
Wonderstell |

You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
Is there some way to make a wielded weapon immune to disarm attempts, more specifically the self-inflicted kind? I'm looking to fail disarm maneuvers on purpose and need a way to not drop my whip with every attempt.
Is there a spell or some alchemical item which would help me? I've considered gluing the whip to a cestus/gauntlet with Alchemical Glue, but I'm guessing the disarm rules would override such ideas.

Wonderstell |
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I thought about the Locked Gauntlet, but I'm not sure it would apply to this situation, since the Locked Gauntlet grants a bonus to your CMD.
As for the advantage, it's useful if you have a way of giving teamwork feats to your allies. Holy Tactician paladin, for example.
You are ever the opportunist.
Prerequisite(s): Disarm Partner, base attack bonus +5.
Benefit(s): When an ally with this feat fails a disarm combat maneuver check made on his turn against a foe that’s within your melee reach, you can make an attack of opportunity against that foe. If that attack of opportunity hits the foe, you can also attempt a disarm combat maneuver check against that opponent as part of that attack of opportunity.
You'll probably also want to pick up Arm Bind, though.
Additional Prerequisite(s): Two-Weapon Defense, Two-Weapon Fighting
You can attempt a combat maneuver check to disarm a foe even if the foe has no weapons. This functions as the disarm combat maneuver. If you succeed and the foe has no weapon, you ensnare an arm of your choice, preventing your foe from using that limb until the end of your next turn. A foe can take a standard action to free its arm.
With non-proficiency in whips, TWF-ing with one-handed weapons, and no Disarm maneuver bonus I'm pretty sure atleast half of all attacks would fall below CMD-10.
You could just carry 20-30 whips on you, and Quickdraw another every time you drop one, but I'm afraid it would be hard to explain how to carry 20 whips on you.Not to mention the build I'm making would probably use an expensive whip, and I very much would like to avoid having to buy several of those.

Wonderstell |

If nothing else, I can turn my low-BAB attacks into one free attack for all those threatening an enemy within 15ft. Without having to invest resources in keeping my disarm CMB competetive.
Very valuable depending on your team. It's not like you would take these feats if everyone else played blaster-casters.
The build is more flexible than it seems, so you don't have to worry about it being too gimmicky. But bear in mind that it is a support build, so it's not meant to be evaluated in a vacuum.
But enough about that. To the question at hand, please.

Zarius |
That... Yeah... If you're making your whip your only weapon, Toast actually brings up a good point. In the absolute worst case scenario, you COULD be disarmed, but take a 5-foot away and draw (or have Quickdraw) and pull ANOTHER weapon, and it'll teleport into your hand. If you're not, then just don't use a shield, you can put your whip in one hand, a sword or something in the other.

Wonderstell |

@Lady-J
Yep, that seems like the most reasonable option.
@Zarius
That would work, but I'm looking for ways of making an already existing weapon immune to being dropped.
@toastedamphibian (+Zarius)
That works a little too well. While I probably wouldn't be able to drop the whip (and could Quickdraw it into existance), I'd like to attack with a real weapon too.
********************
I'm guessing there isn't any easy way to avoid dropping your weapon, so I'll either glue a whip to my hand or carry an arsenal of Tekko-Kagis and Kyoketsu Shoges to Quickdraw.
Thanks for your help.

Gisher |

Eventually you can take Greater Whip Mastery.
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. ...

graystone |

With non-proficiency in whips, TWF-ing with one-handed weapons, and no Disarm maneuver bonus I'm pretty sure atleast half of all attacks would fall below CMD-10.
You could just carry 20-30 whips on you, and Quickdraw another every time you drop one, but I'm afraid it would be hard to explain how to carry 20 whips on you.Not to mention the build I'm making would probably use an expensive whip, and I very much would like to avoid having to buy several of those.
Take equipment trick [rope]: that lets you use rope as a whip.
Buy Robe of Infinite Twine: endless ropeBuy Gloves of Improvised Might: From equipment trick: "If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, whichever is more beneficial for you." So you can substitute the gloves for the expensive whip as long as it's expensive from generic enchantments.

graystone |

Standard action to draw more rope, unless you use the destructive immediate action that only works once before forcing you to figure out how to remove the broken condition from a robe made of a single piece of twine...
Why would it be a standard? You're just retrieving an item.
Even if it would be a standard, you can make enough ropes for a combat ahead of time and cut them off and then retrieve/draw them later. it drops that "20-30 whips" down to 3-4 10' ropes to carry at a time.

toastedamphibian |
It is using a magic item to create rope. Does not say it is not a standard action, so it is.
You could just carry rope at that point. Or save the feat and carry 3 or 4 whips.
Edit: 3 ranks in craft weapons and masterwork tools lets you take 10 to make a whip. You complete it in 1/324th of a week, which works out to 15 minutes...

graystone |

It is using a magic item to create rope. Does not say it is not a standard action, so it is.
Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item's activation is subsumed in its use and takes no extra time use, activation is not an action at all.
I always took the robe to be the "not an action at all" type as IMO you don't use the item first then get the rope but pulling out the rope IS the action [subsumed in its use]. So for me, it'd be whatever action it takes to pull out/retrieve/draw the rope.
You could just carry rope at that point. Or save the feat and carry 3 or 4 whips.
He's planning on dropping whips when he fails a check, so a single rope doesn't work. He also wants a 'expensive whip', so 3-4 sounds out of bounds.

graystone |

Ah... missed that part about expensive whips.
So I'm still going to go with "Try a Called Whip". Is a +1 cost, but clearly works and does not require any additional feat/item slot investment.
Depending on his feats, there are some other nifty abilities with equipment trick: tangle is a good one for instance.
As to Called, that's nifty as long as he has a swift action free. [don't know how/what his build is].

Wonderstell |

Greater Whip Mastery was a good find. It's exactly what I was looking for, but requires a lot of feats.
The idea was to buy a Versatile Design Whip (+500 gp) so I could use it with Brawler's Flurry, but that is quickly evolving into a non-option with the opportunity cost.
I'll settle for the Tekko-Kagi, and make Disarm Attempts within 5ft until Lunge/Enlarge Person improves that range.