Item: Scorpion Whip

TypeWeapon
Level0
Rarity
Uncommon
Base ItemScorpion Whip
CategoryMartial
GroupFlail
Damage1d4 slashing
Price5 sp
UsageHeld in one hand
PublicationPathfinder #151: The Show Must Go OnLegacy

A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn't have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive.


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.

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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