Ahus
2007-12-13, 02:08 PM
It was brought to my attention that the only people whom would even think to use a whip as a weapon in the D&D sense would have been slave traders or carriage drivers. This is my attempt to stop the whip from sucking as a weapon. and allow some new uses for what is now the worst exotic weapon in D20.
Let me know what you all think...
Some of this is unnecessarily complex so as to make it very hard to do as part of a potential balance issue. Simple swinging needs a Profession check, an attack roll, a Use Rope check, and a Climb check, in addition a diving swing requires a pretty tough Jump check. This is a Wisdom skill, a Dexterity skill, two Strength skills, and a good BAB. Actually looking at it this may be a little over balanced (read nerfed).
Feat: Whip Master
Prerequisite: Exotic Weapon Proficiency (Whip), Profession(Slave Trader) or Profession(Carriage Driver) 4 ranks, Use Rope 4 ranks
Make a Profession(Slave Trader) or Profession(Carriage Driver) skill check to do any of the following:
Profession DC = Opponents AC - Cause damage to armored combatants normal damage is lethal and bonus damage from any source i.e. high strength, sneak attack, etc. applies as non-lethal)
Profession DC20 + Use Rope DC20 - Set the end as a grapple must hit the Target vs AC 15. A character may then swing from the whip with a Climb check DC10 as a move action up to twice the length of the whip. a Use Rope check vs DC 15 will free the whip to be used again as a swift action.
Special: If a distance to be covered exceeds twice the length of the whip the character may attempt to set the Whip after jumping or may make a jump check from the whip after swinging to its extent.
To set the whip in the air the character must make a jump check prior to the attack roll upon making a Jump check attempt to set the whip while jumping the attack penalty varies by the jump check as -25+jump check max 0.
To Jump from the whip, the character must leave the whip in place and make a normal jump check at -5.
Special: If the attack is made as part of a charge the normal attack bonus for charging does not apply, however, if the setting is successful and there is sufficient room to swing, the character may swing up to twice the reach of the whip in addition to the covering up to 2x the character's move rate in the charge no other attack may be made during this charge regardless of any other feats or special abilities that may allow it.
Special: Characters with the ability to make multiple attacks may make an attempt to set the whip utilizing one of their attacks and then utilize the set whip to and initiate a charge by swinging from the whip at their next lower attack BAB.
Profession DC15 - Entangle an opponent Touch attack that if hits initiates a Use Rope vs Escape Artist or Strength check (whichever is higher) Entangled Opponents get a Disarm check (against the whip entangling them only) each round they are entangled and whenever the attacker performs an action that would normally provoke and AoO. If the attacker is disarmed or otherwise drops the whip entangling the opponent they get a +5 bonus on their escape artist or strength check to become untangled. Characters with the feat Improved Trip may add the bonus from that feat to their Use Rope check for the purpose of entangling with a whip.
Profession DC15 - Move unattended objects 1d6-weight(lbs rounded up)x5
Let me know what you all think...
Some of this is unnecessarily complex so as to make it very hard to do as part of a potential balance issue. Simple swinging needs a Profession check, an attack roll, a Use Rope check, and a Climb check, in addition a diving swing requires a pretty tough Jump check. This is a Wisdom skill, a Dexterity skill, two Strength skills, and a good BAB. Actually looking at it this may be a little over balanced (read nerfed).
Feat: Whip Master
Prerequisite: Exotic Weapon Proficiency (Whip), Profession(Slave Trader) or Profession(Carriage Driver) 4 ranks, Use Rope 4 ranks
Make a Profession(Slave Trader) or Profession(Carriage Driver) skill check to do any of the following:
Profession DC = Opponents AC - Cause damage to armored combatants normal damage is lethal and bonus damage from any source i.e. high strength, sneak attack, etc. applies as non-lethal)
Profession DC20 + Use Rope DC20 - Set the end as a grapple must hit the Target vs AC 15. A character may then swing from the whip with a Climb check DC10 as a move action up to twice the length of the whip. a Use Rope check vs DC 15 will free the whip to be used again as a swift action.
Special: If a distance to be covered exceeds twice the length of the whip the character may attempt to set the Whip after jumping or may make a jump check from the whip after swinging to its extent.
To set the whip in the air the character must make a jump check prior to the attack roll upon making a Jump check attempt to set the whip while jumping the attack penalty varies by the jump check as -25+jump check max 0.
To Jump from the whip, the character must leave the whip in place and make a normal jump check at -5.
Special: If the attack is made as part of a charge the normal attack bonus for charging does not apply, however, if the setting is successful and there is sufficient room to swing, the character may swing up to twice the reach of the whip in addition to the covering up to 2x the character's move rate in the charge no other attack may be made during this charge regardless of any other feats or special abilities that may allow it.
Special: Characters with the ability to make multiple attacks may make an attempt to set the whip utilizing one of their attacks and then utilize the set whip to and initiate a charge by swinging from the whip at their next lower attack BAB.
Profession DC15 - Entangle an opponent Touch attack that if hits initiates a Use Rope vs Escape Artist or Strength check (whichever is higher) Entangled Opponents get a Disarm check (against the whip entangling them only) each round they are entangled and whenever the attacker performs an action that would normally provoke and AoO. If the attacker is disarmed or otherwise drops the whip entangling the opponent they get a +5 bonus on their escape artist or strength check to become untangled. Characters with the feat Improved Trip may add the bonus from that feat to their Use Rope check for the purpose of entangling with a whip.
Profession DC15 - Move unattended objects 1d6-weight(lbs rounded up)x5