
Meudian |
So this may or may not be the proper place for this post. But I got inspired by Castlevania: Lords of Shadow, and started to create a whip based fighter. Now because the weapon used in game is really awesome, I wanted my character to have a chain whip with spikes. Now the idea is to forge a normal chain with small spikes from the side of the links. Now keeping the same 15 foot length, it will weigh 3 pounds. Now here are a couple questions, and one kind of goes into fantasy vs. reality. How much damage would you expect to get from something like this? Another question goes to, if there was to be an extra 5 feets added to it, would it increase the weapon size by a catagory? Now with that extra 5 feet, would you then see a loss of energy down the chain resulting in less damage output? And my finale question has to deal with the Improved Whip Mastery feat. If the extra 5 feet don't impede the weapon, would the threat range be increased by an extra 5 feet due to the length of the weapon?

Meudian |
Since you're describing a Scorpion Whip pretty well, I would just use that stats for that.
Appreciate the direction for wepon stats. Will have to go check them out. Any thoughts on the other questions though?

Trikk |
I think this thread would be better in the homebrew forum, as you are looking to create your own rules.
A quick and dirty way of balancing weapons is to increase or decrease the damage one step for every feature you remove or add.
Here's how I would stat a Castlevania whip:
Cost: 150 gp Weight: 4 lbs.
Damage (S/M): 1d6 1d8 Crit: x2
Type: Slashing Special: performance, reach
Simon's 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. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using the whip provokes an attack of opportunity, just as if you had used a ranged weapon.
If you wield the whip two-handed, it extends the reach by 5 feet and you calculate the damage as if used one-handed.

Meudian |
I think this thread would be better in the homebrew forum, as you are looking to create your own rules.
A quick and dirty way of balancing weapons is to increase or decrease the damage one step for every feature you remove or add.
Here's how I would stat a Castlevania whip:
** spoiler omitted **
Appreciate the info, and I will mosey on over to homebrew section with my query.

![]() |

If the extra 5 feet don't impede the weapon, would the threat range be increased by an extra 5 feet due to the length of the weapon?
No.
Improved Whip Mastery (Combat)
You are able to entangle opponents with the coils of your
whip.
Prerequisites: Weapon Focus (whip), Whip Mastery, base
attack bonus +5.
Benefit: While wielding a whip, you threaten the area
of your natural reach plus 5 feet. You can also use a whip
to grasp an unattended Small or Tiny object within your
whip’s reach and pull that object into your square. To do
so, you must hit AC 10 with a melee touch attack. Further,
you can use the whip to grasp onto an object within your
whip’s reach, using 5 feet of your whip as if it were a
grappling hook, allowing you to use the rest of your whip
to swing on like a rope. As a free action, you can release
the object your whip is grasping, but you cannot use the
whip to attack while the whip is grasping an object.
Which means, if I am reading it right, that a medium whip wielder, even with a standard 15' long whip, only threatens 10'. Natural reach at medium is 5', plus 5' from the feat. Still better than without the feat or using a polearm.