E.N. Arsenal - Whips
E.N. Arsenal
Whips
A Complete Weapon Sourcebook - Volume 11
Table of Contents
Written by Ryan Nock
Chapter 1: Introduction to the Whip Statistics History Racial Preferences Chapter 2: Whip Variants Craftsmanship Chapter 3: Feats & Fighting Tactics, Tricks & Techniques Feats Chapter 4: Whip Prestige Classes Thunderchild Nailo-Shalanth Whip Duelist Ophidian Skinbearer Whimsy Sample NPCs Chapter 5: Whip Magic Spells & Psionic Powers Magic Items Deity of the Whip OGL
Additional Material & Editing By The ENWorld A-Team Illustrations Danilo Moretti, Ryan Nock, Kevin H. Yancey Cover and Layout Design M Jason Parent Art Director, Layout & Project Lead Denise Robinson The ENWorld A-Team(Nov’04) Peter M. Ball, Suburbaknght, Joe Kushner, Russell Morrissey, Joe Mucchiello, Ryan Nock, M Jason Parent, Denise “dextra” Robinson, David Sanders, Adam Windsor “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Trademark License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission. Some content included herein is derivative of existing Open Game Content as indicated in the Section 15 of the Open Game License included at the end of this document. All contents, regardless of designation, are ©2004 M Jason Parent & E.N. Publishing. E.N. Publishing logos, product lines and product titles are Trademarks of E.N. Publishing. This edition of E.N. Arsenal Spiked Chain is produced under version 1.0a of the Open Game License, version 6.0 of the d20 System Trademark License and the current version of the System Reference Document by permission of Wizards of the Coast, subsequent editions of this product will incorporate the most current versions of the license, guide and document.
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Table of Tables 1.1: Whips by Size Category 2.1: Weapon Variants 3.1: Whip Feats 4.1: Thunderchild 4.2: Nailo-Shalanth Whip Duelist 4.3: Ophidian Skinbearer 4.4: Whimsy
© 2004 E.N. Publishing Declaration of Open Game Content and Product Identity: All text on pages 2 through 24 of this document are released as Open Game Content under the Open Game License version 1.0a. The only text that is not released as Open Game Content under this declaration are all E.N. Publishing logos, product names and product line names.
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E.N. Arsenal - Whip
The Whip Welcome to second book of the E.N. Arsenal, a
quickening as the whip narrows toward the end, until the tip of the whip delivers enough force to shatter glass or slice flesh or hide. A whip wielder with even just a few years of experience can strike flies off the backs of cattle without harming the cows, pluck lizards off the ground and slice them
series of d20 'mini-sourcebooks' focusing on particular weapons and their roles in real-world history and in classic d20 fantasy games. Each book concentrates on a single weapon, describing not only the weapon itself, but those who use it, its history, and variations on the theme. Each book in the series is rules-intensive and includes optional rules throughout the text, often in sidebars. Some of these rules work well independently, but a majority work best when all the optional rules are applied, as some detract from the usefulness or usability of the weapon while others enhance the weapon.
in half while mid-air, and snuff candles from across a room.
A whip is like a firehose of energy. The more narrow the opening for the water (or energy), the faster it comes out. You swing the whip, throwing it forward, delivering a force from the handle of the whip toward its tip. Since the whip tapers along its length, as the force gets closer to the tip, the wave of the force decreases in height, so the wavelength also decreases, meaning the energy is traveling faster and faster as the whip gets narrower and narrower. By the time the energy reaches the whip's fall and cracker, the strand is so narrow that the energy is traveling faster than the speed of sound, and the tip of the whip drives the air with such force that it creates the intimidating sonic boom.
The whip is perhaps the most common 'exotic' weapon in Fantasy d20 in terms of its popularity, which spreads across many different groups. Heroes as diverse as Indiana Jones, Catwoman, and Zorro have wielded the whip, and it is generally perceived as one of the most complicated weapons to master. However, many cruel villains carry the whip as a tool of pain-giving and oppression. The whip is renowned for its dynamic style, while also possessing a unique quality among weapons - sex appeal. Certainly the whip is many things to many people, and the material in this book will build upon the many exotic appeals of this tricky, supple weapon.
A whip's tip is not actually delivering more total force than what you impart to it when you swing it, but because it is concentrated into a tiny area, the effect is damaging. It's the difference between dropping a 5-pound barbell and a 5pound spike onto someone's foot. The damage is very localized, but more critical.
This book focuses solely on the whip and those variant weapons that can create a similar loud crack. Other weapons, such as the cat-o'-nine-tails and flogger, while flexible as a whip, are wielded more like flails, and are not included.
Crafting a whip begins with a core strand, called the belly of the whip. Normal whips often simply use a thick strip of leather for the belly, or even a rope, but masterwork whips have specially woven leather cords weighted with lead that provide better control in high winds, and which help the whip last longer. Around the belly are interwoven multiple thin strands of leather. There is usually no hard piece in a whip, though the handle is somewhat stiffer than the rest the weapon. The whip ends in the fall - a long strand of leather that absorbs the brunt of the strike - and the cracker or popper - the very tip of the whip, which actually produces the trademark crack of a whip. A whip user will likely have to replace his whip's fall and cracker some-
Statistics A whip is a vaguely rope-like weapon ranging from 6 to 12 feet long, wielded by either swinging it like a long light flail, or by throwing it forward in a special fashion to cause its tip to crack. The whip wielder moves the whip in a way that creates a wave that runs down the weapon's length,
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E.N. Arsenal - Whip Table 1.1: Whip Statistics by Size Category Whip Cost Damage Crit Range* Weight Type Hardness / HP Tiny 1 gp 1 X2 10 ft. (+10 ft.), Slashing 2/1 Small 1 gp 1d2 X2 15 ft. (+10 ft.) .5 lb Slashing 2/3 Medium 1 gp 1d3 X2 15 ft. (+10 ft.) 1 lb Slashing 2/5 Large 2 gp 1d4 X2 30 ft. (+20 ft.) 2 lb Slashing 2 / 10 Huge 4 gp 1d6 X2 45 ft. (+30 ft.) 4 lb Slashing 2 / 20 Gargantuan 8 gp 1d8 X2 60 ft. (+40 ft.) 8 lb Slashing 2 / 40 Colossal 16 gp 2d6 X2 90 ft. (+60 ft.) 16 lb Slashing 2 / 80 * An appropriately-sized whip triples a creature's natural reach. The above entries are typical reach for a humanoid creature of the appropriate size. The parenthetical entry is the exact amount the whip increases its wielder's reach, for purposes of determining the reach of creatures using whips not sized for them. what regularly, but this is a normal part of whip maintenance, and does not weaken the whip itself.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon.
Different variations on whips exist around the world, even in the same culture, with different whips used for special purposes. The standard whip is also known as the bullwhip. The stockwhip has a long, stiff handle, with the length of the whip attached separately, though this does not change the whip's game statistics. Signal whips tend to be shorter, between 3 and 6 ft., which makes them less useful for combat, but more flexible for making rapid, complicated signals, and for performing tricks. Various other 'weapons' use ribbons that can be effective at entangling foes, but are unable to injure.
A whip cannot be damaged by bludgeoning weapons, and so can only be sundered by slashing attacks. Unlike wood, stone, or metal weapons, whips are not vulnerable to sonic attacks. Divide sonic damage by 4 before applying hardness. This resistance only applies to standard whips made from once-living material. Metal whips take normal full damage from sonic attacks.
Opti onal Rules Size and Reach
Most whips can simply be coiled when not in use, then hung from a hook on a wall or on one's belt. Some more bizarre whip variants, such as the whipsword, must be stowed in sheathes to prevent their sharp edges from being a threat, but with a normal whip it is nearly impossible to hurt yourself by dropping or mishandling it. Whips can be very difficult to manage when in use, and many whip wielders cut themselves once or twice when first learning to use the weapon.
The core rules provide few hints to how whips sized for different creatures affect their wielder's reach, but as a guideline for this book, whips are assumed to triple their wielder's natural reach, or at least add 5 ft. If the prospect of giants whirlwind attacking every creature within 60 ft. is inappropriate for your game, you can whips just provide an extra 5 ft. beyond the normal doubling effect of reach weapons.
A whip deals nonlethal damage. It deals no damage to any creature with an armour bonus of +1 or higher, or a natural armour bonus of +3 or higher. The whip is a melee weapon with a 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity.
Whip Weapon Group The Exotic Weapon Proficiency (whip) lets you wield not just the whip, but any of the whip-like weapons detailed below. The basics of these weapons are similar enough that knowledge of one lets you wield any other proficiently. However, other feats that must be chosen for a specific weapon, such as Weapon Focus or Improved Critical, only apply to the specific weapon chosen.
Because a whip can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
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E.N. Arsenal - Whip
History
Opti onal Rules Whips as Weapons The statistics for whips in the core rules are those of standard bullwhips intended for herding cattle or driving slaves. It would not be much of a leap to assume that whips designed for combat would be designed better to actually serve as weapons, or that those trained to use whips in combat would know how to actually harm foes with them. This book assumes as a default that you will use whips as presented in the core rules. However, you may consider freely granting those proficient in whips the Whip Strike feat, detailed later, which allows whips to harm creatures in armour. It is certainly no more unlikely that a whip could injure a warrior in plate armour than a shuriken or unarmed punch could. Attacks this way can be described as the whip striking with enough force to bruise beneath the armour, or as the whip striking a bit of exposed skin, or even as an exotic trick, such as wrapping a foe's limb and pulling, injuring by straining muscles and joints. Remember, a punch merely bruises; a whip can slice flesh through leather.
In the real world, the whip has never been widely used as a weapon. Compared to more traditional swords and spears, the whip was simply inferior for the purposes of harming enemies. In China and Japan, martial arts styles made use of a variety of chain or flail weapons, but even these cultures never adopted the whip as a common weapon.
Damage should still be nonlethal, however, due to the difficulty of actually causing serious injury with a whip. A character can always take a -4 penalty to his attack roll in order to deal real damage with a whip, or he can wield a more dangerous weapon, such as a bladed whip or whip sword.
Whips as Tools Whips are useful tools for controlling people and animals. If you wield a whip (even non-proficiently), you gain a +2 bonus to Handle Animal checks to handle an animal or push an animal. Also, though normally an injured animal is harder to control (+2 DC), if you strike an animal with a whip, the DC does not increase as long as you still are armed with the whip. Creatures reared by beating are typically cowed by the presence of the whip, but are difficult to control without the threat of injury. Throughout history, the whip has primarily been relegated to being a tool for driving animals - people as well as livestock. A person wielding a whip can be fairly confident that he won't seriously harm the creature he strikes, but the pain is sharp enough to keep the creature in line. The whip is thus a symbol as much for ranchers as it is for slavers and torturers.
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Though whips do not threaten an area in combat, while armed with a whip you may use the Intimidate skill against any foe within reach of your whip, by cracking the whip menacingly. If you have dealt damage to the creature with the whip, you gain a +2 bonus to this Intimidate check. Some cultures use whips to send signals. The base Listen DC to hear a whip crack is -5.
E.N. Arsenal - Whip
The association of the whip with sex came about, in the real world at least, as part of the social shift caused by female empowerment in the last few decades of the 20th century. While a few virile heroes such as Zorro or Indiana Jones have wielded whips, such characters were typically rugged men of the wilderness. In the modern urban culture, the whip is much more strongly associated with female sexual dominance, primarily due to its position as a toy for sado-masochistic sex play. Certainly the whip mixes sexual symbols, combining a long, vaguely phallic shape with supple movement, grace, and mystique. It is a weapon that can cause harm even if the wielder is not very strong, a weapon that can be associated with traditional roles of both men and women.
Racial Preferences The whip originated among humans as a tool for driving herds of animals. The elves took easily to the finesse the whip required, and soon this common rancher's implement became an elvish weapon respected for its grace and speed. Halflings and dwarves generally find little of interest in this weapon, but many gnomes delight in the extreme complexity of the whip's fighting style. Orcs, while in no ways pioneers of the weapon, have taken certain cruel derivations of it as their own, particularly the various bladed whips. Dark elves, however, seem most well-suited to the whip, their temperaments matched by the alternating subtlety and flashing force of this supple weapon.
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E.N. Arsenal - Whip
Whip Variants The traditional bullwhip is the basis for many
Ribbon Staff
tools designed as weapons more than as equipment for driving animals. While a standard whip is relatively ineffectual in harming a person, many of the variants below can maim and kill just as easily as any sword. Others emphasize the less aggressive aspects of the whip, ignoring injury in favour of utility.
A ribbon staff is a double weapon, one end a quarterstaff, the other a whip. A wielder proficient in either weapon can use the appropriate end proficiently. The whip end is actually a weighted ribbon one or two inches across, which cannot deal damage, but which can be used just as a whip in all other ways. The quarterstaff end of the ribbon staff can be used as a normal quarterstaff, except that the staff itself cannot be used as a double weapon; the weight of the ribbon is such that only one end of the staff can be used in combat. A wielder can use both the ribbon and the staff end simultaneously, taking the normal penalties associated with two-weapon fighting. A wielder can also use just one end of the weapon at a time, even switching between attacks in a full attack. Ribbon Staff Weapon 1 gp Cost Damage (s/m) -//- and 1d4 / 1d6 20/x2 Critical 4 lb Weight Slashing Type
Bladed Whip This weapon is constructed much like a whip, only that the plaited strands of the whip also include several specially designed metal strips with slashing edges, and that the fall consists of either a blade or sharpened chain segments. Alternately, a bladed whip might be covered in spikes, thorns, or other jagged edges. Unlike a normal whip, a bladed whip deals real damage, but it can still not harm creatures with an armour bonus of +1 or higher, or a natural armour bonus of +3 or higher. A bladed whip has hardness 3. In all other ways, a bladed whip is just like a normal whip. Bladed Whip Weapon 25 gp Cost Damage (s/m) 1d4 / 1d6 19-220/x2 Critical 3 lb Weight Slashing Type
Signal Whip A signal whip works exactly like a whip, except that it provides only normal reach (10 ft. for Small and Medium creatures), but it grants the wielder a +2 bonus to checks for trick shots and on maneuvers with the Third Hand feat. In all other ways, a signal whip is just like a normal whip.
Longwhip Some characters may wish to wield ridiculously long whips. Rather than using an alternate version of the whip that provides greater reach, instead simply have the character use a whip sized for a larger creature. The Mighty Grip feat, detailed below, allows a character to use such a weapon.
Signal Whip Weapon 1 gp Cost Damage (s/m) 1/1d2 20/x2 Critical 1 lb Weight Slashing Type
Table 2.1: Whip Variants Weapon Bladed Whip Ribbon Staff Signal Whip Thornstar Whipsword
Cost 25 gp 5 gp 2 gp 25 gp 400 gp
Damage Critical Weight Type Special 1d6 19-20 / x2 3 lb Slashing Lethal Damage - /1d6 x2 4 lb - / Bludgeoning Double Weapon 1d2 x2 1 lb Slashing Trick Shot Bonus 1d8 x2 8 lb Slashing/Bludgeoning/Piercing Lethal Damage 1d8 19-20 / x2 6 lb Slashing Sword and/or Whip
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E.N. Arsenal - Whip
Craftsmanship
Thornstar The thornstar is a cross between a bladed whip and a spiked flail. The length of the cord is leather and metal like a bladed whip, but the weapon ends with a spiked ball. Because of its multifaceted construction, a thornstar deals real damage, and can be used to deal any combination of slashing, bludgeoning, or piercing damage, though it cannot deal slashing damage against creatures with an armour bonus of +1 or higher, or a natural armour bonus of +3 or higher. It can be used for trip and disarm attempts, but not for the feat Third Hand, or any feats that have it as a prerequisite. A thornstar has hardness 3. In all other ways, a thornstar is just like a normal whip. Thornstar Weapon 25 gp Cost Damage (s/m) 1d6 / 1d8 20/x2 Critical 8 lb Weight Slashing, Bludgeoning, Piercing Type
Though most whips involve no metalwork at all, their crafting is by no means simple. The crafting of a whip requires properly braiding and aligning many strands of leather, which first must be measured, cut, cured, and weighted. The number of strands used to create the whip has some effect on the weapon's quality, but there is little noticeable difference between one with eight strands and one with sixteen. The basic techniques for crafting whips have not much changed over centuries, though unlike many historical weapons, the construction of quality whips has been improved slightly in recent years. While there is no drive to make more efficient swords today, whips are used often enough that attention is still given them. Today in the real world, kangaroo leather is commonly touted as the optimal choice for whip craftsmanship, and the most well-made whips are weighted with carefully-distributed lead to aid in controlling the whip in strong winds. In a fantasy setting, however, many more exotic materials and craftsmanship techniques are available. Strands of mithral might be interwoven within the leather, and the tanned sinews of dragons might be stronger than any hide. Variants of whips with blades demand the craftsman be skilled in both leatherworking and metalworking, except in rare cases of mysterious metals that are as flexible as leather. Integrating metal components with once-living material might be even more taxing of a weaponmaker's skill than any mere blade could be.
Whipsword This weapon normally resembles a plain longsword, though its blade actually consists of multiple segments that can detach from each other. A metal cord links the segments and the hilt of the sword, running through the center of each segment, allowing the whipsword to function as either a longsword or a unique whip-like weapon. By activating a special mechanism on the weapon, you can switch between sword and whip form as a move action. If you are proficient in longswords or whips, you can use the whipsword proficiently when it is in the appropriate form. Because the weapon is somewhat less flexible than a normal whip, the wielder suffers a -2 penalty to special maneuvers that require finesse, like tripping, disarming, and using the abilities of the Third Hand feat. This cancels out the normal +2 bonus to disarming with a whip. Characters cannot use the Weapon Finesse with whipswords. Regardless of what form the weapon is in, it deals damage as a longsword. Normally, warriors will keep the weapon in sword form for better defense, only switching to whip form when they need longer reach and do not worry about attacks of opportunity. Unlike a normal whip, a whipsword deals real damage, and more importantly it can harm creatures regardless of their armour or natural armour bonus. A whipsword has hardness 10 and 5 hit points. In whip form, its hardness is reduced to 5 because the vulnerable linking cord is exposed. In sword form it can be harmed by bludgeoning weapons and is vulnerable to sonic attacks, but not in whip form. Whipsword Weapon 400 gp Cost 1d6 / 1d8 Damage 19-220/x2 Critical 6 lb Weight Slashing Type
Crafting what one would consider a 'masterwork' whip would simply involve using the highest quality leather, taking greater care with the braiding, and being certain to weigh and balance the whip to make it effective at all distances.
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E.N. Arsenal - Whip There are other ways to improve a weapon. Of all the weapons of all the armouries of the world, only whips are primarily made from pieces of animals, and so those with access to leather from exotic or magical creatures can attempt to craft whips that possess the traits of these creatures. Additionally, particularly devoted whip craftsmen know how to use choice parts of a creature's hide to improve a whip's strength, durability, and agility. These components must be added during the creation of the whip, much like creating a masterwork weapon. Durability - Craft DC 18, 100 gp value A whip with this enhancement has 2 extra hit points. This enhancement can be applied up to 5 times through repeated treating of the leather and subtle reinforcement weak sections, to bring the final hit points up by +10. Hardened - Craft DC 20, 150 gp value While normal whips can be used to crack bottles and slice flesh, they are vulnerable to sundering. Special crafting techniques enable whips to yield to blows rather than be damaged by them. This enhancement increases the hardness of the weapon by +2, and can be applied twice for a final hardness of +4.
Dweomerflesh Dweomerflesh whips can be made from the hide of any creature with damage reduction x/magic, including most outsiders and dragons. Dweomerflesh whips bypass damage reduction as if they were magic weapons. These whips cost an additional 800 gp, and are automatically considered to be masterwork.
Feyhart Leather Made from the hide of deer of the realm of the faeries, feyhart leather bypasses the damage reduction of creatures as if it were made of cold iron, thus allowing it to harm fey creatures with ease. Feyhart leather has hardness 5 and twice as many hit points as normal leather. Whips made of feyhart leather cost twice as much as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.
Moonhair Woven from strands of the victims of lycanthropes whose hair has bleached in the moonlight, cords of moonhair, properly plaited, can be used to create whips of pale blue. These whips bypass damage reduction as if they were made of silver. Moonhair whips cost an extra 90 gp.
Reduced Weight - Craft DC 20, variable value This enhancement reduces the weapon's weight by half, though such is barely worthwhile except for metal whips. The market value depends on the amount of material used. Multiply the item's hit points by 10 to determine the market value in gold pieces.
Roper Oil Made of the blended juices of roper strands and the flesh of mimics, this alchemical oil is a variant of a tanglefoot bag. It can be thrown to as a normal tanglefoot bag, but roper oil can also be applied to a whip as a standard action, making the whip sticky for one minute thereafter. Any successful attack or touch attack adheres the whip to whatever surface it struck. A Strength check (DC 15) is required to pull free from the whip. The wielder can drag objects closer; light objects can be moved easily, heavier objects can only be dragged 5 or 10 ft. per round. The wielder can also make an opposed Strength check to drag a creature on the far end of the rope closer, which is resolved like a reverse bull rush. The other creature may attempt the same thing, but the wielder can choose to release the whip instead of being pulled. One application of roper oil costs 100 gp.
Displacerhide Whips crafted from the leather of beasts with displacement abilities share those creatures' displacement ability. Attacks targeting the whip have a 50% miss chance as if the whip had total concealment. True seeing reveals its true location. Additionally, the wielder of a displacerhide whip can benefit from the Hidden Strike feat, detailed in the Fighting and Feats section, below. Displacerhide whips cost an additional 4000 gp, and are automatically considered to be masterwork.
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E.N. Arsenal - Whip
Fighting & Feats Tactics, Tricks & Techniques
Bullrushing It is not possible to bull rush with a whip, but a large enough creature can use the Awesome Blow feat to drive creatures away with its whip, since a whip is a melee weapon.
Unique among weapons, the whip is rather ineffective at injuring foes. Whips are best utilized with special techniques to frustrate your opponents, and they are particularly useful for grasping objects from a distance, and for creating signals that can be heard at a distance."
Disarming The whip grants its wielder a +2 bonus to both make and resist disarm attempts. The game master may allow you to cause a weapon you disarm with your whip to fall to the ground anywhere between you and your foe. If you intend to attempt a lot of disarming with your whip, but no tripping, it is a safe bet to use a locked gauntlet, giving you a further +10 bonus to resist disarm attempts. Standard locked gauntlets, however, give the user a -10 penalty to various trick shots below, as well as uses of the Third Hand feat. A locked gauntlet made specially for a whip does not have this penalty, but cannot be used for other types of weapons.
Attacking A standard whip is not the most effective weapon for dealing damage. It is at its most useful against humanoid foes, and practically useless against huge monsters. With some of the feats presented below, some of these drawbacks can be overcome, but a whip simply is no match even for a normal dagger if you just want to injure a foe. A warrior that specializes in a whip will most likely need to take one of the two following paths.
A locked gauntlet is also useful because you can always strike with the gauntlet hand if your foes get too close for your whip to be effective. You cannot use the gauntlet for attacks of opportunity if you used your whip as a weapon the same round, but it is still a useful option to have available.
First, and most common, is the whip as a utility weapon, excellent for weakening foes by disarming, tripping, or simply taking pot shots at foes who happen to be within reach. The whip will usually not be used to actually harm the foe, but if it is, it will be most effective when combined with sneak attacks. A ranger/rogue, wielding a pair of whips, can trip numerous mooks, deal a bit of damage with bonus attacks from Improved Trip, and clear the way for stronger warriors to reach the main foe. Such a warrior will want to remain mobile, never letting enemies get within melee range.
Grappling With the proper feats, a whip can be used to grapple a foe, albeit at a great penalty.
Power Attacks
Alternately, a warrior could attempt to eke out every possible bit of damage for his whip. Because the whip itself deals minimal damage, magic enhancements such as flaming, bane, or holy are precious. Great Cleave or Whirlwind Attack take greatest advantage of the whip's reach for purposes of dealing damage. This option is best for larger warriors, and if you can get a mage ally to enlarge you, your whip's reach will improve dramatically.
Though many overlook the fact, a whip is a one-handed melee weapon, and thus is eligible for use with the Power Attack feat. Combined with Great Cleave, a whip is a handy back-up weapon for a high-level fighter who is faced with numerous weak foes.
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E.N. Arsenal - Whip Sunder
Two-Weapon Fighting
The low damage-dealing abilities of whips make them nearly useless for purposes of sundering.
Trick Shots If you are proficient in whips, you can use a whip to manipulate objects at a distance. Each such attempt requires an attack roll against the touch AC of the target. Allies may forgo their Dexterity bonus to AC to make it easier for you to grab them. The maximum range for such an action is your reach with the whip. -You can wrap your whip around a protrusion or object as a standard action. The grip of the whip is firm enough for you to use it as a rope to climb or swing on, or to let you drag the grabbed object. If done as part of a move action to assist you in a jump, you can swing and add an extra 20 feet to your jump, and add 5 feet to a high jump that terminates at the end of the swing, assuming a well-positioned object to swing from. You can release the grabbed item as a free action. -You can make a melee attack as part of your swing on a whip (with another weapon than the whip, obviously), resolving the attempt as a charge attack, gaining a +1 bonus to your attack for higher ground. Alternately, you may attempt a bull rush or trip attempt, gaining a +1 bonus to your Strength check for every 5 feet you swing (to a maximum of 20 feet). A trip attempt in this manner is more akin to a bull rush, except that you knock your foe down instead of back. If you fail and are tripped, you fall to the ground, but suffer no other special penalty. -You can use your whip to arrest yourself from falling as a reaction by wrapping the whip around a protrusion or a creature. Doing this uses up an attack of opportunity for the round, so if you have already used all of yours for the round, you cannot use this ability. Make an attack roll (AC 20, or the touch AC of an unwilling target if that is higher), and if you succeed and the object is at least twice as heavy as you, you automatically stop your fall. If you instead use your whip to try to grab a creature, that creature makes a Strength check to arrest your fall (DC 10 if you are a light load for it, DC 15 for a medium load, or DC 20 for a heavy load). If you are heavier than that, both you and the creature you grabbed fall together. -You can use your whip to arrest the fall of another creature, or a falling object. This functions as above with grabbing a creature, except that you make the Strength check to hold the weight of the falling creature.
Tripping One of the most effective tactics with a whip is to trip a foe, though typically you'll need a secondary weapon to injure your fallen foe.
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You may wish to keep a secondary weapon in your off hand as a defense against foes who get too close for your whip to be used effectively. While there is no penalty associated with simply holding a weapon in your free hand, you cannot use that weapon to makes attack of opportunity unless you declare you are intending to use it as a weapon for that round. For instance, Quillathe typically wields a whip in her right hand, a rapier in her left. If she chose, she could treat the rapier as not readied for a round. If she did, she would be unable to use the rapier to make attacks of opportunity until her next round, but she would also not take penalties for fighting with two weapons. If she chose to keep the rapier readied as a weapon, she would take penalties to her attacks with the whip, even if no one ever came within range of the rapier. Wielding two whips simultaneously is possible, and has all the associated penalties appropriate for wielding two one-handed weapons.
The Calamity Symphony This legendary and epic whip technique requires a whip-wielder have the epic feat Self-Opportunist and both a Strength and Dexterity score of 25 or higher, as well as the feats Greater Melee Lash, Improved Awesome Blow, Improved Combat Reflexes, and Snagging Trip. She must also be Large size or larger, or else somehow be able to qualify for the Awesome Blow feat while smaller. It is practically impossible to use this technique against an equallyskilled foe, but against those less-experienced it is devastating. The whip-wielder first uses Awesome Blow to drive her foe away 10 ft. Because of Self-Opportunist the whipwielder is able to take two attacks of opportunity. She uses one as a normal attack, and the other to trip the foe and drag him closer with Snagging Trip, which incurs another attack of opportunity. She uses this attack of opportunity to again drive the foe around with Awesome Blow, and repeats the cycle. As long as she can keep on hitting, there is no limit to the number of attacks she can make.
E.N. Arsenal - Whip Table 3.1: Whip Feats General Feats
Prerequisite
Benefit
Clinch Attack
Dex 13, Improved Unarmed Strike, Improved Grapple, BAB+6 Clinch Attack, Exotic Weapon Proficiency (whip), Melee Lash, BAB+11 Dex 13, Dodge Exotic Weapon Proficiency (whip), Intimidate 4 ranks -
Grab a foe and strike while he's at your mercy.
Summon Suffering Dancing Strike Deafening Crack Glutton for Punishment Greater Disarm
Dex 13, Int 13, Combat Expertise, Improved Disarm Hidden Strike Int 13, Combat Expertise, Improved Feint Melee Lash Dex 15, Exotic Weapon Proficiency (whip), BAB+1 Improved Melee Lash Dex 17, Melee Lash, BAB+6 Greater Melee Lash Dex 19, Improved Melee Lash, BAB+11 Mighty Grip Str 13, BAB+1 Mighty Strike Str 19, Power Attack, BAB+13 One Free Hand Int 13, Combat Expertise Snagging Trip Int 13, Combat Expertise, Improved Trip Strike Around Combat Expertise, BAB+4 Style Focus Dex 15, proficiency with chosen weapons, Two-Weapon Fighting, BAB+1 Style Specialization Greater Style Focus Greater Style Specialization Third Hand Ranged Grapple Whip Strike Whipsword Shift Exotic
Style Focus, fighter level 4th Style Focus, fighter level 8th Greater Style Focus, fighter level 12th Dex 13, Exotic Weapon Proficiency (whip), Weapon Finesse, Use Rope 4 ranks Third Hand Exotic Weapon Proficiency (whip) Weapon Proficiency (whip), Martial Weapon Proficiency (longsword)
Epic Feats Improved Awesome BlowStr 25, Awesome, Improved Bull Rush, Power Attack, size Large or larger Self-Opportunist Dex 25, Combat Reflexes
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Inflict pain with a special whip throw. One-weapon defensive fighting style. Deafen with your whip crack. DR 2 against nonlethal damage, bonuses when you're injured a little. Bonus attack after disarming a foe. Feint as a free action when attacking from concealment. Threaten 5 ft. with a whip, can attack in melee with no attack of opportunity. Threaten 10 ft. with a whip. Threaten 15 ft. with a whip. Wield over-sized weapons You are treated as a size larger for special maneuvers +1 to attack when using a single one-handed weapon Drag a tripped foe toward you. Negate some of the benefits of shields. Variant of Weapon Focus for unmatched weapons used with two-weapon fighting. +1 bonus on attack rolls with chosen weapons. +2 bonus on damage rolls with chosen weapons. +2 bonus on attack rolls with chosen weapons. +4 bonus on damage rolls with chosen weapons. Use whip like a third hand. Grapple or entangle with a whip. Harm armoured foes with whips. Switch from whip to sword form as swift action.
Use awesome blow with every attack. Make attacks of opportunity when you force a foe to move.
E.N. Arsenal - Whip
Feats Throughout this section, feats that fighters can select using one of their class bonus feats are marked as [Fighter] feats. Other classes may still select these feats as normal. Feats that provide new options for whips work likewise for other whip-like weapons.
Clinch Attack [Fighter] You can grab a foe and strike him while he’s under your control. Prerequisite: Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6. Benefit: While grappling, if you attack your opponent you can use one-handed weapons, and you do not suffer a 4 penalty to your attack roll.
Dancing Strike [Fighter] Your one-handed fighting style is mobile enough that your attacks aid your defense. Prerequisite: Dex 13, Dodge. Benefit: When wielding a single weapon, if you have a hand free that is not holding anything, attacking, or using a shield, you gain a +1 dodge bonus to your AC. When you are fighting defensively or using the total defense action, this bonus increases to +2.
Deafening Crack [Fighter] You can deafen with the crack of your whip. Prerequisite: Exotic Weapon Proficiency (whip), Intimidate 4 ranks. Benefit: You may choose to have attacks with your whip deliver a crack loud enough to deafen the target. In place of an attack, you can make a ranged touch attack against the target, and if you hit you deal no damage, but the target must make a Fortitude save (DC 10) or be deafened for one round. You may take a penalty to this attack roll up to your base attack bonus and add an equal amount to the DC to resist the deafening.
Glutton for Punishment [General] You like pain. Benefit: You gain damage reduction 2/- against nonlethal damage. Whenever you do take nonlethal damage, if you do not have any lethal damage, you gain a +2 morale bonus to attack rolls and a -2 penalty to AC for one round.
Greater Melee Lash [Fighter] Your whip dances around you, keeping all foes at bay. Prerequisite: Dex 19, Melee Lash, Exotic Weapon Proficiency (whip), Improved Melee Lash, base attack bonus +11. Benefit: When armed with a whip or other whip-like weapon, you threaten an area around you equal to the
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whip's reach. You can make attacks of opportunity with the whip within that area. Normal: A whip has 15-ft. reach, but does not threaten that area.
Greater Disarm [Fighter] You can strike a foe after disarming him. Prerequisites: Dex 13, Int 13, Combat Expertise, Improved Disarm. Benefit: When a character with this feat successfully disarms a foe in melee combat, he gets an immediate, extra melee attack against the creature disarmed as if the character had not used an attack on the disarm attempt.
Hidden Strike [Fighter] You take excellent advantage of being unseen in combat. Prerequisites: Int 13, Combat Expertise, Improved Feint. Benefit: Whenever your opponent has a miss chance against you from concealment, you can make a Bluff check to feint in combat as a free action once for each attack you make, instead of as a move action. Remember that if you also suffer a miss chance because of concealment when attacking your foe, you cannot get extra damage dice from sneak attack. Special: A character with this feat wielding a displacerhide whip can always feint as a free action once per attack, unless his opponent can see through the whip's displacement effect.
Improved Awesome Blow [Epic] You can make several awesome blows per round. Prerequisite: Str 25, Awesome, Improved Bull Rush, Power Attack, size Large or larger. Benefit: You can make an Awesome Blow as part of a normal attack, instead of as a standard action.
Improved Melee Lash [Fighter] You threaten a larger area around you with a whip. Prerequisite: Dex 17, Melee Lash, Exotic Weapon Proficiency (whip), base attack bonus +6. Benefit: When armed with a whip or other whip-like weapon, you threaten an area around you equal to twice your normal unarmed reach. You can make attacks of opportunity with the whip within that area. Normal: A whip has 15-ft. reach, but does not threaten that area.
Melee Lash [Fighter] You threaten the area around you with a whip. Prerequisite: Dex 15, Exotic Weapon Proficiency (whip), base attack bonus +1. Benefit: When armed with a whip or other whip-like weapon, you threaten an area around you equal to your nor-
E.N. Arsenal - Whip mal unarmed reach. You can make attacks of opportunity with the whip within that area. Additionally, you don't incur attacks of opportunity by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat. Normal: A whip has 15-ft. reach, but does not threaten that area. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
Mighty Grip [Fighter] You can easily wield weapons sized for creatures larger than you. Prerequisite: Str 13, base attack bonus +1. Benefit: Choose a one-handed or two-handed weapon you are proficient in. You may wield the chosen weapon sized for a creature one size category larger than you with the normal -2 penalty, but with its normal grip. For instance, a small creature could wield a medium greatsword as a two-handed weapon with a -2 penalty, and a medium creature could wield a large whip as a one-handed weapon with a -2 penalty. Normal: In addition to incurring a -2 penalty, using a weapon sized for a larger creature increases the weapon from light to one-handed, or from one-handed to two-handed. Creatures cannot use larger two-handed weapons. Special: You may take this feat multiple times, each time applying it to a different weapon.
Mighty Strike [Fighter] You strike as if you are a larger creature. Prerequisite: Str 19, Power Attack, base attack bonus +13. Benefit: For the purposes of Strength-based special attacks, such as bull rushing, overrunning, and tripping (but not grappling), you are considered a size category larger. This typically grants a +4 bonus to the appropriate checks. Additionally, you may qualify for feats as if you were a size category larger, so that, for instance, a human with Str 25, Improved Bull Rush, and Power Attack could take the Awesome Blow feat, which is normally available only to Large or larger creatures. This feat does not allow you to use weapons that are larger than normal.
One Free Hand [Fighter] You have a flexible and adaptive one-handed fighting style that utilizes your free hand for balance and opportunism. Prerequisite: Int 13, Combat Expertise. Benefit: When fighting with a single weapon, if you have a hand free that is not holding anything, attacking, or using a shield, you gain a +1 bonus on all attack rolls with that single weapon.
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Ranged Grapple [Fighter] You can use a whip to grapple targets from a distance. Prerequisite: Dex 13, Exotic Weapon Proficiency (whip), Third Hand, Weapon Finesse, Use Rope 4 ranks. Benefit: Whenever you strike a foe with your whip, in addition to dealing damage you may choose to entangle that foe, as if you had struck with a whip. An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty to attack rolls and a -4 penalty to its effective Dexterity score. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell. If succeed in controlling the whip by making an opposed Strength check while holding it, the entangled creature can move only within the limits that the whip allows. You can only entangle creatures within one size category of you. While using your whip to entangle a creature, you cannot use your whip as a weapon. You can also use your whip to actually grapple a foe, though it is difficult. As an attack action you may attempt to make a ranged grapple with a whip or whip-like weapon. This works much like a normal grapple, except that you may try to grapple any creature within reach of your whip, and your grapple check is modified any bonuses that would normally apply to attacks with your whip. Because you are effectively using only one limb to control your foe, you suffer a -20 penalty to your grapple check, but you are not considered grappled. Improved Grapple provides a +4 bonus to ranged grapple checks, both to make and to resist them. Once grappling, your whip can do almost anything you yourself could do in a grapple, except that it cannot pry a wellsecured item from a pinned foe. If your whip is pinned, you are disarmed. If the target succeeds a grapple check to move while grappled, and moves beyond your whip's reach, you are moved unless you let go of the whip. If you succeed a grapple check to move your opponent, you can force him to move anywhere within your whip's reach. If you make a grapple check to 'damage your opponent,' you do the type of damage appropriate to the whip (including being unable to injure armoured foes for traditional whips).
Self-Opportunist [Epic] You can strike your foes multiple times as they move around you, even if you are responsible for moving them. Prerequisite: Dex 25, Combat Reflexes. Benefit: You can make attacks of opportunity on a creature when you force it to move through your threatened area, taking one attack of opportunity for every 5 ft. the creature is moved. Thus you could bull rush a creature 5 ft. and take an attack of opportunity against it to deliver an Awesome Blow (if you have the feat), knocking the creature in another direction, gaining other attacks of opportu-
E.N. Arsenal - Whip nity against the creature. Normal: When you move a creature through your own threatened area you cannot makes attacks of opportunity against that creature.
Snagging Trip [Fighter] You can drag closer foes that you trip. Prerequisite: Int 13, Combat Expertise, Improved Trip. Benefit: Whenever you trip a foe with a weapon that has reach, instead of gaining the extra attack with Improved Trip you may drag your opponent up to 10 ft. toward you. You must drag in a straight line, so you cannot pull your opponent around you, though you can drag them into your own area. You can even use this ability on creatures that don't need legs to move, or on flying opponents to pull them to the ground. Normal: A tripped foe falls in his own square. Tripping a flyer makes the flyer stall.
Strike Around [Fighter] You can attack around the guards of shields. Prerequisite: Combat Expertise, base attack bonus +4. Benefit: While using a chain-based or highly flexible weapon such as a spiked chain, nunchaku, whip, or flail, you can wrap the weapon over or around a shield. This reduces any shield bonus your opponent may have to his AC by half. Alternately, you may actively strike the shield and wrap your weapon around it. This completely negates the AC bonus of the shield, but also only deals one-half the normal damage for the weapon.
Style Focus [Fighter] Choose a particular combat style that involves two weapons, such as longsword and shortsword, or trident and net. You are especially good at this fighting style. Prerequisite: Dex 15, proficiency with the selected weapons, Two-Weapon Fighting, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls with your chosen weapon or weapons, but only when you are using the specific chosen fighting style. Thus if you choose whip and rapier, you only gain this bonus if you are armed with both those weapons. If you are only wielding one of them you gain no bonus. You do not actually have to attack with both weapons to gain the bonus; you simply must be armed with both. This bonus does not stack with the similar bonus from Weapon Focus. Special: To accompany this feat are the feats Style Specialization, Greater Style Focus, and Greater Style Specialization, which are identical to the appropriate feats of the Weapon Focus chain, except that they apply to a pair of weapons instead of a single weapon. For space reasons these feats are not fully detailed here.
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Summon Suffering [Fighter] When grappling a foe, you can inflict overwhelming pain by striking and strangling them with your whip. Prerequisite: Dex 13, Clinch Attack, Exotic Weapon Proficiency (whip), Improved Grapple, Improved Unarmed Strike, Melee Lash, base attack bonus +11. Benefit: Whenever you use the Clinch Attack feat to attack a foe with a whip or whip-like weapon, at the end of your action your opponent must make a Fortitude save (DC 10 + damage you dealt him this round with whip attacks) or suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks for one round.
Third Hand [Fighter] You can wield your whip like a third hand. Prerequisite: Dex 13, Exotic Weapon Proficiency (whip), Weapon Finesse, Use Rope 4 ranks. Benefit: You can use your whip for a variety of actions beyond those normally possible with a whip. You can retrieve an unattended object anywhere within range, and deposit it anywhere within range, as a standard action, though the item cannot weigh more than what is half a light load for your Strength. If you want to throw the grabbed object as a weapon, you can make an attack with it, with a 4 penalty for being an improvised weapon (even if you throw what would normally be a real weapon, like a dagger). You do not gain bonuses to this attack from feats or abilities that enhance your skill with a whip. If you successfully disarm a weapon with your whip, and that weapon's weight is within the above limit, you can have it land anywhere within your whip's range, instead of just at the creature's feet. When armed with a whip, you are considered to have a free hand for the purposes of the feat Deflect Arrows. Normal: Whips can only perform crude manipulations.
Whip Strike [Fighter] Your whip can wound even armoured foes. Prerequisite: Exotic Weapon Proficiency (whip). Benefit: You can damage creatures with your whip regardless of the creature's armour or natural armour bonus. You may choose to do nonlethal damage without penalty.
Whipsword Shift [Fighter] You can switch between whip and sword forms of a whipsword easily. Prerequisite: Exotic Weapon Proficiency (whip), Martial Weapon Proficiency (longsword). Benefit: You can switch between whip and sword form of a whipsword as a swift action once per round, instead of a move action.
E.N. Arsenal - Whip
Whip Prestige Classes There are many ways to master the whip. Four paths are presented below.
Thunderchild Tales tell of a reclusive hermit who lives in the Stormset Mountains, a master of the whip who practices a stunning fighting style in the great thunderstorms that roll across the mountain range. This hermit has been known to train those who respect the whip, tailoring the training to let each student develop the style that best suits his strengths. The hermit's training is arduous, but those who come down from his mountain home carry with them a power in their fighting style to match the storms of the highest peaks. Requirements To qualify to become a thunderchild (Tdc), a character must fulfill all the following criteria. Base Attack Bonus: +5. Feats: Endurance, Exotic Weapon Proficiency (whip), Weapon Focus (whip), Whip Strike. Climb: 4 ranks. Craft (leatherwork): 8 ranks. Survival: 4 ranks. Hit Die: d8.
Class Skills The Thunderchild's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Thunderchild prestige class. Weapon and Armour Proficiency: A Thunderchild gains no additional weapon or armour proficiencies. Thunderstrike (Ex): A Thunderchild's whip deals +1d6 sonic damage on a successful hit. Whip Mastery: The Thunderchild gains a +1 bonus to attacks made with whips and whip-like weapons. At 5th level this bonus increases to +2, and then increases again at 9th level to +3. Additionally, the Thunderchild qualifies for feats in the Weapon Focus chain as if his Thunderchild levels were fighter levels, though he must choose a whip-like weapon for these feats. Thus, a Fighter 5/Thunderchild 7 could take Greater Weapon Specialization (whip). Stormwalker (Ex): At 2nd level, the Thunderchild gains sonic resistance 5. Additionally, he is treated as one
Table 4.1: Thunderchild Level Advancement Class Level
Attack Bonus
Fort Save
Ref Save
Will Save
Special
1 2 3 4 5 6 7 8 9 10
+0 +1 +2 +3 +3 +4 +5 +6 +6 +7
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Thunderstrike, whip mastery (+1) Stormwalker 5, bonus feat Diehard Bonus feat Thunderburst, whip mastery (+2) Bonus feat Stormwalker 10 Bonus feat Whip mastery (+3) Rolling thunder, bonus feat
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E.N. Arsenal - Whip
Nailo-Shalanth Whip-Duelist
size category larger for purposes of resisting strong winds. At 7th level this improves to sonic resistance 10, and two effective size categories larger. Bonus Feat: At 2nd, 4th, 6th, 8th, and 10th level, the Thunderchild gains a bonus feat. He must fulfill the prerequisites for the feat. He may choose from the following list. Combat Expertise, Deafening Crack, Greater Melee Lash, Improved Melee Lash, Improved Disarm, Improved Trip, Melee Lash, Ranged Grapple, Snagging Trip, Strike Around, Third Hand, Weapon Finesse. Diehard: At 3rd level, the Thunderchild gains Diehard as a bonus feat.
Of the many prominent schools for duelists, the Nailo-Shalanth (Elvish for 'Nightbreeze Form') is the only one to specialize in the whip as a tool for battling multiple humanoid foes. Armed primarily with a bladed whip, and carrying a rapier as a back-up weapon, members of the Nailo-Shalanth school strike like the wind, and vanish into the night.
Thunderburst (Ex): At 5th level, the Thunderchild's thunderstrike ability improves. In addition to the +1d6 damage the weapon normally deals, on a critical hit the whip deals an additional +1d8 sonic damage, and the target struck must succeed a Fortitude save (DC 14) or be deafened permanently. Rolling Thunder (Ex): At 10th level, the Thunderchild is capable of creating a thundering crash of sound around him. As a fullround action, a Thunderchild armed with a whip or whip-like weapon may have every creature and object within 15 ft. of him take 1d6 points of sonic damage.
Requirements To qualify to become a Nailo-Shalanth Whip-Duelist (NSW), a character must fulfill all the following criteria. Base Attack Bonus: +5. Feats: Dodge, Exotic Weapon Proficiency (whip), Martial Weapon Proficiency (rapier), Mobility, Spring Attack, Weapon Finesse. Hide: 4 ranks. Move Silently: 4 ranks. Hit Die: d8.
Table 4.2: Nailo-Shalanth Whip-Duelist Level Advancement Class Level 1 2 3 4 5 6 7 8 9 10
Attack Bonus +0 +1 +2 +3 +3 +4 +5 +5 +6 +7
Fort Save +0 +0 +1 +1 +1 +2 +2 +3 +3 +3
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Nightbreeze form, whip mastery (+1) Whisperstrike
Whip mastery (+2)
Whip mastery (+3) Whisperstrike II
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E.N. Arsenal - Whip Class Skills The Nailo-Shalanth's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the NailoShalanth prestige class.
Shalanth levels were fighter levels, though she must choose a whip-like weapon for these feats. Thus, a Fighter 5/Nailo-Shalanth 7 could take Greater Weapon Specialization (bladed whip). Whisperstrike: At 2nd level, the Nailo-Shalanth gains the ability to ignore the -5 penalties to Hide and Move Silently checks caused by moving faster than half-speed. At 10th level, the Nailo-Shalanth gains the ability to ignore the -20 penalties to Hide and Move Silently checks caused by running or charging.
Ophidian Skinbearer
Weapon and Armour Proficiency: A Nailo-Shalanth gains no additional weapon or armour proficiencies. Nightbreeze Form: At each level, the Nailo-Shalanth gains a feat from the following list, going in order. If the character has already taken the next feat in the form, she instead gains the feat after it. Thus, some Nailo-Shalanth may choose to perfect the form first, while others may dabble with variants on the technique. The form progresses as follows: Run, Combat Sprint, Melee Lash, Improved Melee Lash, Combat Reflexes, Weapon Focus (or Style Focus), Combat Expertise, Improved Trip, Improved Feint, Hidden Strike, Improved Disarm, Weapon Specialization (or Style Specialization), Greater Weapon Focus (or Greater Style Focus), Stealthy, Skill Focus (Move Silently), Greater Melee Lash. Typically, a Nailo-Shalanth's fighting style involves hiding behind cover, approaching silently, then striking and retreating. She is rather ineffective at close range, but is adept at hit-and-run tactics. Unlike most whip techniques, warriors of the Nailo-Shalanth school utilize slashing strikes rather than cracks of the whip, employing a secret attacking technique that is practically silent. The base Listen DC to hear her whip is 20. Whip Mastery: The Nailo-Shalanth gains a +1 bonus to attacks made with whips and whip-like weapons. At 5th level this bonus increases to +2, and then increases again at 9th level to +3. Additionally, the Nailo-Shalanth qualifies for feats in the Weapon Focus chain as if her Nailo-
Caressed by the supple scales of serpents, the Ophidian Skinbearer attempts to emulate in every way the sinuous snakes she so loves. Her special weapon is the striking whip, and both with her weapon and her own fangs, she strikes with blinding accuracy. Requirements To qualify to become an ophidian skinbearer, a character must fulfill all the following criteria. Feats: Exotic Weapon Proficiency (whip). Craft (alchemy): 4 ranks. Spellcasting: Ability to cast poison. Special: Ability to transform into a snake the same as your normal size. Special: Must have a Small or Medium snake as an animal companion. Hit Die: d8. Class Skills The Ophidian Skinbearer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Swim (Str), and Survival (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Table 4.3: Ophidian Skinbearer Level Advancement Class Level 1 2 3 4 5 6 7 8 9 10
Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7
Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5
Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5
Special Snakeform (2/day), venom immunity, improved animal companion +1 natural armour, venomous whip Snakeform (large) Snakeform (3/day) , +2 natural armour, living whip Snakeform (tiny), improved grapple +3 natural armour Snakeform (4/day) Snakeform (huge) Improved venom, +4 natural armour Serpent Swarm
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E.N. Arsenal - Whip Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Ophidian Skinbearer prestige class. Weapon and Armour Proficiency: An Ophidian Skinbearer gains no additional weapon or armour proficiencies. Snakeform (Su): An Ophidian Skinbearer can turn herself into a Small or Medium constrictor or viper snake two times per day. This ability functions as the wild shape ability of druids, lasting 1 hour per level (counting both Ophidian Skinbearer and any druid levels she may have), or until she changes back. As she advances, she can use the ability more times per day. At 3rd level, she gains the ability to take the form of large snakes, and at 5th level she can assume the form of tiny snakes. At 8th level, she can assume the form of huge snakes. When the Ophidian Skinbearer returns to her normal form, she sheds a snakeskin, which dissolves over the next minute. Venom Immunity (Ex): An Ophidian Skinbearer is immune to all poisons. Improved Animal Companion: An Ophidian Skinbearer may count her class levels as druid levels for purposes of determining the stat bonuses and special abilities of her snake animal companion. She cannot, however, choose to 'improve' to a snake animal companion that is larger than Medium. Venomous Whip (Su): Starting at 2nd level, an Ophidian Skinbearer can, as a standard action, cause her whip to exude a viper poison along its fall and cracker. The poison remains potent for one minute, or until it successfully strikes a target. A target struck for damage must succeed a Fortitude save (DC 10 + ½ the Ophidian Skinbearer's class level + Constitution modifier) or take 1d6 points of Constitution damage. The target must make another save one minute later or else take an additional 1d6 Constitution damage. This ability cannot be used on whips with metal parts. Similarly, when the Ophidian Skinbearer assumes the form of a viper, the Fortitude save to resist her poison is DC 10 + ½ her class level + her Constitution modifier, or the snake form's normal save DC, whichever is higher. Natural Armour (Ex): At 2nd level, the Ophidian Skinbearer's skin begins to become the supple scales of a serpent. She gains a +1 natural armour bonus to AC. This bonus increases to +2 at 4th level, +3 at 6th, and +4 at 9th.
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Living Whip (Su): At 3rd level, the Ophidian Skinbearer can wield her snake animal companion as a whip, with a whip's normal reach, flexibility, and combat ability. While the snake is vulnerable to attack, if it hits it deals bite damage - 1d3 for small characters, 1d4 for medium characters, plus the Ophidian Skinbearer's Strength modifier - and delivers its poison (if a viper) or can attempt to grapple (if a constrictor). Also, the animal companion will likely have many more hit points than a normal whip would. If the Ophidian Skinbearer possesses a magical nonmetal whip, she can have her snake animal companion fuse with the whip. Until she wills otherwise, the two remain unified, and the snake gains all the magical enhancements the whip possessed. This does not harm the snake, and for each +1 enhancement bonus of the weapon, it improves the snake's hit points by +10 and gives it DR 2/-. While so united, if the snake is slain, the whip is destroyed. If the Ophidian Skinbearer is holding her living whip and uses her wildshape or snakeform ability to transform into a snake, the living whip becomes part of her, granting her the weapon's abilities the same way they would be granted to her animal companion. Improved Grapple: At 5th level, the Ophidian Skinbearer gains Improved Grapple as a bonus feat. Improved Venom: At 9th level, the save DCs of the Ophidian Skinbearer's poison, and that of her snake animal companion, increase by +2. Serpent Swarm (Su): At 10th level, if the Ophidian Skinbearer is reduced below 0 hit points but not killed, her body transforms into a swarm of dozens of tiny snakes, as if a variant of her snakeform ability. These snakes fill the 5-ft. square the Ophidian Skinbearer fell in, and move at a speed of 30 to find safety. They do not attack, but will seek aid from allies. The swarm continues to function effectively even in negative hit points, and does not continue to take damage each round. On its own, the swarm heals 1 hit point per hour. If the swarm is restored to 0 hit points or above, the Skinbearer returns to her normal form. If the swarm is reduced to -10 hit points, the Ophidian Skinbearer dies, the swarm of snakes dispersing and disappearing, leaving behind the Skinbearer's natural form. As a swarm, these snakes are immune to weapon damage, and otherwise have statistics as if the Skinbearer had used snakeform to transform into a medium viper.
E.N. Arsenal - Whip
Whimsy
Perform (any): 5 ranks. Tumble: 5 ranks. Use Rope: 8 ranks. Special: Must have a favoured enemy other than a Humanoid. Special: Must be Small or smaller.
Certainly no fighting style is more complex - or more unlikely - than the Seventh Technique of W h i m Wistral. Wistral was a gnomish shadowdancer who slew many great fiends with his twinned bladed whips. As a warrior, he was nearly unmatched, at least among gnomes. His ability to use the battlefield to his advantage is legendary, also at least among the gnomes.
Hit Die: d8. Class Skills The Whimsy's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 6 + Int modifier.
The Whimsy try to recreate the same quirky fighting style of this hero to the gnomish people. Unfortunately, while attempting to slay the immortal vampire who bore the Gray Blade, the famed shadowdancer died, and his body fell in an area of shadow. No one was ever able to find him to raise him, so he took his secrets to the grave. Requirements To qualify to become a whimsy (Wsy), a character must fulfill all the following criteria. Base Attack Bonus: +4. Feats: Exotic Weapon Proficiency (whip), Third Hand, Two-Weapon Fighting, Weapon Finesse. Jump: 5 ranks.
Class Features All of the following are class features of the Whimsy prestige class. Weapon and Armour Proficiency: A Whimsy gains no additional weapon or armour proficiencies. Bonus Feats: The Whimsy gains Improved Trip and Melee Lash as bonus feats. At 2nd level, he gains Improved Two-Weapon Fighting, at 5th level he gains Quickdraw, and at 7th level he gains Greater Two-Weapon Fighting. The Whimsy only gains the benefits of these feats if he is wearing light armour or no armour.
Table 4.4: Whimsy Level Advancement Class Level 1 2 3 4 5 6 7 8 9 10
Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5
Special Improved Trip, Melee Lash, Whimsical Combat (tripping) Improved Two-Weapon Fighting Whimsical Combat (tricks) Favoured enemy Quickdraw Whimsical Combat (thrown objects) Greater Two-Weapon Fighting Whimsical Combat (random ropes) Favoured enemy Whimsical Combat (charm)
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E.N. Arsenal - Whip Whimsical Combat: The Whimsy's fighting style is irrational and irritating, relying on numerous trips and tricks to even the fight between a small gnomish warrior and the many and varied monsters said hero must face. These abilities only apply when the Whimsy is armed with two whips and is wearing light armour or no armour. The Whimsy may use his Dexterity instead of his Strength to modify trip attempts he makes. Additionally, when resisting trip attempts, the unorthodox fighting style of the Whimsy negates any size bonus the foe would normally gain to its trip attempt. Nevertheless, the Whimsy is likely to occasionally lose a whip in a failed trip attempt, so most Whimsies carry several whips, or animated whips (see the new weapon enhancement, below). At 3rd level, the Whimsy gains a +2 bonus to any check or attack made as part of a trick use of his whip, as detailed on page 10. For instance, if he tries to pull over a statue with his whip, he gains a +2 bonus to his Strength check, and if he swings with his whip and attacks, he gains a +2 bonus to his attack roll in addition to the normal bonus from charging. Additionally, he is considered proficient in objects that he throws with his whip by using the Third Hand feat. At 6th level, as a swift action the Whimsy can throw a tiny object or light weapon, such as a dagger, tanglefoot bag, or a flask of alchemist's fire. Since he has Quickdraw, he can draw and throw the item in the same round. Most Whimsies carry a stock of such items. At 8th level, once per day the Whimsy can gain a bonus equal to the number of ranks he has in Use Rope to a single skill check if the player can explain reasonably how ropes or whips would be useful in the situation. At 10th level, the Whimsy can apply his Charisma modifier, if positive, to his AC. Favoured Enemy: At 4th level, the Whimsy may choose a new favoured enemy, starting with a +2 bonus, or he may increase the bonus for another favoured enemy by 2. He may do this again at 9th level.
Sample NPCs The characters presented below showcase some of the options presented in this book. They are equipped with gear appropriate to PCs of their level, so their possessions may need to be toned down a bit if they are to be used as NPCs.
Isabella Thunderchild The master on the mountaintop, Isabella fought as a treasure-hunter for many years, then descended into a dark period during which she fought to try to better know herself. At the end of years of training and strife, all she had learned was that she was sickened with that life, and so she fled into the mountains, living as a hermit for a decade. If not for a chance encounter with a mountaineer interested in whips, none would know of her or her remarkable skill. She begrudgingly trains one or two warriors a year, but often vanishes into the mountain storms for months at a time. In combat, Isabella can easily defeat most humanoid foes with her calamity symphony, a battering series of whip strikes that come so fast they create a musical roll of thunder. Against larger foes she has few options, preferring to stay at the edge of her reach and strike away slowly at her opponent as she flies overhead. Isabella Thunderchild: Female human fighter 28; CR 28; Medium humanoid; HD 28d10+140; hp 296; Init +7; Spd 30 ft.; AC 38 (+10 bracers of armour, +6 mithral buckler, +7 dexterity, +5 ring of protection), touch 22, flat-footed 31; Base Atk +24; Grp +35; Atk +38 melee (2d6+13 plus 1 Constitution damage/crit: 17-20, 25-ft. reach, +7 animated keen thundering wounding large whipsword); Full Atk +38/+33/+28/+23 melee (2d6+13 plus 1 Constitution damage/crit: 17-20, 25-ft. reach, +7 animated keen thundering wounding large whipsword); SA Awesome Blow, Calamity Symphony; SQ sonic resistance 10; AL N; SV Fort +25, Ref +22, Will +14; Str 25, Dex 25, Con 20, Int 13, Wis 8, Cha 8. Skills and Feats: Climb +38, Craft (leatherwork) +12, Craft (weapons) +21, Intimidate +30, Survival +14; Awesome Blow, Clinch Attack, Combat Expertise, Combat Reflexes, Endurance, Exotic Weapon Proficiency (whip), Greater Melee Lash, Greater Weapon Focus (whipsword), Greater Weapon Specialization (whipsword), Improved Melee Lash, Improved Bull Rush, Improved Grapple, Improved Trip, Improved Unarmed Strike, Melee Lash, Mighty Grip, Mighty Strike, Power Attack, Snagging Trip, Summon Suffering, Weapon Focus (whipsword), Weapon Specialization (whipsword), Whip Strike; Epic Feats: Energy Resistance (sonic) Improved Awesome Blow, Improved Combat Reflexes, SelfOpportunist.
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E.N. Arsenal - Whip Possessions: Amulet of health +6, belt of strength +6, bracers of armour +10, boots of flying, cloak of resistance +5, gloves of dexterity +6, ring of evasion, ring of protection +5, +5 mithral buckler, +7 animated keen thundering wounding large whipsword. Various incidental magic items. Awesome Blow: Whenever Isabella makes a melee attack, she may subtract 4 from her attack roll. If she strikes, the creature must make a Reflex save (DC equal to damage dealt) or be flung 10 ft. in the direction of Isabella's choice. Typically Isabella power attacks against weaker foes, to ensure that she can knock them away. Calamity Symphony: See page 10 for details on this technique.
Quillathe Nailo Unique among members of the Nailo-Shalanth whip duelists, Quillathe wields a rapier simultaneously with her normal bladed whip. Though she knows this fighting style is less efficient than the traditional single bladed whip the school espouses, Quillathe has been infatuated with mastering two-weapon fighting for years, ever since she faced and was nearly defeated by a dark elf warrior wielding two swords. In combat, Quillathe's style is graceful and mobile. She tries to never stop moving, especially when enemies know where she is. She likes to string out foes so she can double back and take down stragglers. When she cannot stop a foe with attacks alone she will retreat long enough to apply poison to her whip or bow, then return to deliver the poison before fleeing again. If surrounded she tries to cut a path open so she can flee, or might even jump and swing up into trees. Quillathe Nailo: Female elf fighter 4/ranger 2/NailoShalanth 4; CR 10; Medium humanoid; HD 4d10+6d8+10; hp 64; Init +6; Spd 40 ft.; AC 22 (+6 mithral shirt, +6 dexterity), touch 16, flat-footed 15; Base Atk +9; Grp +10; Atk +18 melee (2d6+2/crit: 19-20, +1 frost bladed whip) or +17 melee (2d6+1/crit: 18-20, +1 frost rapier) or +16 ranged (1d6+1/crit: x3, masterwork shortbow); Full Atk +14/+9 and +13 melee (2d6+2/crit: 19-20, +1 frost bladed whip and 2d6+1/crit: 18-20, +1 frost rapier), or +16/+11 ranged (1d6+1/crit: x3, masterwork shortbow); SQ elf traits, whisperstrike, favoured enemy (human); AL CN; SV Fort +9, Ref +14, Will +1; Str 12, Dex 22, Con 12, Int 13, Wis 8, Cha 13. Skills and Feats: Balance +13, Climb +11, Hide +15, Jump +20, Move Silently +18, Tumble +13; Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), Improved Melee Lash, Improved Trip, Melee Lash, Mobility, Spring Attack, Style Focus (bladed whip and rapier), Track, Two-Weapon Fighting, Weapon Finesse. Possessions: +1 frost bladed whip, +1 frost rapier, +2 mithral shirt, boots of striding and springing, cloak of elvenkind, masterwork dagger, masterwork shortbow, ten applications of giant wasp poison (injury DC 18, initial and secondary 1d6 Dex), various incidental items.
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E.N. Arsenal - Whip
Whip Magic Spells & Powers
Creatures with animal intelligence (1 or 2) have a -10 penalty to resist this spell. You gain a +2 bonus to Intimidate checks while armed with a whip. Focus: A whip.
Dramatic Assist Divination Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Touch Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Pain Schism
The creature touched gains an insight into the ways of dramatic combat, gaining a +10 insight bonus to attack rolls against unattended inanimate objects. This bonus also applies to attempts with whips to grab objects and creatures if the intent is not to deal damage. The creature also ignores the -4 penalty for attacking with improvised weapons.
Drive Enchantment (Compulsion) [Mind-affecting] Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Special Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
Psychometabolism Level: Psion/wilder 4, Psychic warrior 4 Display: Visual and audible Manifeting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature. Duration: 1 round/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 7 The affected creature's body responds differently to pain. Damage that is normally lethal becomes nonlethal, and damage that is normally nonlethal is lethal. Creatures with regeneration will only regenerate that damage which would normally be dangerous.
Whipform
You instill your whip with the power to bend to your will creatures struck by it. Whenever you deal damage to a creature with a whip, that creature must succeed a Will save or else obey your commands for one round as if it were dominated. You may give simple instructions, such as "Attack the wizard," or "Defend me," as a free action, or may give more detailed instructions as a move action. If you do not share a language, you can only give simple instructions. After one round, the creature is free to act on its own unless you strike it again. Each time a creature is struck by the whip, it must make a new saving throw. If a creature successfully saves, it is immune to this spell for the rest of its duration.
Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Melee weapon touched Duration: 1 minute/level Saving Throw: Fortitude negates (object) Spell Resistance: Yes (object) The touched melee weapon lengthens and becomes flexible. It gains the reach of a whip of the appropriate size, and cannot be used to make attacks of opportunity. Attacking with the weapon provokes an attack of opportunity. Feats that apply to whips also apply to this weapon. The weapon's other qualities, such as damage capabilities and weight, do not change. Thus a human's great axe trans
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E.N. Arsenal - Whip formed by this spell would be a two-handed weapon with a 15-ft. reach, dealing d12 damage with a critical range of 20/x3, but could not be used for attacks of opportunity. Material Component: Putty.
Magic Items
weapon it increases the reach of the weapon by 5 feet, to a maximum of 20 additional feet of reach.
Aura: Faint to Strong Transmutation; Caster Level: 4 (5 ft), 8 (10 ft), 11 (15 ft), 14 (20 ft); Prerequisites: Craft Magic Arms and Armour, enlarge person; Market Price: +2 (5ft), +4 (10ft), +6 (15ft), +8 (20ft) bonus.
Specific Magic & Psionic Whips Amistrom, Whip of Six Storms
Weapon Enhancements Animated This enhancement can only be added to whips and whip-like weapons. An animated whip can move on its own, following the intentions of its wielder with an empathic connection. The wielder gains the benefits of the Third Hand feat. Additionally, as a standard action the wielder can command the whip to function as if with the animate rope spell. If the whip is within line of sight, the wielder may mentally command it to move toward him, and it will travel at a speed of 30 ft. per round. When the whip reaches him, the wielder may pick it up as a free action, which does not incur an attack of opportunity. This ability does not allow the whip to attack on its own; the wielder must still attack with it normally. Aura: Weak transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armour, animate rope; Market Price: +2 bonus.
Locking When wielded, the grip of this weapon wraps itself around the hand and arm of the wielder in a manner that is both comfortable and does not interfere with the use of the weapon. The weapon seems alive when first drawn and when this ability is activated or deactivated, stretching and wrapping itself around the grasp of its wielder. This makes the wielder impossible to have this weapon disarmed. The wielder may disable this ability at any time. Aura: Faint transmutation; Caster Level: th 4 ; Prerequisites: Craft Magic Arms and
This +3 bladed whip was crafted by a desert dervish, who took the sinews of six different creatures that lived in storms and bound a different magic to each strand. Each round, Amistrom adopts a different type of storm energy, cycling through acid, cold, electricity, fire, and sonic energy. For that round, the bladed whip deals +1d6 damage of the appropriate energy type with each hit. The sixth storm is difficult to call, but its power is devastating. If Amistrom has struck a foe at least once per round for five consecutive rounds, on the sixth round its wielder may, as a full round action, make a whirling volley of attacks, similar to whirlwind attack. Every creature within reach of the whip takes 6d6 points of damage as Amistrom evokes a fierce, cutting storm of sand and glass. Creatures are allowed a Reflex save (DC 17) for half damage. Aura: Moderate evocation; Caster Level: 12th; Prerequisites: Craft Magic Arms and Armour, acid arrow, fireball, ice storm, lightning bolt, shout, gust of wind; Market Price: 52,301 gp; Cost to Create: 26,301 gp + 2,080 XP.
Mentak, the Mind-Taker This +1 bladed whip is tipped with a dagger of jagged green crystal. Whenever it deals damage to a creature, it briefly absorbs a bit of that creature's psychic essence. For the next ten minutes, that creature suffers a -2 penalty to Will saves agaisnt mind-affecting effects originating from the wielder of the whip. Aura: Weak telepathy; Manifester Level: 7th; Prerequisites: Craft Psionic Arms and Armour, psionic dominate; Market Price: 7,325 gp; Cost to Create: 3,825 gp + 280 XP.
Armour, grasping hand; Market Price: +1 bonus.
Rag Tag
Reaching Weapons with this enhancement allow the wielder to threaten squares further away. This weapon quality may only be applied to flexible weapons that can bend, twist, and naturally have some form of elasticity. Chains, Whips, improvised ropes and grappling hooks fall under this category. For every +2 in the market price of this
Once wielded by a famous warrior who in his youth had been a street urchin, this whip is crafted from the dirty rags of orphans, and it bears magic that brings its wielder good luck in dangerous times. Its combat power is relatively limited, as it is only a +1 merciful whip. When its wielder is in danger, however, the whip is capable of manifesting the most bizarre turns of luck. Whenever a foe deals damage to the wielder of Rag
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E.N. Arsenal - Whip Tag, either with a weapon or a spell, that foe must succeed a Reflex save (DC 13) or take 1d6 points of nonlethal damage over the course of the next round from seemingly random circumstances. He might get hit on the back of the head by a falling shingle, or accidentally strain a muscle as he swings his weapon, or even be attacked by a rabid ferret. Just as poor orphans find a way to survive regardless of what meager resources they have, so will Rag Tag inevitably find ways to punish those who harm its wielder. Aura: Weak conjuration; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armour, cure light wounds, entropic shield; Market Price: 16,301 gp; Cost to Create: 8,301 gp + 640 XP.
Shadowstar When not activated, Shadowstar's surface is a solid, impenetrable black. But with just a mental command, Shadowstar - a +5 brilliant energy wounding whipsword begins to glow with white light as bright as a torch. When Shadowstar delivers a killing strike, it flashes with light as strong as a daylight spell for an instant, lasting less than a second, though this is enough to blind creatures with light sensitivity, like dark elves. Three times per day the wielder may cast darkness, centered on herself. Also, the wielder of Shadowstar gains a +10 competence bonus to Move Silently checks. Aura: Strong transmutation; Caster Level: 16th; Prerequisites: Craft Wondrous Item, gaseous form, darkness, mage's sword; Market Price: 222,900 gp; Cost to Create: 111,800 gp + 8,888 XP.
The Steelsilk Mantle One of four magic items from the Regalia of Metal, this silken sleeveless coat makes any silk on its wearer as strong and resilient as steel, with hardness 10. Additionally, if the bearer concentrates for a full round, he can mentally fold and shape the silk he wears, and the silk will keep that form until he wills otherwise. With this power he can usually emulate any weapon or tool that can be held with one hand, and may have up to two such items at a time. Typically the mantle is worn with a robe that has numerous belts and sashes, which can be used as bladed whips or ropes, or even shaped into various makeshift tools, such as lockpicks, grappling hooks, or swords. Any weapon formed from the silk functions as a +2 weapon. Wearing the Steelsilk Mantle alone grants a +5 armour bonus to AC, and if the bearer is wearing a full silk robe or other silken garments that cover the majority of his body, the armour bonus increases to +8. If the bearer chooses to shape the silk into small or large shield, he may do so, gaining an additional shield bonus to AC. Aura: Strong transmutation; Caster Level: 16th; Prerequisites: Craft Wondrous Item, iron body or ironwood; Market Price: 95,000 gp; Cost to Create: 47,500 gp + 3,800 XP.
Deity of Whips
Ford, God of Adventure Once a mere mortal, Ford ascended to godhood after drinking from the cup of immortality. In his life and his godhood thereafter, Ford is the epitome of the rugged adventurer. He has little in the way of organized clergy, as most of his priests are adventurers themselves. These priests occasionally team up with groups of traditional travelers or adventurers, lending their insight and assistance. Priests of Ford are knowledgeable about many kinds of hidden lore and lost treasures, and they are mandated by their god to keep such items from falling into the hands of those who would use them for evil. Ford is usually depicted as a slightly weather-worn middle-aged man with handsome features and a smug smile. His signature weapon is the whip, which represents his ability to get out of dangerous situations with unorthodox solutions. Ford's priests are almost all men, though many women respect the god of adventure, and admire his charm. Alignment: Neutral Good Portfolio: Adventure, Danger, and Rugged Manliness Domains: Good, Luck, Knowledge, Travel Favorued Weapon: Whip Worshippers: Archaeologists, bards, paladins, rogues, treasure-hunters
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Exotic Weapons and Deities Deities with a favoured weapon that is an exotic weapon (such as Ford, our sample god of rugged manliness) should not have the War domain as a granted domain. This is a game convention that maintains balance between the clerical domains, as the war domain gives the cleric Weapon Proficiency and Weapon Focus feats with the weapon in question. By granting these proficiencies with an exotic weapon to a cleric makes the class too ‘front-loaded’, to the point where even a fighter is better off taking a level of cleric than fighter, featwise.
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E.N. Arsenal - Spiked Chain, Copyright 2004, E.N. Publishing E.N. Arsenal - Whip, Copyright 2004, E.N. Publishing