| OldRolero |
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Hello fellow players, allow me to introduce myself as this is my first post around here, although I've been following this boards for a while now. I am OldRolero, I am kind of an old schooler, dating for the first days of AD&D, and have been into pathfinder a lot since it came out.
So, I thought that the best way to join this community was to share a recent guide and build I made around a whip wielding fighter, focusing on manouvers and AoO, an keeping him in the martial level. No magic tricks on his own, just some back up magic items and pure combat skill.
This is the link to it:
The path to become the Ultimate Whip Master
I really started to write this just as a progression chart with some comments, but growed up to full explanations, tactics and a sample character.
So check it out and comment your thoughts about it.
| LoneKnave |
You can actually do a pretty effective damage dealer/combat controller style DEX whip build with Daring Champion cavalier. Slashing grace works with the whip, you get loadsa damage and loadsa AoOs with combat reflexes.
Also, while you want a pure martial build, Warpriest and Kensai Magus are both amazing picks for Whip users, since they gran't proficiency and weapon focus; something you want to take anyway to get whip mastery.
| Saldiven |
In the guide, one of the reasons you state that you prefer the regular whip is "the normal whip is a one-handed weapon, meaning, we have the option of using it two handed two get extra damage...."
However, Ultimate Equipment says:
"You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls."
Dafydd
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I really like the kensai magus.
True strike and delivering spells through the whip makes him strong level 1. Lots of debuffs that makes most people wish they were dead.
+1
Being able to deliver the touch attacks with combat maneuvers puts your damage up a leg or 3 over other options. The additions of a large debuff lists is awesome on top of that.
Fruian Thistlefoot
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Here is my shell for a Whip Kensai magus. I will keep it PFS so there wouldn't be conflict either way.
20 point Buy- Str: 9, Dex: 18, Con: 14, Int: 16, Wis: 10, Cha: 7
Traits: Bruising Intellect, Magical Lineage- Frostbite
Human - Weapon Finesse
Kensai - Exotic Weapon Proficiency (Whip)
Kensai - Weapon Focus (Whip)
1 - Slashing Grace (Whip)
3 - Whip Mastery
5 - Enforcer
Bonus 5th - Rime Spell
7 - Improved Whip Mastery
9 - Arcane Strike
11 - Weapon Specialization or Improved Critical (Whip)
Bonus 11 - Riving Strike (Or Open Choice)
ARCANA
3 - Flamboyant Deed
6 - Arcane Deed: Precise Strike
12 -
Skills:
UMD
Intimidate- (This is more IN combat than out....use with enforcer)
Spellcraft
Knowledge Arcana, Dungeoneering, Planes (These are your I.D. skills)
I always put 1 point into Swim and Climb at low levels so I can take 10 and pass them easy enough.
Items of Interest:
+1 Cruel, Spell Storing Adamantine Scorpion Whip
Headband of Int (as high as you can get it...this is AC and casting stat)
Belt of Dex or Greater, Plague Rat Belt (if you think +2 dex is enough)
Wand of Mage Armor, Shield, Infernal Healing
Dusty Rose Prism+ wayfinder- (This makes your Trips and disarms better..ontop of making your AC better)
Pearl of Power level 1 (a couple of these can be a good idea...but 1 is mandatory)
The benefit of this build is you can add so many debuffs and/or do trips/disarms to keep up the Anvil role as you lay into them with your magical fury. And yes your Damage is pretty good right out the gate. If anything you get the Arcane Mark spam trick to get 2 attacks all day long.
Here is a list of the Debuff this build can provide...and this isn't the extensive list either.
Fatigued (-2 strength and dexterity, cannot run or charge)
Shaken (-2 attack rolls, saving throws, skill and ability checks)
Sickened (-2 attack rolls, damage rolls, saving throws, skill and ability checks)
Entangled (Half speed, cannot run or charge, -2 attack rolls, -4 dexterity, and casters need concentration checks)
Riving Strike (-2 to Saves)
Altogether:
-6 attack rolls,
-2 damage rolls,
-2 strength, and can not run or charge
-6 dexterity,
-6 saving throws,
-4 skill and ability checks
I suggest keeping condition cards handy for your DM so he can see how useless it is to continue fighting after getting hit with this many debuffs.
I enjoy using this kind of guy in a group being the 2nd line fighter and working with a Save or Die caster. Makes for really good group synergy.
| SillyGuy |
I have written a few observations about Whips...
How to make an effective whip-wielding character.
The link above presents two builds; one Kensai Magus who focuses on the whip(main trick: Wand Wielder Arcana -> Spell combat with a Wand of True Strike and a Whip for Combat maneuvers)
and an Battle Oracle who does the same(Focuses on Dirty Trick + Grappleing with a Whip).
B. A. Robards-Debardot
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There is a new feat from Melee Tactics Toolbox that I'm going to suggest for your guide
Phalanx Formation (Combat)
It allows you to ignore soft cover (the +4 AC to hit, blocking attacks of opportunity) from allies when you're attacking with a reach weapon.
| OldRolero |
In the guide, one of the reasons you state that you prefer the regular whip is "the normal whip is a one-handed weapon, meaning, we have the option of using it two handed two get extra damage...."
However, Ultimate Equipment says:
"You can't wield a whip in two hands in order to apply 1-1/2 times your Strength modifier to damage rolls."
Ouch, didn't now about that. Another thing to update.
There is a new feat from Melee Tactics Toolbox that I'm going to suggest for your guide
Phalanx Formation (Combat)It allows you to ignore soft cover (the +4 AC to hit, blocking attacks of opportunity) from allies when you're attacking with a reach weapon.
Thanks for the tip, I'll probably include on the next update.
I think I'll rewrite and expand some sections to try and make a whole guide about this idea. Build wise, I'll update the one I suggested and will add the kensai, the daring champion and the warpriest. I also have in mind an alchemist with multiple arms and multiweapon fighting.
Keep going with the feedback, I really appreciate it.
| Drogos |
I've considered a warpriest as a whip user too as you can fervor for divine favor and have better weapon dice (not that that really matters a whole lot, but it's something).
I'm halfway through Carrion Crown on my Warpriest of Calistria. The first 2 levels were pretty meh, but once I hit 3rd, the character totally changed. My only complaint is DR, which with a one handed weapon is a bit of a pain. It's been fun, but there is a lot of competition for feats early on.