
Meudian |
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?

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I also really like using whips, and have since 3rd edition loop holes. And here are some of the things I've found both as a player and a DM.
Your whip shouldn't reach past 15 ft without being a size category larger.
It should also be limited to 1d6 damage, if not 1d4. This is for balance reasons more than anything else. I know you want it to be awesome, but for a reach weapon and everything else it can do, keep the damage down.

Vuvu |

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?
Seems to me a 15 ft chain would be heavier than 3 lbs

submit2me |

I wanted to make a snake sword like Ivy's Valentine from Soul Calibur. The question isn't fantasy vs. reality, but whether or not it is balanced when compared to the other weapons. In it's whip form, I gave the sword the stats of a scorpion whip, but with the disarm and trip weapon properties. That's already pretty powerful. I also jacked up the price and weight to be on par with other one-handed melee weapons of it's kind.
It seems like grappling with a whip (Greater Whip Mastery) might be something you're into, and since you'd already be using a home-brewed weapon, you might be interested in my home-brewed whip/grapple feats. At higher levels, it will really help you put the damage on. Here you go. =)

Black_Lantern |

It really depends on the momentum and what parts of the whip are weighted. It could do absurd damage but strength and dexerity required would be high for you to do multiple attacks a round. The weapon should weigh more because of handles, spikes, weights, and various flexible braces required to make it effective to swing.

Pen2paper |

if your a fan of whips.. I put this little number into my adventure series not long back. I have a rogue loving the weapon.
Sharktooth Whip
Exotic Weapon proficiency required (-3 penalty to hit otherwise)
1 Handed Exotic Weapon
Damage: 1D6 (plus strength bonus and Special)
Special: Causes Bleed damage on a successful hit.
The Sharktooth whip is made from a very durable blend of rope and shark gut making it extremely durable and strong. The whip is 15 feet long allowing for a 10 foot reach from a normal sized man. The weapon is barbed by shark’s teeth which are so sharp that those struck by the weapon will suffer 1 point of bleed damage each time they are struck (this compounds). Those creatures that do not have blood are unaffected by the bleed damage. Rolling a 1 with this weapon can result in personal harm to oneself. Characters must make a DC12 reflex save to avoid damaging themselves if a natural 1 is rolled while using the whip. If the Weapon Crits (Natural 19 or 20 is rolled in the attack) the weapon will inflict triple damage and force a Fortitude save DC14 or result in a 3 point bleed effect which will add to any other previous bleed effects.
Price 350gp in large markets only
Enjoy and take liberties to change what conflicts with your DMing needs.