Pathfinder: Kingmaker

Pathfinder: Kingmaker

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zynexis Aug 31, 2020 @ 4:04pm
Trip is not affected by Reach weapons?
Seems very odd to not have the range of Trip be affected by Reach weapons - since that was exactly what many polearm weapons were meant to excel at..

I read the trip attack itself is not affected by your weapon stats, which is a little sad, but i suppose not completely unfair, since it's a maneuver and based on CMB (it still feels like it should be in a sense)

Having Trip ignore Reach pretty much completely nullifies a lot of tactical builds, such as a halberd wielder behind a shield wall setup.

It's sad when small missing details can ruin a party build in that way..the Reach wielders are much less viable cause of this, with them need to step into frontline to perform the trip.

Out the window goes that party plan x)
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Showing 1-9 of 9 comments
RKoz¦90N Aug 31, 2020 @ 5:40pm 
You're absolutely right and that's how it works in the pnp. No idea why they chose to make trip its own action instead of letting you activate it of off any attack.

You can cast enlarge person on your second line, though, which does basically what you want.
You can activate it for off attacks using mods

Because mods make the game better :)
RKoz¦90N Aug 31, 2020 @ 6:07pm 
Originally posted by =NK= Col. Jack O'Neil:
You can activate it for off attacks using mods

Because mods make the game better :)

Which mod does that? And are there any mods not on the nexus?
It was this one

Closer To Tabletop - https://www.nexusmods.com/pathfinderkingmaker/mods/132
This mod changes a few things like flanking (So sneak attacks are like tabletop as in you need to actually be flanking the creature), ability to stay down when prone, quick draw feats and ability to drop weapons, combat manvouers that can be toggled off and used in pace of other attacks like AoO’s, attacks of opportunity and soft cover (I keep forgetting to take this into account when shooting from ranged and when using reach weapons behind melee!!! (New feats are added for this as well)) ***Not compatible with flanking mod***

I think another one added it, I'll check later. Currently I've tested that it loads, but haven't checked the functionality of it out
Actually, it's in proper flanking 2, although this requires call of the wild (Which is amazing and will give you a much better tabletop choices - although I change some of the settings this mod changes), plus this adds the weapons enhancement

It also adds option to use combat maneuvers as attacks.In addition, when using Trip, Disarm, Sunder, Bull Rush (as a part of charge) or Dirty Trick combat maneuvers (as part of full attack with Quick Dirty Trick feat) CMB will be calculated based on weapon used for maneuver (primary hand weapon if used outside of full attack), CMD calculation should also now take into account attacker dependent bonuses to AC.

Here's my pinned thread about mods. I'm still updating the info on the thread.

https://steamcommunity.com/app/640820/discussions/0/1645418448927040249/?ctp=18
Last edited by =[NK]= Col. Jack O'Neil; Aug 31, 2020 @ 9:19pm
haplok Aug 31, 2020 @ 11:56pm 
Note a few select weapons offer a bonus to CMB. Mastery Fauchard, apart from its +5 CMB bonus, also delivers a free strike when you land a Combat Maneuver (besides the usual AoOs).
Trehek Sep 1, 2020 @ 4:11am 
The trip reach is honestly quite a weird oversight, considering that one of the artisan masterpieces is a tripping polearm, so clearly they gave the tactic some consideration.
RKoz¦90N Sep 1, 2020 @ 4:14am 
Originally posted by =NK= Col. Jack O'Neil:
Actually, it's in proper flanking 2, although this requires call of the wild (Which is amazing and will give you a much better tabletop choices - although I change some of the settings this mod changes), plus this adds the weapons enhancement

It also adds option to use combat maneuvers as attacks.In addition, when using Trip, Disarm, Sunder, Bull Rush (as a part of charge) or Dirty Trick combat maneuvers (as part of full attack with Quick Dirty Trick feat) CMB will be calculated based on weapon used for maneuver (primary hand weapon if used outside of full attack), CMD calculation should also now take into account attacker dependent bonuses to AC.

Here's my pinned thread about mods. I'm still updating the info on the thread.

https://steamcommunity.com/app/640820/discussions/0/1645418448927040249/?ctp=18


Thanks. I think I hold off on mods that change the flanking rules or add soft cover, until 5ft steps have been fixed in TB mode.
So one of teh devs made 1 comment on discord that you can full attack after 5" stepping.. Seems like you just need to right click to cycle through to that option after 5" stepping, but it doesn't do it automatically??

Honestly.. I'm not sure how this was beta tested..

"This will be fixed in the next official patch. Actually, you CAN do full attack even now, it's just not offered by default. Right click will a few times, and the game will switch to full attack."
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Date Posted: Aug 31, 2020 @ 4:04pm
Posts: 9