Whip, Variant (3.5e Equipment)
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Whip
Exotic One-Handed Melee
Cost: | 1 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 19-20/x2 |
Weight2: | 2 lbs |
Type3: | Slashing |
HP4: | 10 |
Hardness: | 2 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A remake of the SRD whip into something more fun and worth the feat. A whip is treated as a melee weapon with 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). You can make trip attacks with a whip. 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). If you have exotic weapon proficiency and have the Advanced Whip Tactic feat you gain the benefits of the Improved Disarm feat, if you successfully disarm a creature you may immediately use the Grip Whip maneuver to seize the disarm weapon and grab it with a free hand.
A whip can be used as a martial weapon with no penalties however when doing so you cannot deal lethal damage to creatures with an armor bonus or natural armor bonus equal or higher than half your base attack and you provoke attacks of opportunity when attacking as if you used a ranged weapon.
Additionally if you are have exotic weapon proficiency with the whip you gain access to the following special maneuvers:
Dancing Whip Stance: As a swift action you can whirl and crack your whip like a madman, in this stance you threaten (and therefore gain the ability to take attacks of opportunities) however if you move more than 5 ft. during your turn you immediately drop out of the stance. in this stance you always count as having a free hand for the purposes of interacting with the Deflect Arrows feat, and the exotic weapon proficiency feat counts as Improved Unarmed Strike for the purposes of pre-requisites to gain Deflect Arrows.
Middle Grip: As a free action you can change your grip, using the whip from the middle. This form of attack is two-handed only and the reach of your ship is reduced to 10 feet, but it becomes a double weapon. If you use Middle Grip alongside Dancing Whip you gain the benefits of the Two-Weapon Wall feat.
Whip Dash: As a attack action you may make a special attack with your whip, if you hit you may immediately move to an open adjacent space adjacent to the target of your attack. You may make this attack as a touch attack, however if you do you deal no damage.
Those with Exotic Weapon Proficiency may use the whip as a finesse weapon, even though it isn't a light weapon.
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