Reach weapons are not ranged weapons, and still count as melee combat.  Whips or any derivative thereof are also exotic weapons, requiring the exotic weapon proficiency to use effectively.  You do however, have 2 bonus feats from the two flaws you took, and I still count 1 unaccounted for.  Remember humans get a bonus feat at 1st level, everyone gets 1 feat at first level, and you selected 2 flaws (thus giving you 2 additional feats) for a total of 4 feats; and I counted 3.<br/><br/>And as previously mentioned, I'd honestly use the oriental weapon from the<em>Complete Ninja's handbook</em>, I found.  The description they gave, seems to fit what you are after and you won't have to deal with any nasty d3s.  It just does a straight up d4, not that much of a "big" improvement, but a d4 with a x2 critical, with the ability to throw and even make a ranged trip attempt is still better, than using the rules for the whip.  And you'd still have a reach weapon for melee.<br/><br/>Now again taking flaws, is something I want people to consider before doing.  Because I don't them doing so just to get extra feats.  They should do so because they have a roleplaying idea for their character.<br/><br/><br/><br/>