Showing posts with label whip. Show all posts
Showing posts with label whip. Show all posts

Saturday, July 21, 2018

Where There's A Whip, There's A Way (Advice on Whip-Wielding Magi)

When it comes to exotic weapons, we so often overlook the humble whip. Given almost exclusively to bards, it has an impressive reach, but using it provokes attacks of opportunity if you're being threatened. Worse, it deals non-lethal damage, and can't hurt anything with a +1 armor bonus, or a +3 natural armor bonus. Given that it's just a bunch of leather strips bound into a cord, there really isn't much average characters can do with a whip.

A magus, on the other hand, can make the sound of a whip-crack into his enemies' personal nightmare.

How much could it hurt, they said. Watch this!
Also, if a magus isn't quite your bag, but you still want to use a whip, then might I suggest checking out my Tips For Building A Whip-Wielding Swashbuckler over on Vocal!

Building A Whip-Wielding Magus


For a magus, the weapon you're using is often a secondary concern; the real power in your strikes is going to come from your spellstrike, and other class features. And while a lot of people will just tell you to take a scorpion whip, we're actually not going to go that route (though you can, if you want to).

The first thing you're going to want to do is to take the kensai archetype for a magus. This isn't required (you can just go straight magus, if you wish), but it gives you proficiency in the whip at level 1, as well as free Weapon Focus in your whip. Both good things, since you're going to need your share of feats to make this concept really shine. In order to utilize all your class features, you'll want to go a traditional Strength-based magus, but it is possible to go a Dex-based route if you wish. If you go the Dex route, then for your first level feat you should probably invest in Weapon Finesse, since you'll need all the Dexterity you can manage when it comes to keeping your AC high. This one is optional, but not required. If you have a human bonus feat, consider Combat Expertise (Threatening Defender is a useful trait to have with this one) or Combat Reflexes (no your whip doesn't threaten at level one, but we'll get there, trust me. In the meantime, wear a spiked gauntlet, or a cestus, or something for people who get in your personal space).

At level 3, you choose your first Magus Arcana. Shield Arcana is great, but Wand Wielder is equally useful if you want to preserve your spells while still getting your licks in (especially if you stow the wand in your whip using the spell Weapon Wand). Alternatively, if you want to build yourself to trip, disarm, etc. with your whip, you might want to take Maneuver Mastery just to give yourself an edge.

At level 3 you also qualify for Whip Mastery as a feat. You no longer provoke attacks of opportunity with your whip, and you can deal lethal damage to any foe regardless of armor bonus. Now we're getting somewhere. So now your weapon of choice is lethal against any foe, you can wield it as you will, and you can deliver your spellstrike with 15 foot reach. Particularly useful for those who want to lash out with shocking grasp, deal their target a lot of damage, and then get the hell out without provoking attacks of opportunity.

At 5th level you gain your first bonus feat. If you went the Dex-based route, take Slashing Grace (though it should be noted that spell combat won't work with this feat, as it's the same as two-weapon fighting, so keep that in mind). For your normal feat, you might want to consider Combat Reflexes if you haven't taken it yet.

At 7th level you now qualify for feats as a 4th-level fighter. Improved Whip Mastery gives you 10-foot reach for the purposes of attacks of opportunity, though, so it should be something you invest in. Then at level 9 and 11 you should take Weapon Specialization (Whip), and Greater Weapon Focus (Whip). By level 13 you should have room for Greater Weapon Specialization (Whip) as well. Additional magus arcana that will help, including Arcane Accuracy, Arcane Edge, and Bane Blade (if you get that high).

But Whips Just Don't Deal A Lot of Damage...


A lot of people get turned off by the 1d3 of damage a whip deals, as well as the amount of time it takes to get lethal using these feats. Those are both fair points, however, it's important to remember your arcane pool, your dex modifier, and your spellstrike are what matters, here.

The whip's actual damage is just icing on the cake. The important thing is that you can deliver your spells from far enough away that your foes won't be in your face immediately, allowing you to maintain tactical distance. Between the bonus dice of damage your weapon abilities deal, the damage of your spells, and the sheer amount of hurt you can add using things like Arcane Edge or Bane Blade, that 1d3 is going to be insignificant.

Especially if you're hitting on touch attacks.

Bear with me here, because this is where things get a little sneaky. Because if you have an awesome whip that you've enchanted and kitted out to lay down a serious hurt, of course you're going to use that all the time. However, there are a lot of spells that create magical whips you can use. And these whips not only deal a slew of side effects, but they typically hit on your enemy's touch AC.

Which spells do I mean? Well, River Whip is a 2nd-level magus spell, and it creates a whip of water that hits on a touch attack. It also deals bonus damage to fire-based enemies, which is handy in a few distinct circumstances (and could you imagine a shocking grasp through a coil of water?). Rock Whip is a 2nd-level magus spell that creates a whip of crystal and stone that deals 1d8 bludgeoning damage, can pass through natural, unworked stone, and hits with enough force that you can make a free a bull rush attack that uses your caster level in place of your BAB, and your casting modifier instead of Strength. It doesn't work on outsiders of the earth subtype, but otherwise it's a handy weapon for slamming your enemies up and down the field. Whip of Spiders is not a magus spell (though you could get it with a wand or a magus arcana), and it turns a swarm of spiders into a whip that deals 1d6 points of damage, applies a spider's poison, and a swarm's distraction on the target, in addition to hitting on a touch attack. A bigger version of this spell (6th level) makes a Whip of Ants that deals 3d6 points of damage on a hit, plus poison and distraction, in addition to hitting on touch AC.

Then there's the chance that you get your hands on items like the Tracker's Whip (technological weapon that lets you entangle targets you hit) or the Whip of Life and Death (whip that absorbs positive or negative energy channels, and allows you to deal them as bonus damage against targets you strike). Or just your run-of-the-mill enchanted whips that pile on bonus damage from holy, flaming, frost, shocking, and so on, and so forth.

While it might take a bit of time to turn the humble whip into an instrument of death, remember that the investment is often well worth the wait.

That's all for this week's Crunch installment. Hopefully folks find something they like, and if you incorporate any of my advice into a character build I'd be happy to hear about it in the comments below. For more of my work head over to my Vocal archive (or if you just want more gaming stuff, go to my Gamers author page). You might also want to check out the YouTube channel Dungeon Keeper Radio, where I help out from time to time. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support my work, consider Buying The Literary Mercenary a Ko-Fi, or heading over to The Literary Mercenary's Patreon page. A little donation goes a long way, and I appreciate any and all help you can give!

Friday, August 26, 2016

The Calistrian Dom

Sacred prostitutes have served the church of Calistria for centuries. While the goddess herself is depicted as an exemplar of elven beauty and grace, the church knows that attraction is in the eye of the beholder. Many of the church's servants would be considered homely, or downright ugly, by some. To others, the dark, deviant, or otherwise monstrous is what gets their blood bubbling. Which is why, in the private chambers behind the altars to the Savored Sting, it is far from uncommon to hear the crack of a whip just before a mewl of pleasure.

That's ten hail Mary's. This is Mary.

How would such an unusual profession make someone an ideal party member? Well, since you asked...

The Mechanics


Before we get into the hairy issues that can come with the character's story, let's start with the mechanics. Your two background traits should be Calistrian Prostitute (which gives you a +1 bonus on Sense Motive and Diplomacy, making one of them a class skill), and a trait that gives you a bonus to Intimidate. Bully, Viking Blood, and others are an option, and each can give you a unique twist on the basic concept of, "The Hand Who Holds The Whip."

Next, we're going to move onto class. Bard is ideal, since they get the whip as a starting weapon, they benefit from a high Charisma score, they have a huge list of skills including Diplomacy, Sense Motive, Bluff, and Intimidate, and many of their spells can play right into the flavor of this idea. From Charm Person, to Dominate Person, and with spells like Animate Rope, Enthrall, and Hideous Laughter available (yes, tickle torture is a thing for some people), you have a pretty good arsenal at your disposal.

Also, while we're on the subject, you should stop in and take a look at 5 Tips For Playing Better Bards.

Don't knock it till you try it.
 
The question you really need to ask yourself, when it comes to your character, is what's your focus? Because if you're going to focus more on your magic, you'll probably want feats like Spell Focus, Greater Spell Focus, Combat Casting, and the like. A focus on enchantment would likely serve you well. If you would rather focus on using your whip, then you might want to take feats like Whip Mastery, Improved Trip, Improved Disarm, and on in like vein. It's hard to kill someone with a whip, even a scorpion whip if you go that route, but you can force your enemies to fight under seriously negative circumstances, giving you a big bonus. Especially if you pair your attacks with something like Dazzling Display in order to demoralize all enemies within 30 feet.

For more on using Intimidate in combat, you might want to read through How To Weaponize Your Intimidate Check in Pathfinder. It's got some good advice you could apply to this concept.

Playing The Fluff


Despite the existence of sex and sexuality in the world of Golarion, not every table is going to rejoice at what they may view as a sexualized character concept. Even if you subvert the normal stereotype by playing your Calistrian Dom as a male instead of the more usual (and often lambasted) Dominatrix, you may still have some players who are uncomfortable with it. As any good Dom should do, gauge the table, and don't make anyone uncomfortable who doesn't want to be that way.

Some cuffs don't have padding specifically for that reason.
 
Flavor-wise, it's important not to get hung up on the fact that your character is a sacred prostitute. That's part of who they are, and likely a big part as it takes up a whole background trait, but it shouldn't be the entirety of your character. Nor should it be played out like a crass, offensive stereotype. We're trying to play an unusual character here, and we've all seen this done poorly too many times to count.

If you want to make it subtle, then you need to look for opportunities to work it into your performance. For example, if you have hostages that need interrogated, ask for some time alone with them. Make the appropriate checks, and work out a scene with your DM to see what sort of information you get. All the rest of the party hears is the whip crack, the rattle of chains, and other accouterments, but when the "session" is over your captives seem perfectly unharmed. Perhaps a little wrung out, and definitely sweating, but otherwise fine. Also, they've told you everything they know. They might even be your friends by that point, or on the way to considering changing churches.

You could give other, subtle clues to your character's true calling, without blatantly pushing it in the table's face. For example, you have an intense knowledge of rope and knots, and you refuse to carry hemp rope. Maybe you even acquired some fine, spider-silk rope as a gift, and you show off how soft and smooth it is against the skin, while still being hard as steel. Perhaps you know a great deal about leather, manacles, and about caring for wounds. Individually, these areas of know-how aren't suspicious, but when you put them all together, it can lead people down a subtle train of deduction until they discover your ecclesiastical training.

Most importantly, though, remember that this concept is not a free pass to go around demanding other players act a certain way. It doesn't work that way in real life, either. The Dom's job is to get under someone's skin, into their heads, and to play their emotions and psychology like a fine instrument, until that person dances to his tune with no more than a plucked string.

Of course, "Kneel," will always be a viable command for Dominate Person.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!