Scorpion Whip


Pathfinder Society

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1/5

13 people marked this as FAQ candidate.

I was told that it was no longer legal for PFS play after Ultimate Equipment. Is this accurate? I can't find an answer yea or nay

Dark Archive 2/5

It's legal. It's found in Chapter 1 and:

Quote:


Pathfinder Roleplaying Game: Ultimate Equipment

All items from Chapter 1 are legal for play except as noted below. Some rules elements are legal but function differently in Pathfinder Society Organized Play, as described here.
Equipment: No Large or larger firearm is available for purchase. The double hackbut, culverin and any advanced firearms on Table 1–10 are not permitted in Pathfinder Society Organized Play. No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature. All ammunition except metal cartridges may be purchased.
Special Materials: All special materials, except angel skin and living steel, are legal for play.

1/5

thanks


It's the older versions of the scorpion whip that aren't legal anymore, I believe. The weapon has changed 3-4 times.

Grand Lodge 2/5

So is it now a no reach performance weapon? Or does it still have the 15ft non-threatening reach? There was a glaring lack of detail on that part.

Sovereign Court 4/5 5/5 **** Venture-Agent, California—San Francisco

1 person marked this as FAQ candidate.

By RAW from UE, it is either a light exotic performance weapon that does lethal damage but without the reach, trip, and disarm of the whip, or "you can use a scorpion whip as a whip."

This last statement needs clarification. Many people are wielding scorpion whips as light lethal reach weapons with the trip and disarm properties, and that is not explicitly supported in the rulebooks.

1/5

I've been reading it as a whip (one-handed, reach, trip etc.) that does lethal damage...


From my understanding it is a light exotic performance weapon that does lethal damage but without the reach, trip, and disarm of the whip. However, if you are proficient with a whip it also gains disarm, reach, and trip.

Sczarni 5/5 *

1 person marked this as FAQ candidate. 2 people marked this as a favorite.

It has two 'modes' you can use it as.
1st 5ft reach, threatens, Lethal damage, and performance(not relevant for pfs)
2nd 15ft reach, does not threaten, non lethal damage, trip, and disarm.

The 2nd 'mode' is only available if you are proficient with whips.

Dark Archive 4/5 *

Do both those modes apply simultaneously? I'm assuming so. It's a normal whip, but also threatens adjacent and can deal lethal damage to adjacent. There is no need to switch between them?

Sczarni 5/5 *

No need to switch between them.

1/5

Steven Huffstutler wrote:

It has two 'modes' you can use it as.

1st 5ft reach, threatens, Lethal damage, and performance(not relevant for pfs)
2nd 15ft reach, does not threaten, non lethal damage, trip, and disarm.

The 2nd 'mode' is only available if you are proficient with whips.

That's not what's written in UE.

Shadow Lodge 1/5

If you are proficient with whips, a Scorpion Whip can be used as a normal whip, non-lethal and all. That is what is in Ultimate Combat. Was that changed in Ultimate Equipment?

Sczarni 5/5 *

Funky Badger wrote:
Steven Huffstutler wrote:

It has two 'modes' you can use it as.

1st 5ft reach, threatens, Lethal damage, and performance(not relevant for pfs)
2nd 15ft reach, does not threaten, non lethal damage, trip, and disarm.

The 2nd 'mode' is only available if you are proficient with whips.

That's not what's written in UE.

In the spirit of Christmas I will be nice.

It is not what UE says because anyone can easily look up what it says in UE. I am breaking down how the whip will work in combat so people can go to their table knowing how to use their weapon.

UE says:
SCORPION WHIP
PRICE 5 GP
TYPE exotic
This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip.

Sovereign Court 1/5

It has to be Xmas for you to be nice? Another VL who doesn't think they need to maintain decorum on the forums.

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

RtrnofdMax wrote:
It has to be Xmas for you to be nice? Another VL who doesn't think they need to maintain decorum on the forums.

I'm addressing it. Next time, please just flag it and move on, or send me an email.

Sczarni 5/5 *

I did not mean I would be unkind if it wasn't Christmas, or that I would be unkind at all.
I did not properly explain myself, I should have said “In the spirit of Christmas I will be nice and further explain what I meant." Sorry if it came across negatively, I really did not mean it that way.


d20pfsrd wrote:

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

So when a scorpion whip is wielded as a whip does it also change from being a light weapon to a one-handed weapon to reflect a greater difficulty in wielding a disarming, tripping reach weapon?

1/5

Steven Huffstutler wrote:

I did not mean I would be unkind if it wasn't Christmas, or that I would be unkind at all.

I did not properly explain myself, I should have said “In the spirit of Christmas I will be nice and further explain what I meant." Sorry if it came across negatively, I really did not mean it that way.

That's still your inference, on the rules.

Reads to me more like a misprint.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Am I helpful?

PS: Scorpion whips and armored kilts make my head hurt.

1/5

Walter Sheppard wrote:

Am I helpful?

PS: Scorpion whips and armored kilts make my head hurt.

Learnt nothing from the Brass Knuckles farago. Nothing.

(Thanks for the link)

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Funky Badger wrote:
Walter Sheppard wrote:

Am I helpful?

PS: Scorpion whips and armored kilts make my head hurt.

Learnt nothing from the Brass Knuckles farago. Nothing.

(Thanks for the link)

And now to ruin that link -- since he's "just" the creative director his word isn't law. You may find people that argue against his rulings.

Such is life :(

1/5

To me its a misprint...

:-)

4/5 *** RPG Superstar 2008 Top 16

When I looked up information about the scorpion whip (a long time ago), I noted that it doesn't actually say that it has 15 ft. reach. I concluded that while it has reach, it lacks the full extension of a regular whip.

Now I need to go back and look it up in UE...

1/5

perhaps we can get an FAQ on this. My PFS character purchased it back when it was a 15 ft lethal weapon, now have +2 enchantment on it. I would be irritated if it got nerfed, especially now that I can no longer get the whip mastery chain. But more importantly I want to play it as intended.


why cant you get the whip mastery chain?

Grand Lodge 2/5

Probably because he has hit a level where he doesn't have enough feats left.

1/5

correct Level 10 Bard, about to hit 11 and I would be a lame bard if I did not take discordant voice there.

It is not a HUGE deal but I need to know. If it cannot be used as a reach damaging whip then I might but a damaging enchant on it so I have a little functionality there.


What archetype? straight bard?

Sovereign Court 4/5

1 person marked this as a favorite.

If you're proficient, you can use it as a whip. So ... it's a whip with a chance of dealing lethal damage with it, albeit at close range.

A big setback for bards who specialize in scorpion whips. Rebuilds?

Grand Lodge 4/5

Deussu wrote:

If you're proficient, you can use it as a whip. So ... it's a whip with a chance of dealing lethal damage with it, albeit at close range.

A big setback for bards who specialize in scorpion whips. Rebuilds?

Is that before or after the rebuild for whip wielders who have been affected by the recent addition that whips, like rapiers, don't do 1.5 Str damage when wielded two-handed?

Sorry, had a PC who, just as he reached the point he could use his whip for AoOs, and therefore go for wielding his whip two-handed, instead of wielding whip and dagger, got hit by the whip change in UE.

Spoiler:
And I had resisted, if only barely, taking a level of Gunslinger so he could start a fight wielding whip & pistol... Bad enough I was already using an image of Indiana Jones for his icon when I played him online...

And he is a Lore Warden, so, yes, he IS trained in Knowledge (History).

Although it IS amusing during games when my Fighter is rolling Knowledge skills every time they come up...

1/5

Straight Vanilla Bard. My first Pathfinder Character. Bizzarre build, lots of poor choices made lol, But he is fun.


well if you made some off choices already, why worry about discordant voice? whip away my friend, whip away!

1/5

True. I might, but man I love discordant voice

It sucks because I easily could have taken whip mastery at level 9 and not the random flavor feat i chose.

I wish we could just get an official ruling so I know what to do when I get that last XP point.


Cheapy wrote:
It's the older versions of the scorpion whip that aren't legal anymore, I believe.

Source?

Pathfinder Player Companion: Adventurer's Armory

Only the 2nd printing of this book or the 1st printing augmented by the current errata (released 7/21/11) are legal for play in Pathfinder Society Organized Play.
Everything in this book is legal for play with the following exceptions: a pseudodragon is not legal for purchase unless you're a wizard with the Improved Familiar feat, elephants are never legal for play, and armored kilts are not legal.

The errata doesn't change the scorpion whip, so isn't it still legal? Even if the (broken confusing) new version is supposed to be an update, UE isn't core assumption, so if a player has the Adventurer's Armory, I don't see why it wouldn't be allowed.

For anyone interested in an official response on how the new UE scorpion whip works, there's a FAQ request thread here.

Dark Archive

By that same logic I should be able to use the old version of brass knuckles with a monk, if I didn't own or bring a copy of UE.

In otherwords, it doesn't work that way.

1/5

@Victor: this is even less clear than the Knuckles farago though... :)


Victor Zajic wrote:
By that same logic I should be able to use the old version of brass knuckles with a monk, if I didn't own or bring a copy of UE.

Well, yeah. The brass knuckles from APG are legal, and SKR isn't campaign leadership so his board posting about fist-type weapons doesn't apply.

Without a FAQ, errata, or campaign leadership post, we're required to run the item as written, and APG Brass Knuckles still says monks can use their unarmed damage with them.

The easiest way for PFS to fix this, I think, would be to append the additional resources and say that any item with the same name that was changed in a more recent book is the correct version to use. This gets into the problems with people being required to use books they don't own (and aren't on the PRD) but the alternative is the leadership making exhaustive posts to agree with the developers on every minor issue. (Or just leaving it be since it probably doesn't really matter)

Victor Zajic wrote:
In otherwords, it doesn't work that way.

That's not helpful without explaining your reasoning. I've explained mine, now it's your turn. If there's a campaign leadership post about the issue I've missed, I'd like to see it, as I'd rather the games be run as intended.

And while we have a clear statement of intent with the knuckles (not supposed to work as written) we don't have a clear intent of the whip. We know how the old one works, but we don't know if the new one was really supposed to change all that, or if it was just badly written, because the only feedback we have to go on are contradictory posts by James (here and here).

I'd feel a lot more comfortable crippling someone's character if I knew that's actually how the developers wanted it. But I still doubt the intent was to completely remove the reach/disarm/trip weapon abilities and turn the weapon into a dagger that inexplicably shares proficiency with a whip.

1/5

Grick wrote:


Well, yeah. The brass knuckles from APG are legal, and SKR isn't campaign leadership so his board posting about fist-type weapons doesn't apply.

Without a FAQ, errata, or campaign leadership post, we're required to run the item as written, and APG Brass Knuckles still says monks can use their unarmed damage with them.

Wait, what... I've been told several times at conventions this isn't the case.

I am so confuse.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Funky Badger wrote:

Wait, what... I've been told several times at conventions this isn't the case.

I am so confuse.

You've been told that what, specifically, isn't the case?

1/5

@Jiggy:

That Monks don't do unarmed damage via Brass Knuckles.

At least, I think I was told that. That's definately what I came away believing...

Hmmm, it could be I'm confusing myself with the flurry / non-flurry issue...

Edited for clarity: I was left with the impression that Brass Knuckles no longer did unramed strike damage, but d3 instead

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Funky Badger wrote:

@Jiggy:

That Monks don't do unarmed damage via Brass Knuckles.

Well, some things will have table variation. For instance, PFS GMs are supposed to run things "by the book", but also use good judgment. If the book says X but a designer has made it very clear that it should be Y instead, then some GMs will go each way.

Personally, I run all glove-style weapons the way Sean K Reynolds says they're supposed to work: no relation to unarmed strikes at all; they're just light weapons like any other. But other GMs might do differently, and I'd respect their position. I might (away from the table) make them aware of SKR's clarification in case that affects their practices, but I wouldn't push it either.

Glove weapons are a mess, and each GM must choose their own method of working within that mess, and players must accept that different GMs will deal with that mess differently.

If you want less ambiguity, play a fighter. ;)

1/5

Less ambiguity would be good... I remember a time when that was the case. Just after the APG came out, in fact :-)

Liberty's Edge 5/5

Jiggy wrote:
Funky Badger wrote:

Wait, what... I've been told several times at conventions this isn't the case.

I am so confuse.

You've been told that what, specifically, isn't the case?

I believe he's referring to the statement that non campaign leadership clarification posts are not considered rules for PFS.

For James Jacobs, I'd agree.

But if a Developer clarifies how something should be used, then I'd say it should apply for PFS.

1/5

(Also doesn't help when the clarification is intrinsicly daft, but there we go - thanks for the response)

1/5

Andrew Christian wrote:
Jiggy wrote:
Funky Badger wrote:

Wait, what... I've been told several times at conventions this isn't the case.

I am so confuse.

You've been told that what, specifically, isn't the case?

I believe he's referring to the statement that non campaign leadership clarification posts are not considered rules for PFS.

For James Jacobs, I'd agree.

But if a Developer clarifies how something should be used, then I'd say it should apply for PFS.

I agree, in theory. I just wish they'd write it in the books...


"But I'm using the beta version of the summoner, who can still have summons from the SLA and the eidolon out at the same time!"

I wouldn't consider this a valid argument even if there wasn't the text saying the playtest versions couldn't be used. Same situation as brass knuckles.

Liberty's Edge 5/5

Funky Badger wrote:
(Also doesn't help when the clarification is intrinsicly daft, but there we go - thanks for the response)

I can't disagree there.

Although different people will have differing opinions on whether the clarification is daft or not I suspect.


Cheapy wrote:

"But I'm using the beta version of the summoner, who can still have summons from the SLA and the eidolon out at the same time!"

I wouldn't consider this a valid argument even if there wasn't the text saying the playtest versions couldn't be used. Same situation as brass knuckles.

You're saying the assumption is that the Additional Resources page doesn't require that you use the most recent edition of the resource (or older version coupled with complete errata)?

Because otherwise, your point doesn't really make sense, since the playtest document wouldn't be a valid additional resource, unlike the APG.

Dark Archive

1 person marked this as a favorite.

Y'know, I was going to get a scorpion whip for my shiny new magus character, but after looking at this debacle, I'm just going to use a whip and a scimitar for closer range, and suck up the non lethality until I can get whip mastery.

Seriously. NO-ONE know what they do. It's a mystery to everyone.

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