Item: Alghollthu Whip

TypeWeapon
Level7
Rarity
Uncommon
Base ItemWhip
CategoryMartial
GroupFlail
Damage1d4 slashing
Price350 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an aqudel, and constantly strobes with small patterns of light.

Activate 1 (concentrate, occult, visual)

Frequency once per day

Requirements Your last action was a successful Strike, Grapple, or Trip with the alghollthu whip


Effect Patterns on the skin of the whip strobe in a rapid pulse. The creature your attack succeeded against must attempt a DC 23 Will save.

Critical Success The target is unaffected.

Success The target is Dazzled until the end of your next turn.

Failure The target is dazzled until the end of your next turn and Stunned 1.

Critical Failure The target is dazzled until the end of your next turn and Stunned 2.


Craft Requirements The initial raw materials must include a tentacle from an aqudel.


Trait Effects

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.


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