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    farg farg farg farg farg farg Document Transcript

    • jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whips E.N. Arsenal Whips A Complete Weapon Sourcebook - Volume 11 Written by Table of Contents Ryan Nock Chapter 1: Introduction to the Whip 2 Additional Material & Editing By Statistics 2 The ENWorld A-Team History 4 Racial Preferences 4 Illustrations Danilo Moretti, Ryan Nock, Kevin H. Yancey Chapter 2: Whip Variants 6 Craftsmanship 7 Cover and Layout Design Chapter 3: Feats & Fighting 9 M Jason Parent Tactics, Tricks & Techniques 9 Feats 11 Art Director, Layout & Project Lead Denise Robinson Chapter 4: Whip Prestige Classes 15 Thunderchild 15 The ENWorld A-Team(Nov’04) Nailo-Shalanth Whip Duelist 16 Peter M. Ball, Suburbaknght, Joe Kushner, Russell Ophidian Skinbearer 17 Morrissey, Joe Mucchiello, Ryan Nock, M Jason Whimsy 19 Parent, Denise “dextra” Robinson, David Sanders, Adam Windsor Sample NPCs 20 Chapter 5: Whip Magic 22 “d20 System” and the “d20 System” logo are Trademarks owned by Spells & Psionic Powers 22 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 Magic Items 23 found at www.wizards.com/d20. Deity of the Whip 24 Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, Inc. in the United States and other OGL 25 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 Table of Tables 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 1.1: Whips by Size Category 3 Game License, version 6.0 of the d20 System Trademark License and the current version of the System Reference Document by permission of 2.1: Weapon Variants 6 Wizards of the Coast, subsequent editions of this product will incorporate 3.1: Whip Feats 11 the most current versions of the license, guide and document. © 2004 E.N. Publishing 4.1: Thunderchild 15 Declaration of Open Game Content and Product Identity: 4.2: Nailo-Shalanth Whip Duelist 16 All text on pages 2 through 24 of this document are released 4.3: Ophidian Skinbearer 17 as Open Game Content under the Open Game License version 1.0a. The only text that is not released as Open Game Content 4.4: Whimsy 19 under this declaration are all E.N. Publishing logos, product names and product line names. 1jae-ig Seo (order #36374) 2
    • 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 series of d20 mini-sourcebooks focusing on particular tip of the whip delivers enough force to shatter glass or slice weapons and their roles in real-world history and in classic flesh or hide. A whip wielder with even just a few years of d20 fantasy games. Each book concentrates on a single experience can strike flies off the backs of cattle without weapon, describing not only the weapon itself, but those harming the cows, pluck lizards off the ground and slice them who use it, its history, and variations on the theme. Each in half while mid-air, and snuff candles from across a room. book in the series is rules-intensive and includes optional rules throughout the text, often in sidebars. Some of these A whip is like a firehose of energy. The more narrow rules work well independently, but a majority work best the opening for the water (or energy), the faster it comes when all the optional rules are applied, as some detract from out. You swing the whip, throwing it forward, delivering a the usefulness or usability of the weapon while others force from the handle of the whip toward its tip. Since the enhance the weapon. whip tapers along its length, as the force gets closer to the tip, the wave of the force decreases in height, so the wave- The whip is perhaps the most common exotic weapon length also decreases, meaning the energy is traveling faster in Fantasy d20 in terms of its popularity, which spreads and faster as the whip gets narrower and narrower. By the across many different groups. Heroes as diverse as Indiana time the energy reaches the whips fall and cracker, the Jones, Catwoman, and Zorro have wielded the whip, and it strand is so narrow that the energy is traveling faster than is generally perceived as one of the most complicated the speed of sound, and the tip of the whip drives the air weapons to master. However, many cruel villains carry the with such force that it creates the intimidating sonic boom. whip as a tool of pain-giving and oppression. The whip is renowned for its dynamic style, while also possessing a A whips tip is not actually delivering more total force unique quality among weapons - sex appeal. Certainly the than what you impart to it when you swing it, but because whip is many things to many people, and the material in it is concentrated into a tiny area, the effect is damaging. Its this book will build upon the many exotic appeals of this the difference between dropping a 5-pound barbell and a 5- tricky, supple weapon. pound spike onto someones foot. The damage is very local- ized, but more critical. This book focuses solely on the whip and those variant weapons that can create a similar loud crack. Other Crafting a whip begins with a core strand, called the weapons, such as the cat-o-nine-tails and flogger, while belly of the whip. Normal whips often simply use a thick flexible as a whip, are wielded more like flails, and are not strip of leather for the belly, or even a rope, but masterwork included. whips have specially woven leather cords weighted with lead that provide better control in high winds, and which Statistics 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 A whip is a vaguely rope-like weapon ranging from 6 the rest the weapon. The whip ends in the fall - a long to 12 feet long, wielded by either swinging it like a long light strand of leather that absorbs the brunt of the strike - and flail, or by throwing it forward in a special fashion to cause the cracker or popper - the very tip of the whip, which actu- its tip to crack. The whip wielder moves the whip in a way ally produces the trademark crack of a whip. A whip user that creates a wave that runs down the weapons length, will likely have to replace his whips fall and cracker some- 2jae-ig Seo (order #36374) 2
    • 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 creatures natural reach. The above entries are typical reach for a humanoid crea- ture of the appropriate size. The parenthetical entry is the exact amount the whip increases its wielders reach, for pur- poses of determining the reach of creatures using whips not sized for them. what regularly, but this is a normal part of whip mainte- You can use the Weapon Finesse feat to apply your nance, and does not weaken the whip itself. Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isnt a Different variations on whips exist around the world, light weapon. even in the same culture, with different whips used for spe- cial purposes. The standard whip is also known as the bull- A whip cannot be damaged by bludgeoning weapons, whip. The stockwhip has a long, stiff handle, with the and so can only be sundered by slashing attacks. Unlike length of the whip attached separately, though this does not wood, stone, or metal weapons, whips are not vulnerable to change the whips game statistics. Signal whips tend to be sonic attacks. Divide sonic damage by 4 before applying shorter, between 3 and 6 ft., which makes them less useful hardness. This resistance only applies to standard whips for combat, but more flexible for making rapid, complicated made from once-living material. Metal whips take normal signals, and for performing tricks. Various other weapons full damage from sonic attacks. use ribbons that can be effective at entangling foes, but are unable to injure. Most whips can simply be coiled when not in use, then hung from a hook on a wall or on ones belt. Some more Opti onal Rules bizarre whip variants, such as the whipsword, must be stowed in sheathes to prevent their sharp edges from being Size and Reach a threat, but with a normal whip it is nearly impossible to The core rules provide few hints to how whips hurt yourself by dropping or mishandling it. Whips can be sized for different creatures affect their wielders reach, very difficult to manage when in use, and many whip but as a guideline for this book, whips are assumed to wielders cut themselves once or twice when first learning to triple their wielders natural reach, or at least add 5 ft. If use the weapon. the prospect of giants whirlwind attacking every crea- ture within 60 ft. is inappropriate for your game, you can A whip deals nonlethal damage. It deals no damage to whips just provide an extra 5 ft. beyond the normal dou- any creature with an armour bonus of +1 or higher, or a nat- bling effect of reach weapons. ural armour bonus of +3 or higher. The whip is a melee weapon with a 15-foot reach, though you dont threaten the Whip Weapon Group area into which you can make an attack. In addition, unlike The Exotic Weapon Proficiency (whip) lets you most other weapons with reach, you can use it against foes wield not just the whip, but any of the whip-like anywhere within your reach (including adjacent foes). weapons detailed below. The basics of these weapons Using a whip provokes an attack of opportunity. are similar enough that knowledge of one lets you wield any other proficiently. However, other feats that must Because a whip can wrap around an enemys leg or be chosen for a specific weapon, such as Weapon Focus other limb, you can make trip attacks with it. If you are or Improved Critical, only apply to the specific weapon tripped during your own trip attempt, you can drop the chosen. 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). 3jae-ig Seo (order #36374) 2
    • 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 unlike- ly 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 foes 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 Damage should still be nonlethal, however, due to spears, the whip was simply inferior for the purposes of the difficulty of actually causing serious injury with a harming enemies. In China and Japan, martial arts styles whip. A character can always take a -4 penalty to his made use of a variety of chain or flail weapons, but even attack roll in order to deal real damage with a whip, or he these cultures never adopted the whip as a common weapon. 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 rele- Though whips do not threaten an area in combat, gated to being a tool for driving animals - people as well as while armed with a whip you may use the Intimidate livestock. A person wielding a whip can be fairly confident skill against any foe within reach of your whip, by crack- that he wont seriously harm the creature he strikes, but the ing the whip menacingly. If you have dealt damage to pain is sharp enough to keep the creature in line. The whip the creature with the whip, you gain a +2 bonus to this is thus a symbol as much for ranchers as it is for slavers and Intimidate check. torturers. Some cultures use whips to send signals. The base Listen DC to hear a whip crack is -5. 4jae-ig Seo (order #36374) 2
    • 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 sex- ual 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 tradi- tional roles of both men and women. Racial Preferences The whip originated among humans as a tool for driv- ing herds of animals. The elves took easily to the finesse the whip required, and soon this common ranchers imple- ment became an elvish weapon respected for its grace and speed. Halflings and dwarves generally find little of inter- est in this weapon, but many gnomes delight in the extreme complexity of the whips fighting style. Orcs, while in no ways pioneers of the weapon, have taken certain cruel deri- vations 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 sub- tlety and flashing force of this supple weapon. 5jae-ig Seo (order #36374) 2
    • 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 driv- A ribbon staff is a double weapon, one end a quarterstaff, ing animals. While a standard whip is relatively ineffectu- the other a whip. A wielder proficient in either weapon can al in harming a person, many of the variants below can use the appropriate end proficiently. The whip end is actu- maim and kill just as easily as any sword. Others empha- ally a weighted ribbon one or two inches across, which can- size the less aggressive aspects of the whip, ignoring injury not deal damage, but which can be used just as a whip in all in favour of utility. other ways. The quarterstaff end of the ribbon staff can be used as a normal quarterstaff, except that the staff itself Bladed Whip cannot be used as a double weapon; the weight of the ribbon This weapon is constructed much like a whip, only that the is such that only one end of the staff can be used in combat. plaited strands of the whip also include several specially A wielder can use both the ribbon and the staff end designed metal strips with slashing edges, and that the fall simultaneously, taking the normal penalties associated with consists of either a blade or sharpened chain segments. two-weapon fighting. A wielder can also use just one end of Alternately, a bladed whip might be covered in spikes, the weapon at a time, even switching between attacks in a thorns, or other jagged edges. Unlike a normal whip, a blad- full attack. ed whip deals real damage, but it can still not harm creatures Weapon Ribbon Staff with an armour bonus of +1 or higher, or a natural armour Cost 1 gp bonus of +3 or higher. A bladed whip has hardness 3. In all Damage (s/m) -/- and 1d4 / 1d6 / other ways, a bladed whip is just like a normal whip. Critical 20/x2 Weapon Bladed Whip Weight 4 lb Cost 25 gp Type Slashing Damage (s/m) 1d4 / 1d6 Critical 19-20/x2 2 Weight 3 lb Signal Whip Type Slashing A signal whip works exactly like a whip, except that it pro- vides only normal reach (10 ft. for Small and Medium crea- tures), but it grants the wielder a +2 bonus to checks for Longwhip trick shots and on maneuvers with the Third Hand feat. In Some characters may wish to wield ridiculously long whips. all other ways, a signal whip is just like a normal whip. Rather than using an alternate version of the whip that pro- vides greater reach, instead simply have the character use a Weapon Signal Whip whip sized for a larger creature. The Mighty Grip feat, Cost 1 gp detailed below, allows a character to use such a weapon. Damage (s/m) 1/1d2 Critical 20/x2 Weight 1 lb Type Slashing Table 2.1: Whip Variants Weapon Cost Damage Critical Weight Type Special Bladed Whip 25 gp 1d6 19-20 / x2 3 lb Slashing Lethal Damage Ribbon Staff 5 gp - /1d6 x2 4 lb - / Bludgeoning Double Weapon Signal Whip 2 gp 1d2 x2 1 lb Slashing Trick Shot Bonus Thornstar 25 gp 1d8 x2 8 lb Slashing/Bludgeoning/Piercing Lethal Damage Whipsword 400 gp 1d8 19-20 / x2 6 lb Slashing Sword and/or Whip 6jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Thornstar The thornstar is a cross between a bladed whip and a spiked Craftsmanship flail. The length of the cord is leather and metal like a blad- Though most whips involve no metalwork at all, their ed whip, but the weapon ends with a spiked ball. Because of crafting is by no means simple. The crafting of a whip its multifaceted construction, a thornstar deals real damage, requires properly braiding and aligning many strands of and can be used to deal any combination of slashing, bludg- leather, which first must be measured, cut, cured, and eoning, or piercing damage, though it cannot deal slashing weighted. The number of strands used to create the whip damage against creatures with an armour bonus of +1 or has some effect on the weapons quality, but there is little higher, or a natural armour bonus of +3 or higher. It can be noticeable difference between one with eight strands and used for trip and disarm attempts, but not for the feat Third one with sixteen. Hand, or any feats that have it as a prerequisite. A thorn- star has hardness 3. In all other ways, a thornstar is just like The basic techniques for crafting whips have not much a normal whip. changed over centuries, though unlike many historical Weapon Thornstar weapons, the construction of quality whips has been Cost 25 gp improved slightly in recent years. While there is no drive Damage (s/m) 1d6 / 1d8 to make more efficient swords today, whips are used often Critical 20/x2 enough that attention is still given them. Weight 8 lb Today in the real world, kangaroo leather is common- Type Slashing, Bludgeoning, Piercing ly touted as the optimal choice for whip craftsmanship, and the most well-made whips are weighted with carefully-dis- Whipsword tributed lead to aid in controlling the whip in strong winds. This weapon normally resembles a plain longsword, though In a fantasy setting, however, many more exotic materials its blade actually consists of multiple segments that can and craftsmanship techniques are available. Strands of detach from each other. A metal cord links the segments mithral might be interwoven within the leather, and the and the hilt of the sword, running through the center of tanned sinews of dragons might be stronger than any hide. each segment, allowing the whipsword to function as either Variants of whips with blades demand the craftsman be a longsword or a unique whip-like weapon. By activating a skilled in both leatherworking and metalworking, except in special mechanism on the weapon, you can switch between rare cases of mysterious metals that are as flexible as sword and whip form as a move action. If you are profi- leather. Integrating metal components with once-living cient in longswords or whips, you can use the whipsword material might be even more taxing of a weaponmakers proficiently when it is in the appropriate form. skill than any mere blade could be. Because the weapon is somewhat less flexible than a normal whip, the wielder suffers a -2 penalty to special Crafting what one would consider a maneuvers that require finesse, like tripping, disarming, masterwork whip would simply involve and using the abilities of the Third Hand feat. This cancels using the highest quality leather, taking out the normal +2 bonus to disarming with a whip. greater care with the braiding, and Characters cannot use the Weapon Finesse with being certain to weigh and whipswords. balance the whip to Regardless of what form the weapon is in, it deals make it effective at damage as a longsword. Normally, warriors will keep the all distances. 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. Weapon Whipsword Cost 400 gp Damage 1d6 / 1d8 Critical 19-20/x2 2 Weight 6 lb Type Slashing 7jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip There are other ways to improve a weapon. Of all the Dweomerflesh weapons of all the armouries of the world, only whips are Dweomerflesh whips can be made from the hide of any primarily made from pieces of animals, and so those with creature with damage reduction x/magic, including most access to leather from exotic or magical creatures can outsiders and dragons. Dweomerflesh whips bypass dam- attempt to craft whips that possess the traits of these crea- age reduction as if they were magic weapons. tures. These whips cost an additional 800 gp, and are auto- Additionally, particularly devoted whip craftsmen matically considered to be masterwork. know how to use choice parts of a creatures hide to improve a whips strength, durability, and agility. These compo- Feyhart Leather nents must be added during the creation of the whip, much Made from the hide of deer of the realm of the faeries, fey- like creating a masterwork weapon. hart leather bypasses the damage reduction of creatures as if it were made of cold iron, thus allowing it to harm fey crea- Durability - Craft DC 18, 100 gp value tures with ease. A whip with this enhancement has 2 extra hit Feyhart leather has hardness 5 and twice as points. This enhancement can be applied up to 5 times many hit points as normal leather. through repeated treating of the leather and subtle Whips made of feyhart leather cost reinforcement weak sections, to bring the final hit twice as much as their normal counter- points up by +10. parts. Also, any magical enhancements cost an additional 2,000 gp. Hardened - Craft DC 20, 150 gp value While normal whips can be used to crack Moonhair bottles and slice flesh, they are vulnerable to Woven from strands of the victims of sundering. Special crafting techniques lycanthropes whose hair has bleached in enable whips to yield to blows rather than be the moonlight, cords of moonhair, properly damaged by them. This enhancement plaited, can be used to create whips of pale increases the hardness of the weapon by +2, blue. These whips bypass damage reduction as and can be applied twice for a final hard- if they were made of silver. ness of +4. Moonhair whips cost an extra 90 gp. Reduced Weight - Craft DC 20, vari- able value Roper Oil This enhancement reduces the Made of the blended juices of roper weapons weight by half, though such is strands and the flesh of mimics, this barely worthwhile except for metal whips. alchemical oil is a variant of a tanglefoot The market value depends on the amount bag. It can be thrown to as a normal tan- of material used. Multiply the items hit glefoot bag, but roper oil can also be points by 10 to determine the market value applied to a whip as a standard action, in gold pieces. making the whip sticky for one minute thereafter. Any successful attack or touch Displacerhide attack adheres the whip to whatever sur- face it struck. A Strength check (DC 15) is Whips crafted from the leather of beasts required to pull free from the whip. with displacement abilities share those crea- The wielder can drag objects closer; tures displacement ability. Attacks targeting light objects can be moved easily, heavier the whip have a 50% miss chance as if the objects can only be dragged 5 or 10 ft. per whip had total concealment. True seeing round. The wielder can also make an opposed Strength reveals its true location. check to drag a creature on the far end of the rope closer, Additionally, the wielder of a displacerhide which is resolved like a reverse bull rush. The other crea- whip can benefit from the Hidden Strike feat, ture may attempt the same thing, but the wielder can choose detailed in the Fighting and Feats section, below. to release the whip instead of being pulled. Displacerhide whips cost an additional 4000 One application of roper oil costs 100 gp. gp, and are automatically considered to be master- work. 8jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Fighting & Feats Tactics, Tricks & Bullrushing It is not possible to bull rush with a whip, but a large Techniques enough creature can use the Awesome Blow feat to drive creatures away with its whip, since a whip is a melee Unique among weapons, the whip is rather ineffective weapon. at injuring foes. Whips are best utilized with special tech- niques to frustrate your opponents, and they are particular- Disarming ly useful for grasping objects from a distance, and for creat- The whip grants its wielder a +2 bonus to both make ing signals that can be heard at a distance." and resist disarm attempts. The game master may allow you to cause a weapon you disarm with your whip to fall to Attacking the ground anywhere between you and your foe. If you A standard whip is not the most effective weapon for intend to attempt a lot of disarming with your whip, but no dealing damage. It is at its most useful against humanoid tripping, it is a safe bet to use a locked gauntlet, giving you foes, and practically useless against huge monsters. With a further +10 bonus to resist disarm attempts. Standard some of the feats presented below, some of these drawbacks locked gauntlets, however, give the user a -10 penalty to var- can be overcome, but a whip simply is no match even for a ious trick shots below, as well as uses of the Third Hand normal dagger if you just want to injure a foe. A warrior feat. A locked gauntlet made specially for a whip does not that specializes in a whip will most likely need to take one have this penalty, but cannot be used for other types of of the two following paths. weapons. First, and most common, is the whip as a utility A locked gauntlet is also useful because you can always weapon, excellent for weakening foes by disarming, trip- strike with the gauntlet hand if your foes get too close for ping, or simply taking pot shots at foes who happen to be your whip to be effective. You cannot use the gauntlet for within reach. The whip will usually not be used to actually attacks of opportunity if you used your whip as a weapon harm the foe, but if it is, it will be most effective when com- the same round, but it is still a useful option to have avail- bined with sneak attacks. A ranger/rogue, wielding a pair able. of whips, can trip numerous mooks, deal a bit of damage with bonus attacks from Improved Trip, and clear the way Grappling for stronger warriors to reach the main foe. Such a warrior With the proper feats, a whip can be used to grapple a will want to remain mobile, never letting enemies get with- foe, albeit at a great penalty. in melee range. Power Attacks Alternately, a warrior could attempt to eke out every Though many overlook the fact, a whip is a one-hand- possible bit of damage for his whip. Because the whip itself ed melee weapon, and thus is eligible for use with the Power deals minimal damage, magic enhancements such as flam- Attack feat. Combined with Great Cleave, a whip is a ing, bane, or holy are precious. Great Cleave or Whirlwind handy back-up weapon for a high-level fighter who is faced Attack take greatest advantage of the whips reach for pur- with numerous weak foes. poses of dealing damage. This option is best for larger war- riors, and if you can get a mage ally to enlarge you, your whips reach will improve dramatically. 9jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Sunder Two-Weapon Fighting The low damage-dealing abilities of whips make them You may wish to keep a secondary weapon in your off nearly useless for purposes of sundering. hand as a defense against foes who get too close for your whip to be used effectively. While there is no penalty asso- ciated with simply holding a weapon in your free hand, you Trick Shots cannot use that weapon to makes attack of opportunity If you are proficient in whips, you can use a whip to unless you declare you are intending to use it as a weapon manipulate objects at a distance. Each such attempt for that round. requires an attack roll against the touch AC of the target. Allies may forgo their Dexterity bonus to AC to make it For instance, Quillathe typically wields a whip in her easier for you to grab them. The maximum range for such right hand, a rapier in her left. If she chose, she could treat an action is your reach with the whip. the rapier as not readied for a round. If she did, she would be unable to use the rapier to make attacks of opportunity -You can wrap your whip around a protrusion or until her next round, but she would also not take penalties object as a standard action. The grip of the whip is firm for fighting with two weapons. If she chose to keep the enough for you to use it as a rope to climb or swing on, or rapier readied as a weapon, she would take penalties to her to let you drag the grabbed object. If done as part of a move attacks with the whip, even if no one ever came within action to assist you in a jump, you can swing and add an range of the rapier. 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-posi- Wielding two whips simultaneously is possible, and tioned object to swing from. You can release the grabbed has all the associated penalties appropriate for wielding two item as a free action. one-handed weapons. -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 The Calamity Symphony to your attack for higher ground. Alternately, you may This legendary and epic whip technique requires a attempt a bull rush or trip attempt, gaining a +1 bonus to whip-wielder have the epic feat Self-Opportunist and both your Strength check for every 5 feet you swing (to a maxi- a Strength and Dexterity score of 25 or higher, as well as the mum of 20 feet). A trip attempt in this manner is more akin feats Greater Melee Lash, Improved Awesome Blow, to a bull rush, except that you knock your foe down instead Improved Combat Reflexes, and Snagging Trip. She must of back. If you fail and are tripped, you fall to the ground, also be Large size or larger, or else somehow be able to qual- but suffer no other special penalty. ify for the Awesome Blow feat while smaller. It is practi- -You can use your whip to arrest yourself from falling cally impossible to use this technique against an equally- as a reaction by wrapping the whip around a protrusion or a skilled foe, but against those less-experienced it is devastat- creature. Doing this uses up an attack of opportunity for ing. the round, so if you have already used all of yours for the round, you cannot use this ability. Make an attack roll (AC The whip-wielder first uses Awesome Blow to drive 20, or the touch AC of an unwilling target if that is higher), her foe away 10 ft. Because of Self-Opportunist the whip- and if you succeed and the object is at least twice as heavy wielder is able to take two attacks of opportunity. She uses as you, you automatically stop your fall. If you instead use one as a normal attack, and the other to trip the foe and drag your whip to try to grab a creature, that creature makes a him closer with Snagging Trip, which incurs another attack Strength check to arrest your fall (DC 10 if you are a light of opportunity. She uses this attack of opportunity to again load for it, DC 15 for a medium load, or DC 20 for a heavy drive the foe around with Awesome Blow, and repeats the load). If you are heavier than that, both you and the crea- cycle. As long as she can keep on hitting, there is no limit ture you grabbed fall together. to the number of attacks she can make. -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 youll need a secondary weapon to injure your fallen foe. 10jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Table 3.1: Whip Feats General Feats Prerequisite Benefit Clinch Attack Dex 13, Improved Unarmed Strike, Grab a foe and strike while hes at your mercy. Improved Grapple, BAB+6 Summon Suffering Clinch Attack, Exotic Weapon Inflict pain with a special whip throw. Proficiency (whip), Melee Lash, BAB+11 Dancing Strike Dex 13, Dodge One-weapon defensive fighting style. Deafening Crack Exotic Weapon Proficiency (whip), Deafen with your whip crack. Intimidate 4 ranks Glutton for Punishment - DR 2 against nonlethal damage, bonuses when youre injured a little. Greater Disarm Dex 13, Int 13, Combat Expertise, Bonus attack after disarming a foe. Improved Disarm Hidden Strike Int 13, Combat Expertise, Improved Feint as a free action when attacking from conceal- Feint ment. Melee Lash Dex 15, Exotic Weapon Proficiency Threaten 5 ft. with a whip, can attack in melee with (whip), BAB+1 no attack of opportunity. Improved Melee Lash Dex 17, Melee Lash, BAB+6 Threaten 10 ft. with a whip. Greater Melee Lash Dex 19, Improved Melee Lash, BAB+11 Threaten 15 ft. with a whip. Mighty Grip Str 13, BAB+1 Wield over-sized weapons Mighty Strike Str 19, Power Attack, BAB+13 You are treated as a size larger for special maneuvers One Free Hand Int 13, Combat Expertise +1 to attack when using a single one-handed weapon Snagging Trip Int 13, Combat Expertise, Improved Trip Drag a tripped foe toward you. Strike Around Combat Expertise, BAB+4 Negate some of the benefits of shields. Style Focus Dex 15, proficiency with chosen weapons, Variant of Weapon Focus for unmatched weapons Two-Weapon Fighting, BAB+1 used with two-weapon fighting. +1 bonus on attack rolls with chosen weapons. Style Specialization Style Focus, fighter level 4th +2 bonus on damage rolls with chosen weapons. Greater Style Focus Style Focus, fighter level 8th +2 bonus on attack rolls with chosen weapons. Greater Style Greater Style Focus, fighter level 12th +4 bonus on damage rolls with chosen weapons. Specialization Third Hand Dex 13, Exotic Weapon Proficiency (whip), Use whip like a third hand. Weapon Finesse, Use Rope 4 ranks Ranged Grapple Third Hand Grapple or entangle with a whip. Whip Strike Exotic Weapon Proficiency (whip) Harm armoured foes with whips. Whipsword Shift Exotic Weapon Proficiency (whip), Martial Switch from whip to sword form as swift action. Weapon Proficiency (longsword) Epic Feats Improved Awesome BlowStr 25, Awesome, Improved Bull Rush, Use awesome blow with every attack. Power Attack, size Large or larger Self-Opportunist Dex 25, Combat Reflexes Make attacks of opportunity when you force a foe to move. 11jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Feats whips reach. You can make attacks of opportunity with the whip within that area. Throughout this section, feats that fighters can select Normal: A whip has 15-ft. reach, but does not threat- using one of their class bonus feats are marked as [Fighter] en that area. feats. Other classes may still select these feats as normal. Feats that provide new options for whips work likewise for Greater Disarm [Fighter] other whip-like weapons. You can strike a foe after disarming him. Prerequisites: Dex 13, Int 13, Combat Expertise, Clinch Attack [Fighter] Improved Disarm. Benefit: When a character with this feat successfully You can grab a foe and strike him while he’s under disarms a foe in melee combat, he gets an immediate, extra your control. melee attack against the creature disarmed as if the charac- Prerequisite: Dex 13, Improved Grapple, Improved ter had not used an attack on the disarm attempt. 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 - Hidden Strike [Fighter] 4 penalty to your attack roll. You take excellent advantage of being unseen in com- bat. Dancing Strike [Fighter] Prerequisites: Int 13, Combat Expertise, Improved Feint. Your one-handed fighting style is mobile enough that Benefit: Whenever your opponent has a miss chance your attacks aid your defense. against you from concealment, you can make a Bluff check Prerequisite: Dex 13, Dodge. to feint in combat as a free action once for each attack you Benefit: When wielding a single weapon, if you have make, instead of as a move action. a hand free that is not holding anything, attacking, or using Remember that if you also suffer a miss chance a shield, you gain a +1 dodge bonus to your AC. When you because of concealment when attacking your foe, you can- are fighting defensively or using the total defense action, not get extra damage dice from sneak attack. this bonus increases to +2. Special: A character with this feat wielding a displac- erhide whip can always feint as a free action once per attack, Deafening Crack [Fighter] unless his opponent can see through the whips displace- You can deafen with the crack of your whip. ment effect. Prerequisite: Exotic Weapon Proficiency (whip), Intimidate 4 ranks. Improved Awesome Blow [Epic] Benefit: You may choose to have attacks with your You can make several awesome blows per round. whip deliver a crack loud enough to deafen the target. In Prerequisite: Str 25, Awesome, Improved Bull Rush, place of an attack, you can make a ranged touch attack Power Attack, size Large or larger. against the target, and if you hit you deal no damage, but the Benefit: You can make an Awesome Blow as part of a target must make a Fortitude save (DC 10) or be deafened normal attack, instead of as a standard action. 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. Improved Melee Lash [Fighter] You threaten a larger area around you with a whip. Glutton for Punishment [General] Prerequisite: Dex 17, Melee Lash, Exotic Weapon Proficiency (whip), base attack bonus +6. You like pain. Benefit: When armed with a whip or other whip-like Benefit: You gain damage reduction 2/- against non- weapon, you threaten an area around you equal to twice lethal damage. Whenever you do take nonlethal damage, if your normal unarmed reach. You can make attacks of you do not have any lethal damage, you gain a +2 morale opportunity with the whip within that area. bonus to attack rolls and a -2 penalty to AC for one round. Normal: A whip has 15-ft. reach, but does not threat- en that area. Greater Melee Lash [Fighter] Your whip dances around you, keeping all foes at bay. Melee Lash [Fighter] Prerequisite: Dex 19, Melee Lash, Exotic Weapon You threaten the area around you with a whip. Proficiency (whip), Improved Melee Lash, base attack Prerequisite: Dex 15, Exotic Weapon Proficiency bonus +11. (whip), base attack bonus +1. Benefit: When armed with a whip or other whip-like Benefit: When armed with a whip or other whip-like weapon, you threaten an area around you equal to the weapon, you threaten an area around you equal to your nor- 12jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip mal unarmed reach. You can make attacks of opportunity Ranged Grapple [Fighter] with the whip within that area. Additionally, you dont You can use a whip to grapple targets from a distance. incur attacks of opportunity by using a whip in combat, or Prerequisite: Dex 13, Exotic Weapon Proficiency by any other use of a whip, such as with the Third Hand (whip), Third Hand, Weapon Finesse, Use Rope 4 ranks. feat. Benefit: Whenever you strike a foe with your whip, in Normal: A whip has 15-ft. reach, but does not threat- addition to dealing damage you may choose to entangle that en that area. Using a whip provokes an attack of opportu- foe, as if you had struck with a whip. An entangled creature nity, just as if you had used a ranged weapon. moves at half speed, cannot run or charge, and takes a -2 penalty to attack rolls and a -4 penalty to its effective Mighty Grip [Fighter] Dexterity score. An entangled character who attempts to You can easily wield weapons sized for creatures larg- cast a spell must make a Concentration check (DC 15 + the er than you. spells level) or lose the spell. If succeed in controlling the Prerequisite: Str 13, base attack bonus +1. whip by making an opposed Strength check while holding Benefit: Choose a one-handed or two-handed weapon it, the entangled creature can move only within the limits you are proficient in. You may wield the chosen weapon that the whip allows. sized for a creature one size category larger than you with You can only entangle creatures within one size cate- the normal -2 penalty, but with its normal grip. For gory of you. While using your whip to entangle a creature, instance, a small creature could wield a medium greatsword you cannot use your whip as a weapon. as a two-handed weapon with a -2 penalty, and a medium You can also use your whip to actually grapple a foe, creature could wield a large whip as a one-handed weapon though it is difficult. As an attack action you may attempt with a -2 penalty. to make a ranged grapple with a whip or whip-like weapon. Normal: In addition to incurring a -2 penalty, using a This works much like a normal grapple, except that you weapon sized for a larger creature increases the weapon may try to grapple any creature within reach of your whip, from light to one-handed, or from one-handed to two-hand- and your grapple check is modified any bonuses that would ed. Creatures cannot use larger two-handed weapons. normally apply to attacks with your whip. Because you are Special: You may take this feat multiple times, each effectively using only one limb to control your foe, you suf- time applying it to a different weapon. fer a -20 penalty to your grapple check, but you are not considered grappled. Improved Grapple Mighty Strike [Fighter] provides a +4 bonus to ranged grapple You strike as if you are a larger crea- checks, both to make and to resist them. ture. Once grappling, your whip can do Prerequisite: Str 19, Power Attack, almost anything you yourself could do in a base attack bonus +13. grapple, except that it cannot pry a well- Benefit: For the purposes of secured item from a pinned foe. If your Strength-based special attacks, such as whip is pinned, you are disarmed. If the bull rushing, overrunning, and tripping target succeeds a grapple check to move (but not grappling), you are considered a while grappled, and moves beyond your size category larger. This typically grants a whips reach, you are moved unless you let go of +4 bonus to the appropriate checks. the whip. If you succeed a grapple check to move Additionally, you may qualify for feats as if you were your opponent, you can force him to move anywhere with- a size category larger, so that, for instance, a human with in your whips reach. If you make a grapple check to dam- Str 25, Improved Bull Rush, and Power Attack could take age your opponent, you do the type of damage appropriate the Awesome Blow feat, which is normally available only to to the whip (including being unable to injure armoured foes Large or larger creatures. for traditional whips). This feat does not allow you to use weapons that are larger than normal. Self-Opportunist [Epic] You can strike your foes multiple times as they move One Free Hand [Fighter] around you, even if you are responsible for moving them. You have a flexible and adaptive one-handed fighting Prerequisite: Dex 25, Combat Reflexes. style that utilizes your free hand for balance and oppor- Benefit: You can make attacks of opportunity on a tunism. creature when you force it to move through your threatened Prerequisite: Int 13, Combat Expertise. area, taking one attack of opportunity for every 5 ft. the Benefit: When fighting with a single weapon, if you creature is moved. Thus you could bull rush a creature 5 ft. have a hand free that is not holding anything, attacking, or and take an attack of opportunity against it to deliver an using a shield, you gain a +1 bonus on all attack rolls with Awesome Blow (if you have the feat), knocking the crea- that single weapon. ture in another direction, gaining other attacks of opportu- 13jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip nity against the creature. Summon Suffering [Fighter] Normal: When you move a creature through your When grappling a foe, you can inflict overwhelming own threatened area you cannot makes attacks of opportu- pain by striking and strangling them with your whip. nity against that creature. Prerequisite: Dex 13, Clinch Attack, Exotic Weapon Proficiency (whip), Improved Grapple, Improved Unarmed Snagging Trip [Fighter] Strike, Melee Lash, base attack bonus +11. You can drag closer foes that you trip. Benefit: Whenever you use the Clinch Attack feat to Prerequisite: Int 13, Combat Expertise, Improved attack a foe with a whip or whip-like weapon, at the end of Trip. your action your opponent must make a Fortitude save (DC Benefit: Whenever you trip a foe with a weapon that 10 + damage you dealt him this round with whip attacks) or has reach, instead of gaining the extra attack with Improved suffer wracking pains that impose a -4 penalty on attack Trip you may drag your opponent up to 10 ft. toward you. rolls, skill checks, and ability checks for one round. You must drag in a straight line, so you cannot pull your opponent around you, though you can drag them into your Third Hand [Fighter] own area. You can wield your whip like a third hand. You can even use this ability on creatures that dont Prerequisite: Dex 13, Exotic Weapon Proficiency need legs to move, or on flying opponents to pull them to (whip), Weapon Finesse, Use Rope 4 ranks. the ground. Benefit: You can use your whip for a variety of Normal: A tripped foe falls in his own square. actions beyond those normally possible with a whip. You Tripping a flyer makes the flyer stall. can retrieve an unattended object anywhere within range, and deposit it anywhere within range, as a standard action, Strike Around [Fighter] though the item cannot weigh more than what is half a light You can attack around the guards of shields. load for your Strength. If you want to throw the grabbed Prerequisite: Combat Expertise, base attack bonus +4. object as a weapon, you can make an attack with it, with a - Benefit: While using a chain-based or highly flexible 4 penalty for being an improvised weapon (even if you weapon such as a spiked chain, nunchaku, whip, or flail, you throw what would normally be a real weapon, like a dag- can wrap the weapon over or around a shield. This reduces ger). You do not gain bonuses to this attack from feats or any shield bonus your opponent may have to his AC by abilities that enhance your skill with a whip. half. Alternately, you may actively strike the shield and If you successfully disarm a weapon with your whip, wrap your weapon around it. This completely negates the and that weapons weight is within the above limit, you can AC bonus of the shield, but also only deals one-half the nor- have it land anywhere within your whips range, instead of mal damage for the weapon. just at the creatures feet. When armed with a whip, you are considered to have Style Focus [Fighter] a free hand for the purposes of the feat Deflect Arrows. Choose a particular combat style that involves two Normal: Whips can only perform crude manipula- weapons, such as longsword and shortsword, or trident and tions. net. You are especially good at this fighting style. Prerequisite: Dex 15, proficiency with the selected Whip Strike [Fighter] weapons, Two-Weapon Fighting, base attack bonus +1. Your whip can wound even armoured foes. Benefit: You gain a +1 bonus on all attack rolls with Prerequisite: Exotic Weapon Proficiency (whip). your chosen weapon or weapons, but only when you are Benefit: You can damage creatures with your whip using the specific chosen fighting style. Thus if you choose regardless of the creatures armour or natural armour bonus. whip and rapier, you only gain this bonus if you are armed You may choose to do nonlethal damage without penalty. with both those weapons. If you are only wielding one of them you gain no bonus. You do not actually have to attack Whipsword Shift [Fighter] with both weapons to gain the bonus; you simply must be You can switch between whip and sword forms of a armed with both. whipsword easily. This bonus does not stack with the similar bonus from Prerequisite: Exotic Weapon Proficiency (whip), Weapon Focus. Martial Weapon Proficiency (longsword). Special: To accompany this feat are the feats Style Benefit: You can switch between whip and sword Specialization, Greater Style Focus, and Greater Style form of a whipsword as a swift action once per round, Specialization, which are identical to the appropriate feats instead of a move action. 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. 14jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Whip Prestige Classes There are many ways to master the whip. Four Class Skills paths are presented below. The Thunderchilds class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Thunderchild Jump (Str), Listen (Wis), Survival (Wis), and Use Rope (Dex). See Chapter 4: Skills in the Players Handbook for skill descriptions. Tales tell of a reclusive hermit who lives in the Skill Points at Each Level: 2 + Int modifier. Stormset Mountains, a master of the whip who practices a stunning fighting style in the great thunderstorms that roll Class Features across the mountain range. This hermit has been known to All of the following are class features of the train those who respect the whip, tailoring the training to Thunderchild prestige class. let each student develop the style that best suits his strengths. The hermits training is arduous, but those who Weapon and Armour Proficiency: A Thunderchild come down from his mountain home carry with them a gains no additional weapon or armour proficiencies. power in their fighting style to match the storms of the highest peaks. Thunderstrike (Ex): A Thunderchilds whip deals +1d6 sonic damage on a successful hit. Requirements To qualify to become a thunderchild (Tdc), a charac- Whip Mastery: The Thunderchild gains a +1 bonus to ter must fulfill all the following criteria. attacks made with whips and whip-like weapons. At 5th Base Attack Bonus: +5. level this bonus increases to +2, and then increases again at Feats: Endurance, Exotic Weapon Proficiency (whip), 9th level to +3. Additionally, the Thunderchild qualifies for Weapon Focus (whip), Whip Strike. feats in the Weapon Focus chain as if his Thunderchild lev- Climb: 4 ranks. els were fighter levels, though he must choose a whip-like Craft (leatherwork): 8 ranks. weapon for these feats. Thus, a Fighter 5/Thunderchild 7 Survival: 4 ranks. could take Greater Weapon Specialization (whip). Hit Die: d8. Stormwalker (Ex): At 2nd level, the Thunderchild gains sonic resistance 5. Additionally, he is treated as one Table 4.1: Thunderchild Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +0 Thunderstrike, whip mastery (+1) 2 +1 +3 +0 +0 Stormwalker 5, bonus feat 3 +2 +3 +1 +1 Diehard 4 +3 +4 +1 +1 Bonus feat 5 +3 +4 +1 +1 Thunderburst, whip mastery (+2) 6 +4 +5 +2 +2 Bonus feat 7 +5 +5 +2 +2 Stormwalker 10 8 +6 +6 +2 +2 Bonus feat 9 +6 +6 +3 +3 Whip mastery (+3) 10 +7 +7 +3 +3 Rolling thunder, bonus feat 15jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip size category larger for purposes of resisting strong winds. At 7th level this improves to sonic resistance 10, and two Nailo-Shalanth Whip-Duelist effective size categories larger. Bonus Feat: At 2nd, 4th, 6th, 8th, and 10th level, the Thunderchild gains a bonus feat. He must fulfill the pre- Of the many prominent schools for duelists, the requisites for the feat. He may choose from the following Nailo-Shalanth (Elvish for Nightbreeze Form) is the only list. Combat Expertise, Deafening Crack, Greater Melee one to specialize in the whip as a tool for battling multiple Lash, Improved Melee Lash, Improved Disarm, Improved humanoid foes. Armed primarily with a bladed whip, and Trip, Melee Lash, Ranged Grapple, Snagging Trip, Strike carrying a rapier as a back-up weapon, members of the Around, Third Hand, Weapon Finesse. Nailo-Shalanth school strike like the wind, and vanish into the night. Diehard: At 3rd level, the Thunderchild gains Diehard as a bonus feat. Thunderburst (Ex): At 5th level, the Thunderchilds 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 per- manently. Rolling Thunder (Ex): At 10th level, the Thunderchild is capable of creating a thundering crash of sound around him. As a full- round action, a Thunderchild armed Requirements with a whip or whip-like weapon may To qualify to become a have every creature and object within Nailo-Shalanth Whip-Duelist 15 ft. of him take 1d6 points of sonic (NSW), a character must fulfill all the damage. 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 Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Nightbreeze form, whip mastery (+1) 2 +1 +0 +3 +0 Whisperstrike 3 +2 +1 +3 +1 4 +3 +1 +4 +1 5 +3 +1 +4 +1 Whip mastery (+2) 6 +4 +2 +5 +2 7 +5 +2 +5 +2 8 +5 +3 +6 +2 9 +6 +3 +6 +3 Whip mastery (+3) 10 +7 +3 +7 +3 Whisperstrike II 16jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Class Skills Shalanth levels were fighter levels, though she must choose The Nailo-Shalanths class skills (and the key ability a whip-like weapon for these feats. Thus, a Fighter for each skill) are Balance (Dex), Craft (Int), Escape Artist 5/Nailo-Shalanth 7 could take Greater Weapon (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently Specialization (bladed whip). (Dex), and Tumble (Dex). See Chapter 4: Skills in the Players Handbook for skill descriptions. Whisperstrike: At 2nd level, the Nailo-Shalanth gains Skill Points at Each Level: 2 + Int modifier. the ability to ignore the -5 penalties to Hide and Move Silently checks caused by moving faster than half-speed. Class Features At 10th level, the Nailo-Shalanth gains the ability to All of the following are class features of the Nailo- ignore the -20 penalties to Hide and Move Silently checks Shalanth prestige class. caused by running or charging. Weapon and Armour Proficiency: A Nailo-Shalanth gains no additional weapon or armour proficiencies. Ophidian Nightbreeze Form: At each level, the Nailo-Shalanth gains a feat from the following list, going in order. If the Skinbearer character has already taken the next feat in the form, she Caressed by the supple scales of serpents, the instead gains the feat after it. Thus, some Nailo-Shalanth Ophidian Skinbearer attempts to emulate in every way the may choose to perfect the form first, while others may dab- sinuous snakes she so loves. Her special weapon is the ble with variants on the technique. striking whip, and both with her weapon and her own The form progresses as follows: Run, Combat Sprint, fangs, she strikes with blinding accuracy. Melee Lash, Improved Melee Lash, Combat Reflexes, Weapon Focus (or Style Focus), Combat Expertise, Requirements Improved Trip, Improved Feint, Hidden Strike, Improved To qualify to become an ophidian skinbearer, a charac- Disarm, Weapon Specialization (or Style Specialization), ter must fulfill all the following criteria. Greater Weapon Focus (or Greater Style Focus), Stealthy, Feats: Exotic Weapon Proficiency (whip). Skill Focus (Move Silently), Greater Melee Lash. Craft (alchemy): 4 ranks. Typically, a Nailo-Shalanths fighting style involves Spellcasting: Ability to cast poison. hiding behind cover, approaching silently, then striking and Special: Ability to transform into a snake the same as retreating. She is rather ineffective at close range, but is your normal size. adept at hit-and-run tactics. Unlike most whip techniques, Special: Must have a Small or Medium snake as an warriors of the Nailo-Shalanth school utilize slashing animal companion. strikes rather than cracks of the whip, employing a secret Hit Die: d8. attacking technique that is practically silent. The base Listen DC to hear her whip is 20. Class Skills The Ophidian Skinbearers class skills (and the key Whip Mastery: The Nailo-Shalanth gains a +1 bonus ability for each skill) are Balance (Dex), Climb (Str), to attacks made with whips and whip-like weapons. At 5th Concentration (Con), Craft (Int), Handle Animal (Cha), level this bonus increases to +2, and then increases again at Hide (Dex), Knowledge (nature) (Int), Listen (Wis), 9th level to +3. Additionally, the Nailo-Shalanth qualifies Profession (Wis), Spot (Wis), Swim (Str), and Survival for feats in the Weapon Focus chain as if her Nailo- (Wis). See Chapter 4: Skills in the Players Handbook for skill descriptions. Table 4.3: Ophidian Skinbearer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +1 +1 Snakeform (2/day), venom immunity, improved animal companion 2 +1 +3 +2 +2 +1 natural armour, venomous whip 3 +2 +3 +2 +2 Snakeform (large) 4 +3 +4 +2 +2 Snakeform (3/day) , +2 natural armour, living whip 5 +3 +4 +3 +3 Snakeform (tiny), improved grapple 6 +4 +5 +3 +3 +3 natural armour 7 +5 +5 +4 +4 Snakeform (4/day) 8 +6 +6 +4 +4 Snakeform (huge) 9 +6 +6 +4 +4 Improved venom, +4 natural armour 10 +7 +7 +5 +5 Serpent Swarm 17jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Skill Points at Each Level: 4 + Int modifier. Living Whip (Su): At 3rd level, the Ophidian Skinbearer can wield her snake animal companion as a Class Features whip, with a whips normal reach, flexibility, and combat All of the following are class features of the Ophidian ability. While the snake is vulnerable to attack, if it hits it Skinbearer prestige class. deals bite damage - 1d3 for small characters, 1d4 for medium characters, plus the Ophidian Skinbearers Strength modifi- Weapon and Armour Proficiency: An Ophidian er - and delivers its poison (if a viper) or can attempt to Skinbearer gains no additional weapon or armour proficien- grapple (if a constrictor). Also, the animal companion will cies. likely have many more hit points than a normal whip would. Snakeform (Su): An Ophidian Skinbearer can turn If the Ophidian Skinbearer possesses a magical non- herself into a Small or Medium constrictor or viper snake metal whip, she can have her snake animal companion fuse two times per day. This ability functions as the wild shape with the whip. Until she wills otherwise, the two remain ability of druids, lasting 1 hour per level (counting both unified, and the snake gains all the magical enhancements Ophidian Skinbearer and any druid levels she may have), or the whip possessed. This does not harm the snake, and for until she changes back. As she advances, she can use the each +1 enhancement bonus of the weapon, it improves the ability more times per day. snakes hit points by +10 and gives it DR 2/-. While so unit- At 3rd level, she gains the ability to take the form of ed, if the snake is slain, the whip is destroyed. large snakes, and at 5th level she can assume the form of If the Ophidian Skinbearer is holding her living whip tiny snakes. At 8th level, she can assume the form of huge and uses her wildshape or snakeform ability to transform snakes. into a snake, the living whip becomes part of her, granting When the Ophidian Skinbearer returns to her normal her the weapons abilities the same way they would be form, she sheds a snakeskin, which dissolves over the next granted to her animal companion. minute. Improved Grapple: At 5th level, the Ophidian Venom Immunity (Ex): An Ophidian Skinbearer is Skinbearer gains Improved Grapple as a bonus feat. immune to all poisons. Improved Venom: At 9th level, the save DCs of the Improved Animal Companion: An Ophidian Ophidian Skinbearers poison, and that of her snake animal Skinbearer may count her class levels as druid levels for companion, increase by +2. purposes of determining the stat bonuses and special abili- ties of her snake animal companion. She cannot, however, Serpent Swarm (Su): At 10th level, if the Ophidian choose to improve to a snake animal companion that is Skinbearer is reduced below 0 hit points but not killed, her larger than Medium. body transforms into a swarm of dozens of tiny snakes, as if a variant of her snakeform ability. These snakes fill the Venomous Whip (Su): Starting at 2nd level, an 5-ft. square the Ophidian Skinbearer fell in, and move at a Ophidian Skinbearer can, as a standard action, cause her speed of 30 to find safety. They do not attack, but will seek whip to exude a viper poison along its fall and cracker. The aid from allies. The swarm continues to function effective- poison remains potent for one minute, or until it successful- ly even in negative hit points, and does not continue to take ly strikes a target. A target struck for damage must succeed damage each round. a Fortitude save (DC 10 + ½ the Ophidian Skinbearers On its own, the swarm heals 1 hit point per hour. If class level + Constitution modifier) or take 1d6 points of the swarm is restored to 0 hit points or above, the Constitution damage. The target must make another save Skinbearer returns to her normal form. If the swarm is one minute later or else take an additional 1d6 Constitution reduced to -10 hit points, the Ophidian Skinbearer dies, the damage. This ability cannot be used on whips with metal swarm of snakes dispersing and disappearing, leaving parts. behind the Skinbearers natural form. Similarly, when the Ophidian Skinbearer assumes the As a swarm, these snakes are immune to weapon dam- form of a viper, the Fortitude save to resist her poison is DC age, and otherwise have statistics as if the Skinbearer had 10 + ½ her class level + her Constitution modifier, or the used snakeform to transform into a medium viper. snake forms normal save DC, whichever is higher. Natural Armour (Ex): At 2nd level, the Ophidian Skinbearers 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. 18jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Whimsy Perform (any): 5 ranks. Tumble: 5 ranks. Certainly no fighting style is more com- Use Rope: 8 ranks. plex - or more unlikely - than Special: Must have a the Seventh favoured enemy other Technique of than a Humanoid. W h i m Special: Must be Small or Wistral. smaller. Wistral was a Hit Die: d8. gnomish shadowdancer Class Skills who slew many The Whimsys great fiends with class skills his twinned blad- (and the key ability ed whips. As a for each skill) are warrior, he was Balance (Dex), Bluff nearly unmatched, (Cha), Climb (Str), Craft (Int), Escape at least among Artist (Dex), Hide (Dex), Jump gnomes. His abili- (Str), Listen (Wis), Move Silently ty to use the battle- (Dex), Perform (Cha), Profession (Wis), Sleight of field to his advan- Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope tage is legendary, (Dex). See Chapter 4: Skills in the Players Handbook also at least among for skill descriptions. the gnomes. Skill Points at Each Level: 6 + Int modifier. The Whimsy try to recreate the same quirky Class Features fighting style of this hero to the gnomish people. All of the following are class features of the Whimsy Unfortunately, while attempting to slay the immortal vam- prestige class. pire who bore the Gray Blade, the famed shadowdancer died, and his body fell in an area of shadow. No one was Weapon and Armour Proficiency: A Whimsy gains ever able to find him to raise him, so he took his secrets to no additional weapon or armour proficiencies. the grave. Bonus Feats: The Whimsy gains Improved Trip and Requirements Melee Lash as bonus feats. At 2nd level, he gains Improved To qualify to become a whimsy (Wsy), a character must Two-Weapon Fighting, at 5th level he gains Quickdraw, fulfill all the following criteria. and at 7th level he gains Greater Two-Weapon Fighting. Base Attack Bonus: +4. The Whimsy only gains the benefits of these feats if he is Feats: Exotic Weapon Proficiency (whip), Third wearing light armour or no armour. Hand, Two-Weapon Fighting, Weapon Finesse. Jump: 5 ranks. Table 4.4: Whimsy Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +0 +2 +1 Improved Trip, Melee Lash, Whimsical Combat (tripping) 2 +2 +0 +3 +2 Improved Two-Weapon Fighting 3 +3 +1 +3 +2 Whimsical Combat (tricks) 4 +4 +1 +4 +2 Favoured enemy 5 +5 +1 +4 +3 Quickdraw 6 +6 +2 +5 +3 Whimsical Combat (thrown objects) 7 +7 +2 +5 +4 Greater Two-Weapon Fighting 8 +8 +2 +6 +4 Whimsical Combat (random ropes) 9 +9 +3 +6 +4 Favoured enemy 10 +10 +3 +7 +5 Whimsical Combat (charm) 19jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Whimsical Combat: The Whimsys fighting style is irrational and irritating, relying on numerous trips and Sample NPCs tricks to even the fight between a small gnomish warrior The characters presented below showcase some of the and the many and varied monsters said hero must face. options presented in this book. They are equipped with These abilities only apply when the Whimsy is armed with gear appropriate to PCs of their level, so their possessions two whips and is wearing light armour or no armour. may need to be toned down a bit if they are to be used as The Whimsy may use his Dexterity instead of his NPCs. 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 nor- Isabella Thunderchild mally gain to its trip attempt. Nevertheless, the Whimsy is The master on the mountaintop, Isabella fought as a likely to occasionally lose a whip in a failed trip attempt, so treasure-hunter for many years, then descended into a dark most Whimsies carry several whips, or animated whips (see period during which she fought to try to better know her- the new weapon enhancement, below). self. At the end of years of training and strife, all she had At 3rd level, the Whimsy gains a +2 bonus to any learned was that she was sickened with that life, and so check or attack made as part of a trick use of his whip, as she fled into the mountains, living as a hermit for a detailed on page 10. For instance, if he tries to pull over a decade. If not for a chance encounter with a mountaineer statue with his whip, he gains a +2 bonus to his Strength interested in whips, none would know of her or her check, and if he swings with his whip and attacks, he gains remarkable skill. She begrudgingly trains one or two war- a +2 bonus to his attack roll in addition to the normal bonus riors a year, but often vanishes into the mountain storms from charging. Additionally, he is considered proficient in for months at a time. objects that he throws with his whip by using the Third Hand feat. In combat, Isabella can easily defeat most humanoid At 6th level, as a swift action the Whimsy can throw foes with her calamity symphony, a battering series of a tiny object or light weapon, such as a dagger, tanglefoot whip strikes that come so fast they create a musical roll of bag, or a flask of alchemists fire. Since he has Quickdraw, thunder. Against larger foes she has few options, prefer- he can draw and throw the item in the same round. Most ring to stay at the edge of her reach and strike away slowly Whimsies carry a stock of such items. at her opponent as she flies overhead. 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 Isabella Thunderchild: Female human fighter 28; CR single skill check if the player can explain reasonably how 28; Medium humanoid; HD 28d10+140; hp 296; Init +7; Spd ropes or whips would be useful in the situation. 30 ft.; AC 38 (+10 bracers of armour, +6 mithral buckler, +7 At 10th level, the Whimsy can apply his Charisma dexterity, +5 ring of protection), touch 22, flat-footed 31; modifier, if positive, to his AC. Base Atk +24; Grp +35; Atk +38 melee (2d6+13 plus 1 Constitution damage/crit: 17-20, 25-ft. reach, +7 animated Favoured Enemy: At 4th level, the Whimsy may keen thundering wounding large whipsword); Full Atk choose a new favoured enemy, starting with a +2 bonus, or +38/+33/+28/+23 melee (2d6+13 plus 1 Constitution dam- he may increase the bonus for another favoured enemy by 2. age/crit: 17-20, 25-ft. reach, +7 animated keen thundering He may do this again at 9th level. 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, Self- Opportunist. 20jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Possessions: Amulet of health +6, belt of strength +6, Quillathe Nailo bracers of armour +10, boots of flying, cloak of resistance Unique among members of the Nailo-Shalanth whip +5, gloves of dexterity +6, ring of evasion, ring of protec- duelists, Quillathe wields a rapier simultaneously with her tion +5, +5 mithral buckler, +7 animated keen thundering normal bladed whip. Though she knows this fighting wounding large whipsword. Various incidental magic style is less efficient than the traditional single bladed items. whip the school espouses, Quillathe has been infatuated Awesome Blow: Whenever Isabella makes a melee with mastering two-weapon fighting for years, ever since attack, she may subtract 4 from her attack roll. If she she faced and was nearly defeated by a dark elf warrior strikes, the creature must make a Reflex save (DC equal to wielding two swords. damage dealt) or be flung 10 ft. in the direction of Isabellas choice. Typically Isabella power attacks against In combat, Quillathes style is graceful and mobile. weaker foes, to ensure that she can knock them away. She tries to never stop moving, especially when enemies know where she is. She likes to string out foes so she can Calamity Symphony: See page 10 for details on this double back and take down stragglers. When she cannot technique. 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/Nailo- Shalanth 4; CR 10; Medium humanoid; HD 4d10+6d8+10; hp 64; Init +6; Spd 40 ft.; AC 22 (+6 mithral shirt, +6 dex- terity), 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, whis- perstrike, 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. 21jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip Whip Magic Spells & Powers Creatures with animal intelligence (1 or 2) have a -10 penal- ty to resist this spell. You gain a +2 bonus to Intimidate checks while armed Dramatic Assist with a whip. Divination Focus: A whip. Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V Casting Time: 1 standard action Pain Schism Range: Touch Psychometabolism Duration: 1 minute/level Level: Psion/wilder 4, Psychic warrior 4 Saving Throw: Will negates (harmless) Display: Visual and audible Spell Resistance: Yes (harmless) Manifeting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) The creature touched gains an insight into the ways of Target: One living creature. dramatic combat, gaining a +10 insight bonus to attack rolls Duration: 1 round/level (D) against unattended inanimate objects. This bonus also Saving Throw: Will negates applies to attempts with whips to grab objects and creatures Power Resistance: Yes if the intent is not to deal damage. The creature also ignores Power Points: 7 the -4 penalty for attacking with improvised weapons. The affected creatures body responds differently to pain. Damage that is normally lethal becomes nonlethal, Drive and damage that is normally nonlethal is lethal. Creatures Enchantment (Compulsion) [Mind-affecting] with regeneration will only regenerate that damage which Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2 would normally be dangerous. Components: V, S, F Casting Time: 1 standard action Range: Special Whipform Duration: 1 minute/level Transmutation Saving Throw: Will negates Level: Brd 1, Sor/Wiz 1 Spell Resistance: Yes Components: V, S, M Casting Time: 1 standard action You instill your whip with the power to bend to your Range: Touch will creatures struck by it. Whenever you deal damage to a Target: Melee weapon touched creature with a whip, that creature must succeed a Will save Duration: 1 minute/level or else obey your commands for one round as if it were Saving Throw: Fortitude negates (object) dominated. You may give simple instructions, such as Spell Resistance: Yes (object) "Attack the wizard," or "Defend me," as a free action, or may give more detailed instructions as a move action. If The touched melee weapon lengthens and becomes you do not share a language, you can only give simple flexible. It gains the reach of a whip of the appropriate size, instructions. After one round, the creature is free to act on and cannot be used to make attacks of opportunity. its own unless you strike it again. Attacking with the weapon provokes an attack of opportu- Each time a creature is struck by the whip, it must nity. Feats that apply to whips also apply to this weapon. make a new saving throw. If a creature successfully saves, The weapons other qualities, such as damage capabilities it is immune to this spell for the rest of its duration. and weight, do not change. Thus a humans great axe trans 22jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip formed by this spell would be a two-handed weapon with a weapon it increases the reach of the weapon by 5 feet, to a 15-ft. reach, dealing d12 damage with a critical range of maximum of 20 additional feet of reach. 20/x3, but could not be used for attacks of opportunity. Aura: Faint to Strong Transmutation; Caster Level: 4 Material Component: Putty. (5 ft), 8 (10 ft), 11 (15 ft), 14 (20 ft); Prerequisites: Craft Magic Arms and Armour, enlarge person; Market Price: +2 Magic Items (5ft), +4 (10ft), +6 (15ft), +8 (20ft) bonus. Weapon Enhancements Specific Magic & Psionic Whips Animated Amistrom, Whip of Six Storms This enhancement can only be added to whips and This +3 bladed whip was crafted by a desert dervish, whip-like weapons. An animated whip can move on its who took the sinews of six different creatures that lived in own, following the intentions of its wielder with an storms and bound a different magic to each strand. empathic connection. The wielder gains the bene- Each round, Amistrom adopts a different type of fits of the Third Hand feat. Additionally, as a storm energy, cycling through acid, cold, elec- standard action the wielder can command the tricity, fire, and sonic energy. For that round, whip to function as if with the animate rope the bladed whip deals +1d6 damage of the spell. If the whip is within line of sight, the appropriate energy type with each hit. wielder may mentally command it to move The sixth storm is difficult to call, but its toward him, and it will travel at a speed of 30 power is devastating. If Amistrom has struck a ft. per round. When the whip reaches him, foe at least once per round for five consecutive the wielder may pick it up as a free action, rounds, on the sixth round its wielder may, as a which does not incur an attack of opportu- full round action, make a whirling volley of nity. This ability does not allow the whip attacks, similar to whirlwind attack. Every crea- to attack on its own; the wielder must still ture within reach of the whip takes 6d6 points of attack with it normally. damage as Amistrom evokes a fierce, cutting Aura: Weak transmutation; Caster storm of sand and glass. Creatures are allowed a Reflex save (DC 17) for half damage. Level: 5th; Prerequisites: Craft Magic Aura: Moderate evocation; Caster Level: Arms and Armour, animate rope; Market 12th; Prerequisites: Craft Magic Arms and Price: +2 bonus. Armour, acid arrow, fireball, ice storm, light- ning bolt, shout, gust of wind; Market Price: Locking 52,301 gp; Cost to Create: 26,301 gp + 2,080 XP. When wielded, the grip of this weapon wraps itself around the hand and Mentak, the Mind-Taker arm of the wielder in a manner that is both This +1 bladed whip is tipped with a dag- comfortable and does not interfere with the ger of jagged green crystal. Whenever it deals use of the weapon. The weapon seems alive damage to a creature, it briefly absorbs a bit of when first drawn and when this ability is that creatures psychic essence. For the next ten activated or deactivated, stretching and minutes, that creature suffers a -2 penalty to Will wrapping itself around the grasp of its wielder. saves agaisnt mind-affecting effects originating from the This makes the wielder impossible to have this wielder of the whip. weapon disarmed. The wielder may disable this Aura: Weak telepathy; Manifester Level: 7th; ability at any time. Prerequisites: Craft Psionic Arms and Armour, psionic Aura: Faint transmutation; Caster Level: dominate; Market Price: 7,325 gp; Cost to Create: 3,825 gp + 4 th; Prerequisites: Craft Magic Arms and 280 XP. Armour, grasping hand; Market Price: +1 bonus. Rag Tag Reaching Once wielded by a famous warrior who in his youth had been a street urchin, this whip is crafted from the dirty Weapons with this enhancement allow the wielder to rags of orphans, and it bears magic that brings its wielder threaten squares further away. This weapon quality may good luck in dangerous times. Its combat power is relative- only be applied to flexible weapons that can bend, twist, ly limited, as it is only a +1 merciful whip. When its wield- and naturally have some form of elasticity. Chains, er is in danger, however, the whip is capable of manifesting Whips, improvised ropes and grappling hooks fall under the most bizarre turns of luck. this category. For every +2 in the market price of this Whenever a foe deals damage to the wielder of Rag 23jae-ig Seo (order #36374) 2
    • 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 dam- Deity of Whips age over the course of the next round from seemingly ran- dom circumstances. He might get hit on the back of the Ford, God of Adventure head by a falling shingle, or accidentally strain a muscle as he swings his weapon, or even be attacked by a rabid ferret. Once a mere Just as poor orphans find a way to survive regardless of mortal, Ford ascended what meager resources they have, so will Rag Tag to godhood after inevitably find ways to punish those who harm its wielder. drinking from the cup Aura: Weak conjuration; Caster Level: 3rd; of immortality. In Prerequisites: Craft Magic Arms and Armour, cure light his life and his god- wounds, entropic shield; Market Price: 16,301 gp; Cost to hood thereafter, Ford Create: 8,301 gp + 640 XP. is the epitome of the rugged adventurer. Shadowstar He has little in the When not activated, Shadowstars surface is a solid, way of organized cler- impenetrable black. But with just a mental command, gy, as most of his Shadowstar - a +5 brilliant energy wounding whipsword - priests are adventur- begins to glow with white light as bright as a torch. When ers themselves. Shadowstar delivers a killing strike, it flashes with light as These priests occa- strong as a daylight spell for an instant, lasting less than a sionally team up with second, though this is enough to blind creatures with light groups of traditional travelers or adventurers, lending their sensitivity, like dark elves. Three times per day the wield- insight and assistance. Priests of Ford are knowledgeable er may cast darkness, centered on herself. Also, the wield- about many kinds of hidden lore and lost treasures, and they er of Shadowstar gains a +10 competence bonus to Move are mandated by their god to keep such items from falling Silently checks. into the hands of those who would use them for evil. Aura: Strong transmutation; Caster Level: 16th; Ford is usually depicted as a slightly weather-worn Prerequisites: Craft Wondrous Item, gaseous form, dark- middle-aged man with handsome features and a smug ness, mages sword; Market Price: 222,900 gp; Cost to smile. His signature weapon is the whip, which represents Create: 111,800 gp + 8,888 XP. his ability to get out of dangerous situations with unortho- dox solutions. Fords priests are almost all men, though many women respect the god of adventure, and admire his The Steelsilk Mantle charm. One of four magic items from the Regalia of Metal, Alignment: Neutral Good this silken sleeveless coat makes any silk on its wearer as Portfolio: Adventure, Danger, and Rugged Manliness strong and resilient as steel, with hardness 10. Additionally, Domains: Good, Luck, Knowledge, Travel if the bearer concentrates for a full round, he can mentally Favorued Weapon: Whip fold and shape the silk he wears, and the silk will keep that Worshippers: Archaeologists, bards, paladins, rogues, form until he wills otherwise. With this power he can usu- treasure-hunters ally 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 Exotic Weapons and Deities whips or ropes, or even shaped into various makeshift tools, such as lockpicks, grappling hooks, or swords. Any weapon Deities with a favoured weapon that is an exotic formed from the silk functions as a +2 weapon. weapon (such as Ford, our sample god of rugged manli- Wearing the Steelsilk Mantle alone grants a +5 armour ness) should not have the War domain as a granted bonus to AC, and if the bearer is wearing a full silk robe or domain. This is a game convention that maintains bal- other silken garments that cover the majority of his body, ance between the clerical domains, as the war domain the armour bonus increases to +8. If the bearer chooses to gives the cleric Weapon Proficiency and Weapon Focus shape the silk into small or large shield, he may do so, gain- feats with the weapon in question. By granting these ing an additional shield bonus to AC. proficiencies with an exotic weapon to a cleric makes the Aura: Strong transmutation; Caster Level: 16th; class too ‘front-loaded’, to the point where even a fight- Prerequisites: Craft Wondrous Item, iron body or iron- er is better off taking a level of cleric than fighter, feat- wood; Market Price: 95,000 gp; Cost to Create: 47,500 gp + wise. 3,800 XP. 24jae-ig Seo (order #36374) 2
    • E.N. Arsenal - Whip OPEN GAME LICENSE Version 1.0a 12. Inability to Comply: If it is impossible for You to comply with any of the terms of The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 this License with respect to some or all of the Open Game Content due to statute, judi- Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. cial order, or governmental regulation then You may not Use any Open Game Material so affected. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted 13. Termination: This License will terminate automatically if You fail to comply with material including derivative works and translations (including into other computer all terms herein and fail to cure such breach within 30 days of becoming aware of the languages), potation, modification, correction, addition, extension, upgrade, improve- breach. 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Heores of High Favor: DWARVES Copyright 2002, Benjamin R. Durbin; published by Bad Axe Games, LLC. 9. Updating the License: Wizards or its designated Agents may publish updated ver- sions of this License. You may use any authorized version of this License to copy, mod- The Primal Codex Copyright 2001, Netherland Games, Inc. ify and distribute any Open Game Content originally distributed under any version of this License. EverQuest Role-Playing Game Player’s 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. E.N. Arsenal - Spiked Chain, Copyright 2004, E.N. Publishing 11. Use of Contributor Credits: You may not market or advertise the Open Game E.N. Arsenal - Whip, Copyright 2004, E.N. Publishing Content using the name of any Contributor unless You have written permission from the Contributor to do so. 25jae-ig Seo (order #36374) 2