Price 2,000 gp; Type one-handed melee; Proficiency exotic (whip); Damage Medium 1d3/Small 1d2 slashing; Critical ×2; Capacity 10; Usage 1 charge/rd.; Weight 2 lbs.; Special disarm, nonlethal, performance, reach, touch
A tracker’s whip is a technological weapon that looks and functions like a normal whip, albeit with a few subtle buttons upon the grip. The wielder can expend 1 charge to make the whip deal lethal damage for that round.
Additionally, upon successfully striking a Large or smaller creature, the wielder can expend 1 charge to cause the whip to split into a net-like mass of fibers that surround and entangle the target. The wielder must spend an additional charge every round to maintain this entangling effect. The entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. The wielder can control the trailing whip by succeeding at an opposed Strength check while holding it, and the entangled creature can move only within the limits that the whip allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or it is unable to cast the spell. An entangled creature can escape with a successful DC 25 Escape Artist check (a full-round action). The whip’s fibers have 10 hit points, but these heal to full hit points every round. They can be burst with a successful DC 30 Strength check (also a full-round action) or disrupted by any effect that interrupts or shuts off a technological device.
The entangling effect ends if the whip runs out of charges. The whip cannot deal damage while entangling a creature.
Pathfinder Roleplaying Game: The World of Vampire Hunter D © 2016, Paizo Inc.; Author: F. Wesley Schneider.