Item: Whip of Compliance

TypeWeapon
Level9
Rarity
Uncommon
Base ItemWhip
CategoryMartial
GroupFlail
Damage1d4 slashing
Price3000 gp
UsageHeld in one hand
PublicationPathfinder #152: Legacy of the Lost God

The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands.

Activate A command


Effect Until the end of your current turn, any animals you Strike with the whip must attempt a DC 25 Will. On a failed or critically failed saving throw, the whip casts a 4th-rank Suggestion spell on the animal with a base duration of 1 round, and the spell loses the linguistic trait. The course of action must still fulfill suggestion's requirements.

If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration.


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.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

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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