There is a Legacy version
here.
Whip ClawCatfolk Finesse Hampering Reach Source Player Core 2 pg. 275Price 5 gp;
Damage 1d6 S;
Bulk 1
Hands 2
Type Melee;
Category Advanced;
Group Flail
The whip claw is a long tether affixed to claw-like daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk first developed this weapon to provide extended reach when hunting dangerous animals, and they wield them with unmatched expertise.
Traits
Catfolk: A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk.
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.
Hampering: A weapon with the hampering trait includes a disruptive limb or flange. After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first.
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.
Critical Specialization Effects
Source Core Rulebook pg. 283 4.0Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization 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 specialization effect of your weapon.
Flail: The target is knocked
prone unless they succeed at a Reflex save against your class DC.