Whip
whip(spell)
Weapon Type | Cost | Approximate
Weight in Pounds |
Size S or M | Size L | Notes | Length | Space Required | Speed Factor | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | Save As |
Whip | 3 gp | 2.5 - 3.5 | 1-2 | 1 | - | 8'-20'+ <6+d6+d8> | 8'-20' | 5-8
<8-10' = 5> <11-13' = 6> <14-17' = 7> <18-20' = 8> |
-14 | -10 | -12 | -8 | -6 | -4 | -2 | -1 | +1 | 0 | +3 | [Leather] |
The whip is a dangerous weapon
in the hands of a highly skilled && well-trained user.
To inflict damage, the whip must contact
exposed, or lightly covered, flesh.
Heavy clothing or thick hair/fur will
be of considerable protection until torn away by repeated lashing.
(Thick hide, such as that of an elephant,
rhinoceros,
or hippopotamus,
will allow a slight sting at best, with
no real damage inflicted.)
Heavily scaled or otherwise protected
opponents will not even feel the lash of a heavy leather whip, even with
a weighted tip.
<define:
heavy clothing, thick hair/fur, thick hide, heavily scaled>
<guess:
NAC8, NAC7, NAC5>
<NAC:
Natural Armor Class, an unofficial term you can use for the Weapon vs.
AC Table>
However, the whip also has another use.
It can {entangle}
an opponent's limb(s) or weapon.
Any hit scored on an opponent means that
an entanglement of some sort will occur. <might?>
* If the whip is in
non-proficient hands, the chance is only 5%.
* In proficient hands,
there is a 5% chance per level of the wielder for entanglement, but only
at the wielder 's option. <spelling?>
<f>
The entanglement will be:
Target
using weapon |
Target
not using weapon |
Area Affected |
01-50 | 01-50 | one limb |
51-60 | 51-60 | two limbs |
61-80 | - | the weapon arm && weapon |
81-00 | 61-00 | or the head |
One-limb entanglement indicates no effective attack for 10 segments.
Two-limb entanglement indicates the same,
with a 25%
chance that the opponent will be kneeling
or prone for that period and
must thereafter recover its feet. A hit
on the weapon arm/weapon indicates
no effective attack for 10 segments and
a 10% chance that the
weapon will be lost. (if the weapon is
edged, there is a 50% chance
that the whip will be severed and useless
instead.) A neck hit indicates
the opponent can make no effective attack
for 10 segments,
and additional garrot-type damage <link
or explain> will be scored if the opponent has
no throat protection such as thick hide,
heavy leather, armor, mane-like fur or hair, etc.
<s>
<all of the above could be re-expressed
in a table>
A proficient wielder can disentangle the
whip by rolling his or her dexterity
or less on 3d6 minus 2.
Otherwise, the whip remains entangled
until it is broken or severed, or until the wielder pulls it loose,
or until the opponent does so (the chance
of this last occurrence is 5% + 1% per point of strength
of the victim).
<what is the AT to disentangle?>
OA: Whip
Weapon Type | Cost | Weight | Size S or M | Size L | Notes | Length | Space Required | Speed Factor | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Whip | 1 tael (10 sp) | 2.5 - 3.5 | 1-2 | 1 | g | 8'-20' | 8'-20' | 5-8 | -14 | -12 | -10 | -8 | -6 | -4 | -2 | -1 | +1 | 0 | +3 |
To inflict damage, the whip must strike exposed or lightly covered flesh.
Heavy clothing, thick hair or fur will be of considerable protection
until torn away by repeated lashing.
Thick hide, such as that of an elephant
|| rhinoceros, will allow a slight
sting at best, with no real damage inflicted.
Heavily scaled or otherwise protected opponents will not even feel
the lash of a whip, even with a weighted tip.
However, the whip can also be used to entangle an opponent and is often
more effective in this way than by actually causing damage.
<if one does not use weapon vs. AC, i would recommend making an
exception for the whip>
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Effect: By means of
this spell, the magic-user creates
a material, whip-like substance
up to 1 ” distant from his or her
person.
The spell caster can then
wield this whip by moving his or her
hand as if it held an actual
one, for the magical one will respond to
movements made by its evoker.
The lash can be used so
as to make both
a whistling
crack and
an actual
strike each turn.
The sound alone
is sufficient to keep normal
animals at bay unless they save versus
spell. Any animal actually
struck (as indicated by a normal “to hit” die
roll) must save versus spell
at -1 to -4 or else slink away and not return
for at least an hour. Note
that the whip does not do actual damage to
the creature struck. Creatures
with intelligence above 3 are not affected,
nor are giant-sized animals
above bear-size, nor are monsters.
The whip can also be used
in melee combat, a successful “to
hit” roll indicating that
the lash has struck and wrapped around an opponent’s
weapon. If that weapon is
an edged one, the whip must
make a saving throw versus
crushing blow (13 or better); if the
weapon is non-edged, the
whip must save versus normal blow (6 or
better). Success on this
saving throw indicates that the whip has torn
the weapon from the opponent’s
hand - unless the opponent succeeds
on a saving throw versus
spell. An affected weapon will be cast
to the ground, and the opponent
must take 1 round to recover it. The
magic bonus of a target
weapon applies as a penalty to the whip’s
saving throw versus crushing
blow or normal blow, and the magic resistance
of an intended target opponent
must fail for a “to hit” roll to
be possible in the first
place.
MC: A small bit of
silk braided so as to form a miniature whip.
Wu
Jen: This spell allows wu jen to conjure a whip of mystical force
that may be used to strike at opponents.
The crack of the whip keeps
normal animals at bay unless they make a successful saving throw vs. spell,
and such animals struck
take no damage, but must make a successful saving throw vs. spell at -1
to -4 or slink away.
The whip may be used in
melee combat.
A successful hit has a chance
(13 or better on a 20-sided die for edged weapons, 6 or better for non-edged
weapons) of pulling a weapon from an opponent's hand
(the opponent still receives
a saving throw to avoid this).
Wu Jen.MC: The material
component of this spell is a small silken whip.
Q: The whip spell
does not affect
creatures with an intelligence
above
3 or giant animals above
bear-size.
How then can the spell be
used to
disarm characters?
A: This immunity
is only to the whip?s
ability to make creatures
retreat. The
whip?s secondary function
is to disarm
weapon-using creatures of
any sort.
(145.12)
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