|Description:||While a whip is not capable of inflicting substantial damage in combat, it can be very useful for disarming enemies, leaving them vulnerable to attacks by other weapons.|
While wielding a whip, a character gets the disarm feat for free.
- Requires Hordes of the Underdark.
- Whips cannot be wielded in the off-hand without using a modified baseitems.2da.
- The free disarm feat is implemented as an item property on all standard whips. It is possible to create a whip without this item property. (The item property does not increase the base value of the weapon it is on.)
- Whips benefit from the weapon finesse feat.
Specific whips Edit
Deathcoil: This sleek coil of hardened leather slithers in your grasp and reeks of dark magic. The previous owner used it against his own undead minions, healing them through the negative damage the whip delivers.
Only usable by: blackguard
Only usable by: evil
Use: negative energy burst (10) 1 use/day
Epic Shocking Whip: Crafted from the skin of a shocker lizard, the Shocking Whip is capable of unleasing a burst of electrical energy when hitting, causing heavy damage and potentially stunning the target for a short period of time.
Damage bonus: 2d8 electrical damage
Enhancement bonus: +5
Hellish Whip: Used usually by the hellish Erinyes, these whips inflict fire damage on hit.
Enhancement bonus: +2
On-hit: flaming weapon properties (fire damage) level 10
Shocking Whip: Crafted from the skin of a shocker lizard, the Shocking Whip is capable of unleasing a burst of electrical energy when hitting, causing heavy damage and potentially stunning the target for a short period of time.
Damage bonus: 1d6 electrical damage
Enhancement bonus: +3
On-hit: stun DC=22 10% / 4 rounds
Whip +1 through Whip +7:
Enhancement bonus: +X, per the name