Item: Combat Lure

TypeWeapon
Level0
Rarity
Uncommon
Base ItemCombat Lure
CategoryMartial
GroupFlail
Damage1d6 bludgeoning
Price2 gp
UsageHeld in two hands
PublicationPathfinder Treasure Vault (Remastered)Remaster

A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal.


Trait Effects

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

Tethered: This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand (including if you've just thrown a two-handed tethered weapon and have a hand holding nothing but the weapon's tether), you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it's being held by another creature).

Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.

Training: A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. Striking a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation 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 specialisation effect of your weapon.

Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.


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