| Felgoroth |
Ok, so recently I've been trying to make a capable whip user for a game (note that I'm going to be using a whip dagger (from the Arms and Equipment guide) not a normal whip). I was thinking about doing it as a Bard (for the free weapon proficiency) but I can't figure out what race I want to play, how to place feats, or how to arrange my stats using a 20 point buy. I have a love/hate relationship with Humans, I love that I get an extra feat and skill point but I get to be a Human everyday of the week so I like playing other races. I was also thinking about playing a Halfing because they get the +2 dex and +2 cha and for a Bard I think that would be great, I'm not to concerned with the -2 str but my big thing with the Halfling is the 20ft base speed. My last thought was possibly playing a Half-Elf and using my skill focus in my characters favored perform skill (which will probably be singing, dancing, or whistling). This is kind of what I was thinking for the stat array at 1st level:
Human/Half-Elf
Str: 12
Dex: 16 (14+2)
Con: 10
Int: 13
Wis: 10
Cha: 16
Halfling
Str: 11 (13-2)
Dex: 16 (14+2)
Con: 10
Int: 14
Wis: 10
Cha: 17 (15+2)
As far as feats go I haven't really thought of a progression but I'd like these feats: Weapon Finesse, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved/Greater Trip, Improved/Greater Disarm, and possibly Arcane Strike. The big problem I'm having is feats because as a Bard I can't get all those feats until 19th level or so. I'd thought about playing a Fighter but I'd like more skill points. I suppose I could play a it as Rogue and use the Rogue Talent that gives you a fighter feat a lot, the only problem with the Rogue is that I can't use a whip until 2nd or 3rd level (depending how I use my 1st Rogue Talent). Any ideas or thoughts?
Brandon Gillespie
Co-owner - Battlegrounds to Board Games
|
Human
Str: 16
Dex: 16 (14+2)
Con: 10
Int: 13
Wis: 10
Cha: 12
I would go with a Human fighter. Use the point buy listed above. I would recommend taking the Fighter option available in the Pathfinder Chronicles Campaign Setting. I don't have it in front of me but it is something like the fighter gives up his bonus feat at first level and gets extra class skills and 4 skill points per level. Combine this with the 1 bonus skill point for being human and make fighter you favored class taking the skill point every level and you have 6 skill points per level. Use the Human Bonus feat to take Exotic Weapon (Whip) and you still have a feat to spare - maybe Weapon focus (whip)? If you check the Legacy of Fire Players guide, I think you will also find that The Scorpion Whip will suit your needs every bit as well as the whip dagger did and with a cooler name IMHO. :)This way you have good BAB, no Strength penalty and 30 foot movement. Still good Charisma and you will be +5 to hit with your whip at 1st level.
Hope this helps!
| Felgoroth |
Human
Str: 16
Dex: 16 (14+2)
Con: 10
Int: 13
Wis: 10
Cha: 12I would go with a Human fighter. Use the point buy listed above. I would recommend taking the Fighter option available in the Pathfinder Chronicles Campaign Setting. I don't have it in front of me but it is something like the fighter gives up his bonus feat at first level and gets extra class skills and 4 skill points per level. Combine this with the 1 bonus skill point for being human and make fighter you favored class taking the skill point every level and you have 6 skill points per level. Use the Human Bonus feat to take Exotic Weapon (Whip) and you still have a feat to spare - maybe Weapon focus (whip)? If you check the Legacy of Fire Players guide, I think you will also find that The Scorpion Whip will suit your needs every bit as well as the whip dagger did and with a cooler name IMHO. :)This way you have good BAB, no Strength penalty and 30 foot movement. Still good Charisma and you will be +5 to hit with your whip at 1st level.
Hope this helps!
Not a bad idea. The only reason I didn't really want to do a Fighter is because I'm currently playing 1 in another game and I wanted to do something a little different. I do like the stat array, though if I used it I might change my strength to 14 and use the extra 5 points for something else (maybe an 18 dex) because I had planned on taking Weapon Finesse. EDIT: I also agree that Scorpion Whip sounds way cooler than Whip Dagger.
| Felgoroth |
Hm... Maybe something like this would work. (H = Human, R = Rogue Talent)
Human Rogue
Str: 14 or 14
Dex: 16 (14+2) or 18 (16+2)
Con: 12 or 10
Int: 14 or 13
Wis: 10 or 10
Cha: 13 or 12
1: Weapon Finesse
H: Combat Expertise
R: Combat Trick (Exotic Weapon Proficiency: Scorpion Whip)
3: Dodge
R: Combat Trick (Improved Trip)
5: Mobility
R: Combat Trick (Spring Attack)
7: Greater Trip
| xAverusx |
Yeah, Kolokotroni is right...
My rule for a rogue: If you aren't sneak attacking, you should probably be doing something else.
Easier to take full advantage of the whip with more feats. You can easily action lock enemies by disarming AND tripping them, but that takes LOTS of feats.
Fighter has more feats, weapon training, higher BaB...
Now, Fighter/Bard... that's worth looking at.
| Kolokotroni |
Yeah, Kolokotroni is right...
My rule for a rogue: If you aren't sneak attacking, you should probably be doing something else.
Easier to take full advantage of the whip with more feats. You can easily action lock enemies by disarming AND tripping them, but that takes LOTS of feats.
Fighter has more feats, weapon training, higher BaB...
Now, Fighter/Bard... that's worth looking at.
What would you really be trying to accomplish by combining fighter and bard? Is it just for proficiency? 1st level fighter feat takes care of that. And if you dont go full bard, you loose alot of its benefits (song progression and spell progression). I think whip is a good weapon for bards, but I think if you want to focus on using a whip, fighter is the way to go.
| Felgoroth |
Ya you guys are right unfortunately for me lol. My DM actually doesn't care if we take the Combat Trick talent more than once but that's another discussion that I don't want to get into. I forgot about the sneak attack thing (which would really put a damper on me being a rogue) so I guess I'll have to do it as a fighter or just be a bard and not rely on my whip as much as I wanted to lol.
| Kolokotroni |
Ya you guys are right unfortunately for me lol. My DM actually doesn't care if we take the Combat Trick talent more than once but that's another discussion that I don't want to get into. I forgot about the sneak attack thing (which would really put a damper on me being a rogue) so I guess I'll have to do it as a fighter or just be a bard and not rely on my whip as much as I wanted to lol.
Strange question, are you permitted 3.5 material? If so, and your dm allows oversized two weapon fighting you could go ranger and use 2 whips in the two weapon fighting style of the ranger. Then you'd have a different flavor then a fighter, but still be able to focus on your whip use. I think the fighter is still better, particularly if you are looking to trip and disarm, but the ranger can still be if you can get oversized two weapon fighting eventually.
| SmiloDan RPG Superstar 2012 Top 32 |
In 3.0, I played with a guy who was a two-weapon fighter who used rapier and whip. Very effective. He used the whip to trip and disarm at range, and then poke with his rapier.
Another option is rogue whip user with improved feint. Or see if you can use the Dark Creature template from the Tome of Magic. It has a +1 level adjustment, but it gives you Hide in Plain Sight, +10 feet of speed, and +7 Stealth. Combined with Spring Attack, you could "snipe" with the whip.
| Felgoroth |
Strange question, are you permitted 3.5 material? If so, and your dm allows oversized two weapon fighting you could go ranger and use 2 whips in the two weapon fighting style of the ranger. Then you'd have a different flavor then a fighter, but still be able to focus on your whip use. I think the fighter is still better, particularly if you are looking to trip and disarm, but the ranger can still be if you can get oversized two weapon fighting eventually.
We're not really permitted to use 3.5 material but he said it was ok for me to use the whip dagger (although I'll probably end up using a Scorpion Whip because it's allowed in organized play). I had actually thought about playing a Ranger and using a whip and short sword (or some sort of combination of whip and a light weapon) but I'm still kind of suffering with feats. I mean ya I get access to the Combat Style feats but none of them are super beneficial to me and I still have to get the other feats I want. I may end up saving this idea for a game I want to play a Fighter in...
| grasshopper_ea |
Ok, so recently I've been trying to make a capable whip user for a game (note that I'm going to be using a whip dagger (from the Arms and Equipment guide) not a normal whip). I was thinking about doing it as a Bard (for the free weapon proficiency) but I can't figure out what race I want to play, how to place feats, or how to arrange my stats using a 20 point buy. I have a love/hate relationship with Humans, I love that I get an extra feat and skill point but I get to be a Human everyday of the week so I like playing other races. I was also thinking about playing a Halfing because they get the +2 dex and +2 cha and for a Bard I think that would be great, I'm not to concerned with the -2 str but my big thing with the Halfling is the 20ft base speed. My last thought was possibly playing a Half-Elf and using my skill focus in my characters favored perform skill (which will probably be singing, dancing, or whistling). This is kind of what I was thinking for the stat array at 1st level:
Human/Half-Elf
Str: 12
Dex: 16 (14+2)
Con: 10
Int: 13
Wis: 10
Cha: 16Halfling
Str: 11 (13-2)
Dex: 16 (14+2)
Con: 10
Int: 14
Wis: 10
Cha: 17 (15+2)As far as feats go I haven't really thought of a progression but I'd like these feats: Weapon Finesse, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved/Greater Trip, Improved/Greater Disarm, and possibly Arcane Strike. The big problem I'm having is feats because as a Bard I can't get all those feats until 19th level or so. I'd thought about playing a Fighter but I'd like more skill points. I suppose I could play a it as Rogue and use the Rogue Talent that gives you a fighter feat a lot, the only problem with the Rogue is that I can't use a whip until 2nd or 3rd level (depending how I use my 1st Rogue Talent). Any ideas or thoughts?
Whatever you do remember whips don't threaten so no sneak attack unless you catch them flat footed. You can't flank with the whip.
I like 2 FTR/8 bard/10 EK personally. You get some extra feats and almost full BAB while adding arcane strike and power attack will really help your damage output with that whip, and you can pull off inspire courage and good hope or haste in the first round of combat by 8 bard to buff the whole group. Then commence the whiping/tripping/disarming. Also no problem with arcane armor failure as bard. Combine with buckler for more AC in general combat and you have the option to two handed power attack when you need more damage.
| Felgoroth |
Whatever you do remember whips don't threaten so no sneak attack unless you catch them flat footed. You can't flank with the whip.I like 2 FTR/8 bard/10 EK...
Ya, we established the sneak attack thing lol. Here's what I think I'm going to do feat/class wise: Bard - 1: Combat Expertise, 3: Improved Trip, 5: Improved Disarm, 7: Combat Reflexes, 9: Greater Trip, 11: Greater Disarm, and then everything after that is open for now. I'm still not sure on race though. If I pick Human I get more skills and could take Arcane Strike as my Human feat (or take it at 3rd level and make Improved Trip my Human feat), if I pick a Halfling I start with a better Charisma and have a better AC and saves but my damage and speed go down a little, and finally if I pick a Half-Elf I could make my Perform skill better by using my Skill Focus with my favored Perform. Stupid races lol.
| Kolokotroni |
grasshopper_ea wrote:Ya, we established the sneak attack thing lol. Here's what I think I'm going to do feat/class wise: Bard - 1: Combat Expertise, 3: Improved Trip, 5: Improved Disarm, 7: Combat Reflexes, 9: Greater Trip, 11: Greater Disarm, and then everything after that is open for now. I'm still not sure on race though. If I pick Human I get more skills and could take Arcane Strike as my Human feat (or take it at 3rd level and make Improved Trip my Human feat), if I pick a Halfling I start with a better Charisma and have a better AC and saves but my damage and speed go down a little, and finally if I pick a Half-Elf I could make my Perform skill better by using my Skill Focus with my favored Perform. Stupid races lol.
Whatever you do remember whips don't threaten so no sneak attack unless you catch them flat footed. You can't flank with the whip.I like 2 FTR/8 bard/10 EK...
So your plan is to go straight bard?
Draeke Raefel
|
I was working on a whip user the other day...
Race: Human
1st lvl
Inquisitor of Calistria( Whip prof for free. Technically cleric would work too, but I like the inquisitor abilities better for this build )
1st lvl feat: Combat Expertise
Human Bonus feat: Improved Trip
2nd lvl
Fighter
Fury's Fall( Cheliax book: Add your dex to your strength for your cmb to trip people )
3rd lvl
Fighter
Fighter Feat: Fury's Snare( allows you to drop your whip when you trip someone and give them the entangled condition )
Lvl Feat: Two-Weapon Fighting
That's as far as I statted them up, but I would probably take weapon focus whip and quick draw( normally not useful, but if you keep electing to drop your whip to entangle the enemy ). The main goal of the character was to trip people, entangle them in whips and the draw a Greatsword to hit them while they were down.
| Felgoroth |
@Kolokotroni: probably, I don't really want to multi-class.
@MerrikCale: You've clearly never met "Cap'n Karho." He was a Hadozee Bard/Dread Pirate I played a while back. He was quite possibly the most charismatic/flamboyant Hadozee you'd ever meet but "he weren't no queer." Sorry that's kind of an inside joke, a bar fight started and the crews cook (a Minotaur Cleric) told one of the instigators something like "the cap'n ain't no queer."
@Draeke Raefel: That's seems kind of fun but I think I'd rather stick to something that didn't involve me changing weapons so much. Speaking of an entangling whip I believe there's a legacy weapon that does something similar, I think you can forgo tripping them and they become entangled and get pulled closer to you but I'm not sure.
Twowlves
|
Go Bard, they get Expeditious Retreat at 1st level.
1st: Combat Expertise
H: Dodge
3rd: Mobility
5th: Spring Attack
7th: Improved Trip
9th: Greater Trip
etc. etc.
With Expeditious Retreat, you are moving 60' round with 15' "reach", and by 5th level you can trip anyone along that path you want. Also, if you are disarming with a whip at range, you don't need Improved Disarm to avoid the AoO. You also get some nice spells and bard performances too...
| Felgoroth |
Go Bard, they get Expeditious Retreat at 1st level.1st: Combat Expertise
H: Dodge
3rd: Mobility
5th: Spring Attack
7th: Improved Trip
9th: Greater Tripetc. etc.
With Expeditious Retreat, you are moving 60' round with 15' "reach", and by 5th level you can trip anyone along that path you want. Also, if you are disarming with a whip at range, you don't need Improved Disarm to avoid the AoO. You also get some nice spells and bard performances too...
That's true, the only problem I see with this is Spring Attack and Improved Trip need to switch places (for BAB reasons I can't take Spring Attack til 7th). I'd also need another whip or something because even though I won't provoke an AoO while disarming someone I can still be disarmed of my whip (although I can just drop it).
| mdt |
Not sure it would hold up for organized play, but your GM might let you do this.
I let someone build a MW Whip/Mace. Basically, it was a double weapon that could only be used as one or the other, but was one-handed. The whip handle was extended and a mace head put on the end. You could do the same thing with a club (tonfa). You'd have to enchant each end of the weapon separately of course, but it means you can switch from dual whip to whip/mace to dual mace as an immediate action. It would be an exotic weapon, but you have to take exotic weapon for whip anyway.
Twowlves
|
Twowlves wrote:That's true, the only problem I see with this is Spring Attack and Improved Trip need to switch places (for BAB reasons I can't take Spring Attack til 7th). I'd also need another whip or something because even though I won't provoke an AoO while disarming someone I can still be disarmed of my whip (although I can just drop it).
Go Bard, they get Expeditious Retreat at 1st level.1st: Combat Expertise
H: Dodge
3rd: Mobility
5th: Spring Attack
7th: Improved Trip
9th: Greater Tripetc. etc.
With Expeditious Retreat, you are moving 60' round with 15' "reach", and by 5th level you can trip anyone along that path you want. Also, if you are disarming with a whip at range, you don't need Improved Disarm to avoid the AoO. You also get some nice spells and bard performances too...
Whoops! I miscounted on my little fingers when I wrote that. Yes, you are right. Keep a rapier on hand, as you can use that for AoOs. If you later on get Improved Disarm/Greater Disarm, the rapier works very well with those too. In fact, I don't see anywhere in the rules that says you can't have a whip in one hand and a rapier in the other and just use the rapier for AoOs.
| Felgoroth |
was he thin and neat?not that there is anything wrong with that
Uh... Thin... Probably (but he might look slightly chubbier than normal because Hadozee are humanoid monkeys have those flap things like flying squirrels)... Neat... not so much lol. I did have a set of magic golden bananas that worked like phones (I can't remember what spell our artificer cast on them but the DM said that he could do it so they'd work like phones) and 1 was cursed so that whoever had it couldn't get rid of it (like if he threw it into the ocean it would end up being in his pocket or something). I gave it to another PC who found my character extremely annoying.
| Felgoroth |
Whoops! I miscounted on my little fingers when I wrote that. Yes, you are right. Keep a rapier on hand, as you can use that for AoOs. If you later on get Improved Disarm/Greater Disarm, the rapier works very well with those too. In fact, I don't see anywhere in the rules that says you can't have a whip in one hand and a rapier in the other and just use the rapier for AoOs.
That's true, even though I'm not technically using both weapons for (like for Two-Weapon Fighting and such) my DM might still make me take the penalties if I just carry both around all the time.
| Kolokotroni |
Well if you are going full bard, you should check out treantmonks bard guide . His advice on the 'controller' bard is very useful to someone looking ot use a whip as a bard.
| Felgoroth |
Well if you are going full bard, you should check out treantmonks bard guide . His advice on the 'controller' bard is very useful to someone looking ot use a whip as a bard.
That actually helped quite a bit. I forgot that the penalty to strength would hurt my CMB quite a bit. What do you guys think about this?
Half-Elf Bard
Str: 14
Dex: 14
Con: 12
Int: 14
Wis: 7
Cha: 17 (15+2)
1: Combat Expertise
H: Skill Focus (Perform: Sing)
3: Improved Trip
5: Dodge or Arcane Strike
7: Combat Reflexes
9: Greater Trip
Twowlves
|
That actually helped quite a bit. I forgot that the penalty to strength would hurt my CMB quite a bit. What do you guys think about this?
Half-Elf Bard
Str: 14
Dex: 14
Con: 12
Int: 14
Wis: 7
Cha: 17 (15+2)1: Combat Expertise
H: Skill Focus (Perform: Sing)
3: Improved Trip
5: Dodge or Arcane Strike
7: Combat Reflexes
9: Greater Trip
Skill Focus won't help you, since you don't need to hit any DCs with your perform skills (other than the boost to Countersong/Distraction).
Likewise, since you don't threaten areas with the whip, Combat Reflexes seems pointless. I'd drop the Str some and pick up Dex, then Weapon Finesse (since so many bard weapons are finesse-able).
| Dragonchess Player |
You may want to look at bard/fighter 1/eldritch knight. You lose two levels of spellcasting ability (mitigated by Magical Knack (Bard) if your GM allows traits) but have a BAB of only 2-3 less than full (which heroism easily compensates for).
You may be better off with 12 Str, 16 Dex (14 +2), 12 Con, 13 Int, 8 Wis, 14 Cha; taking Agile Maneuvers and Weapon Finesse to keep CMB and attack bonus high. Take bard and fighter as your favored classes. For progression, I'd go with:
1 - Skill Focus (Perform (Oratory)), Weapon Finesse
2 - Versatile Performance (Oratory) for high Diplomacy, Sense Motive checks
3 (Ftr 1) - Combat Expertise, Improved Trip
5 - Agile Maneuvers; take heroism as your 2nd level spell
7 - Arcane Strike
Also, animate rope is a "must have" for a whip-using bard: "Target one rope-like object, length up to 50 ft + 5 ft/level... You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter... You can give one command each round as a move action, as if directing an active spell. The rope can enwrap only a creature or an object within 1 foot of it... Doing so requires a successful ranged touch attack roll... The rope does not deal damage, but can be used... to cause a single opponent that fails a reflex saving throw to become entangled." You can carry a couple standard whips (1 gp each) in addition to your whip dagger. Other staple spell choices should include: grease, hideous laughter, cat's grace, glitterdust, dispel magic, and haste. Remember that at bard 7, in addition to gaining 3rd level spells, "a bard can start a bardic performance as a move action instead of a standard action." (PF RPG, pg. 36 in the very first paragraph) At this point, haste (standard action) + Inspire Courage (move action, maintain each additional round as a free action) should be high on your list of possible options at the start of a fight.
The only remaining question is when to enter the eldritch knight PrC. The earliest that you can qualify is bard 7/fighter 1. Personally, I prefer to wait until bard 9/fighter 1 (even though I lose one point of BAB) to pick up Inspire Greatness. It's more useful (IMO) around 10th level than Spell Critical is around 18th-20th level.
| Kaisoku |
A player in my current campaign (War of the Burning Sky), is playing a Commander class, which is basically a reworked Bard class with a specific theme (homemade, using parts of the actual Commander class in the campaign setting).
He's currently set up with a bladed whip as well, however the campaign comes complete with a series of feats that grant:
1. Threatening people at reach (anything but melee range).
2. Threatening at melee range (this can stack with the first one for full threaten).
3. "Third Hand", basically using the whip to grapple people for a single round/pull them, pull levers, do simple actions... think Indiana Jones.
He has the first two feats (so far), and is set up as an Improved/Greater Tripper and Combat Reflexes, basically a battlefield controller.
Between feats, spells, and inspiration bonus, he's nasty at keeping people locked down.
Sets up the party rogue for flanking constantly, while also keeping things from reaching the archer.
Quite effective so far, and he doesn't even take advantage of Enlarge Person yet.
| Felgoroth |
@Dragonchess Player: I didn't really want to multi-class but I suppose if I'm playing a Half-Elf it wouldn't hurt a whole lot (other than losing a few spell casting levels) I'll have to look more into it because it may be the only way to get all the feats I want. I do like the idea of a higher dex build (for more AC and whatnot) it just requires more feats (with the agile maneuvers and weapon finesse). I may go with these ability scores 12 str, 16 dex (14+2), 12 con, 14 int, 7 wis, 16 cha. I know a 7 wis isn't the greatest but wis isn't really my concern and the Half-Elves +2 to perception cancels out the penalty to perception (which is really the only wis based skill that I'll use).
@Kaisoku: Ya I remember in 3.5 my brother played a whip user (I think he was a Fighter/Rogue but I'm not sure) but he took the skill tricks that let him use the whip to swing from things and pull levers. It was pretty funny. I'm not sure if my DM would let me take those feats but I'll take a look at them. What book are they in?
| Kaisoku |
I'm pretty sure it was Complete Scoundrel that had the skill trick mechanics. That was the thing where you burned a rank in a skill to do something new/unique with that skill instead of increasing the skill bonus.
I don't know if that included the whip maneuvers though... I don't have my books with me at the moment.
Mr_Nevada
|
Then try to make your guy a Attack of Oppertunity guy. Get something like Lunge and Combat patrol to increase your Whip range and have a high Dexterity to go along with it. Afterwards you should have a Whip reach of something to 25-30ft. 20ft if you are using Lunge. Then, take on Whirlwind attack so you can attack every single person within your 20ft range at your highest attack bonus. :D
Mr_Nevada
|
So, the feats should go approx. like this:
1: Weapon Finesse
H: Dodge
F: Mobility
F: Spring Attack
2: Combat Expertise
F: Whip Mastery
3: Whirlwind attack
F: Lunge
4: Combat Reflexes
F: Combat Patrol
5: Whip Mastery (Can get this at second level if you wanted to)
F: Monkey Lunge (No -2 Penalty to AC when using Lunge, Acrobatics 1 rank)
So, this concept should be ship shape around 10-11th level. If your Gestalting, go with this:
R: Finesse Rogue (Replace the first level one with some of the other feats)
R: Combat Trick (Combat Expertise) (Replace it with one of the other feats)
R: Bleeding Strike
R: Deft Palm (Ultimate Combat)
R: Opportunist (Auto attack of opportunity within reach 1/round)
Mr_Nevada
|
Human
Fighter 11
STR 14
DEX 20 (18+2)
CON 16
INT 18 (16+2)
WIS 10
CHA 12
Scorpion Whip/ 1d4+2/ x2/ 20ft reach (30ft when AOO mode is active)/ 16/11
HP: ~77
AC: ~10-14
Human
Fighter/Rogue
STR 14
DEX 22
CON 16
INT 16
WIS 10
CHA 12
Scorpion Whip/ 1d4+2 (5d6 Sneak attack)/ 20ft reach (30ft when AOO mode is active)
HP: ~77
AC: ~10-15 (Aggro)