You understand how to use equipment in combat.

Prerequisite(s): Base attack bonus +1.

Choose a piece of equipment, such as anvil, boots, a cloak, rope, a shield, a heavy blade scabbard, a sunrod, or wondrous item.

Benefit(s): You can use any equipment trick relating to the chosen item as long as you meet the trick’s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.

Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (piece of equipment) feat.

Anvil Tricks

Source PPC:MM

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (anvil) feat. You may use these tricks with any anvil weighing 50 pounds or more.

Counterweight (Climb 5 ranks) : You can use your anvil as a counterweight when you climb a rope or chain to reduce your Climb DC by 5.

: You can use your anvil as a counterweight when you climb a rope or chain to reduce your Climb DC by 5. Improve Armor (Craft [armor] 5 ranks) : You can spend an hour with your anvil and a suit of non-magical metal armor to temporarily increase the armor’s armor bonus by 1. This bonus ends after the next time the wearer is hit.

: You can spend an hour with your anvil and a suit of non-magical metal armor to temporarily increase the armor’s armor bonus by 1. This bonus ends after the next time the wearer is hit. Quick Fix (Craft [any] 5 ranks) : You can spend 1 minute with your anvil and a metal item with the broken condition to remove the broken condition from the item for 1 hour. The item does not recover any hit points, and at the end of the hour it regains the broken condition and loses an additional 1d6 hit points (unless properly fixed by then).

: You can spend 1 minute with your anvil and a metal item with the broken condition to remove the broken condition from the item for 1 hour. The item does not recover any hit points, and at the end of the hour it regains the broken condition and loses an additional 1d6 hit points (unless properly fixed by then). Smash Through (Improved Bull Rush): When you end your move adjacent to a closed door, you can open the door as part of your move action (instead of as a separate move action) by smashing it with an anvil as you move. If the door is stuck or locked, you must succeed at a bull rush combat maneuver check that exceeds the door’s break DC.

Boot Tricks

Source PPC:DTT

In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (boots) feat. A pair of boots refers to any set of footwear that has hard soles. These equipment tricks can be used with either magic or mundane boots.

Cleat Stomp (Improved Unarmed Strike) When you make a successful unarmed strike against an opponent while wearing a pair of boots with cleats, the target takes 1 point of bleed damage. The bleed damage can be stopped by a successful DC 15 Heal skill check or by magical healing. The effects of this trick stack with other sources of bleed damage but not with other bleed damage dealt by this trick.

When you make a successful unarmed strike against an opponent while wearing a pair of boots with cleats, the target takes 1 point of bleed damage. The bleed damage can be stopped by a successful DC 15 Heal skill check or by magical healing. The effects of this trick stack with other sources of bleed damage but not with other bleed damage dealt by this trick. Heel Crush (Improved Dirty Trick) When you succeed at a successful dirty trick combat maneuver check against an opponent within melee range, you can crush the target’s foot or similar appendage with your boot heel. Instead of inflicting one of the conditions that can normally be imposed by a dirty trick, you reduce the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. As usual, a creature with a movement speed of 5 feet can’t take a 5-foot step.

When you succeed at a successful dirty trick combat maneuver check against an opponent within melee range, you can crush the target’s foot or similar appendage with your boot heel. Instead of inflicting one of the conditions that can normally be imposed by a dirty trick, you reduce the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. As usual, a creature with a movement speed of 5 feet can’t take a 5-foot step. Sharp Veer (Combat Reflexes) Whenever you use the charge or run action, you can make one 90-degree turn during your movement. You must move at least 10 feet in a straight line after this turn if you are charging.

Cloak Tricks

Source PPC:DTT

In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (cloak) feat. At the GM’s discretion, you can use these tricks with any cloth object that is roughly the same size and shape as a cloak for a creature of your size (such as a curtain).

Heavy Blade Scabbard Tricks

Source PPZO9410

In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (heavy blade scabbard) feat to use a trick. You may use these tricks with any sword scabbard designed for a heavy blade (see the fighter weapon groups). At your GM’s discretion, you may be able to use some of these tricks with a scabbard intended for a light blade, but that requires a separate Equipment Trick feat and may be less effective.

Instrument Tricks

Source PPZO94102

Bards and other musicians must sometimes improvise more than their music. These instrument tricks expand any musical instrument’s uses and supplement the Equipment Trick feat presented on page 2. Some tricks might be unusable for certain instruments at the GM’s discretion; for example, an organ is too unwieldy to use as an improvised weapon. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (instrument) feat to use a trick.

Attention Grabber (Perform 5 ranks, Bluff 5 ranks or bardic performance or raging song class feature) : Your loud or discordant performance covers your allies’ movements. Creatures within 30 feet of you that can hear you play an instrument take a –2 penalty on Perception checks, other than Perception checks made in response to your actions, for as long as you play.

: Your loud or discordant performance covers your allies’ movements. Creatures within 30 feet of you that can hear you play an instrument take a –2 penalty on Perception checks, other than Perception checks made in response to your actions, for as long as you play. Goad Animal (Handle Animal 5 ranks or Animal Affinity) : You can use your soothing performance to handle an animal that is friendly toward you, such as a mount or pet. When playing your instrument, commanding the animal to perform a trick it knows is a free action, and pushing it to perform a trick it does not know is a standard action. If you already can make an animal respond more quickly, such as with the link ability of an animal companion, this trick provides no benefit.

: You can use your soothing performance to handle an animal that is friendly toward you, such as a mount or pet. When playing your instrument, commanding the animal to perform a trick it knows is a free action, and pushing it to perform a trick it does not know is a standard action. If you already can make an animal respond more quickly, such as with the link ability of an animal companion, this trick provides no benefit. Jaw-Dropping Distraction (Perform 7 ranks, Bluff 7 ranks or bardic performance or raging song class feature) : When using your instrument, you can attempt a Perform check instead of a Bluff check to feint an opponent. If you succeed, the creature is denied its Dexterity bonus to AC against one target of your choosing (other than you) until the beginning of your next turn. Once you have used this trick against a creature, whether or not you succeeded at the check, you cannot use this trick to feint the creature for 24 hours. Creatures with uncanny dodge are immune to this trick.

: When using your instrument, you can attempt a Perform check instead of a Bluff check to feint an opponent. If you succeed, the creature is denied its Dexterity bonus to AC against one target of your choosing (other than you) until the beginning of your next turn. Once you have used this trick against a creature, whether or not you succeeded at the check, you cannot use this trick to feint the creature for 24 hours. Creatures with uncanny dodge are immune to this trick. Play to the Crowd (Perform 3 ranks, Diplomacy 3 ranks or bardic performance or raging song class feature) : You can use Perform, rather than Diplomacy, to improve an NPC’s initial attitude toward you as long as you are able to perform for at least 1 minute. You cannot use this trick to increase the NPC’s attitude beyond friendly.

: You can use Perform, rather than Diplomacy, to improve an NPC’s initial attitude toward you as long as you are able to perform for at least 1 minute. You cannot use this trick to increase the NPC’s attitude beyond friendly. Ruffian’s Riff (Catch Off-Guard): You can treat a musical instrument as an improvised weapon with the performance special feature. When you use a masterwork musical instrument as an improvised weapon, you treat it as a masterwork weapon (adding a +1 enhancement bonus on your attack rolls). Your attacks with a magical musical instrument are treated as magic for the purpose of overcoming damage reduction.

Ladder Tricks

Source PPZO94102

Ladders are not a common adventuring staple due to their cumbersome size.

Yet some adventurers who take ladders with them into the field use them to great effect. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (ladder) feat to use a trick.

Lantern Tricks

Source PPZO94102

Lanterns come in a variety of shapes and sizes. Each of these tricks can be performed with any sort of lantern or lamp, except when a specific kind of lamp is indicated in the description. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (lantern) feat to use a trick.

Mirror Tricks

Source PPZO94102

Adventurers carry mirrors for many unconventional uses.

You may perform the following tricks with a mirror or, at the GM’s discretion, with a similarly reflective handheld item, such as a highly polished piece of metal. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (mirror) feat to use a trick.

Net Tricks

Source PPC:DTT

In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (net) feat. To use any of these equipment tricks, you must be proficient with nets.

Pole Tricks

Source PPZO94102

Each of these tricks can be done with a pole or balancing pole, but specific poles have further abilities. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (pole) feat to use a trick.

Pole Trip (Catch Off-Guard or Improved Trip) : You can treat a pole as an improvised weapon with the reach and trip special features. You can treat an unhinged folding pole as an improvised weapon with the disarm and trip special features. A pole or folding pole used as an improvised weapon deals 1d6 points of bludgeoning damage.

: You can treat a pole as an improvised weapon with the reach and trip special features. You can treat an unhinged folding pole as an improvised weapon with the disarm and trip special features. A pole or folding pole used as an improvised weapon deals 1d6 points of bludgeoning damage. Seek the Unseen (Perception 1 rank) : When you attempt to find a creature you cannot see (either because it is invisible, or because you are blind), you can sweep a pole through any two adjacent squares within 10 feet of you as a standard action. Make a melee attack against an AC of 10. If you hit, and if a creature you cannot see is in the designated area, you deal no damage but have successfully pinpointed the creature’s current location.

: When you attempt to find a creature you cannot see (either because it is invisible, or because you are blind), you can sweep a pole through any two adjacent squares within 10 feet of you as a standard action. Make a melee attack against an AC of 10. If you hit, and if a creature you cannot see is in the designated area, you deal no damage but have successfully pinpointed the creature’s current location. Wall Climb (Climb 3 ranks): You can climb narrow passageways if your pole can reach a wall or other solid surface on both sides, bracing yourself and scooting the pole further along the surface as you climb. This method is reliable but laborious; you gain a +10 circumstance bonus on your Climb checks to climb in this manner, but you climb at half the usual speed.

Rope Tricks

Source PCS:PSFG

In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (rope) feat to use rope tricks. Rope tricks can be performed with hemp rope or silk rope, or with similar rope-like items at the GM’s discretion.

Coil (Sleight of Hand 5 ranks) : You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)

: You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.) Hogtie (Improved Grapple) : When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.

: When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10. Knotted Weapon (Weapon Proficiency [spiked chain]) : You can use a knotted length of rope as a spiked chain that inflicts bludgeoning damage instead of piercing damage.

: You can use a knotted length of rope as a spiked chain that inflicts bludgeoning damage instead of piercing damage. Lash (Weapon Proficiency [whip]) : You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.

: You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side. Lifeline (Climb 5 ranks) : When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.

: When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it. Quick Release (no additional prerequisites) : You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.

: You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length. Slip Away (Escape Artist 5 ranks) : You gain a +10 bonus on Escape Artist checks to escape from ropes and rope-like restraints (such as vines).

: You gain a +10 bonus on Escape Artist checks to escape from ropes and rope-like restraints (such as vines). Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.

Shield Tricks

Source PPZO9410

In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (shield) feat and proficiency in (non-tower) shields to use a trick. You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll.

Sling Tricks

Source PPC:HotF

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (sling) feat.

Smokestick Tricks

Source PPZO94102

Often overlooked for alchemist’s fire, smokesticks can provide versatile tactical advantage in the right hands. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (smokestick) feat to use the following trick.

Sunrod Tricks

Source PCS:PSFG

In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (sunrod) feat to use a trick.

Source PPZO94102

Tanglefoot bags can be a versatile and even deadly tool in the hands of a skilled user. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (tanglefoot bag) feat to use a trick. At your GM’s discretion, you may be able to use some of these tricks with a tangleburn bag, but at the risk of dealing fire damage to connected items or creatures.

Source PPC:DTT

In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (thieves tools) feat. Indispensable to a rogue or any other adventurer who wishes to crack open a lock or disable a trap, a set of thieves’ tools contains a number of sharp picks and coarse files.

Thunderstone Tricks

Source PPZO94102

In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (thunderstone) feat to use the following tricks.

Wondrous Item Tricks

Source PPC:DTT

In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (wondrous items) feat. You can use these tricks with any wondrous item that can be worn in a specific magic item slot, such as the body or wrists.