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Tripping in Pathfinder: How to Trip and Fall for Fun/Profit

Brother Anthony had been studying the path of the monk for many years. Over time, he had learned the importance of surprise.

As he watched the fighter across from him, he noted the smug look on the man’s face, so sure that he could easily defeat his adversary. But Brother Anthony was ready.

He stepped forward, grabbed the man’s tunic with his free hand, struck out with his leg, and sent the fighter sprawling to the ground.

This is just one example of how to trip an opponent in Pathfinder, but there are other ways to do it.

In this post, we’ll cover tripping opponents, tripping with weapons, and how to get the most out of the trip action.

Table of Contents

Mechanics of the Trip Action

Requirements

You have at least one hand free. Your target can’t be more than one size larger than you. 

You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.

Critical Success: The target falls and lands prone and takes 1d6 bludgeoning damage.

Success: The target falls and lands prone.

Critical Failure: You lose your balance and fall and land prone.

Source : Core Rulebook , pg. 243

How to Trip Opponents in Pathfinder

There are a few things to keep in mind when making a trip attempt. 

You must either have a free hand or something to trip your target with. This can be a weapon with the trip trait or possibly another object.

You also need to be able to reach your opponent. This means that if they are standing behind a wall or other obstacle, you won’t be able to trip them. 

Keep in mind that some creatures are immune to being tripped. If your target is more than one size larger than you, you can’t trip them.

Also, if you trip a creature while they’re flying or climbing, they will suffer a fall as a result. Please note that a swimming creature can’t be knocked prone.

Reasons to Trip an Enemy 

One of the best reasons to trip your opponent is to knock them down. This can have a number of benefits.

First, it allows your teammates to attack. This is especially useful if you have a weapon with the reach trait, as you can attack them from further away.

Second, it can create distance between you and your opponent. A well-timed trip can give you the space you need to back away if they are getting too close for comfort.

Another common use for trip is to control the battlefield. By knocking opponents prone, you can force a more advantageous situation, especially when facing multiple opponents.

Even knocking just one combatant prone can turn the tide of a fight in your favor.

Being Knocked Prone

When you trip an NPC, they fall to the ground. While prone, a creature is flat-footed and takes a -2 circumstance penalty to attack rolls. 

The only actions you can take while prone are the crawl or stand actions. You can also take cover against ranged attacks while prone, but your character will still be flat-footed . 

Once a character stands, the prone condition ends. However, standing up provokes an attack of opportunity. 

If you have an ally or multiple allies who can perform attacks of opportunity, surrounding and tripping an enemy can be a very effective strategy. When an opponent stands up, players with attacks of opportunity have a chance to do immense damage. 

Weapons That Use the Trip Trait

Several weapons have the trip trait. This means that they can be used to make trip attempts. The most common weapon with the trip trait is the bo staff. Other common weapons include the scythe, flail, and guisarme.

As mentioned before, using a weapon to trip your opponents can be a great way to control the battlefield. It can also set up an advantageous situation for you or your allies.

For example, if you have a character with the reach trait attacking an opponent who is knocked prone, they can do so without fear of retaliation. This can be a great way to take down tough opponents.

The trip trait uses the weapon’s reach. It also adds the weapon’s item bonus to attack rolls. Players who attempt to trip an opponent with a weapon and critically fail can drop the weapon to take the effects of a failure instead of a critical failure.  

We discuss a few of the best weapons with the trip trait below.

Made with thick leather, the whip is typically braided. This weapon is usually nonlethal but slashes enemies painfully and can be used from a distance. 

It’s a great choice for players who want to disarm or trip an opponent instead of eliminating them. And at only 1 sp, it’s also easily affordable for most characters.

This monk weapon is ideal for tripping opponents. The staff is long and slender with plenty of reach, which allows you to sweep the legs out from under an enemy. 

It’s also well-balanced and tapered at both ends. This versatile weapon is traditionally used in martial arts, and it works well as both a defensive and offensive weapon.

Temple Sword

An uncommon martial weapon designed for monks and other guardians of religious sites, the temple sword features a deadly, crescent-shaped blade. The blade’s crescent shape is perfect for hooking an opponent’s ankle or boot to trip them up. 

The pommels and blades of these swords often include holes designed to accommodate holy trinkets, like bells, that religious fighters can use during meditation or prayer.

This machete-like uncommon martial weapon has an imposing appearance with an inward curving blade and no crossguard at the hilt. 

The blade of a kukri is foot-long, giving bearers lots of reach. The cruel curve of the blade also makes this weapon suitable for tripping.

Traditionally, scythes are farming tools used to harvest grain. However, the scythe also functions as a deadly weapon in Pathfinder 2e, and its long wooden handle is excellent for tripping opponents. 

The wicked, curved blade at the handle’s end can also be slipped around an enemy’s lower legs or ankles. With a bit of practice, you can learn to sweep your enemies off their feet quickly.

Horsechopper

Another uncommon martial weapon, this unique blade was invented by goblins to slay horses in battle efficiently. Its long shaft offers good reach and ends in a blade with an intimidating hook, which means goblins can spear or slash cavalry horses from afar on the battlefield. 

The blade of a horsechopper can be used to trip fast-moving horses, taking the animal and its rider down. The handle and hooked blade of this weapon work excellently for tripping opponents. 

A flail is a weapon that consists of a handle attached to a weight by means of a chain. The weight can be anything from a spiked ball to an actual metal flail head. Regardless of the weight, all flails can be used to make trip attempts.

Any character trained in martial weapons can use a flail. Because it only takes one hand to operate a flail, they are traditionally paired with a shield. 

For extra damage, try using a war flail. Bigger and heavier than its smaller cousin, the war flail takes two hands to use and packs a hefty punch. 

The sickle is a simple melee weapon with a curved blade. It can be used to make trip attempts, as well as to harvest crops.

Don’t let its simple design fool you. A sickle can be extremely deadly, especially in the hands of a talented fighter.  

The guisarme is a polearm with a curved blade at the end. This long weapon can reach and trip opponents from a distance. It’s also an excellent weapon for dismounting horseback riders, making it a good choice when facing mounted opponents. 

The guisarme can also be used to disarm enemies or catch their weapons. 

Strategies for Using the Trip Trait

When using a weapon with the trip trait, you need to be aware of your surroundings and your opponent’s weaknesses. If obstacles surround your target, try to position yourself so that you can take advantage of this instead of letting it deter your attack. 

With the right positioning, you may be able to add damage to the attack. For example, you may be able to trip and knock your enemy down while they’re standing over a pit of spikes or a pool of acid.

You can also attempt to trip an opponent defensively, forcing your enemy into a prone position without incurring damage yourself. One of the best things about tripping an opponent with a long weapon is that you don’t have to get very close to an attacker to act, so you’re distanced from potential retaliation.

Tripping Out

Pathfinder tripping can be a fun and profitable way to take down your enemies. When using a weapon with the trip trait, be aware of your surroundings and use them to your advantage.

Position yourself to capitalize on your opponent’s weaknesses and add extra damage to the attack. You can also attempt to trip an opponent defensively.

With the right approach, you can take down your enemies without taking any damage yourself. So get out there and start tripping!

flourish

Archives of Nethys

Basic (combat) | basic (faith) | basic (magic) | basic (social) | campaign | cosmic | equipment | exemplar | faction | family | mount | race | region | religion, regional traits.

trip traits pathfinder

  • Community Use

Perelir

I'm going to compile a list of the very best traits, and I'll be happy to take suggestions.

The benchmark I'm going for is "unique ability" or "better than half a feat". Conditional bonuses - with the conditions being outside the player's control - will be rated very low.

"+1 to skill X and it's now a class skill" won't be in the guide. They're good traits, but they're a subject all of their own.

I'm going with RAI over RAW. See First Memories - by a mechanistic reading, it will give you an additional set of SLAs if you've traded away Gnome Magic for Magical Linguist, but that's not the interpretation I'll be assuming.

Magic Traits:

Beast of the Society: For a level 4 or 5 Druid, doubles your one daily Wild Shape.

Gifted Adept: +1 CL is a useful boost. Not a Trait bonus, for purposes of stacking.

Havok of the Society: 1 point of force damage is very useful to ensure that a "rider" effect on the spell works.

Magical Knack: The +2 CL for multiclassed characters.

Magical Lineage: The -1 SL adjustment for metamagic.

Naturally Gifted (Gnome): An additional daily use of one racial SLA, floating. Very useful in some builds, like low-level Summoners.

Two-World Magic: Mostly used to get Touch of Fatigue for a Magus, but has other uses.

Birthmark: +2 vs charm and compulsion is probably more than 50% of Iron Will. An holy symbol that's concealable, theft-proof, disarm-proof and sunder-proof is just gravy.

Unnatural Presence (Old Cults): Intimidate vs vermins, animals.

Accelerated Drinker: Even with all the limitations, it's an action economy booster.

Armor Expert: Useful for offsetting non-proficiency penalty as well.

Bullied: +1 on unarmed AoO. Marginally worth it for specialized builds, for example Snake Fang, but not as a general ability.

Defender of the Society: Trait bonus to AC all the time? Nice.

Dueling Cloak Adept: Specialized, but big bonuses for a trait.

Strong Arm, Supple Wrist: Extra range on thrown weapons, if you're not making a full attack. Nice for an Alchemist.

Threatening Defender: If you're taking Combat Expertise anyway, this trait is free +1 AC.

Dealmaker: Buy magic items anywhere. But high risk of being straight out GM-blocked.

Heirloom Weapon: Very useful. Note that races with "treat X as martial" can use this.

Rough and Ready: Any weapon you want, except the crit is 20/*2 and you can't get a magic weapon version. +1 trait bonus to hit.

Beast Bully (Tiefling): Use Intimade to push or handle - but not train - an animal. Free maxed out skill for a few concepts.

Blessing of Darkness (Tiefling): +1 CL for a self-buffing Cleric.

Bred for War (Shoanti Human): +1 CMB.

Chain Master (Tiefling): +2 to trip with a whip is very nice.

Color Thief (Goblin): +2 to a high-value skill, under circumstances you control and would probably be in anyway.

Helpful (Halfling): Giving +4 with Aid Another.

Shield Bearer (Ulfen Human): +1 damage to shield bash is 50% of Weapon Specialization: Shield, and it comes with a small daily ability.

Suicidal (Tiefling): Nice tanking trait.

Kenku

HERE's a good place to start. I don't think it's been updated in a while, but you can use it as a helpful guide.

Goblin

I'm seeing a distinct lack of Reactionary on your list. +2 Initiative goes a long way.

Undead

About Unnatural Presence, that allows you to intimidate animals & vermin. I'm pretty sure animals can already be intimidated. In fact, the trait Unnatural Revenge gives a +2 on intimidate versus animals & other creatures. In other words, is being able to make vermin shaken really a trait worth mentioning?

Never Stop Shooting is an unbelievably good trait for a guy with firearms. Basically the diehard feat without any prereqs. I'd ban it outright in any campaign I ran.

Nice list btw! I noted a couple I had not known or thought about. Though there will always be the issue that "the best" traits lack in creativity. I'm sure that'll spark a few arguments.

About Unnatural Presence, that allows you to intimidate animals & vermin. I'm pretty sure animals can already be intimidated. In fact, the trait Unnatural Revenge gives a +2 on intimidate versus animals & other creatures. In other words, is being able to make vermin shaken really a trait worth mentioning? Never Stop Shooting is an unbelievably good trait for a guy with firearms. Basically the diehard feat without any prereqs. I'd ban it outright in any campaign I ran. Nice list btw! I noted a couple I had not known or thought about. Though there will always be the issue that "the best" traits lack in creativity. I'm sure that'll spark a few arguments.

There is one or two that give +2 to Diplomacy. +1 is nothing special but that extra +1 makes it nearly as good as skill focus for levels 1-9.

There is another out recently that gives a Masterwork Longsword, ability to cast light as a cantrip AND when light is cast on the sword itself its twice as good.

Shargah-Katun

Outcast's Intuition :

- (Ultimate Campaign) You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

- (Ultimate Campaign) pg. 61 You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

This is good because the other perception traits are either Campaign only or require worship of Abadar.

Ambush Training

-(Pathfinder Society Primer) You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

This is good because Reactionary is a bit boring, far too many PCs have it, half the party were bullied, cowardly children.

Nagaji

Among the Social traits Seeker is quite good and i belive lots of folks will take it if perception isent on the class list.

Proto-Shoggoth

Glory of Old (Regional): +1 trait bonus on saving throws against spells, spell-like abilities, and poison. - as far as I can tell you have to be from a dwarven region but don't have to be a dwarf. This trait is crazy good, basically a +1 to all saves.

Defensive Strategist (Religion: Torag) You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. - amazing

Blade of Mercy (Religion: Sarenrae) When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. - Couple this with the Enforcer feat.

Android

I'm building a debuffer witch (and I never play caster classes) what are good trait choices?

Varisian Barbarian

River Rat: the +1 damage with daggers goes a LONG way. Considering that it apples to ALL attacks made with a dagger, including off-hand attacks, it is certainly better than "half a feat".

A character with 10 STR who takes this trait does the same damage as a character with 12 STR (+2 to 1 ability score is worth a feat & 1 skill point/level, according to the Human alternate racial trait) and Double Slice.... So that's 2 feats right there...

I've done the math for a 3/4 BAB character up to level 12 and Daggers w/River Rat provides more DPR than a Kukri - even on a High STR build. Considering that Kukri's are a Martial weapon and most Rogue's would need to burn a feat on it, that puts us at 3 feats...

I'm making a Thassilonian Specialist for my next Wizard. Their caveat is that they can't use spell trigger or spell completion magic items if the item in question contains a spell on their restricted list. To mitigate that I'll be taking the magic trait Pragmatic Activator (use INT instead of CHA for Use Magic Device) and the religion trait Underlying Principals (+1 Use Magic Device, becomes class skill). I think the combo is golden.

As a general rule, I'd give a very high rating to any trait that gives a flat +1 bonus to a save type. Plenty of traits give narrow bonuses (only vs. compulsion, only vs. undead, only in social encounters with lefthanded Chelaxian merchants, etc.), but a few traits give a clear +1 with no strings attached. Those are always good.

Seltyiel

River Rat: the +1 damage with daggers goes a LONG way. Considering that it apples to ALL attacks made with a dagger, including off-hand attacks, it is certainly better than "half a feat". A character with 10 STR who takes this trait does the same damage as a character with 12 STR (+2 to 1 ability score is worth a feat & 1 skill point/level, according to the Human alternate racial trait) and Double Slice.... So that's 2 feats right there... I've done the math for a 3/4 BAB character up to level 12 and Daggers w/River Rat provides more DPR than a Kukri - even on a High STR build. Considering that Kukri's are a Martial weapon and most Rogue's would need to burn a feat on it, that puts us at 3 feats...

Easier to get (no prereqs or class restrictions.) but none the less exactly half of that feat.

Perhaps, if the OP is making a full-fledged Guide, you could include a section on good traits to combine together for different builds. For example, most of the halfling Bodyguards I've seen all have the same two traits: Helpful Halfling and Threatening Defender .

Unger

Sound of Mind: +2 trait bonus on saving throws against mind-affecting effects. Almost as good as Iron Will.

There's one that lets you use Int for Bluff(except feinting) and Diplomacy (except gather info).

Student of Philosophy, from Quests and Campaigns.

Also, the human racial for +1 to all knowledges, for those who go the Kirin Style or Lore warden route, as well as the Archivist bard. Pretty much 10 skill points for a trait. Believe it's called Historian or somesuch.

All have effects based on successful creature ID.

Wolverine

Shoanti tattoo. 3 weapon proficiencies and a useful saving throw bonus. Wonderful for characters without martial weapon proficiency especially if they want to get Thunder and Fang

A few of the Dreamscarred ones

Psionic Knack: The +ml multiclassing one for Psionics. "+1 manifester level" also can be substituted for a blade enhancement level or Aegis CP/DR growth, so it's versatile enough.

Clairsentient Talent: Detect Psi, always on in your square, though you have to concentrate on it to get more than a hunch that something's up. Still, that hunch gets you started there.

Document is up , about 6 books searched so far. Thanks for the suggestions, keep them coming!

Conwrest Muralt

I notice Armour Expert made your guide; there's also Sargavan Guard, which is a regional trait that does the same thing, and since both are written as untyped, they should stack.

I'd second everything minoritarian suggested. Defensive Strategist especially.

Fate's Favoured is stupidly good for an archaeologist or a sacred tattoo half-orc

Elf

Regional: wayang spellhunter

Fate's Favoured is stupidly good for an archaeologist or a sacred tattoo half-orc.

Gold Dragon

Honestly, Fate's favored is too good and worth way more than a feat let alone a trait and is thus banned in the groups I'm in. They kind of really dropped the ball on it since it is way too good for halflings, half-orcs, archaeologists, and clerics using divine power/favor.

Agreed. Half-Orc Paladin with Sacred Tattoo and Fate's Favored using Divine Favor = OMFGROFLSTOMP.

Thank you Nefreet; I knew there was another trait that I thought needed mentioning.

Fey Foundling massively increases the survivability of any Paladin.

Fey Foundling + Fate's Favoured together for a half-orc Redeemer? Insanity.

Fay foundling is pretty damn great on a life Oracle as well.

Fey Foundling is a feat not a trait though isn't it?

Indeed. I believe the conversation was simply taking the road down to Tangentville.

Trifler - cast Prestidigitation 3/day as a spell-like ability. Turns any character into a minor spellcaster.

Mother's Teeth Benefit: You can make a bite attack for 1d2 points of damage as a secondary attack.

A trait to gain a natural attack. I'm not sure if this rule applies, but if so this trait is incredible.

"If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. "

Since they provide full-category save bonuses, I'd add these:

Deft Dodger (Combat), Grounded (racial/dwarf), Youthful Mischief (racial/elf): +1 Reflex

Resilient (Combat), Forlorn (racial/elf), Freed Slave (regional/Katapesh), Heart of Clay (regional/Lingshen), Xa Hoi Soldier (regional/Xa Hoi), Orphan (regional/Isger), Survivalist (regional/Mana Wastes): +1 Fortitude

Indomitable Faith (Faith), Purity of Faith (religion/Iomedae), Auspicious Tattoo or Carefully Hidden (racial/human), Legacy of Sand (racial/half-orc), Animal Friend (racial/gnome), Freed Slave (regional/Andoran): +1 Will

Also, consider Warrior of Old (racial/elf), Elven Reflexes (racial/half-elf), and Paragon (regional/Hermea), which provide the same +2 initiative bonus as Reactionary (Combat).

Sargavan Guard (regional/Sargava) gives the same armor-check penalty reduction as Armor Expert (Combat).

Lessons of Chaldira (religion/Chaldira-halfling): Reroll any failed save, once/day.

Defensive Strategist (religion/Torag): You're never flat-footed, even in surprise rounds.

Xin

Since you ended up including traits that give a +1 to damage with a specific weapon, Mizu Ki Hikari Rebel and Quain Martial Artist are regional traits from the Dragon Empires Primer that provide +1 to damage for Unarmed Strikes. They don't stack with each other, since they are both Regional traits and trait bonuses, but taking one is a nice boost for a Monk, and anything that boosts a Monk's damage is almost a necessity to take (unless it's a maneuver based build).

Goblin

Anything that changes the stat used for a skill.

Clever Wordplay comes to mind, but there are others.

Vaarsuvius

No one's mentioned the APG Sacred Trait Sacred Touch? It lets you stabilize a dying person with just a touch. Sure, it may be meaningless at higher levels when damage becomes auto-kill, but for a 1st-level party, having someone touch you when you're -9 hp to stabilize is pretty good.

Chain Mauler

No one took Second Chance? Reroll a failed save 1/day is huge!

Egzimora

"The benchmark I'm going for is "unique ability" or "better than half a feat". Conditional bonuses - with the conditions being outside the player's control - will be rated very low. "

That is a good metric to go by, there's too damn many traits to sort through and the names seldom help to ID what they actually do. A nice, SHORT list of the truly stand-out traits is needed.

*Reads guide, first trait listed is Reactionary*

Well...so much for that... (-_-)

SotS, Reactionary while not unique or better than half a feat its still probably one of the best traits available.

Not sure I like how it's divided up, but maybe that is best.

Some suggestions...

Pragmatic Activator: Use Int instead of Cha for Use Magic Device. [Magic, Stat Switch]

Student of Philosophy: Use Int instead of Cha on Diplomacy (except for gathering info) and Bluff checks to lie. [Social, Stat Switch/Bluff/Diplomacy]

Defensive Strategist: It's basically Uncanny Dodge, as a trait! [Religion, "Anyone"?]

Armor Master / Sarvagan Guard: It's identical to Armor Expert, but in a different category. [Regional, Armor Wearers]

Second Chance / Lessons of Chaldira: Reroll any save 1/day. [Religion, Anyone]

Blade of Mercy: Do nonlethal with slashing as you please, and get +1 damage when doing so. Only comparable feat is Bludgeoner, which is a different damage type and still inferior to this. [Religion, Warrior]

Defender of the Society: Flat +1 to AC, arguably for touch and flatfooted. Either it's as good as a feat, or better than a feat (Dodge / Imp. Natural Armor). [Combat, Warriors]

Wayang Spell Hunter / Metamagic Master: As Magical Lineage, but 3rd level or lower spells only. "Stacks" w/ ML. [Regional, Casters]

Two-World Magic: Add a 0-level spell from any list to your own spell list. Great for many; my favorite use is for Druid to get Ghost Sound to communicate in Wild Shape. [Magic, Casters]

Bred for War: +1 on all CMB checks makes this potentially better than a feat, and it boosts intimidate, too. [Race: Human, Combat Maneuvers]

Fate's Favored: +1 to all luck bonuses. Amazing with Archaeologists, Halflings, tattooed Half-Orcs, or anyone wearing a Jingasa of the Fortunate Soldier and/or using a stone of good luck. [Faith, Anyone]

Savant: For a Bard w/ Versatile Performance, this is a +2 to 3 skills. [Social, ???]

Kressle

I used the ease of faith trait on my Ranger in order to make diplomacy a class skill for him and give him a +1 as well. And with his cha 14 he has quite a bonus of diplomacy, handle animal as well as the feat that will let him influence animals to a better behaviour.

I used the scion of Abadar trait on my Aasimar paladin in order to make perception a class skill and gain a +1. He has a bonus of +11 at level 3 on perception and a bonus of +13 on diplomacy, making him the beloved negociator of the party as well as the 'what do your elven eyes tell you Legolas' kind of detector. He actually detected a minute fey prankster and managed to diplomacide the hell out of the creature and get some serious information regarding the surroundings. GM, so what's your diplomacy roll (hehehe) Me(paladin level 2), I rolled a 16 making it a 27 GM, *bleep* that's higher then 25, so I actually have to provide you with some information and friendship from the fey creature

If you use traits smartly on skills that are not class skills the actual gain will be +1 from the trait directly and an added +3 from becoming a class skill, making a nice total bonus of +4.

Two-Worlds magic also lets a Witch enter Arcane Trickster (not the best method of entry, but there are much worse).

That's actually an interesting idea deuxhero. Two-World magic plus any of the various SLAs that are being used for early entry MT would let any casting class get into Arcane Trickster.

Kob-Kog

My go to trait is Lessons of Chaldira. It's the best of the best IMO. *edit* Wasn't aware of Second Chance. That's even better with no diety requirement.

There are lots of nice traits that are situationally awesome. Shoanti Tattoo nets you prof. with an earth breaker, klar, and bolas. Hunters Eye + Andoran faction nets you prof with bows. Fate's Favored as already mentioned to buff any luck bonuses by +1. Desert Shadow + Qadira to ignore penalties for moving full speed steathed.

They all suck if they don't apply to your situation.

I guess that's why I like Lessons of Chaldira. No matter what you're building for, it makes sense.

A friend likes Childblight Emmissary. DR1/cold iron. If struck by C.I. you're sickened fron one round.

Dead bird

Anyway, how about this trait for humans: Trifler. It provides Prestidigitation as an SLA 3/day. Not worth too much on its own (although a smart player could work with 3 hours of prestidigitation) but it is an arcane spell, which actually qualifies you for casting feats such as Arcane strike. There are other traits that give SLA's, and not race based, but I like this one the best.

The CL for trait SLAs works off of your highest CL gained, which would normally mean it would be stuck at 1 for a martial character, making this tactic useless, but it serves as a fantastic move for Rangers, who are casters in their own right. The additional damage to each hit from Arcane Strike is particularly valuable to Rangers since their typical fighting styles tend towards having many attacks.

Clockwork Librarian

doesnt purity of faith give both +1 will and +1 (to ALL saves) against evil effects or stuff from demons? seems pretty useful.

trip traits pathfinder

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Martial weapons, exotic weapons, simple, martial, and exotic weapons, melee and ranged weapons, light, one-handed, and two-handed melee weapons, weapon size, improvised weapons, damaged weapons, weapon qualities, special weapon features, gladiator weapons, masterwork weapons, splash (grenade-like) weapons, sample weapons using this system, ranged attack range increments.

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What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

Weapon Rules

Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

From the common longsword to the exotic dwarven urgrosh , weapons come in a wide variety of shapes and sizes.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll . If this second attack roll exceeds the target’s AC , the hit becomes a critical hit , dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use ( simple , martial , or exotic ), the weapon’s usefulness either in close combat ( melee ) or at a distance ( ranged , which includes both thrown and projectile weapons ), its relative encumbrance ( light , one-handed , or two-handed ), and its size ( Small , Medium , or Large ).

Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians , cavaliers , and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons : A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons : A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat , just as though the character were wielding a one-handed weapon and a light weapon. The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons : The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons ). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range column on Table: Weapons ), and a character who does so takes a –4 penalty on the attack roll . Throwing a light or one-handed weapon is a standard action , while throwing a two-handed weapon is a full-round action . Regardless of the type of weapon, such an attack scores a threat only on a natural 20 and deals double damage on a critical hit . Such a weapon has a range increment of 10 feet.

Projectile Weapons : Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow or longbow , or a sling . If the character has a penalty for low Strength , apply it to damage rolls when he uses a bow or a sling .

Ammunition : Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action ; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light : A light weapon is used in one hand. It is easier to use in one’s off hand than a one-handed weapon is, and can be used while grappling (see Combat ). Add the wielder’s Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.

One-Handed : A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

Two-Handed : Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon ( see FAQ at right for more information. )

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons : A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit . An improvised thrown weapon has a range increment of 10 feet.

The following information is copied and slightly reworded from the broken condition. See the broken condition for the full, original text.

Attacks made with a weapon with the broken condition suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

Here is the format for weapon entries (given as column headings on Table: Weapons ).

Price : This value is the weapon’s price in gold pieces (gp) or silver pieces (sp). The price includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver. This price is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Dmg : These columns give the damage dealt by the weapon on a successful hit. The column labeled “ Dmg (S) ” is for Small weapons. The column labeled “ Dmg (M) ” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Weapon Damage Size Conversion gives weapon damage values for alternate weapon sizes.

Critical : The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit , roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit .

×2 : The weapon deals double damage on a critical hit .

×3 : The weapon deals triple damage on a critical hit .

×3/×4 : One head of this double weapon deals triple damage on a critical hit . The other head deals quadruple damage on a critical hit .

×4 : The weapon deals quadruple damage on a critical hit .

19–20/×2 : The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit .

18–20/×2 : The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit .

Range : Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

There are melee weapons with a weight of “—”. If these weapons are primarily metal (like the kerambit ), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

*Weight : This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon’s description for details. See FAQ/Errata (at right for information regarding weapons with a Weight of “—” and pricing for crafting them of special materials.

Type : Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Treated as : If a weapon’s description says it is “treated as” another weapon, a character lacking the appropriate exotic weapon proficiency, can still use it as if it were the other kind of weapon and feats such as Weapon Focus still apply, as do abilities requiring a certain weapon. For example, the butterfly knife allows a proficient user to open or close it as a free action and is otherwise treated as a dagger , meaning she can wield it as a dagger , gain the benefit of Weapon Focus ( dagger ) when wielding it, use it as the target of a spell that only affects daggers, and so on.

Some weapons have special features in addition to those noted in their descriptions.

Blocking : When you use this weapon to fight defensively, you gain a +1 shield bonus to AC. Source : PRG:UC .

Brace : If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature (see Combat ).

Deadly : When you use this weapon to deliver a coup de grace , it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. Source : PRG:UC .

Disarm : When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Distracting : You gain a +2 bonus on Bluff skill checks to feint in combat while wielding this weapon. Source : PRG:UC .

Double : You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Fragile : Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken , the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Source : PRG:UC .

Grapple : On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action . This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled , though you do not have to be adjacent to the creature to continue the grapple . If you move far enough away to be out of the weapon’s reach, you end the grapple with that action. Source : PRG:UC .

If a weapon is specified as a monk weapon, does that mean that monks are automatically proficient with that weapon?

No. It means that they can use this weapon while using flurry of blows . It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

If you want to make a trip combat maneuver , do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver , you don’t have to use a weapon with the trip special feature–you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don’t have the trip special feature.

Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a “trip weapon”) when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don’t have to use a weapon with the disarm special feature (a.k.a. a “disarm weapon”) when making a disarm combat maneuver–you can use any weapon.

Note : This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses , Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the “only trip weapons let you apply these bonuses” limitation.

Editor’s Note : The trip special feature also allows you to add the weapon’s enhancement bonus when using drag or reposition combat maneuvers, as shown below:

“There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver ( Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “ drag ” and “ reposition ” weapon properties to existing weapons).”

*Monk : A monk weapon can be used by a monk to perform a flurry of blows (*see FAQ/Errata .)

Nonlethal : These weapons deal nonlethal damage (see Combat ).

Performance : When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.

Reach : You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe.

***Strength (#) : This feature is usually only applied to ranged weapons (such as composite bows). Some weapons function better in the hands of stronger users. All such weapons are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency and this number is included in parenthesis). If your Strength bonus is less than the strength rating of the weapon, you can’t effectively use it, so you take a –2 penalty on attacks with it. For example, the default (lowest form of) composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A weapon with the Strength feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a penalty for low Strength , apply it to damage rolls when you use a composite longbow. Editor’s Note : The “Strength” weapon feature was ‘created’ by d20pfsrd.com as a shorthand note to the composite bow mechanics. This is not “Paizo” or “official” content.

Sunder : When you use a sunder weapon, you get a +2 bonus on Combat Maneuver Checks to sunder attempts.

Trip *: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped (*see FAQ/Errata .)

Almost every culture features warriors who fight for sport and entertainment. While only the most decadent or evil cultures enjoy all-out blood sports in which the combatants fight to the death for the pleasure of the crowd, even the most benign societies enjoy the spectacle of armed conflict. These conflicts often require specialized weapons and training to get the most out of such performance combat.

Performance is a weapon quality that grants bonuses when using the weapon in performance combat. Performance weapons tend to be the preferred weapons of warriors who fight in the arena or some other forum where showmanship is just as important as scoring a debilitating blow or deadly hit, and these weapons are often well known to the spectators of such events.

There is another way in which a weapon can gain the performance quality. A creature can take the Performance Weapon Mastery feat, which allows any weapon it wields to gain the performance quality.

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls . You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls . Instead, masterwork armor and shields have lessened armor check penalties.

Splash weapons are described under Special Substances and Items .

Creating New Weapons

Source PPC:WMH

It is next to impossible for any game to cover every conceivable weapon from all cultures, eras, works of fiction, and players’ imaginations. In many cases, new weapons can be represented as slightly different versions of existing weapons, such as a Chinese dao that uses the shortsword rules. However, for those cases when new weapon statistics are truly needed, this section introduces rules for GMs to use as guidelines.

This weapon design system allows you to create a new weapon by buying weapon qualities with Design Points (DP). The number of Design Points a weapon receives is determined by whether it is simple (4 DP), martial (5 DP), or exotic (6 DP).

All new weapons begin with the following base statistics: Dmg (M) 1d3; Critical ×2; Type any one (B, P, S); Price 1 gp × the weapon’s base DP.

In addition, you choose whether your base weapon is a melee weapon or a ranged weapon. If you choose ranged, you must decide whether the weapon is a projectile weapon or a thrown weapon. A projectile ranged weapon has a 50-foot range increment and uses ammunition, while a thrown ranged weapon has a 10-foot range increment.

Fighter Weapon Group : You must choose the fighter weapon group (or groups) to which your weapon belongs. When determining this, pick the fighter weapon group with the most weapons that have similar statistics (in the case of ranged weapons, the group with the most weapons that are reloaded in the same manner). Some fighter weapon groups grant weapons additional abilities, as noted below.

Double : The weapon gains the double special feature. You pick the damage type of each of the weapon’s ends separately. If you choose the additional damage type or the improved damage quality with the weapon (see below), treat each end as a separate weapon when determining the Design Point cost of that quality.

Monk : A weapon can be placed in the monk group only if it gains the monk weapon feature (see below).

Hands : For melee weapons, you must choose whether your weapon is light, one-handed, or two-handed. For ranged weapons, you must choose how many hands it takes to attack with your weapon and (for projectile ranged weapons and slings) how many hands are required to load it. The base number of Design Points of one-handed and ranged weapons increases by 2, and the base number of Design Points of two-handed weapons increases by 3.

Weight : When determining a weapon’s weight, use the weight of a weapon with similar damage and features.

When designing a new weapon, you can choose from the following weapon qualities. Each quality can be selected once unless otherwise specified.

Additional Design Points (0 DP) : Increase the weapon’s available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons.

Additional Damage Type (Varies) : Select an additional type of damage (B, P, or S). The weapon deals the selected type of damage either separately from its original damage type (such as “P or S”) or simultaneously (such as “P and S”) . This quality costs 1 DP if the types apply separately and 3 DP if they apply simultaneously.

Aerodynamic (1 DP) : The weapon has a 10-foot range and can be thrown up to 5 range increments. Only melee weapons can have this quality.

Attached (1 DP) : The weapon is attached to the wielder’s arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by increasing this quality’s cost to 3 DP.

Concealed (1 DP) : The weapon is easy to hide, granting the wielder a +2 bonus on Sleight of Hand checks to conceal it. Only light and one-handed melee weapons and ranged weapons that need one hand to fire can have this quality.

Ease of Grip (1 DP) : The weapon can be wielded as a two-handed martial weapon. Only one-handed exotic weapons can have this quality.

Expanded Range Increment (1 DP) : The weapon’s range increment increases by 10 feet, up to a maximum range increment of 30 feet for thrown weapons and 120 feet for projectile weapons or slings. This quality can be selected multiple times.

Finesse (3 DP) : The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality.

Fragile (–1 DP) : The weapon gains the fragile special weapon feature.

Improved Critical Multiplier (Varies) : Increase the weapon’s critical multiplier by 1. This quality can be selected twice. It costs 3 DP the first time it is selected, and 6 DP the second time. It can be selected only once if the weapon has the improved critical threat range quality, in which case the Design Point cost is doubled.

Improved Critical Threat Range (Varies) : Increase the weapon’s critical threat range by 1. This quality can be selected twice. It costs 3 DP the first time it is selected and 7 DP the second.

Improved Damage (1 DP) : Increase the weapon’s damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons. Among weapons sized for Medium characters, the maximum damage is 1d6 for light weapons, 1d8 for one-handed weapons (1d10 if exotic), 1d12 or 2d6 for two-handed weapons, and 1d10 for ranged weapons (1d6 if used or thrown one-handed).

Lesser Damage (–1 DP) : Reduce the weapon’s damage by one step (1d3 to 1d2). A weapon cannot have the improved damage quality and this quality simultaneously.

Shield (1 DP) : The weapon counts as a light shield made of wood or metal and can have armor spikes (your choice). Add the gp price of the shield and any armor spikes that the weapon gains from this quality to the weapon’s gp price. This quality can be added only to one-handed melee weapons.

Spring-Loaded (2 DP) : The weapon’s wielder can activate or suspend its reach as a swift action . This quality can be added only to one-handed or two-handed melee weapons with the reach special feature.

Strong (1 DP) : The weapon’s wielder gains a +2 bonus to her Combat Maneuver Defense to resist sunder combat maneuvers attempted against the weapon.

Tool (0 DP) : The weapon can also serve as a specific mundane tool. Add triple the price and double the weight of the tool to the weapon’s final price and weight.

Traditional (1 DP) : Select one race with the weapon familiarity racial trait (such as elves or orcs ). Members of that race with the weapon familiarity racial trait treat the weapon as a martial weapon. This quality can be applied only to exotic weapons.

Weapon Feature (Varies) : Choose one of the following weapon special features for the weapon: blocking , brace , deadly , disarm , distracting , grapple , monk , nonlethal , performance , reach , or trip . This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.

The following are examples of weapons created with the weapon design system.

Gnome Flick-Mace

The innovation behind a gnome flick-mace, which has an ordinary mace head, lies within its spring-loaded haft and protruding handles. When the mace is compressed, removing the handles instantly springs the mace to its full size. While it is extended, a quick flick of the wrist allows the weapon to be compressed.

Price 54 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d12; Damage (S) 1d10; Critical ×2; Weapon Group polearms; Weight 12 lbs.

Additional DP (3), improved damage (5), spring-loaded (2), traditional (gnome) (1), weapon feature (reach) (1)

Also known as a “monk’s staff,” the khakkhara is often used as a ceremonial walking stick for scholars and priests. It consists of a wooden shaft 5 feet long with a large metal loop or cage-like structure on the top end. Multiple small rings hang from the cage, chiming with the movement of the staff.

Price 7 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d8; Damage (S) 1d6; Critical ×3; Weapon Group monk; Weight 10 lbs.

Improved critical multiplier (3), improved damage (3), weapon feature (monk) (1)

This iron flute whistles when used to make attacks, unless its many holes are filled with cork or wax.

Price 16 gp; Type one-handed melee; Proficiency martial; Damage (M) 1d8; Damage (S) 1d6; Critical ×2; Weapon Group hammers; Weight 7 lbs.

Improved damage (3), tool (musical instrument) (0), weapon feature (distracting, performance) (4)

With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

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COMMENTS

  1. Trip

    Trip Legacy Content Source Core Rulebook pg. 283 4.0 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 ...

  2. Traits

    Basic Basic traits are broken down into four categories: Combat, Faith, Magic, and Social. Combat traits focus on martial and physical aspects of your character's background. Faith traits focus on his religious and philosophical leanings. Magic traits focus on any magical events or training he may have had in his past.

  3. Trip

    Definition. 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 ...

  4. Tripping in Pathfinder: How to Trip and Fall for Fun/Profit

    Pathfinder tripping can be a fun and profitable way to take down your enemies. When using a weapon with the trip trait, be aware of your surroundings and use them to your advantage. Position yourself to capitalize on your opponent's weaknesses and add extra damage to the attack.

  5. Rules

    Source PRPG Core Rulebook pg. 201. You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

  6. Traits

    Traits. SourcePlayer Core pg. 11A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait.

  7. A Guide for

    A Guide for Trip Builds in Pathfinder . As mentioned in my Witch Guide, Treantmonk has set the industry standard for writing quality class guides and I will be using the same colour coding and asterisks he uses to grade various options. That means: ... If you are allowed bonus Traits, select Accelerated Drinker. Get yourself a Handy Haversack ...

  8. weapons

    Trip does not benefit from Agile (or Finesse) An errata (under Pathfinder Core Rulebook Errata) clarifies that Paizo officially does not support using an Finesse/Agile+(Skill Action) weapon to use Dex or reduce MAP to said skill check "Attacks".. Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at ...

  9. Traits

    You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see the planar rules in the Pathfinder RPG GameMastery Guide) and a +2 trait bonus on driving checks (see the vehicle rules in Pathfinder RPG Ultimate Combat). Akitonian Ferocity Source People of the Stars pg. 13 Requirement(s) Akiton

  10. Improved Trip (Combat)

    Improved Trip (Combat) You are skilled at sending your opponents to the ground. Prerequisite: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense ...

  11. Trip/grapple clarification. : r/Pathfinder2e

    Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll. The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns.

  12. Universal Monster Rules

    Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return. Format: trip (bite); Location: individual attacks. Undead Traits (Ex)

  13. Wolf monk trips : r/Pathfinder2e

    But your wolf jaw unarmed attacks do have the trip trait while flanking. The trip trait says you can use the trip action even without a free hand. Thus, you can trip with that unarmed attack even if you don't have an empty hand. But you can't do a normal attack with that weapon. (Except monk who can use other body parts.

  14. How does a weapon with Trip and Disarm work? : r/Pathfinder2e

    The Trait does only 4 things: Let you Trip with that weapon's Reach, Let you add that weapon's Item Bonus (from +1, +2, and +3 Runes) to the Trip attempt, Let you ignore the free-hand requirement that Trip normally has, and, Let you drop your weapon instead of critically failing the Trip attempt. It doesn't change when you can Trip, it doesn't ...

  15. paizo.com

    Magic Traits: Beast of the Society: For a level 4 or 5 Druid, doubles your one daily Wild Shape. Gifted Adept: +1 CL is a useful boost. Not a Trait bonus, for purposes of stacking. Havok of the Society: 1 point of force damage is very useful to ensure that a "rider" effect on the spell works. Magical Knack: The +2 CL for multiclassed characters ...

  16. Combat

    For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature. Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon ...

  17. Ranged Trip

    Ranged Trip Legacy Content Source Advanced Player's Guide pg. 269 2.0 This weapon can be used to Trip with the Athletics skill at a distance up to the weapon's first range increment. The skill check takes a -2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check.

  18. What is the point of the grapple/shove/trip traits on an Animal

    Normally, the benefit of these traits on a weapon is that you can use a maneuver without a free hand, and you add any item bonuses on the weapon to the trip/shove action. Table 3-3 on p86 lists the traits of each animal attack.

  19. Greater Trip (Combat)

    Greater Trip (Combat) You can make free attacks on foes that you knock down. Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes ...

  20. Weapons

    Improved Damage (1 DP): Increase the weapon's damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons.

  21. Agile

    Book of the Dead. Light theme from beyond the crypt. The default theme for the Archives of Nethys, forged on the fires of CSS3. A variant of the Dark theme, with stronger color contrast. Light theme with purplish hues and a simpler font.