You are on page 1of 26

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(Nov04)
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.

2
2
4
4
6
7
9
9
11
15
15
16
17
19
20
22
22
23
24
25

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.

3
6
11
15
16
17
19

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,

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).

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.

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.

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

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.

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.

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.

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.

10

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

11

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 hes 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

12

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.

13

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.

14

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

15

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

16

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

17

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 + 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 + 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.

18

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)

19

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.

20

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.

21

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

22

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

23

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

24

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.

E.N. Arsenal - Whip


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who
have contributed Open Game Content; (b)"Derivative Material" means copyrighted
material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License, including translations
and derivative works under copyright law, but specifically excludes Product Identity.
(e) "Product Identity" means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) "Trademark" means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of
this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material
so affected.
13. Termination: This License will terminate automatically if You fail to comply with
all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins,
David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary
Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002, Wizards of the Coast,
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Arms & Armor Copyright 2001, Bastion Press, Inc.
Author John T. Dodson, Copyright 2000-2003
Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc.
Tournaments, Fairs, and Taverns, Copyright 2002, Natural 20 Press

2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.

Wild Spellcraft, Copyright 2002, Natural 20 Press


Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc.
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Dragonstar: Starfarers Handbook Copyright 2001, Fantasy Flight Publishing,
Inc.
Open Game Content from the Tide of Years Copyright 2001, Michelle A.
Brown Nephew
Seafarers Handbook Copyright 2001, Fantasy Flight Publishing, Inc.

5.Representation of Authority to Contribute: If You are contributing original material


as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

The Complete Guide to Drow, by Jeffrey Quinn, Copyright 2002 Joseph


Goodman DBA Goodman Games (contact goodmangames@mindspring.com, or see
www.goodmangames.com)

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.

Dungeons, Copyright 2000, Alderac Entertainment Group


Evil, Copyright 2001, Alderac Entertainment Group
Dragons, Copyright 2001, Alderac Entertainment Group
Undead, Copyright 2001, Alderac Entertainment Group
War, Copyright 2002, Alderac Entertainment Group
Monster, Copyright 2002, Alderac Entertainment Group
Mercenaries, Copyright 2002, Alderac Entertainment Group
Cleave Asunder Copyright 2000, Michael J. Kletch;

8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of
this License.

Heores of High Favor: DWARVES Copyright 2002, Benjamin R. Durbin;


published by Bad Axe Games, LLC.
The Primal Codex Copyright 2001, Netherland Games, Inc.
EverQuest Role-Playing Game Players Handbook Copyright 2002, Sony
Computer Entertainment America Inc.

10. Copy of this License: You MUST include a copy of this License with every copy of
the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from
the Contributor to do so.

25

E.N. Arsenal - Spiked Chain, Copyright 2004, E.N. Publishing


E.N. Arsenal - Whip, Copyright 2004, E.N. Publishing

You might also like