Stat Block Whip Questions


Rules Questions

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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)

Sovereign Court

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.

Liberty's Edge

Alexander Kilcoyne wrote:

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).


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.

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