Activating magic weapon special abilities on CM attacks


Rules Questions


3 people marked this as FAQ candidate.

I just started playing a new character who's going to be a whip specialist and it got me thinking: would a magical special ability apply to a combat maneuver made with that weapon?

For example, if I had a +1 flaming whip and used the whip on a trip attack (and if the trip succeeds), does the opponent then become tripped and take fire damage or does the fire damage only apply during a regular melee attack?

Because if the special ability doesn't apply to the CM attempt, I can't really see any reason to buy anything other than just an enhancement bonus for the weapon if it's going to mainly be used for CMs.


I was going to say "no" because CM aren't attacks and don't hit... but reading through the CM section again, it talks about attack rolls all the time.

However I'm still going to say "no" because it mentions "an extra 1d6 points of fire damage" in the flaming entry, which indicates that you have to do some damage first to qualify for "extra" damage.


Quatar wrote:

I was going to say "no" because CM aren't attacks and don't hit... but reading through the CM section again, it talks about attack rolls all the time.

However I'm still going to say "no" because it mentions "an extra 1d6 points of fire damage" in the flaming entry, which indicates that you have to do some damage first to qualify for "extra" damage.

That's about the same thought process I went through but I wanted a second opinion. Ok, well I'm not going to bother wasting a lot of gold on upgrades to my whip then. That's really a shame, they should have a few special abilities that aid in CMs; there are plenty of characters out there who specialize in that sort of thing.


Quatar wrote:

I was going to say "no" because CM aren't attacks and don't hit... but reading through the CM section again, it talks about attack rolls all the time.

However I'm still going to say "no" because it mentions "an extra 1d6 points of fire damage" in the flaming entry, which indicates that you have to do some damage first to qualify for "extra" damage.

Then again you don't necessarily need to read the "extra 1d6 points of fire damage" as meaning you have to do damage in the first place. It can be read as 'it does extra damage in addition to the [generic] attack you just made'. Meaning the trip is the attack and the flaming does an extra 1d6 fire damage in addition to the trip.

I don't know, it's a tough call. Maybe we need an official ruling on this.

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