's a mix of function and flavor, and I'll be using a threaded cane (bloodborne reference), as my weapon of choice. Part of inheritance and training. The character was raised to be a gentleman and an elegant wielder of the threaded cane. Part of a clan of Gothic Era slayers like the Belmonts of Castlevania. The threaded cane is effectively a cane and a bladed whip in one.

It's a one-handed exotic weapon, 1d6 bludgeoning and piercing, or slashing, x2 crit. And it has two forms. The two forms look like this: Threaded Cane

It works with weapon finesse, and in it's cane form it can only do bludgeoning or piercing damage. An observer must make a DC 20 Perception check to realize a threaded cane is more than a metal cane; the DC decreases to 10 if the observer is able to handle the weapon. In it's whip form, it can only do slashing damage, and it has disarm, trip, and a 15 foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Whip feats apply to this weapon in it's whip form.

I've been looking through the classes and so far only the Lore Warden seems to give benefits that amplify this idea.

So far the basic build is thus;

Human Fighter(Lore Warden)
Str 16, Dex 16, Con 14, Int 13, Wis 12, Cha 10. (+2 to Dex)

1 - Exotic Weapon Proficiency (Threaded Cane), Combat Expertise, Weapon Focus (Whip)
2 - Improved Trip
3 - Whip Mastery
4 - Improved Disarm
5 - Improved Whip Mastery
6 - Combat Reflexes
7 - Weapon Finesse
8 - Greater Whip Mastery

And that's as far as I've gotten on the build idea. Is there anything I could do to make this idea more effective? The improved feats are mainly to allow for adjacent combat, though my character would use the cane form to confined spaces while the whip form is used in open spaces.


I asusme your GM has already bought off on your homebrew weapon? That seems an extreme outlier compared to other weapons. Finessable, all three damage types, lethal damage, threaten out to 15 feet, trip and disarm qualities and the only gap you gave it can be fixed with a feat or two.

I built something similar using a regular whip off of a Daring Champion Cavalier though. Here is the basic start of that build.

STR 13
DEX 18 (+2 Racial)
CON 12
INT 10
WIS 10
CHA 14

Level 1: EWP, Weapon Focus; Tactitian: Tandem Trip
Level 3: Slashing Grace


it'd only be a 10ft threat range at 5th level. Anyone who gains proficiency with it will only have an 5ft threat range when it's in a cane form. Whip form is, for all intensive purposes a stronger version of the whip because of the bladed segments. Though I could take out the trip and disarm bonuses because they're technically based on a leather whip, not segmented blades.

The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. Meaning you've got a 15ft reach, but you can't get attacks of opportunity in those squares.

Improved Whip Mastery is the only thing that would counteract that issue, but it limits you to a 10ft threat range.

I really wish they would create stats for trick weapons.

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