However, it is possible to work off Strength instead, if that’s what you want. Or just use a normal whip. Purple = Must-haves. Again, +2 to any ability of choice, okay FCB for Swashbuckler, good FCB for Fighter. This one almost certainly just doesn’t work on. Will help out a little with a small bonus, but mostly it is a prerequisite for other feats. It doesn’t really help much with combat maneuvers, though, nor do you get a lot of bonus feats to offset your heavy feat tax. I’m tempted to make this. Tiefling are one of the races available to the player in Pathfinder: Kingmaker. Recent Changes I’m tempted to make this purple. You gain proficiency with whips, either free Weapon Focus (whip) or Whip Mastery as a bonus feat, sneak attacks with whips, and a couple more things. Also works with Combat Maneuvers. Taking some inspiration from various guide writers such as Treantmonk, I want to explore how we can make this method of fighting effective in Pathfinder. Also a prerequisite for several good whip feats, so even for Strength builds, you will have to take this eventually. Elves are just okayish Swashbucklers, but good Magi. You want this. Strength can be useful, and having high strength may change your build a little, and make your feat tax just a little lighter in the beginning (you may be able to skip out on Weapon Finesse for a bit, for example, maybe even get Power Attack later on). = Pretty good. It’s a cool little thing, but since all these other feats are specifically made for whips, not grappling hooks, and this feat doesn’t allow you to treat grappling hooks as whips but just use them in a similar fashion, it doesn’t really seem to combine these mechanics. Make shaken opponents sickened as well. Bonuses to Dex, Con, and Cha without any penalties to abilities are the dream. can be useful, but is not required. Very situational. Hook Fighter: This allows you to fight with a grappling hook. It’s a viable strategy but it falls outside the scope of this guide. +4 Dex is absolutely amazing. Combine with a cruel whip to make your target sickened as well. A Tengu Phantom Blade with the Exotic Weapon Training racial trait might be able to work around that. Lunge: Extra 5 feet reach when making an attack. Exotic Weapon Proficiency is useful if you aren’t already going for Mysterious Avenger (which gets whip proficiency anyway). if you are limited to taking only a single action in a round. Stat-wise, it should be fairly straightforward, but size also matters here. Rule of thumb: if the combat maneuver can be done instead of a single melee attack, it can be used as an Attack of Opportunity. Dex and Cha are good, penalty to Con hurts a little. Favoured Class Bonus for Swashbuckler is okay adding a bit to your Panache Pool size, FCB for Fighters may help decent bit, as it adds some CMD to Disarm and Sunder attempts. Allows you to use UMD. Weapon and Armor Proficiency. Bonus on initiative if the weapon is drawn, bonus to Disarm checks, a bit of CMD. Yes. It will always be good, though only necessary once you become better able to actually deal out some damage. Wisdom penalty doesn’t matter too much in most builds. It is possible that Whip Mastery does this as well, though probably not. Nice to have in the late game, when you have the feats you really need and want to deal some dama, will do this provided that you’re wielding your weapon one-handed. 1 Regardless of the action, if you move out of a, . You probably just won’t use this. This Archetype for Swashbuckler is based around whips. He can summon various types of whips, including several ones made out of insects, and deliver touch spells from a distance using his whip. for Dex builds. Or at least, a whirlwind of messiness. You really want this. Eventually, even people who take 5-foot steps or withdraw actions will provoke Attacks of Opportunity from you. Tempted to colour this purple. You really want this. This makes your threatened area 15 feet total. Possibly even better than the other Dueling enhancement. Vigilante: Vigilantes gets a bunch of talents. I want to give the whip back to him and recruit him to my court. These whips feature fiber optic material and allow you to change the color or have it cycle through several colors, all controlled by you. You’ll probably doing something with charisma already, maybe a dip in Mysterious Avenger, so maybe you can find some space to also do something with the Bard. Improved Whip Mastery makes it so that the area you threaten is your natural reach (10 feet with a whip) + an additional 5 feet. For your convenience, this table will be located at the end of this guide. Dirty Fighting will then increase the bonus attack roll for flanking to +4 when doing those Combat Maneuvers. You can increase your CMD to disarm with Fighter FCB, or maybe add a bit to your Panache Pool size. -2 Constitution hurts a little, but +2 Dex is nice and +2 Wisdom is nice for some classes. Further, you gain the ability to grapple using your whip. For your convenience, this table will be located at the end of this guide. Basically, you’re Pudge from DotA. | 5th Edition SRD Rangers faithful to Calistria often train heavily with whips. Combat Maneuvers and Attacks of Opportunity are the name of the game. Green = Pretty good. 163 Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. Note that the Beastmaster racial trait also makes whips martial weapons. Penalty to Str, who cares? Introduction From adventurers like Indiana Jones, to vampire hunters like Belmont, to Dark Jedi in Legends continuity, whips can be found all over fiction. Useful, since you want to have plenty AoOs. Can be useful if you have decent strength as well as enough other feats that enable you to deal extra damage. Extra damage always helps. Intelligence is nearly useless for most classes, save Magus. Put it in Dex. Sep 13, 2017 - Artwork from Paizo.com trying to grab all the Pathfinder related artwork they post as well as eyecatching product art. Amiri, Pathfinder's iconic human Barbarian. Flavour text very specifically states it is for simple or martial weapons, not exotic weapons such as the whip. When you use a scorpion whip as a whip, it is equivalent to a whip, but deals lethal damage and can harm creatures regardless of their armor bonus. If you want to be a whip-wielding Ranger, this should work well enough. You get a few Improved Combat Maneuver bonus feats on top of your normal bonus feats, which helps a little with the feat tax. As a full-round action, make one melee attack at your highest base attack bonus against each opponent within reach. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. US MIL-STD 810, JITC Certified with approved ALE per MIL-STD-188-141B standards. Generally speaking, especially assuming purely martial classes such as Fighter or Swashbuckler, it will probably look something like this. +2 to initiative is always good. You don’t get the benefits when using your other hand otherwise occupied, including TWF, unfortunately. When you use a scorpion whip as a whip, it is equivalent to a whip, but deals lethal damage and can harm creatures regardless of their armor bonus. My intention is to expand on the martial use. you will probably have decent Charisma and this gives you an extra use for it. Counts as a light weapon, whereas whips count as one-handed. If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. Use Effortless Lace to make your offhand whip light. The Adventurer’s Guide version might still be okay, but  it is not as strong. "Everywhere I go, a pall hangs over everything… Though people say it was better before I arrived…" ― Harrim[[source]] In the world of Golarion, religion is not a topic for abstract philosophical discussions, but a matter of life and death. Also a prerequisite for several good whip feats, so even for Strength builds, you will have to take this eventually. Lets you trip things a size category larger than you otherwise would be able to. Guess it’s still useful, though. I'll look into Ranger a little more, the game I was going to ended up being Pathfinder rather than 5e, and I ended up using a Ranger there, but haven't really looked into a Ranger with a whip, other than Hunters Mark. The ever flexible Bard can also make use of a whip. Grappling hook usage with Improved Whip Mastery takes 5 feet off your whip though, so this could be a slight improvement. So the area in which enemies provoke Attacks of Opportunity will now be 15 feet (reach weapons double natural reach, making it 10 feet by default, with this feat adding another 5 feet). A Wand of Floating Disk or even a wheelchair won’t do much either, because those still only allow you to move at your base speed. The, Pretty solid pick after Whip Mastery. Elves are just. Prerequisites also add a lot of feat tax. It is a prerequisite for a lot of other feats. However, you can get Dirty Fighting instead for the purposes of meeting this requirement. . Slayer talents may end up being a little more flexible, as you can choose things aside from ranger combat feats. Dex and Cha bonuses are good. Still, it won’t hurt to pick it up at early levels. As swift action, whip can be used as grappling hook; spend 1 panache to increase reach to 20 ft. for 1 attack, and can use the whip with precise strike. But still useful. But it is nowhere near vital and I personally wouldn’t pick Strength over Constitution. You want feats, as many as possible. Spell combat: True Strike+Combat Maneuver=Total Control of your opponent. It fits right it with a whip user. Especially since a small creature also gets lighter equipment. Monk (Maneuver Master): The name really says it all. Check out our other SRD sites! The bonus to Dex is very nice. 1. Attack of Opportunity. This site may earn affiliate commissions from the links on this page. The Shaman is a very interesting class, gaining a varied allotment of spells and abilities that evoke both the Druid and the Witch. Dirty Fighting is more useful to you and doesn’t have the 13 int requirement of Combat Expertise, and also acts as 13 int for the purposes of qualifying for combat maneuver feats. These 3 maneuvers are also the only 3 that can normally be done using your weapon (although there is a feat that also allows you to grapple using your whip, but this will not turn the grapple into an attack). The bonus to Dex is very nice. Kind of like Cleave, but with Combat Maneuvers when using a whip. Alright, this will do. This feat becomes a little better when using the optional stamina rules from Unchained, as this allows you to use combat maneuvers on larger enemies. Excellent! Effortless Lace: When Two-Weapon Fighting, put this on your offhand whip to make it a light weapon. Demoralizing Lash: Very situational. Combine with a cruel whip to make your target sickened as well. Slashing Grace will do this provided that you’re wielding your weapon one-handed. A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. In pnp he at least gets whip for more utility and armor braces +8 and +5 dodge robes are not guaranteed there. Orange: OK options, or useful options that only apply in rare circumstances. Fighters get a ton of feats. Well, actually no. Swashbuckler levels also count as Fighter levels. You probably won’t focus on damage, however. Phalanx Formation: Normally, when you're using a reach weapon and an ally is positioned between you and your target, your target gets a +4 cover bonus to AC. But it is nowhere near vital and I personally wouldn’t pick Strength over Constitution. Some extra bonuses and shit. The Lore Warden Fighter also gets this feat for free, even without the 13 int prerequisite. Spells like River Whip/Ghost Whip and Rock Whip can also be nice. For a single-class fighter, it is completely unimportant. Green: Good options. To this end, one of your main tools is your ability to absolutely abuse Attacks of Opportunity, which you can use for Combat Maneuvers such as trip, which you can execute using your whip. with default racial traits, and just bad with the Strongtail racial trait. A human Vigilante taking Whip of Vengeance, Lethal Grace, and Favoured Maneuver: Trip will have Whip Mastery/Improved Whip Mastery, weapon finesse and improved trip at level 6 (without needing int 13 or combat expertise) and still have 4 general feats free. Angelus Dark "Kingbreaker" Sep 27, 2018 @ 12:28pm The third dwarven cog? Troll Trouble - Renowned Explorer Troll Trouble - A Score to Settle. Fortuitous: If first Attack of Opportunity hits, you can make a second one at -5 penalty. Might be able to work better if. How can you not want some levels in Archaeologist while using a whip, now that you know it exists. Be a teenager 13 years of age, and/or in Grade 8 or its equivalent. Dueling (Ultimate Equipment): Bonus on initiative if the weapon is drawn, bonus to Disarm checks, a bit of CMD. Dirty Fighting: Pretty solid pick after Whip Mastery. You have to have someone who intimidates enemies. Whip Mastery: You don’t provoke Attacks of Opportunity with your whip anymore (probably doesn’t work for Combat Maneuvers with a whip, not entirely sure), you can deal lethal damage, you can damage through armor. Reactionary: +2 to initiative is always good. There are just so many feats that work off of Dex (such as Combat Reflexes or Weapon Finesse, which is required for Serpent Lash) in one way or another that it’s usually basically the default stat. To bad Disarm wasn’t included. Dex and Cha bonuses are good. With your large range for a melee character and your prehensile weapon, you can create a whirlwind of death and destruction around you. Five magical whips for use in 5e fantasy. Extra 5 feet reach when making an attack. You can move as part of your Attack of Opportunity. Serpent Lash: Kind of like Cleave, but with Combat Maneuvers when using a whip. And it allows you to do reposition maneuvers with your whip at a penalty, and you can only move them closer towards you. Description A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand. 4. Announce it at the start of your turn. You can disarm or trip people with it, or pull them towards you. The name really says it all. You may want to postpone picking this up, but you will get it eventually. If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. Five magical whips for use in 5e fantasy. from the Melee Tactics Toolbox, as this will show you when you can and can’t make Attacks of Opportunity. Isn’t naturally proficient with whips, though. Small creatures still get a 5 foot natural reach, and Pathfinder does not define small whips. I didn’t want to list every single thing that gains Dex, because there is a lot of that. We won’t get this until much later, if we get this at all. It’s okay. = Bad. Armor training won’t hurt either. Great for a late-game Two-Weapon Fighting thing. Avenger’s Target makes your whip stronger. That means that a whip grants the wielder a natural reach of 10ft. That helps a lot with the feat tax, especially since some whip feats may be a little situational, so you may not want to permanently expend a feat point on them. Possibly even better than the other Dueling enhancement. Dirty Fighting is just better. The Agile item enhancement will also work. We will focus mostly on the martial side. The feat that enables that is meh. This column indicates whether the action itself, not moving, provokes an, 2 If you aid someone performing an action that would normally provoke an, , then the act of aiding another provokes an, of +1 or higher, you can combine one of these actions with a regular move. -2 Constitution hurts a little, but +2 Dex is nice and +2 Wisdom is nice for some classes. You can also use the whip as a Black Blade, since it is a one-handed slashing weapon. We need of course a good Class and maybe Class archetype to go along with this. i found two of them there. Goblin: You’d know these bastards would want to use that whip on everyone. Grappling hook usage with Improved Whip Mastery takes 5 feet off your whip though, so this could be a slight improvement. Just don’t bring your furry BDSM fetishes to the table. If you aren’t going to be enlarged, a small PC may be better. Tengu: It’s one of the few races that can give you Exotic Weapon Proficiency for free with an alternate racial trait, so it’s useful for Spiritualists, Vigilantes, and any other 3/4 BAB classes without whip proficiency. The area where you get the ranger companion there is a treasure aswell that need 3 cogs to open. Kurald Galain does have a few things on Magi and whips, if you want to go this route. Isn’t naturally proficient with whips, though. Note that since 10 to 15 feet overhead is within the whip’s reach, you may be able to even incur falling damage, if you’re able to convince your GM that the target would fall down as a result of being tossed about for 15+ ft. Penalty to Con will hurt a little. Literally. : Bonus to Dex and Cha? FCB for Fighter is mediocre, no Swashbuckler FCB. Orcs tend to view religion as simply an exchange of power with whichever god will help them most in battle and have no interest in any peaceful deities. Only get this if you also intend to use Combat Maneuvers without your weapon. Shop the Open Gaming Store! A free feat right there. Allows you to use Dirty Tricks in place of a melee attack,but only on your turn, so you can’t use it as an Attack of Opportunity. Two dual-balanced whips will lower the TWF penalty with 1 for each weapon. They don’t get much there outside of Dex bonus and FCB. Deals lethal damage, even to creatures with armor bonuses. Caravan Drover (Half-Orc or Adopted): A race trait that makes whips martial weapons. It’s okay at first, but later on, this feat will become incredibly useful. feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. Hangman archetype is about grappling and choking people using whips. Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Whips normally don’t even threaten an area at all. Spells like Divine Favor are also nice. This may be depend a lot on your build. Speed: Grants one extra attack at full base attack bonus when making a full-attack action. Allows you to entangle tripped people with your whip. Still, you will always end up using some amount of Dex. 4 May be taken as a standard action if you are limited to taking only a single action in a round. And since you’ll be severely feat-starved, you will be thankful for this extra feat. You can disarm or trip people with it, or pull them towards you. You’re not proficient with whips, though, but there are ways of getting that using traits or racial traits. Make shaken opponents sickened as well. This feat becomes a little better when using the optional stamina rules from Unchained, as this allows you to use combat maneuvers on larger enemies. That makes it less useful early on. FCB is shit for Half-Orc Mysterious Avenger, just go with the Human’s FCB which enlarges your Panache Pool, and do the same if you’re a Fighter. Grants a bonus to both CMD and CMB bull rush, drag, reposition, and trip combat maneuvers. The Charisma penalty hurts, Not the best either. | d20PFSRD With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. You also get bonus feats, which is nice for the feat tax. That’s just not very well-defined within Pathfinder. Pathfinder Delver Source Adventurer's Guide pg. Then you don’t need 13 int. | Design Finder 2018 Penalty to Str, who cares? The rules don’t say which weapons do, but I’d assume whips do too. Int bonus is nice for some classes, e.g. And if an enemy is tripped, your allies will get a bonus to melee attacks. Ranger, Druid [Druid] animal order: You gain the service of a young animal companion that travels with you. They’ll work. A Prestige Class based around the whip. I suggest getting, , if your GM allows third-party content from Dreamscarred Press. Favoured Class Bonus for Swashbuckler is okay adding a bit to your Panache Pool size, FCB for Fighters may help decent bit, as it adds some CMD to Disarm and Sunder attempts. But there may still be things that you want more. We won’t get this until much later, if we get this at all. The prerequisites add a bit of feat tax, in that you need Endurance and Diehard feats. It’s like the Bladebound Magus, but without the restriction on what type of weapon it can be. Normally, when you're using a reach weapon and an ally is positioned between you and your target, your target gets a +4 cover bonus to AC. You also get bonuses to combat maneuvers of your choice. Leveraging: Grants a bonus to both CMD and CMB bull rush, drag, reposition, and trip combat maneuvers. You’ll probably doing something with charisma already, maybe a dip in Mysterious Avenger, so maybe you can find some space to also do something with the Bard. However, you’re probably already using Dex through Weapon Finesse, and you can’t normally double your stat bonuses. It is nice to get this feat for free as a Lore Warden, but don’t spend a feat slot on it. | Swords and Wizardry SRD If you want to get at least some levels in Mysterious Avenger Swashbuckler (more on that later) or Bard, it is blue. Small size can be useful. If you don’t get this, your build will not work, and you might as well go play something else. Your reach d assume whips do too 1d8 points of bludgeoning damage m analyzing ranger!, trip Amiri, Pathfinder 's first iconic character to be enlarged so... ] animal order: you probably just won ’ t give you same. On top of all that, hunter, and they only get feat! You probably won ’ t make much difference I saved him from the palm of your.... Exotic weapon proficiency is useful if you want to use whips in Pathfinder: Kingmaker not purple because... 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Go for it, you can choose to get favoured class bonuses of or... Novel version range Weight type Special slayer 's whip 60 gp 1d6 x2 -- 2.... Work around that to entangle tripped people with it, but it is nowhere near vital and personally! Now that you need proficiency with whips for some classes Opportunity when using whip! Little on your build, it is a bummer dwarven cog will take some penalties on all mental stats and... Rules don ’ t need that extra feat, but we probably won ’ t overwhelming, and Combat. Extra feat, but we probably won ’ t forgo must-have feats damage ( as whips normally ’..., double the Combat Maneuvers of your hand Score to Settle like Whip/Ghost! Some Combat Maneuvers action provoke an attack of Opportunity are the dream with no penalty the provoking.! Case to the reader ’ s just a less pathfinder whip ranger version of whip. Really helpful a melee attack, not exotic weapons such as the whip feat trees as you can can. 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