Best with a Scorpion Whip


Advice

Sovereign Court

So a friend is rolling up (20 point build actually)character with me. He wants to make up a mean mofo (ala Belmont from Lords of Shadows) I told him Scorpion whip would be the way to go. But we're not sure who would be the best user: Fighter, Pally, Magus or Inquisitor? I say Inquisitor. Any thoughts on this? It looks like we're going to be running in the Carrion Crown module, so any help would be great. PF books only. Thanks!


well you have to work on the whip mastery chain, and that is feat intensive, so I would start with a +1 BAB, probably fighter and take Weapon Focus Whip, and Whip Mastery at 1, and maybe Combat Expertise (you can take imp trip and disarm later on, and imp grapple far later on) then as soon as yo ucan you take imp whip mastery, then greater whip mastery.


I second Fighter due to the feat intensive nature of the build. I'll expand on that a bit and recommend the Two-Weapon Warrior archetype. The versions of weapon training and armor training that you receive for that build are a decent substitute for the real thing, and you get some other nifty tricks along the way. Probably the best part is that since a Whip has a reach of 15 feet, you should be able to full attack much more frequently, giving you those situational weapon training and armor training replacements more frequently.

Sovereign Court

MechE_ wrote:
I second Fighter due to the feat intensive nature of the build. I'll expand on that a bit and recommend the Two-Weapon Warrior archetype. The versions of weapon training and armor training that you receive for that build are a decent substitute for the real thing, and you get some other nifty tricks along the way. Probably the best part is that since a Whip has a reach of 15 feet, you should be able to full attack much more frequently, giving you those situational weapon training and armor training replacements more frequently.

Why Two Weapon Warrior?


Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full-attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th.

Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties.

Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally.

Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties.

Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity.

Deadly Defense (Ex): At 19th level, when a two-weapon warrior makes a full-attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior.

Read over the abilities, it should be pretty apparent that the Two-Weapon Warrior is a great archetype if your game will go up to the higher levels. If the game will not go beyond 10th or 12th level, then just play a regular fighter. Either way, I recommend fighter.


What if he doesn't want to two-weapon fight with whips?


Well then the two weapon warrior is obviously not the best choice, lol.

In that case, probably straight up fighter is best unless he wants to go for a combat maneuver build, in which case lore warden is the best option.

Silver Crusade

There's a one-handed fighter archetype that gives bonuses to maneuvers which synergizes with the whip. You could also not take archetypes, or look into class-dipping for a small loss to BAB but potentially amazing boosts. I am really fond of the Flowing Monk for the interrupts, but you'll have limited uses.


Lore Warden would be good for whip tricks aka combat maneuvers. Inquisitor would also work well in that AP.

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