Reynard_the_fox
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I think Bard or Lore Warden Fighter is your best bet. Bards are, IIRC, the only class that gets whip proficiency for free, but the BAB and feat requirements for whips are so severe that you're practically forced to go fighter if you want to use a whip AND have stuff like Power Attack or Improved Trip/Improved Disarm. Here are the whip feats you'll be wanting:
Exotic Weapon Proficiency (Whip)
Remember: half elves can get this for free.
EDIT: Also note that Inquisitors or Clerics of Calistria, CN goddess of lust and vengeance, get proficiency with the Whip.
Weapon Focus (Whip)
Whip Mastery (Combat)
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.
Prerequisite: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
Improved Whip Mastery (Combat)
You are able to entangle opponents with the coils of your whip.
Prerequisite: Weapon Focus (whip), Whip Mastery, base attack bonus +5.
Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
Greater Whip Mastery (Combat)
You can use a whip to make combat maneuvers with ease.
Prerequisite: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. [omitted]
| drbuzzard |
Personally I consider Greater Whip Mastery more than is really necessary unless you are really drivel to try and grapple with a whip.
Way I see it, whips are best off being used for trip attacks, and that means you really want improved trip and greater trip, so there's two more feats. Then there's the fact that being able to do damage with a whip might be nice, and you're into focus/specialization/power attack.
It really does come down to being a fighter favored weapon. Lore Wardens with the CMB/CMD boost makes them a good thing to build on. Then a neat trick you can pull which is good in mid level is felling smash which means you can, say, charge someone and power attack them with the whip, then you get an auto trip attempt, which if it succeeds means you get another an AOO because of greater trip. This works like a sort of poor man's pounce, but even better in a way since both attacks are at full BAB. Of course the problem is so many critters get immune to trip (from size or flying).
Reynard_the_fox
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Thanks, my only concern is the very low damage output, is there a way to mitigate that?
Not really. Check with your DM whether you can wield it two-handed, but the fact of the matter is that a whip is never going to deal as much damage as two-handing a greatsword or falchion. Your best bet is relying on a class bonus, like Sneak Attack, Smite Evil, Favored Enemy, or Bane to grant you damage. (EDIT: Weapon Specialization definitely helps for fighters.) IMO, though, as a whip user you'll probably be focused on combat maneuvers more than anything else.
If all you want is a viable character that happens to use a whip, go Weapon Finesse halfling Bard with the Helpful trait. In combat, you'll be able to grant an ally within 15 feet +4 to attack or AC using Aid Another, as well as boosting all allies with perform and spells. Out of combat, you'll be able to do just about anything, from scout to party face to arcane caster to knowledge machine. Best part? You don't have to invest a single feat. Just make sure you get Improved Unarmed Strike or wear a cestus or something so that you threaten the squares around you and can flank, and remember that your whip attacks will provoke.
Whips tend to be all-or-nothing - as in, invest all your feats in it, or you'll be doing nothing. It can definitely be fun, though, especially if you make your other trait Prehensile Whip. Good luck!
| Draede |
Draede wrote:Thanks, my only concern is the very low damage output, is there a way to mitigate that?
Weapon specialization
greater weapon specialization
weapon training
power attackThe damage die is always weak, but you can get the static damage bonus up to a respectable level.
True, so fighter would be the preferable class, half-elf preferably for free weapon prof.?
| Draede |
Draede wrote:Thanks, my only concern is the very low damage output, is there a way to mitigate that?Not really. Check with your DM whether you can wield it two-handed, but the fact of the matter is that a whip is never going to deal as much damage as two-handing a greatsword or falchion. Your best bet is relying on a class bonus, like Sneak Attack, Smite Evil, Favored Enemy, or Bane to grant you damage. (EDIT: Weapon Specialization definitely helps for fighters.) IMO, though, as a whip user you'll probably be focused on combat maneuvers more than anything else.
If all you want is a viable character that happens to use a whip, go Weapon Finesse halfling Bard with the Helpful trait. In combat, you'll be able to grant an ally within 15 feet +4 to attack or AC using Aid Another, as well as boosting all allies with perform and spells. Out of combat, you'll be able to do just about anything, from scout to party face to arcane caster to knowledge machine. Best part? You don't have to invest a single feat. Just make sure you get Improved Unarmed Strike or wear a cestus or something so that you threaten the squares around you and can flank, and remember that your whip attacks will provoke.
Whips tend to be all-or-nothing - as in, invest all your feats in it, or you'll be doing nothing. It can definitely be fun, though, especially if you make your other trait Prehensile Whip. Good luck!
Take a dip in monk I suppose
I'm Hiding In Your Closet
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Thanks, my only concern is the very low damage output, is there a way to mitigate that?
Sneak Attack, and ways to get extra attacks.
Back in the days of the 3.0 Lasher prestige class, I had an idea for a high-Dexterity fighter/rogue who dual-wielded whips - I even pictured some aristocratic Errol Flynn/Lord Byron/Belmont clan-type who'd replaced both his hands with whips, and could use them more adroitly than most people could use their natural hands - grabbing drinks from the other side of the bar, decimating thugs who mistook him for easy prey, slapping serving wenches' buttocks from the other side of the room and making it look like someone else did it, etc.
Titania, the Summer Queen
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Draede wrote:Thanks, my only concern is the very low damage output, is there a way to mitigate that?
Weapon specialization
greater weapon specialization
weapon training
power attackThe damage die is always weak, but you can get the static damage bonus up to a respectable level.
Um to add to that play halfling and get the feat risky striker. It basically does the same as power attack but with AC instead of to hit modifier.
| AndIMustMask |
drbuzzard wrote:Actually once you have whip mastery, you can damage armored targets.But until then no damage. Why risk it when there's already an alternative
dude. scorpion whip. damages armored targets from level 1. whip mastery only removes the AoOs you provoke at that point.
| drbuzzard |
drbuzzard wrote:Actually once you have whip mastery, you can damage armored targets.But until then no damage. Why risk it when there's already an alternative
I tend to start characters at level 3 if I can find a way, so I don't really run into the problem. As mentioned, the scorpion whip is a way around this, though one nice thing about standard whips is you have the option of doing non lethal damage if necessary without any penalty.
| Kazaan |
Get your standard proficiency and weapon focus, whip mastery, and improved whip mastery, then in addition grab Combat Reflexes and Combat Patrol and have some means to cast Enlarge Person on yourself (you must be medium to take advantage of this). Enlarge Person extends your natural reach to 10' which means the whip goes out to 30' and threatens out to 15' (natural reach + 5'). Combat Patrol lets you extend your threat range by 5' per 5 BAB as a full-round and you can move close enough to make the AoO if your threat range exceeds your reach, but you'll have 20-35' threat with 30' reach. Then, just smack them around, trip them, disarm them, whatever you want to do. Weapon Finesse is a good addition because you'll be heavily invested into Dex for extra AoOs and you just need to hit them and control the field; leave damage for the guy with the greatsword.
I'd say go for a Half-Orc Weapon Master for this.
Attributes
Half-Orc
alternate traits:
Toothy (1d4 bite attack) <- ferocity
City-Raised (proficient w/ whip + longsword, +2 Know(Local)) <- Weapon Family
Traits:
Bruising Intellect (Intimidate(Int))
Seeker (+1 Perception + class skill)
20 pt buy
Str 13 (3)
Dex 19* (13)
Con 13 (3)
Int 13 (3)
Wis 12 (2)
Cha 7 (-4)
Level Progression
1) Weapon Master 1; BAB +1, WFocus;Whip (lvl 1), Weapon Finesse (fighter)
2) Fighter 2; BAB +2, Whip Mastery (fighter)
3) Fighter 3; BAB +3, Combat Expertise (lvl 3), [Weapon Training +1]
4) Fighter 4; BAB +4, Combat Reflexes (fighter), +1 Dex
5) Fighter 5; BAB +5, Improved Whip Mastery (lvl 5)
6) Fighter 6; BAB +6, Combat Patrol (fighter)
7) Fighter 7; BAB +7, Improved Trip (lvl 7) [Weapon Training +2]
8) Fighter 8; BAB +8, Greater Trip (fighter), +1 Dex
9) Fighter 9; BAB +9, Improved Disarm (lvl 9)
10) Fighter 10; BAB +10, WSpec;Whip (fighter)
11) Fighter 11; BAB +11, GWFocus;Whip (lvl 11), [Weapon Training +3]
12) Fighter 12; BAB +12, GWSpec; Whip (fighter)
Beyond this, you could go for Whirlwind Attack + Lunge, Enforcer + Shatter Defenses, pick up Greater Whip Mastery, etc. You even have the Strength for Power Attack if you want. All stat bonuses should go into Dex, but maybe spare one for Con to round it out to 14. Investing in an Agile Whip would be a good idea, as would Gloves of Dueling.
Remember that because of your trait, Intimidate is based on Int rather than Cha so make use of that when necessary. Don't try to be a primary damage dealer; you won't ever be that with a whip. You're all about battlefield control. If they have weapons, knock them out of their hands. If they have legs, knock them out from under them. For the Enlarge Person, either carry potions or buy your party caster a wand.
| AndIMustMask |
tkul wrote:I tend to start characters at level 3 if I can find a way, so I don't really run into the problem. As mentioned, the scorpion whip is a way around this, though one nice thing about standard whips is you have the option of doing non lethal damage if necessary without any penalty.drbuzzard wrote:Actually once you have whip mastery, you can damage armored targets.But until then no damage. Why risk it when there's already an alternative
dont want the nonlethal penalty? Bam. You even get a bonus to damage.
sample build:
"SIMON BELMONT"
stats:
any, int and dex at least 13
traits:
-blade of mercy
-???
feats:
1 - Weapon Focus (Whip), Combat Reflexes, Power Attack
2 - Combat Expertise, Whip Mastery
3 - Improved Trip
5 - Furious Focus, ???*
7 - Imp. Whip Mastery
8 - ???*
9 - Greater Trip
11 - Gtr. Whip Mastery, ???*
13 - Lunge
14 - ???*
15 - ???
17 - ???, ???*
19 - ???
20 - ???*
* - bonus teamwork feat
swap greater trip and lunge if you feel necessary.
wield a scorpion whip, enjoy reach. no clue what teamwork feats to grab, there's lots of fun ones.
| Karuth |
If you make the whip a Ki Focus or Ki intensifying weapon and play a monk you can use your special abilities through it (such as stunning fist etc...).
And I think there was also a feat or ability that allows you to use your unarmed strike damage instead of weapon damage, but I am not sure that option exists for a whip.
| Kazaan |
Ways to get proficiency:
Magus Kensai or Spire Defender Alternate classes
Bard
Half-elf ancestral weapon
Clerics and Inquisitors whose god has it as a favored weapon
Half-orcs with the beastmaster or city raised alternate racial traitDid I miss anything?
The most important one you missed; taking EWP(Whip). Also, Beastmaster doesn't give you proficiency, it just makes it count as a martial weapon so you still need blanket martial proficiency (ie. Fighter) to count as being proficient with the whip.
| Physically Unfeasible |
LoneKnave wrote:The most important one you missed; taking EWP(Whip). Also, Beastmaster doesn't give you proficiency, it just makes it count as a martial weapon so you still need blanket martial proficiency (ie. Fighter) to count as being proficient with the whip.Ways to get proficiency:
Magus Kensai or Spire Defender Alternate classes
Bard
Half-elf ancestral weapon
Clerics and Inquisitors whose god has it as a favored weapon
Half-orcs with the beastmaster or city raised alternate racial traitDid I miss anything?
Surely one would be taking fighter anyway given the feat intensity?
To actually crack at a build:
As to the prestige class mentioned itself, I point to the Shaman's Apprentice (replaces Intimidating) alternate race feature. Free endurance feat. Still, although both Beastmaster and City Raised offer a free whip proficiency (if going fighter), I'd personally. advise city raised. The normal weapon familiarity is no use to you in this venture and ferocity is rather nice (or can be swapped for some nice features).
Since the earliest one can enter the prestige class is level 7. We have 3 feat slots gained via character progression and 4 bonus combat feats;
1: Diehard
1*: Power Attack
2*: Whip Mastery
3: Great Fortitude
4*: Weapon Specialization
5: Improved Whip Mastery
6*: Weapon Focus, perhaps?
And of course, in lieu of the above (probably terrible) feat line: Focus on Strength. A whip isn't a light weapon, it can be two-handed, furthering output (though don't ask me how one uses a whip effectively in two hands).
| Wrong John Silver |
Ways to get proficiency:
Magus Kensai or Spire Defender Alternate classes
Bard
Half-elf ancestral weapon
Clerics and Inquisitors whose god has it as a favored weapon
Half-orcs with the beastmaster or city raised alternate racial traitDid I miss anything?
A half-orc with the Skulking Slayer Rogue class also gets proficiency.