Author Topic: Whip Fighter [Tactical]  (Read 2448 times)

Offline RobbyPants

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Whip Fighter [Tactical]
« on: March 21, 2012, 08:46:05 AM »
This is a tactical feat I created a while ago, and realized I never ported over here.

Whip Fighter [Tactical]
Your skill with the whip allows you to use it to manipulate objects and to keep foes at bay.
Prerequisites: Base attack bonus +6, proficiency with the whip, Combat Expertise, Weapon Finesse
Benefit: This feat grants you the ability to use three maneuvers:
  • Third hand: You can use your whip to manipulate objects. You can grab an unattended object with an attack by making a touch attack against the object's AC (10 + its size modifier). You can drop the object as a free action. Grabbing attended objects follows the same rules as a disarm.  If you disarm an opponent, you can grab the disarmed weapon as a free action with your whip.
  • Hold 'em at bay: If you take at least a -5 penalty on your attack roll using Combat Expertise while using your whip, you threaten all squares within the whip's reach. This lasts until the beginning of your next turn.
  • Skilled Tripper: You may use your Dex mod in place of your Str mod for any opposed rolls you make for your whip (such as trip attempts).
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Offline dman11235

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Re: Whip Fighter [Tactical]
« Reply #1 on: March 21, 2012, 10:00:20 AM »
I typically use a feat that lets you use dex in place of str for all applicable combat maneuvers (it's int the Avatar project if you're interested), but I rea;;y ;ike this feat.
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