The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although you keep it in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.
Because the whip can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent).
|Exotic Weapon - Ranged|
|Range Inc||15 ft.|
|See the description of this weapon for special rules. The weapon deals subdual damage rather than normal damage.|