Whips can they actually be fun? [Archive] - Wizards Community

Post/Author/DateTimePost
katrick

04-06-07, 05:46 PM
Two-Weapon fighting whip beast?
1 Rogue Two Weapon Fighting Weapon Finesse \Human
2 Rogue Evasion
3 Fighter Combat Expertise Weapon Focus
4 Fighter Improved Trip
5 Bard Inspire Courage Blah Blah Blah
6 Marshall the flank bit 1st Aura(CHA bonus) for damage Two weapon Defense
7 Marshall the Ac bit 2nd Aura(+1)
8 Sorceror True Strike(more than enough for LG but not Red Hand)
Next please?
I have some very wierd ideas but i'm running out of Feats and BAB although no Xp penatly yet(not an issue anymore) Stats are still open?
Good saves 5,5,9 reasonable damage so far(though subdual)can heal, big party buffs, reach but not AoO's, reasonable AC,have to Max Dex.
What am i missing?

Yes it sucks with no access to Whip Daggers BUT?
katrick
Japangirl

04-06-07, 06:08 PM
Can't take Weapon Finesse at 1st, it requires BAB 1. Really frustrating for rogues. You can switch Weapon Focus and Weapon Finesse though to fix it.
Mommy was an Orc

04-06-07, 06:42 PM
Can't take Weapon Finesse at 1st, it requires BAB 1. Really frustrating for rogues. You can switch Weapon Focus and Weapon Finesse though to fix it.

Can't do that either - also +1 BAB. Taking Combat Expertise/Improved Trip at 1st is the way to go - just use a Sickle
jstorrie

04-06-07, 08:39 PM
I think you're barking up the wrong tree by mutting out. Make a Fighter with Quick Draw, Improved Trip, and Improved Disarm, and just pull the whip out when it's appropriate–which will be pretty often. There are many cases I can think of when I wouldn't want to be up close and personal with something, but still want to disable it.

Exotic Weapon Master + Stunning Fist isn't bad with whips, although it introduces some Wisdom dependency. But you could do a decent generalist Fighter 1-2 / Monk 1-2 / Fighter 3-4 / Exotic Weapon Master 1-2 / Fighter 5-11 with 14s across the board, who used disarming, tripping, stunning and Combat Focus feats.
kjenks

04-07-07, 01:29 AM
Don't forget to wield your whip two-handed for a juicy +4 on disarm attempts, per the FAQ.

True Strike + Disarm works at low levels, but it loses some of its punch at higher levels when a lot of monsters will actually have a big enough attack total (with size modifier) to defend against it. So move that sorc level earlier in your build.
Lightblade

04-07-07, 03:51 PM
Maybe i'm missing something, but it seems like you don't actually get proficency with the whip until you pick up your Bard level.
katrick

04-17-07, 05:19 PM
slight revision?
1 Bard Human 16 Str 14 Dex 12 Con 12 Int 8 Wis 12Cha, Combat Expertise,Improved Trip
2 Fighter,Dodge
3 Bard 2, Mobility
4 Fighter 2, Stat bump Dex, Two Weapon fighting
5 Fighter 3
6 fighter 4, Spring Attack, Whirlwind Attack
7 fighter 5
8 fighter 6, stat bump Str, Improved Shield Bash
9 fighter 7
10 fighter 8, Improved two Weapon Fighting
of course picking the first level spell that adds an extra +1 to your bard song
and putting spikes and magic on the shield, as well as using a longsword.
but the idea is to max Tumble, get in behind them, use both whips to trip and possibly do subdual, to two opponents(in case you need info later)then as well as provide the flank +2, your allies get +2 to attack and damage for the song,and possibly another +4 for prone , if things go pooorly you can still Draw AoO's and attack with your Armor Spikes, or you can use the shield and one whip keeping your AC.
This tactic will be really effective once you get whirlwind attack with 15ft reach or Enlarge person for 30ft reach???
Katrick
Gallaway

04-17-07, 07:20 PM
This tactic will be really effective once you get whirlwind attack with 15ft reach or Enlarge person for 30ft reach???
Katrick

Are you sure thats how it works ?

I have not seen anywhere where it specifies the whip triples the natural reach of the creature .. the PHB simply states it gives 15' reach.

Logically a larger whip has more reach, but logic has nothing to do with RAW in many cases, and I have never seen that clarified in the rules.
Ralis

04-17-07, 09:48 PM
The whip is an exotic weapon. so it needs the exotic weapon proficinecy feat doesn't it?
danhenneke

04-17-07, 10:33 PM
Related question: Do the whip like weapons, scorpion tail whip, stingray whip, and scourge, count as whips?
DroidTrooper

04-17-07, 11:05 PM
Related question: Do the whip like weapons, scorpion tail whip, stingray whip, and scourge, count as whips?

The answer would depend on the text in there related source books. If the text says they are treated as whips then they would be. For all three of the named items there is no reference to them being treated as whips, so you would need multiple exotic W.P. to being able to weild the different types of whip like weapons.
pimeister

04-18-07, 12:47 AM
friend of mine is playing a dual wield whip specialist. if the enemy has a weapon and/or is not quadruped, he has an absolute blast. He is pure fighter till exotic weapons master at whatever level you can take it. Key word is whip daggers. With whip daggers, it is fun. I know the circle of crimson stone allows access to them after 6 months, and is a really fun meta-org to roleplay.
paigeoliver

04-18-07, 06:39 AM
Try this, it is a variation on a character I am playing.

I suggest these stats. Con and dex can be low because whip characters don't get attacked a lot. Mine has an 8 con and is 7th level now and has done fine.

16 str 10
16 cha 10
14 Int 6
10 Con 2
Wis 8
Dex 8

1. Fighter 1. Exotic weapon proficiency whip, Combat Expertise, Improved Trip. Trip check is +7
2. Marshall 1. Art of War aura. Trip check is +10
3. Barbarian. Extra Rage. Trip check is +12
4. Fighter 2. Weapon Focus Whip. Bump charisma. Buy cloak of charisma +2. Trip check is +13
5. Marshall 2.
6. Marshall 3. Improved Disarm. Buy gloves of str +2. Trip check is +14
7. Marshall 4.
8. Exotic weapon master 1. Trip Stunt, bump cha. Trip check is +17
9+ All marshall. Lets you be really useful even when you can't trip and disarm.

If you want to get more complicated then try this. I didn't fill in the higher level feats

1. Fighter 1. Exotic weapon proficiency whip, Combat Expertise, Improved Trip. Trip check is +7
2. Marshall 1. Art of War aura. Trip check is +10
3. Barbarian. Extra Rage. Trip check is +12
4. Fighter 2. Weapon Focus Whip. Bump charisma. Buy cloak of charisma +2. Trip check is +13
5. Marshall 2.
6. Marshall 3. Power attack. Buy gloves of str +2. Trip check is +14
7. Marshall 4.
8. Exotic weapon master 1. Trip Stunt, bump cha. Trip check is +17
9. Bear Warrior 1
10. Warshaper 1
11. Warshaper 2. Trip check is +19 (+20 if you upgraded your str or cha magic item).
12. Warshaper 3. Extra 5' reach.
kjenks

04-18-07, 09:48 AM
Put your barbarian level first for more HP.

Put your marshal level first for more skills.
katrick

04-19-07, 02:16 PM
the sorpion and stingray Whips are indeed Whips, but i cannot seem to find the Scourge anywhere. I'm pretty sure it used to be treated as a whip but with more fronds? though that could be 2nd ed.
Nice work on the Art of War, i was only looking at the flanking one for marshall. might have to be another revision.
Whip-daggers are the thing but aren't open access(Arms and Equip) i do remember access though so we can hope.
katrick
LachlarlanIII

04-19-07, 02:18 PM
the sorpion and stingray Whips are indeed Whips, but i cannot seem to find the Scourge anywhere. I'm pretty sure it used to be treated as a whip but with more fronds? though that could be 2nd ed.
Nice work on the Art of War, i was only looking at the flanking one for marshall. might have to be another revision.
Whip-daggers are the thing but aren't open access(Arms and Equip) i do remember access though so we can hope.
katrick

The Scourge at the back of Complete Warrior.

Do Whip-Daggers threaten? I'm considering using one for my trip/disarm fighter and can't remember off the top of my head.
Lightblade

04-19-07, 04:19 PM
The Scourge at the back of Complete Warrior.

Do Whip-Daggers threaten? I'm considering using one for my trip/disarm fighter and can't remember off the top of my head.

You have access to a whip-dagger? I was told that whip-daggers were on some sort "not to be given out any longer" access list, and that, for instance, you shouldn't find them in mods or from metaorgs. However, you might be able to get a judge to rule that a whip with an energy mod (ie a flaming or frost) whip can threaten, but of course that's table variation.
LachlarlanIII

04-19-07, 05:15 PM
You have access to a whip-dagger? I was told that whip-daggers were on some sort "not to be given out any longer" access list, and that, for instance, you shouldn't find them in mods or from metaorgs. However, you might be able to get a judge to rule that a whip with an energy mod (ie a flaming or frost) whip can threaten, but of course that's table variation.

Our triad never got that memo then as one of our Meta-orgs grants access to them after a certain time.
Boric

04-20-07, 08:18 AM
If your plan is to wield a whip in each hand then you'll need to take over sized two weapon fighting as well. Whip is a one handed weapon and you'll take significant penalties even with twf if you want to have one in each hand.

Cheers...:(
Boric

04-20-07, 08:22 AM
Not sure what the Bear Warrior /Warshaper levels are about Oliver.

Do you plan on wielding a whip as a Bear?
I'd love to see the DM that would let that one through...

Try this, it is a variation on a character I am playing.

If you want to get more complicated then try this. I didn't fill in the higher level feats

1. Fighter 1. Exotic weapon proficiency whip, Combat Expertise, Improved Trip. Trip check is +7
2. Marshall 1. Art of War aura. Trip check is +10
3. Barbarian. Extra Rage. Trip check is +12
4. Fighter 2. Weapon Focus Whip. Bump charisma. Buy cloak of charisma +2. Trip check is +13
5. Marshall 2.
6. Marshall 3. Power attack. Buy gloves of str +2. Trip check is +14
7. Marshall 4.
8. Exotic weapon master 1. Trip Stunt, bump cha. Trip check is +17
9. Bear Warrior 1
10. Warshaper 1
11. Warshaper 2. Trip check is +19 (+20 if you upgraded your str or cha magic item).
12. Warshaper 3. Extra 5' reach.
LachlarlanIII

04-20-07, 09:48 AM
I'm guessing he took Bear Warrior to qualify for Warshaper.

You don't actually have to be in bear form to benefit from the Warshaper abilities.
Boric

04-20-07, 10:41 AM
Sure do.

Complete Warrior p90 under class features:
" The class features function only when the warshaper is in a form other than her own"


I'm guessing he took Bear Warrior to qualify for Warshaper.

You don't actually have to be in bear form to benefit from the Warshaper abilities.
JamesMaissen

04-20-07, 11:11 AM
Sure do.

Complete Warrior p90 under class features:
" The class features function only when the warshaper is in a form other than her own"

And when one could be polied those abilities would apply to the polied form.

-James
pimeister

04-21-07, 04:18 AM
The Scourge at the back of Complete Warrior.

Do Whip-Daggers threaten? I'm considering using one for my trip/disarm fighter and can't remember off the top of my head.

ETV on this. It doesnt say they dont threaten, but some judges run it off the new whip wording. I thought there was some type of reach feat that allowed you to threaten in Exotic weapon master but I do not have the book on me to make sure.
Chris_L

04-21-07, 11:29 AM
the sorpion and stingray Whips are indeed Whips, but i cannot seem to find the Scourge anywhere. I'm pretty sure it used to be treated as a whip but with more fronds? though that could be 2nd ed.
Nice work on the Art of War, i was only looking at the flanking one for marshall. might have to be another revision.
Whip-daggers are the thing but aren't open access(Arms and Equip) i do remember access though so we can hope.
katrick

:confused:
That isn't what I thought Britt was saying here http://boards1.wizards.com/showthread.php?t=759998&page=7

My bard would love to use some of the whip derivatives he has access to under the new LGCS, but I don't have enough feats to take them unless they come under the standard Bard class.:weep:
Shieldhart91

04-22-07, 02:11 PM
Try this, it is a variation on a character I am playing.

I suggest these stats. Con and dex can be low because whip characters don't get attacked a lot. Mine has an 8 con and is 7th level now and has done fine.

16 str 10
16 cha 10
14 Int 6
10 Con 2
Wis 8
Dex 8

1. Fighter 1. Exotic weapon proficiency whip, Combat Expertise, Improved Trip. Trip check is +7
2. Marshall 1. Art of War aura. Trip check is +10
3. Barbarian. Extra Rage. Trip check is +12
4. Fighter 2. Weapon Focus Whip. Bump charisma. Buy cloak of charisma +2. Trip check is +13
5. Marshall 2.
6. Marshall 3. Improved Disarm. Buy gloves of str +2. Trip check is +14
7. Marshall 4.
8. Exotic weapon master 1. Trip Stunt, bump cha. Trip check is +17
9+ All marshall. Lets you be really useful even when you can't trip and disarm.

If you want to get more complicated then try this. I didn't fill in the higher level feats

1. Fighter 1. Exotic weapon proficiency whip, Combat Expertise, Improved Trip. Trip check is +7
2. Marshall 1. Art of War aura. Trip check is +10
3. Barbarian. Extra Rage. Trip check is +12
4. Fighter 2. Weapon Focus Whip. Bump charisma. Buy cloak of charisma +2. Trip check is +13
5. Marshall 2.
6. Marshall 3. Power attack. Buy gloves of str +2. Trip check is +14
7. Marshall 4.
8. Exotic weapon master 1. Trip Stunt, bump cha. Trip check is +17
9. Bear Warrior 1
10. Warshaper 1
11. Warshaper 2. Trip check is +19 (+20 if you upgraded your str or cha magic item).
12. Warshaper 3. Extra 5' reach.

Listen to Paige. He's deadly with that character =(
lostpike

04-22-07, 05:16 PM
friend of mine is playing a dual wield whip specialist. if the enemy has a weapon and/or is not quadruped, he has an absolute blast. He is pure fighter till exotic weapons master at whatever level you can take it. Key word is whip daggers. With whip daggers, it is fun. I know the circle of crimson stone allows access to them after 6 months, and is a really fun meta-org to roleplay.

What region is that?
LachlarlanIII

04-23-07, 11:25 AM
What region is that?

Bandit Kingdoms
Qwicksilver

04-29-07, 03:26 PM
I recently tried this out for a meet with a rogue, and it was pretty fun. The only thing I would like to note, that i think no one has mentioned is that a regular whip deals 0 damage to a creature with a +1 armor bonus or +3 natural armor bonus or more. This brings up an interesting problem with things like enhancement bonuses and sneak attack damage, in that one of my dm friends ruled that the whip would deal 0 damage period.

With this in mind, I think all whips equipped for adventuring or battle should be ensured to at least deal subdual damage all the time.