Professional Documents
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Arsenal - Whips
E.N. Arsenal
Whips
Table of Contents
Written by
Ryan Nock
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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
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The Whip
Welcome to second book of the E.N. Arsenal, a
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,
History
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.
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.
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.
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.
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
Cost
25 gp
5 gp
2 gp
25 gp
400 gp
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
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
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.
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.
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.
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.
Grappling
With the proper feats, a whip can be used to grapple a
foe, albeit at a great penalty.
Power Attacks
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.
Two-Weapon Fighting
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.
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Prerequisite
Benefit
Clinch Attack
Summon Suffering
Dancing Strike
Deafening Crack
Glutton for Punishment
Greater Disarm
Epic Feats
Improved Awesome BlowStr 25, Awesome, Improved Bull Rush,
Power Attack, size Large or larger
Self-Opportunist
Dex 25, Combat Reflexes
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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.
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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-
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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
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
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Nailo-Shalanth
Whip-Duelist
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.
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
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Ophidian
Skinbearer
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
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Whimsy
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.
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)
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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.
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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
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
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
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
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Magic Items
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
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
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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.
Deity of Whips
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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
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