Magic whip?


Pathfinder Society

Sovereign Court 1/5

Is it ok to have a +1 or more magic whip of some kind?

Grand Lodge 4/5

Certainly.

I have a character wiuth a +1 whip, with plans for additional enhancements on it (PSFG Dueling, for instance).

You have to buy it as masterwork, just like any other weapon, of course, before you can enhance it.

Scarab Sages

Yep. I can say that I, too, have one on my TWF. Gotta love'em.

Paizo Employee Director of Brand Strategy

You guys like whips? What a coincidence...


define is it ok?

Legal-wise?
By RAW and Field Guide, yes.

People-wise?
Dunno, depends on your group. Can't be any worse than what other nonsense happens in Society.

Grand Lodge 4/5

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.

Shadow Lodge 5/5

kinevon wrote:
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 :-)

Sczarni 4/5

@Wraith235
What do you mean it no longer provokes?


And tho not what the OP asked I will point out that a Bladebound Magus can have a whip as his Blackblade.

I so want to make one.

5/5 **** Venture-Captain, Massachusetts—Central & West

Malag wrote:

@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.

Sczarni 4/5

@David
Thanks.

Shadow Lodge 5/5

David Montgomery wrote:
Malag wrote:

@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.

which is the Pre req for the Threaten at 10 feet

Grand Lodge 4/5

Wraith235 wrote:
kinevon wrote:
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 :-)

I was trying not to wax too enthusiastic about it, and get it into the realm of the nerfbat.

nerfbat:
Whip Mastery: Not provoking; being able to swap, at will, between lethal and non-lethal without any penalties to hit; ignoring the armor effects on a basic whip-user's damage, and a 15' reach in attacks, so provoking from trip & disarm without the Improved feats seldom comes up.

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.

Spoiler:
2 more XP, and he gains the Improved Whip Mastery feat.And may get the distinction of being my first (and probably only) slow XP track character.

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.

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