The Lasher [Archive] - Wizards Community

Post/Author/DateTimePost
bargkhan

03-29-07, 05:02 AM
hello!

out of all the Prestge Classes i never saw the lasher (sword and fist). i play the lasher and would like to hear from people who either played it or saw it in play, what do you think about it, how did u like it, suggestions on feats etc.

i think its a very versatile prestige class, especially if youre not into combat alone (think indiana jones).

please comment.



:D
Lael

03-29-07, 11:51 PM
I've played one before. Unfortinally the character lasted 2.5 games.

I went with a Bard / Fighter build and took the improved trip feats.

Took peform: weapon drill from Complete Adventurer for some fluff. And went with a horn for bardic music as most effects last for rounds after you played, so it was *hoot* then combat.
ShneekeyTheLost

03-30-07, 12:50 AM
Lasher can be pretty devistating with the Pyrokeneticist PrC, which, as a 1st level ability, allows you to manifest a whip of pure flame, which does 1d8 fire damage, and only needs a touch attack to hit.

It also does well with Rogue, the extra sneak attack dice can be handy, considering you can 'flank' from up to 15' away. Straight fighter is the quickest way into Lasher, of course, I think they can qualify by like 3rd level if human.
UAMDB

03-30-07, 11:45 AM
I am playing one now. i went Swashbuckler/Swordsage then lasher. I like it so far, but I mainly went with the class for fluff reasons. i liked the Indiana Jones concept and figured that the Lasher was the best for concept. As far as melee its ok. I mean your weapon is a d3 thats something to worry about. but the 15' reach is nice.
The_Shaman

03-30-07, 12:16 PM
1d3? Weird, I thought almost all lashers had dagger-whips by now ;) .
UAMDB

03-30-07, 12:47 PM
1d3? Weird, I thought almost all lashers had dagger-whips by now ;) .


You can but it did not fit the flavor of my character.
The_Shaman

03-30-07, 04:18 PM
A-ha, I see. In this case, making it shocking could be quite nice :D .
Werebat troll paladin

03-30-07, 04:39 PM
This class still hasn't been converted officially, has it?
Jaime_Wolf

03-30-07, 09:33 PM
Which means that, officially, it is 3.5 ready (excusing any glaring differences like improved critical and keen stacking).

The fact that it isn't updated doesn't mean it's not playable, in fact, it usually means that it just didn't need any kind of update.
bargkhan

03-31-07, 02:02 PM
I'm glad to see theres interest in the class. i personally like it quite a bit, especially out of meelee where u can pull off all kinds of stunts with the guy. i went for the fighter->lasher combination to which i will possibly add some rogue levels (thats a maybe, would like to benefit from hide). i also took ambidexterity which comes in really handy if u ever get disarmed, you just use your third hand ability to simply pick up the weapon and have it back in your other hand. i think this trick should also work when disarming a foe. instead of the weapon dropping to the floor you can just flick it to your other hand, seeing that the whip is a light weapon it makes it absolutely perfect (AND you can do it from 15 feet away:D ) . now combine that with quick draw (which i also have) and with a good roll and the element of surprise you can draw someone else's sword and wield it against him... talk about ruining morale:D


please comment
UAMDB

04-01-07, 11:08 AM
Well one thing i am going to do with mine is Swordsage/Lasher/Exotic Weapon Master. I am going to use Mountain Hammer Strike to sunder weapons from 15 ft away. I think it works out to doing 4d6(hammer strike) 1d6(exotic Sunder) 1d3(weapon) that ignores hardness.
The_Shaman

04-01-07, 11:25 AM
Sundering with a scourge... hmm :confused: I guess it could work if said scourge is made of adamantine, but still strikes me as weird.

((Bad shaman, you almost used common sense in D&D! Shame!))
SpoonyBard

04-05-07, 08:37 PM
Which means that, officially, it is 3.5 ready (excusing any glaring differences like improved critical and keen stacking).

The fact that it isn't updated doesn't mean it's not playable, in fact, it usually means that it just didn't need any kind of update.


Actually, as somone who played a lasher in 3.0 all the way through (Bard 7/Lasher 10, then picked up 3 more Bard at the end), I can tell you it doesn't work the same in 3.5

Why is this? In 3.0 the whip was a ranged weapon that had some charictaristics of a melee weapon. You used feats like Rapid Shot with it, and it was just a silly mess. In 3.5, on the other hand, it's just a melee weapon. A lot of the Lasher abilities seem to work around the premise that it's a ranged weapon, so it doesn't port directly.

They should remake it. They've had two perfectly good chances now (Complete Adventurer, Complete Scoundrel), and it really needs a 3.5 upgrade.
LeuktheSavior

04-08-07, 01:07 PM
currently im playing a gestalt game and my character is as follows
Half Giant/Half clay golem
barb/rogue/ranger/lasher/LA
I gave myself a mighty (+7) whip-dagger appropriate for a large size character (d8 in damage) because of powerful build, and being able to do a sneak attack, and tripping the opponent in the same turn (and with a +11 strength, +7 BAB, +4 size modifier, and something else i cant remember, i hardly ever lose my grapple checks. there again, im a god amongst men at lvl 7 and a strength of +11 and no real penalties to my combat prowess.) crack the enemy a couple times while flanking them with your extra damage dice from sneak attack and whip attack thing, and then close in for the kill while the enemy is laying on the ground, tangled up in your whip? priceless
i love the third arm thing though, because a big half clay golem guy using a whip that adroitly is just unexpected
crimsonwolf

04-09-07, 02:42 PM
anyone relly have a few fixes then?
bargkhan

06-06-07, 04:06 PM
hello people.

im just making an update...

so:
my char ia st 11th lev ( FTR 5/LASHER 7 ) an doing quite well

i got me a +2 mighty corrosive whipdagger (+2 STR bonus) which gives me a +4 total of bonus damage, adde to +2 from Weap. Specialisation and +2 from Lashing Whip special ability (or similar, cant remember now) totaling at:
1d6+1d6(acid dmg.)+8 ;)
an eventual 2d6 sneak attack and that takes care of low damage
on lev 11. you have 3 att/round + crack of fate (1 more) + boots of haste i got from a copper makes up for a max of 5 att/round (if im not mistaken, tell me if i am)

best of all i really enjoy roleplaying the guy with his whips and third hand and all, you can really do wonders

definitely worth playing by my account

do reply:)
Twylyght

06-10-07, 01:14 AM
I think its still a well functioning class, none of its abilities were made useless by its conversion to a melee weapon in 3.5, infact I think the change did alot to improve them.

Mighty whips are no longer needed as you add your strength to damage and to hit by default as a melee weapon. This opens up some options for other clases to enjoy the whip.

You now gain a flanking bonus when attacking with a whip, since only melee attacks do. This is huge for those sneak attacks!!! However you still do NOT grant a flanking bonus to allies when they are attacking, as you do not threaten the area into which you can attack with a whip. Whip Lash is kind of debatable here, as it lets you take AoOs within 5 feet "as if" you threatened with a melee weapon, but thats notably diffrent than "you now threaten" regardless, it would still be limited to 5 feet range granted by Whip Lash if you rule that it does. Or you could just wear a spiked gauntlet...

I admit, I also mourn the loss of rapid shot and point blank shot... though returning to my comment on strength, we have gained those melee feats like power attack, cleave, and great cleave. Two thoughts on how this could be fun, the raging barbarian lasher, and the rogue lasher who wins iniative with multiple foes within reach, Crack of doom, +7d6 sneak attacks, and great cleave... yeah saw that one spring up about 3 weeks ago.. *low whistle*

Oh and class wise for going up to lasher, consider swashbuckler for a dex build. Finesse for free and add your INT mod to damage. If your using the complete books, take a look at Daring Outlaw feat in complete scoundrel. My goal is to end up at Swashbuckler 3/ Rogue 8/ Lasher 9.

I enjoy using the whips from behind the rest of the party, using my attacks for disarms or aid other rolls with crack of doom (ac 10 is still real easy to hit) thats a whole lot of +2 bonuses I can hand out each round. Then when a chance to catch a foe flat footed arises I make them pay for it with a barage of sneak attacks.

Oh and as a note on the side for more lasher fun... Disarm + Snatch Weapon (song and silence) + Throw Anything is hilarious. Gimme that! *whip-crack* hmmm on second thought I dont like it you can have it back! *Woosh*
Gingerbread Guy

06-11-07, 08:26 PM
Actually, as somone who played a lasher in 3.0 all the way through (Bard 7/Lasher 10, then picked up 3 more Bard at the end), I can tell you it doesn't work the same in 3.5

Why is this? In 3.0 the whip was a ranged weapon that had some charictaristics of a melee weapon. You used feats like Rapid Shot with it, and it was just a silly mess. In 3.5, on the other hand, it's just a melee weapon. A lot of the Lasher abilities seem to work around the premise that it's a ranged weapon, so it doesn't port directly.

They should remake it. They've had two perfectly good chances now (Complete Adventurer, Complete Scoundrel), and it really needs a 3.5 upgrade.

Er, looking at the class now, I only actually see ONE class ability that is wonky with 3.5 rules. Nothing else actually deals specificly with the whip as a ranged weapon in ways that don't apply to the 3.5 whip.

All you need to do is change "Close Combat" to read that attacking with a whip or whip dagger does not provoke attacks of opportunity. This is obviously how the ability is intended to function, it just doesn't work as worded in 3.5e because the ability to avoid AoOs hinges on attacking a target you threaten, and 3.5e whips don't threaten an area.

You might argue that "Whip Lash" is wonky too, but it isn't. It should work just fine. Sadly, it doesn't actually say that you threaten within 5' (which would help with other situations, such as setting someone up to flank), just that you can make AoOs at that range.

The only things that needs fixing are the dorky, uncreative ability names. TT__TT

~Ginger