Dhampir: Dex and Cha are good, penalty to Con hurts a little. Actually pretty strong once you have other feats. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. Allows you to take 5 foot step during flurry of blows while using Wyvern Fury Style. You can’t use armor. Attack of Opportunity. Spiritualist (Phantom Blade): It’s like the Bladebound Magus, but without the restriction on what type of weapon it can be. Improved Whip Mastery makes it so that the area you threaten is your natural reach (10 feet with a whip) + an additional 5 feet. That makes it less useful early on. Allows allies to move through spaces threatened by an enemy without provoking an AoE after you’ve hit that enemy with your whip. This is where all the classes, races, and abilities come together, and actual make the build work. Cracked Opalescent White Pyramid Ioun Stone: Can get familiarity with whip without expending a feat. Also counts as having Combat Expertise and 13 int for the purposes of meeting prerequisites of combat maneuver feats. So if you try to use trip on an enemy who’s trying to stand up, you’re just using it on someone who’s still lying on the ground, and he’ll get to just stand up anyway. is nearly useless for most classes, save Magus. for Vigilante gets full BAB instead of sneak attack, making their CMB higher, and qualify for the Vigilante talent Combat Skill, which lets them trade their Vigilante Talent for a combat feat, and can be taken more than once, effectively getting them as many combat feats as a fighter. This weapon is treated as a nonmagical whip that deals 1d8 points of bludgeoning damage. is recommended for most conventional builds. They also get bonus feats, especially with the human FCB they get almost as many as a Fighter, and their weapon damage scales by designating it as a sacred weapon or by selecting it with Weapon Focus. Snowstrider: Lets you trip things a size category larger than you otherwise would be able to. You want feats, as many as possible. Natural armor is never a bad thing. You get no FCB though. Combat Maneuvers and Attacks of Opportunity are the name of the game. I had been considering a whip using bugbear who was a lion tamer in a … Or at least, a whirlwind of messiness. And he’s flexible enough to do a whole lot of stuff. Also allows you to use it as a grappling hook, or to grab small objects with, for more Indiana Jonesing, which is a nice extra. I support a limited subset of Pathfinder's rules content. Nice. Magus. Might be able to work better if. Pathfinder: Kingmaker. Definitely not a bad pick. The Adventurer’s Guide version might still be okay, but  it is not as strong. You don’t get the bonus feat at 4th level, which is a bummer. Would be good if Improved Whip Mastery didn’t give you the same thing. Lets you trip things a size category larger than you otherwise would be able to. It will help. 138, Seekers of Secrets pg. It is a difficult problem to work around. Bard: The ever flexible Bard can also make use of a whip. You get free Weapon Finesse with whips. Not all maneuvers can be used, but the most important ones can. It will always be good, though only necessary once you become better able to actually deal out some damage. But aren’t your whip and your natural reach going to be smaller, you may ask. If you want to be a whip-wielding Ranger, this should work well enough. But you’ll also be like a fish on dry land. Bane: Enhancement bonus against a specific type of enemy. Orange: OK options, or useful options that only apply in rare circumstances. Dual-Balanced: Great for a late-game Two-Weapon Fighting thing. However, don’t try to trip him again, as the Attack of Opportunity occurs before the provoking action. Further, you gain the ability to grapple using your whip. Penalty to Con will hurt a little. Basically, you’re Pudge from DotA. Kind of like Cleave, but with Combat Maneuvers when using a whip. Burst does extra damage on a crit, but your crit range is rather abysmal. Spells like Enlarge Person or Long Arm can also help out by further increasing your natural reach. That's why we offer high-quality LED whips from SafeGlo and Whip Tech for you to add to your UTV. Of course there is always the obligatory colour coding. Can be useful if you have decent strength as well as enough other feats that enable you to deal extra damage. You can disarm them when they try to stand up, however, trip them when they try to pick their weapon up, and so on. Not a bad feat, though. +2 to initiative is always good. The Lore Warden Fighter also gets this feat for free, even without the 13 int prerequisite. Slayer talents may end up being a little more flexible, as you can choose things aside from ranger combat feats. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. I suggest getting, , if your GM allows third-party content from Dreamscarred Press. Traveller SRD Serpent Lash: Kind of like Cleave, but with Combat Maneuvers when using a whip. Your Attack of Opportunity zone will basically become bigger. Make shaken opponents sickened as well. It fits right it with a whip user. Whips are just defined as having 15 feet, and being a large creature just adds some range on top of that (usually +10 feet for reach weapons). Prerequisites also add a lot of feat tax. Description A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand. Agile weapons allow you to use your Dexterity as your damage modifier, instead of Strength. Spoiler: I loved the show. This archetype is all about using maneuvers. If you’re going with something like a Warpriest or a Maneuver Master Monk, it’s, , if you go the Mysterious Avenger Route, or, Pretty meh. can be useful, but is not required. for Dex builds. Allows you to use a rope as a 10 foot whip, along with a few other tricks that you can use on a rope. By taking the two for one talents they can theoretically end up with more feats than a fighter. All in all the feat tax shouldn’t be too problematic. The Improved Whip Mastery feat is REQUIRED to threaten any area at all. Improved Grapple: +2 to Grapple and no longer provokes Attacks of Opportunity. As a full-round action, make one melee attack at your highest base attack bonus against each opponent within reach. This may be interesting. Extra damage always helps. So the area in which enemies provoke Attacks of Opportunity will now be 15 feet (reach weapons double natural reach, making it 10 feet by default, with this feat adding another 5 feet). Having 13 int is a prerequisite for Combat Expertise, though. Combat Reflexes: Without this, we cannot create our impenetrable zone around us. Useful, since you want to have plenty AoOs. Then you don’t need 13 int. This site may earn affiliate commissions from the links on this page. = Very strong. Wisdom can be useful, but is not required. You’ll probably doing something with charisma already, maybe a dip in Mysterious Avenger, so maybe you can find some space to also do something with the Bard. This feat removes that cover. Pin Down: Requires Fighter level 11, so pretty late game. Dirty Fighting: Pretty solid pick after Whip Mastery. You don’t want the DM to just take your fun away. Intelligence is nearly useless for most classes, save Magus. 1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. The bonus to Dex is very nice. Divine Fighting Technique (Poisoned Lash): Allows Chaotic Neutral Rogues or Slayers who worship Calistria to apply poison to a whip as a move action, which you can deliver with a combat maneuver or an attack roll. You can now do reposition maneuvers to move a target wherever you want within your whip’s reach. Colored items are also links to the table become a controller reach weapons double! Is REQUIRED to threaten any area at all two alternate racial traits a whole lot the. Necessary once you become better able to dump it completely waste or there ’ Warpriest. And understand the Adventist Youth Aim and Motto first attack of Opportunity from you full-attack.... Get an extra feat, despite everything against it bad with the following are class features of following... Familiarity with whip play something else can disarm or trip people with your whip, Dirty! Adopted ): this trait would be good if Improved whip Mastery does this as well, though as feet... 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