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In the GMG, p. 295 "First Mate", I can't figure out how the Melee info for the whip adds up, mwk whip +11 (1d3+1 nonlethal).
+8(Base Atk) + 4 (Weapon Finesse Dex) + 1 (masterwork) = 13 but the SB says +11
for the damage bonus +2 for Str but it says 1d3+1.
Where is my math incorrect?
First Mate CR 8
XP 4,800
Human expert 4/fighter 5
N Medium humanoid
Init +4; Senses Perception +10
Defense
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 63 (9 HD; 4d8+5d10+18)
Fort +7, Ref +6, Will +6; +1 vs. fear
Defensive Abilities bravery +1
Offense
Speed 30 ft.
Melee +1 shortsword +15/+10 (1d6+6/17–20) or
+1 shortsword +13/+8 (1d6+6/17–20), +1 shortsword +13/+8
(1d6+5/17–20) or
+1 shortsword +13/+8 (1d6+6/17–20), mwk whip +11 (1d3+1
nonlethal)
Ranged mwk heavy crossbow +13 (1d10/19–20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks weapon training (light blades +1)
Statistics
Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 24
Feats Athletic, Exotic Weapon Proficiency (whip), Improved
Critical (shortsword), Improved Two-Weapon Fighting,
Quick Draw, Two-Weapon Fighting, Weapon Finesse,
Weapon Focus (shortsword), Weapon Specialization
(shortsword)
Skills Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate
+5, Knowledge (geography) +3, Knowledge (nature) +3,
Linguistics +3, Perception +10, Perform (sing) +4, Perform
(wind) +4, Profession (sailor) +12, Survival +5, Swim +13
Languages Aquan, Common
SQ armor training 1
Combat Gear potion of water breathing, feather tokens
(anchor, fan); Other Gear +1 breastplate, +1 shortswords
(2), masterwork heavy crossbow with 10 bolts, masterwork
whip, ring of swimming, everburning torch, musical
instrument (concertina or fife)

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The first mate is dual wielding and has the whip in his off hand- thus a -2 penalty making it +11 when he makes a full attack and utilises the whip.
As for the damage, again its the off-hand. 1/2 Strength bonus to it only.
If the whip was off-hand it would be a -4 for TWF as the whip is one-handed (unless you're a Balor).
However, the damage calculation for the short sword seems to show it being in the main hand, so there's a conflict there.Most likely you just should count the whip as "main hand" and increase the damage to 1d3+2, while decreasing the short sword damage 1 point (only for the "with the whip" scenario, of course).

Simon Legrande |

Something is off with the short swords as well. If dual wielding, the attacks should be +12/+7 (BAB+8, DEX+4, Foucs+1, Magic +1, TWF -2) for 1d6+5, 1d6+4 (STR+2, Spec+2, Magic+1). I'm betting they forgot to include the fact that at fighter 5 he took weapon training (light blade) which clears up the short sword stats but still leaves the whip in question.