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)
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)
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/
That is the attacker. The defender falls over, and that is how a Tripper can stop charges and the like.
No, that's both. Did you not read the link? d20pfsrd has ALL the rules, including 3rd party shit.
But, seriously, this is a question they put in a sidebox because it's THAT much of a FAQ
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.
Secondly, no, you're not literally stopping them. You're making them decide whether or not to risk losing health as a trade-off to get past you. That puts them at a disadvantage when it's your turn, because you have a second line. Unless they have a Pounce, they can't Full Attack you at all if they move more than 5ft. If you're tripping, then you're losing the advantage of that threat. You're playing too literally. The enemy has to make decisions just the same as you do.
Your reading comprehension needs work. What you quoted specifically addresses the attacker and only the attacker.
Lul I thought that was the question.
And yes. You can stop them. But you're not trying to stop them. You're trying to kill them. I'd be happy if they ran past me, lost health, and then I kill them on my turn.
The point of a Chain Gun Tripper is that that is your primary form of attack. With Improved Trip, every time you trip a guy, you get a free attack. And it is called a Chain Gun Tripper because it has a LOT of AoO.
Remember, if he declared a charge, he can't do anything any more for that round. If it was a regular move, he now only has a standard action left, and if he tries to get up using that action, he generates AoO. You can't trip him on his AoO (since he is already prone), but you can whack him normally.
The whole idea of a Chain Gun Tripper is to immobilise anyone within your threatened area. Control the battlefield. Reduce the threat.
A Chain Gun Tripper backed up by a god-style Wizard is a nasty combo.