WhipA whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. 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. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the 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).You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Improved Trip [General]PrerequisitesInt 13, Combat Expertise.BenefitYou do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.NormalWithout this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.SpecialAt 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.A fighter may select Improved Trip as one of his fighter bonus feats.