Whip and Trip


Rules Questions


I understand basically how trip works, and my character also has a whip, amongst other weapons.
Given the whip has "trip" in its special, does that mean you can only trip with things that say trip?
Could a fighter with a longsword not just kick the legs from under his opponent?


Alex Sinclair wrote:

I understand basically how trip works, and my character also has a whip, amongst other weapons.

Given the whip has "trip" in its special, does that mean you can only trip with things that say trip?
Could a fighter with a longsword not just kick the legs from under his opponent?

The trick is that you can't get tripped yourself when using such a weapon for a trip attempt and failing the attempt, instead you can just drop the weapon to avoid being tripped.


Ah, now that makes sense. Hurrah for drawing a weapon as a move action!

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

<treadsurrection />

A weapon with a combat maneuver property can also add the enhancement bonus to the combat maneuver, as well as any appropriate feats. So a 6th level fighter with a +2 whip, weapon focus whip, and weapon training (flails) would have a +10 bonus to trip with a whip before counting strength, but only a +6 bonus if wielding a long sword.

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Galnörag wrote:

<treadsurrection />

A weapon with a combat maneuver property can also add the enhancement bonus to the combat maneuver, as well as any appropriate feats. So a 6th level fighter with a +2 whip, weapon focus whip, and weapon training (flails) would have a +10 bonus to trip with a whip before counting strength, but only a +6 bonus if wielding a long sword.

Incorrect.

(Don't forget to check SKR's comments in the discussion thread as well.)

Also this FAQ, which references the above-linked blog.

You used to be correct, but it was changed. The current state of things is that Disarm, Sunder and Trip all normally use a weapon (and apply related bonuses, such as Weapon Focus) regardless of whether or not your weapon has the related quality - you can perform all three with longswords, flails, claws, unarmed strikes, clubs, whatever.

If your weapon has the Disarm quality, you get a +2 on your disarm check.

If your weapon has the Trip property, failing your trip check by 10 or more causes you to drop your weapon instead of falling prone. Additionally, such a weapon can be used to deliver a drag or reposition maneuver (which normally don't use weapons).

(Yes, this means that the Trip weapon quality doesn't actually make you any more likely to succeed on a trip check. SKR would like it to be a +2 to mirror the Disarm quality, but got overruled by Jason Buhlman.)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

it would be cool if when a post is referenced by an FAQ if there is a reverse reference from the post to the faq

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This is why it's good to both follow the blog AND check the FAQ a few times a month. ;)

But hey! Now one more person knows! :D

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

oh I do, and I'm sure having just reread it, that I've read that before, but since the blog has something new daily it is hard to memorize all the minutia, and the FAQ is kind of, well kind of ineffective, since it makes big sweeping rule changes that never end up in print or the PRD, I can't memorize the minutia. I just saw this thread while searching for whip related ones, and thought I would comment on what is consistent with the current state of the PRD, which turns out to be wrong.

We need a better way to keep the rule changes organized. Like the new sneak rules, are they considered official? who knows? I think we are all open to this sort of play test and tweak Paizo approach, but codifying the current state of the game is missing.

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