Capturing SpetumUncommon Hampering Hobgoblin Reach Trip Source Player Core 2 pg. 274Price 9 gp;
Damage 1d10 P;
Bulk 2
Hands 2
Type Melee;
Category Advanced;
Group Polearm
Hobgoblins use these polearms both as standard issue for aggressive military units and on an individual basis for hunting fugitives.
Traits
Hampering: A weapon with the hampering trait includes a disruptive limb or flange. After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first.
Hobgoblin: A creature with this trait is a tall, militaristic goblinoid. Hobgoblins tend to have darkvision. An ability with this trait can be used or selected only by hobgoblins. An item with this trait is created and used by hobgoblins.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Critical Specialization Effects
Source Core Rulebook pg. 283 4.0Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Polearm: The target is moved 5 feet in a direction of your choice. This is
forced movement.