Mangoose
Arcane
Well, the only thing a Tripping weapon does in PNP and here is that you don't fall prone if you fail by (checking) 10 or more on the CMB (you drop the weapon instead). Tripping weapons tbh have no advantage besides that. (It's actually listed in a sidebox as a FAQ)YES Keen Scimitar lol now I'll just put my arcana on Fire+Shock+Frost jk
Edit: Holy shit, finally a magical Fauchard. Yes, indeed I do trip. The hilarious thing about Battle Mystery is that the Revelations are: Maneuver Mastery of your choice, Proficiency in armor/weapons, a Pounce... and Wall of Fire. This is Valerie btw (Fighter 1/Oracle 8). And I've actually always used her as fauchard+combat reflexes board control. THEN I get Wall of Fire. And as she levels, my maneuvers go all the way up. So I can also charge with a trip maneuver and then AoO when they fall. At reach. With a crit range of 18-20.
The surprising thing is that's where "Wall of Fire"* comes from. I mean, there aren't really any Spells or SLA in Battle Mystery. Mostly just martial stuff, as mentioned above, another Revelation was boosting initiative. And then I guess Stoneskin Revelation counts as SLA.
Battle is a really good Mystery for melee+control Oracle. And if you want to do melee+anticaster, Dragon Mystery does that. I had to think to pick between the two, though, because control and anticaster were my mutually exclusive choices. On a serious note I think that's pretty good design to have two "roles" in each Mystery, a little versatility.
Mmmm. and then I'm giving Jaethal "Reaping Stalker" next level. It increases the damage of a Scythe or Sickle as if you went up a larger size but no other penalties. So it's nice flavor. Thing is... the Scythe is also a Trip weapon.
Cool but... that's Kingmaker the computer game, not Pathfinder tabletop.
Scythes have no advantage to tripping here. Unless CotW gave them something?
Fauchards on the other hand... yeah, Owlcat gave the uniques some cool abilities related to Combat Maneuvers. Wait till you see the Mastery fauchard.
Still, you trip in close combat range, can't trip at weapon's reach (size increases do help, though)
Not sure what you mean. With a reach weapon I actually cannot attack enemies adjacent to me, I can attack only enemies at reach. Include AoOs. That's the disadvantage of (non-natural) reach. The advantage is being able to threaten at longer range. Of course if you have room you just do the 5 ft step stance but if you've got a smart DM I guess it could get pretty tactical.
But if you have a reach weapon the main purpose is to threaten AoOs (with Combat Reflexes) on THEIR turn. THAT is how you play "battlefield control" with a reach weapon (or any weapon). It's not about your turn. It's about theirs. You position yourself. They then have to decide whether to risk it.
I mean.. the rules are all right here: https://www.d20pfsrd.com/gamemastering/combat/
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