
Emmit Svenson |
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People love the Falcata for its 19-20/x3 crit range. A monowhip is significantly better, with a crit range of 18-20/x3, plus it hits touch AC and does 2d6 damage at medium size. Unfortunately, the list price of a monowhip is 70,000 gold, before enchantment.
You can just buy a +1 Transforming light melee weapon for 12,500 gold and change it into a monowhip, right? Better still, a +1 Keen Transforming one for 18,500. Sure, batteries will jack that price up over the long run, but who doesn't like those savings? Heck, enchant it yourself and pay just 9,500.
Seems like a golden option for any slashing grace whip character, such as a dex-based warpriest. (The monowhip doesn't allow you to add strength to damage, but dex is fine). You can keep the dang thing in whip form when you don't feel like burning batteries.

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People love the Falcata for its 19-20/x3 crit range. A monowhip is significantly better, with a crit range of 18-20/x3, plus it hits touch AC and does 2d6 damage at medium size. Unfortunately, the list price of a monowhip is 70,000 gold, before enchantment.
You can just buy a +1 Transforming light melee weapon for 12,500 gold and change it into a monowhip, right? Better still, a +1 Keen Transforming one for 18,500. Sure, batteries will jack that price up over the long run, but who doesn't like those savings? Heck, enchant it yourself and pay just 9,500.
Seems like a golden option for any slashing grace whip character, such as a dex-based warpriest. (The monowhip doesn't allow you to add strength to damage, but dex is fine). You can keep the dang thing in whip form when you don't feel like burning batteries.
Sure, I'ld let you do that. Of course it wouldn't come fully charged. Or charged at all. And you may or may not be able to find the batteries for it(leans quite a bit toward the no)
Besides, you have to have heard of the weapon to be able to use Transforming to turn it into a copy, and I HIGHLY doubt your character ever heard of a monowhip.

Ravingdork |
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Not having any charges is not going to be a problem as long as the recharge spell exists.
It is particularly easy to get as a magus. That way you can easily craft your custom transforming weapon, fight effectively with it, charge it, apply a spell to it, and totally go to town on your enemies.

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Not having any charges is not an option when you have access to the recharge spell.
Particularly easy to get as a magus.
IF the GM decides to allow you to learn that spell. How did your character, in a setting that is medieval/Renaissance in technology level, learn about this "recharging batteries"?
Of course, you'll be recharging half the charges since it's not a battery. Which means for 500 gold, you can use the thing for between 2-10 rounds. Not a very good rate of return.

Emmit Svenson |
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Your character could be Numarian. Either playing in that setting, or an expat from the Technic League or whatever. Other backgrounds make sense. A Warpriest of Brigh. A Lashunta ranger. Anyone with the Technologist feat.
Arcane Duelist bard would appeal too. Whip proficiency, enchant your own weapon without spending a feat, spell support, lots of melee-friendly bonus feats.
I can understand people wanting to throw up roadblocks, but rules forum talk here: This is a legal use of the enchantment, right?