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You guys like whips? What a coincidence...
Shouldn't that post have come from the Paracountess?
But, thanks to the Whip Mastery family of feats, the whip has become a fairly viable weapon. Indeed, once you get to a BAB of +5 with another feat, it becomes something that is better than the old 3.5 spiked chain...
15' reach for attack, 10' reach for AoOs, and a bonus to Disarm, along with the ability to not only trip, but, because of the combat maneuvers blog, it can be used to drag and reposition, as well.
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Mark Moreland wrote:You guys like whips? What a coincidence...Shouldn't that post have come from the Paracountess?
But, thanks to the Whip Mastery family of feats, the whip has become a fairly viable weapon. Indeed, once you get to a BAB of +5 with another feat, it becomes something that is better than the old 3.5 spiked chain...
15' reach for attack, 10' reach for AoOs, and a bonus to Disarm, along with the ability to not only trip, but, because of the combat maneuvers blog, it can be used to drag and reposition, as well.
you forgot that it no longer provokes to use one :-)
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@Wraith235
What do you mean it no longer provokes?
He's referring to the Whip Mastery feat which lets you no longer provoke when using a whip.
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Malag wrote:He's referring to the Whip Mastery feat which lets you no longer provoke when using a whip.@Wraith235
What do you mean it no longer provokes?
which is the Pre req for the Threaten at 10 feet
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kinevon wrote:you forgot that it no longer provokes to use one :-)Mark Moreland wrote:You guys like whips? What a coincidence...Shouldn't that post have come from the Paracountess?
But, thanks to the Whip Mastery family of feats, the whip has become a fairly viable weapon. Indeed, once you get to a BAB of +5 with another feat, it becomes something that is better than the old 3.5 spiked chain...
15' reach for attack, 10' reach for AoOs, and a bonus to Disarm, along with the ability to not only trip, but, because of the combat maneuvers blog, it can be used to drag and reposition, as well.
I was trying not to wax too enthusiastic about it, and get it into the realm of the nerfbat.
Improved Whip Mastery: 10' reach for AoOs, so trip & disarm on AoOs without the Improved feats is still feasible; grabbing dropped items (like weapons!) and pulling them into your own square; being able to swash-buckle (grab a chandelier, for example, and swing into the melee).
All sweet.
After all, I have at least one active character who is built around the use of a whip.
For him, oddly enough, the beginning of his sweet spot will be 5th level, when he can switch to two-handing his whip, and do nasty things to his opponents from waaaay too far away.
Currently:
+10/1d3+7 or +8/1d3+11
Trip +12
Disarm +14
Fifth:
+11/1d3+9 or +9/1d3+15
Trip +13
Disarm +15
I still have to decide which combat feat I am going to take at 6th level, too. Has to be a combat feat, since it is a Fighter bonus feat, too. :(
7th level is actually going to be a decision point, as I will either go more skill monkey, with Cosmopolitan & Dilettante feats in the offing, or make him into a trip fiend in truth.