SRD:Improved Trip

From d&d wiki, improved trip [general], prerequisites.

Int 13, Combat Expertise .

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Without this feat , you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

At 6th level, a monk may select Improved Trip as a bonus feat , even if she does not have the prerequisites.

A fighter may select Improved Trip as one of his fighter bonus feats .

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improved trip 3.5

Improved Trip

Prerequisite, required for.

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats (see page 38).

Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. See Trip, page 158.

SRD:Improved Trip

Improved Trip [ Fighter ] Prerequisites:   Int 13, Combat Expertise . Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. Normal: Without this feat , you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. Special: At 6th level, a monk may select Improved Trip as a bonus feat , even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats .

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  • General Feat
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SRD : Improved Trip

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Improved Trip [General] [ ]

Prerequisites [ ].

Int 13, Combat Expertise .

Benefit [ ]

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Without this feat , you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special [ ]

At 6th level, a monk may select Improved Trip as a bonus feat , even if she does not have the prerequisites.

A fighter may select Improved Trip as one of his fighter bonus feats .

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Improved trip (combat).

You are skilled at sending your opponents to the ground.

Prerequisite : Int 13, Combat Expertise .

Benefit : You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Normal : You provoke an attack of opportunity when performing a trip combat maneuver.

Pathfinder RPG Core Rulebook . Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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Improved Trip

You are trained not only in tripping opponents safely but also in following through with an attack.

Prerequisite

Combat Expertise ( PH ) , INT 13,

Required for

Curling Wave Strike ( Sto ) , High Sword Low Axe ( CW ) , Improved Overrun ( SF ) , Knock-down ( DD ) , Sand Snare ( Sa ) , Defensive Throw ( CW ) , Knock-Down ( SF ) , Pebble Underfoot ( DC ) , Vae School ( DrU ) , Defensive Throw ( OA ) , Great Throw ( OA ) , Mighty Works Mastery II ( OA ) , The Gentle Way Mastery ( OA ) ,

You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats (see page 38).

Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. See Trip, page 158.

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Special Attacks

Aid another.

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action . You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check .

See also: Aid Another during a skill check .

You can make a bull rush as a standard action (an attack) or as part of a charge . When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.

Initiating a Bull Rush

First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)

Second, you and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.

Bull Rush Results

If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)

If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.

Movement During a Charge

You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. ( Helpless creatures don’t stop a charge.)

If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

You can’t take a 5-foot step in the same round as a charge.

If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

Attacking on a Charge

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a -2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on the Strength check made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.

Lances and Charge Attacks

A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied against a Charge

Spears, tridents , and certain other piercing weapons deal double damage when readied (set) and used against a charging character.

As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.

If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon the defender may still oppose you with an attack roll , but takes a penalty and can’t attempt to disarm you in return if your attempt fails.

Attack of Opportunity . You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack of opportunity for making a disarm attempt.) If the defender’s attack of opportunity deals any damage, your disarm attempt fails.

Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a -4 penalty on the roll.

Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square.

If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll . His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.

Note: A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed.

Grabbing Items

You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.

If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.

You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple ). Even then, the defender gains a +4 bonus on his roll to resist the attempt.

Feinting is a standard action . To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.

When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it’s impossible.

Feinting in combat does not provoke attacks of opportunity .

Feinting as a Move Action

With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action .

Grapple Checks

Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll . Your attack bonus on a grapple check is:

Base attack bonus + Strength modifier + special size modifier

Special Size Modifier

The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16. Use this number in place of the normal size modifier you use when making an attack roll .

Starting a Grapple

To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll . If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).

Attack of Opportunity . You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.

Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.

Hold. Make an opposed grapple check as a free action .

If you succeed, you and your target are now grappling , and you deal damage to the target as if with an unarmed strike .

If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.

Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)

Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.

Grappling Consequences

While you’re grappling, your ability to attack others and defend yourself is limited.

No Threatened Squares

You don’t threaten any squares while grappling.

No Dexterity Bonus

You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)

No Movement

You can’t move normally while grappling. You may, however, make an opposed grapple check to move while grappling .

If You’re Grappling

When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action ). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.

Activate a Magic Item

You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a grapple check to activate the item.

Attack Your Opponent

You can make an attack with an unarmed strike , natural weapon , or light weapon against another character you are grappling. You take a -4 penalty on such attacks.

You can’t attack with two weapons while grappling, even if both are light weapons.

Cast a Spell

You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action , it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.

Damage Your Opponent

While grappling, you can deal damage to your opponent equivalent to an unarmed strike . Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.

Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.

Draw a Light Weapon

You can draw a light weapon as a move action with a successful grapple check.

Escape from Grapple

You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action . If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).

You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action , and you must beat all the other individual check results to move the grapple.

Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.

Retrieve a Spell Component

You can produce a spell component from your pouch while grappling by using a full-round action . Doing so does not require a successful grapple check.

Pin Your Opponent

You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned , you have a few options available to you (see below).

Break Another’s Pin

If you are grappling an opponent who has another character pinned , you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.

Use Opponent’s Weapon

If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).

You don’t gain possession of the weapon by performing this action.

If You’re Pinning an Opponent

You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.

You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt.

You may voluntarily release a pinned character as a free action ; if you do so, you are no longer considered to be grappling that character (and vice versa).

You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.

If You’re Pinned by an Opponent

When an opponent has pinned you, you are held immobile (but not helpless ) for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action . If you win, you escape the pin, but you’re still grappling.

Joining a Grapple

If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.

If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.

Multiple Grapplers

Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.

When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.

Mounted Combat

Horses in combat.

Heavy warhorses , light warhorses and warponies can serve readily as combat steeds. Light horses , ponies , and heavy horses , however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn.

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

A horse (not a pony ) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.

Combat while Mounted

With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action .

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack . Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge . If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance .

You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll . You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally

Casting Spells while Mounted

You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).

If Your Mount Falls in Battle

If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.

If You Are Dropped

If you are knocked unconscious , you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage.

Without you to guide it, your mount avoids combat.

You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.

If you’re attempting to overrun an opponent, follow these steps.

Attack of Opportunity . Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.

Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) The overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.

Opponent Blocks? If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid . If you win, you knock the defender prone . If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.

Consequences. If you succeed in knocking your opponent prone , you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move 5 feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.

Improved Overrun

If you have the Improved Overrun feat, your target may not choose to avoid you.

Mounted Overrun (Trample)

If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier , rather than yours). If you have the Trample feat and attempt an overrun while mounted, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.

You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you’re attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.)

Attack of Opportunity . You provoke an attack of opportunity from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur an attack of opportunity for making the attempt.)

Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.

Consequences. If you beat the defender, roll damage and deal it to the weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much damage you must deal to destroy the weapon or shield.

If you fail the sunder attempt, you don’t deal any damage.

Sundering a Carried or Worn Object

You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm . You can’t sunder armor worn by another character.

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Splash weapons require no weapon proficiency , so you don’t take the -4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target.

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. (You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature.)

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw.

After you determine where the weapon landed, it deals splash damage to all creatures in adjacent squares.

You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is one size category larger than you, the same size, or smaller.

Making a Trip Attack

Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks.

If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid . If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.

Avoiding Attacks of Opportunity

If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don’t provoke an attack of opportunity for making a trip attack.

Being Tripped (Prone)

A tripped character is prone . Standing up is a move action .

Tripping a Mounted Opponent

You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount.

Tripping with a Weapon

Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity .

If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Turn Or Rebuke Undead

Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.

Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.

Regardless of the effect, the general term for the activity is "turning." When attempting to exercise their divine control over these creatures, characters make turning checks.

Turning Checks

Turning undead is a supernatural ability that a character can perform as a standard action . It does not provoke attacks of opportunity .

You must present your holy symbol to turn undead. Turning is considered an attack.

Times per Day

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

Turning Check

The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.

Turning Damage

If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.

If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead .

You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

Effect and Duration of Turning

Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Destroying Undead

If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

Evil Clerics and Undead

Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.

A rebuked undead creature cowers as if in awe ( attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.

A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

Dispelling Turning

An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).

Bolstering Undead

An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.

Neutral Clerics and Undead

A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them. See Turn or Rebuke Undead for more information.

Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

Paladins and Undead

Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.

Turning Other Creatures

Some clerics have the ability to turn creatures other than undead.

The turning check result is determined as normal.

Two-Weapon Fighting

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:

  • If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
  • The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.

Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

Double Weapons

You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.

Thrown Weapons

The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas , javelin , net , or sling as a one-handed weapon.

Shield Bash Attacks

You can bash an opponent with a light shield or heavy shield , using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls , treat a heavy shield as a one-handed weapon and a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

Shield Spikes

When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

The Hypertext d20 SRD TM is owned by BoLS Interactive LLC .

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a .

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20 .

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Trip + Disarm Optimisation [3.5]

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Thread: Trip + Disarm Optimisation [3.5]

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Gaiyamato is offline

Can anyone give me some tips/help in building a maxed out optimised fighter who uses the following tactics: Trip Use free attack from trip to steal weapon. Use AoO against unarmed foe to kill them with their own weapon. Within 9 levels if possible. No spellcasting abilties, no magic items. VoP included. There are reasons for this. ;) See a more recent attempt I made for a game here in my sig, Epemet. Trying to see how far I can take the whole trip/disarm (drain for charges if magic weapon) thing.
Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game ! Spoiler: Past Avatars Show Awesome Avatar made by Meirnon !!! Originally Posted by Chilingsworth We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage... Extended Homebrewer's Signature

lvl 1 fighter is offline

Re: Trip + Disarm Optimisation [3.5]

This is the slickest trip build I've seen. Fighter 20 - and it's done with style. 6 hits to 1: Jack B. Quick
Last edited by lvl 1 fighter; 2009-07-12 at 01:53 AM . Reason: no disarm in that build
Attacking the darkness since 1998. PbP Games Aberrant Adept / Revised Hexblade Avatar by Recaiden. Respect.
Cool Build but not quite. ;)

Talic is offline

Str is essential. It's the basis for Offensive Tripping, and disarming. So let's start with the obvious. Trippers work best with reach. So let's start with Half Ogre. LA +2, High Strength, Reach. Int Penalty hurts, but not insurmountable. My thought is: Half Ogre. PsyWar 4 / Fighter 3 Feats: 1: Combat Expertise 1: Practiced Manifester (Psywar Bonus) 2: Improved Disarm (Psywar Bonus) 3: Improved Trip 3: Improved Unarmed Strike (Fighter Bonus) 4: Weapon Focus (Unarmed Strike) (Fighter Bonus) 6: ***Open*** For PsyWar, make sure you have the Expansion power. You'll be Manifester level 8, so you can go up 2 sizes, or make it a swift action, whichever is more advantageous at the moment. (Flaws can be used for Sacred Vow/VoP) Put a 15 Strength base, and it goes up to 21. Level 4 boost makes it 22, and you have plenty of stattage for getting the Int decent. You have a 10 foot base reach; when you enlarge, it gets better. From there, for tripping, you'll either be large, huge, or Gargantuan. That's +4, +8, or +12 to the check for size. Final mods after str (not counting VOP) +14, +19, +24 (these are straight strength checks, btw, no BAB for the opponent) to trip, and -4 for Disarm (unarmed strikes are light weapons), but you get the weapon if you disarm. It's MAD, as you need Str, Int, and Wis, but it's still solid, if you don't put a stellar score in Str.
Last edited by Talic; 2009-07-12 at 02:08 AM .
You could us the Generic Expert/Warrior and drop the Practised Manifester entirely. Vop (get using Flaws) would give you stat increases as well as all the other bonuses which makes up for the MAD. Q: Is it required to take Improved Unarmed Strike for any reason or did you just find it to be cool?
Practiced Manifester + Psywar 4 gives you Psywar 7, which gives you the expansion power, augmented for size, swift action, or extended duration, at your option. (this is needed, as Enlarge Person doesn't work on you) It also gives you bonus feats, and 2nd level Psywar powers. I don't consider this casting, as Psywar is pretty much mostly passive self buffing abilities. Unarmed Strike was so that you could disarm while unarmed. If you do so, you get the weapon in your hand. If you don't, the weapon ends up on the ground, and you'd need a move action to pick it up. If you don't mind the additional action/mobility cost, go EWP Spiked Chain and Weapon Focus with the same. It'll translate to a bonus to disarm, extra reach, and if you can eventually get it adamantine, you'll get an additional sunder option.
Last edited by Talic; 2009-07-12 at 02:38 AM .
http://www.d20srd.org/srd/combat/spe...cks.htm#disarm No the Improved Unarmed Combat feat actually makes no difference to that. :P Because of the Improved Disarm feat you don't provoke AoO for Disarming no matter what "weapon" you use, and the only requirement for ending up with the weapon is that you use disarm while unarmed. Here is a Question: If spellfire is a weapon of sorts, and you can take Weapon focus etc. for it. then can you use it to disarm? Say expend one charge and blast weapons out of hands with fire?
Last edited by Gaiyamato; 2009-07-12 at 02:42 AM .

Dixieboy is offline

Originally Posted by Gaiyamato Use AoO against unarmed foe to kill them with their own weapon. "Stop hitting yourself"?
Originally Posted by Dixieboy "Stop hitting yourself"? Would only work if I had ripped their arm off as well. lol. I had insipiration earlier. Wolf totem gives trip attack for free at level 2. Is there any way to gain disarm easily at low levels? If so I need not even bother with Combat Expertise. Combat Reflexes is the only other basic fighter-type feat that may be useful.
Originally Posted by Gaiyamato http://www.d20srd.org/srd/combat/spe...cks.htm#disarm No the Improved Unarmed Combat feat actually makes no difference to that. :P Because of the Improved Disarm feat you don't provoke AoO for Disarming no matter what "weapon" you use, and the only requirement for ending up with the weapon is that you use disarm while unarmed. Here is a Question: If spellfire is a weapon of sorts, and you can take Weapon focus etc. for it. then can you use it to disarm? Say expend one charge and blast weapons out of hands with fire? Ranged weapons typically cannot be used to disarm. And you're right. The Disarm action will not provoke. However, the making an attack with an unarmed strike will (depending on interpretation). It can be interpreted both ways, and you don't want it to go against you. Still, if you're going against creatures with less reach than you, it won't much matter anyway. Hit em from outside reach. Imp unarmed strike would allow you to also grab improved grapple, which would further round out your Melee CC arsenal. Combine that with Stand Still later on, and you've got the makings for a pretty effective controller.
Well it is all meaningless given that the idea is to trip them first. If the trip works then they cannot AoO me. If it fails I have nothing else to do. Improved Trip and Improved Disarm say thet you never give AoO while Tripping or Disarming respectively. They are not unarmed strikes that deal damage. However I could "arm" myself with Spellfire which can also be used a melee weapon if desired, therefore rending the entire discussion moot. So that isn't hard to get around. Also I am sure there is a Ranged Disarm feat.. CW maybe? I don't want to control.. I want to be able to steal magic weapons so I can drain all of the charges from it and hit them with spellfire. lol. Though control can be handy. This is the current proto-type I was going with in a current game. Just trying to improve on it a little if possible: http://www.myth-weavers.com/sheetvie...sheetid=138749 Below is the planned next 8 levels: Code: Level 12: Spellfire Channeler 7 Level 12: Pure Soul Vow: Sanctify Martial Strike +1 WIS +1 Deflection Level 13: Spellfire Channeler 8 +1 to all saves Resist 5, All energy Level 14: Spellfire Channeler 9 Hellbred: Devil's Aura Vow: Touch of Golden Ice +1 Weapon enchant Level 15: Spellfire Channeler 10 Level 15: True Believer +2 STR +2 DEX +2 CON DR X/EVIL Level 16: Soldier of Light 1 Vow: Exalted turning +1 WIS +1 Natural Armor Level 17: Soldier of Light 2 +1 to all saves +1 Weapon enchant Level 18: Purifier of the Hallowed Doctrine 1 Level 18: Power Attack Vow: Ranged Smite Evil +1 Deflection Level 19: Purifier of the Hallowed Doctrine 2 +2 STR +2 DEX +2 CON +2 CHA Level 20: Hell Reaver 1 Vow: Gift of Grace +1 WIS +1 Weapon enchant DR 10/EVIL Resistance becomes 15
Last edited by Gaiyamato; 2009-07-12 at 05:42 AM .
Originally Posted by Gaiyamato Well it is all meaningless given that the idea is to trip them first. If the trip works then they cannot AoO me. If it fails I have nothing else to do. Incorrect. You are not flatfooted while prone. You do not lose your threatened zones or the ability to attack. You take penalties, but you may still take AoO's. Originally Posted by Gaiyamato Improved Trip and Improved Disarm say thet you never give AoO while Tripping or Disarming respectively. They are not unarmed strikes that deal damage. But they are unarmed strikes. Unarmed Touch attacks use all bonuses and penalties that unarmed strikes provide, unless stated otherwise. Including provoking. This is supported by the fact that you can choose to use a different weapon for trip attacks, or disarm attacks. As stated, it can be ruled both ways. Originally Posted by Gaiyamato However I could "arm" myself with Spellfire which can also be used a melee weapon if desired, therefore rending the entire discussion moot. That's valid, if a bit... convoluted. Originally Posted by Gaiyamato So that isn't hard to get around. Also I am sure there is a Ranged Disarm feat.. CW maybe? There is. It's either there, or Races of the Wild. Imposes penalties, but there's that, Ranged Pin, and Ranged Sundering. Granted, if you needed to do ranged, Telekinesis is the weapon of choice, as it can bring the weapon back. Originally Posted by Gaiyamato I don't want to control.. I want to be able to steal magic weapons so I can drain all of the charges from it and hit them with spellfire. lol. Though control can be handy. At the end of an adventuring career, no warrior will ever say, "You know, I wish I'd had less means to control my opponent." Also, note that draining charges may go against the best course of action for the party. Just because you don't get wealth doesn't mean they don't, and doesn't mean they won't get ticked because you nuked that +5 Spellstrike Dagger of Spell-storing. It's along the same lines as Sundering. Bad, as you're destroying the party wealth.
Last edited by Talic; 2009-07-12 at 06:09 AM .
Originally Posted by Talic Incorrect. You are not flatfooted while prone. You do not lose your threatened zones or the ability to attack. You take penalties, but you may still take AoO's. Yes but you lose the ability to make attacks of any sort including AoO while prone. There is actually a feat that lets you attack while prone, which kind of proves the point. Originally Posted by Talic But they are unarmed strikes. Unarmed Touch attacks use all bonuses and penalties that unarmed strikes provide, unless stated otherwise. Including provoking. This is supported by the fact that you can choose to use a different weapon for trip attacks, or disarm attacks. As stated, it can be ruled both ways. It is a special attack that can be made with any weapon (including unarmed strike). The Improved disarm feats states that you NEVER provoke AoO while disarming. This is regardless of the method used. But as I noted above, they lose the ability to make AoO while prone unless they have a certain feat. Originally Posted by Talic That's valid, if a bit... convoluted. I spend one spellfire charge to get a ball of fire. I use my ball of fire to make them drop the weapon. The only problem with it is that under RAW I would not get the weapon in my hand after a disarm as technically I have a "weapon" in my hands already. But other than that it is pretty strait forward. Originally Posted by Talic There is. It's either there, or Races of the Wild. Imposes penalties, but there's that, Ranged Pin, and Ranged Sundering. Granted, if you needed to do ranged, Telekinesis is the weapon of choice, as it can bring the weapon back. I have flaming ranged fire of doom.. I care not about returning. lol. Originally Posted by Talic At the end of an adventuring career, no warrior will ever say, "You know, I wish I'd had less means to control my opponent." True. But if it don't fit, then it don't fit. Originally Posted by Talic Also, note that draining charges may go against the best course of action for the party. Just because you don't get wealth doesn't mean they don't, and doesn't mean they won't get ticked because you nuked that +5 Spellstrike Dagger of Spell-storing. It's along the same lines as Sundering. Bad, as you're destroying the party wealth. I'll just calmly point out that I get the kill so I get the loot. :D Also with my VoP I'll uphold the position that they really don't need all that wealth. lol.

ZeroNumerous is offline

Originally Posted by Gaiyamato Yes but you lose the ability to make attacks of any sort including AoO while prone. There is actually a feat that lets you attack while prone, which kind of proves the point. I assume you've never read the condition summary of Prone .
Originally Posted by ZeroNumerous I assume you've never read the condition summary of Prone . Yes. But it makes no sense because there are 3 sections in tactics on the DMG and DMG II and feat that talk about not being able to make attacks while prone. lol.
Last edited by Gaiyamato; 2009-07-12 at 06:52 AM .

KillianHawkeye is offline

Originally Posted by Gaiyamato Yes but you lose the ability to make attacks of any sort including AoO while prone. There is actually a feat that lets you attack while prone, which kind of proves the point. Furthermore, the Prone Attack feat (from CWar) merely eliminates the penalty for attacking while prone, which anybody can normally do at a -4. It also removes opponents' bonus to hit you when you're prone, and allows you to stand as a free action if your attack hits.
"Nothing you can't spell will ever work." - Will Rogers Watch me draw and swear at video games.
Originally Posted by KillianHawkeye Furthermore, the Prone Attack feat (from CWar) merely eliminates the penalty for attacking while prone, which anybody can normally do at a -4. It also removes opponents' bonus to hit you when you're prone, and allows you to stand as a free action if your attack hits. I'll need to check my books. I feel another clash of book versions coming on.. This has got me four times. I am really starting to regret buying those old books from ebay. Though I may have mis-remembered with the feat... lol. or any of it really. I was reading all this at 2 AM last night. :P Anyway it is moot: http://www.d20srd.org/srd/feats.htm#improvedTrip No AoO allowed there... http://www.d20srd.org/srd/feats.htm#improvedDisarm No AoO allowed there... So in this instance it does not matter.
Last edited by Gaiyamato; 2009-07-12 at 06:55 AM .

dragoonsgone is offline

Originally Posted by Gaiyamato I'll just calmly point out that I get the kill so I get the loot. :D Also with my VoP I'll uphold the position that they really don't need all that wealth. lol. Part of VOP is giving your share of the loot to charity. Destroying it could easily be argued as breaking that vow. That aside, in what game does the person who gets the kill get the loot? Its split amongst the party and if you don't get the kill when you play that way but you destroyed the loot then you just destroyed your teammates loot.
Yeah I know it was a weak argument. lol. I cannot see any way around the party hating me after a couple of levels. I don't see how it breaks my vow though. The feats doesn't say I have to give my cash to charities, just suggests it. So long as I don't hoard wealth or use magic items I'm all good. I don't use magic items.. I eat them. lol. I can just leave the rest of the loot to the party. I don't need to eat, sleep and later on even breath. ;) My current build (also in sig) uses Hellbred race so I can steal evil items and drain them. Which the party wont care about. lol.
Last edited by Gaiyamato; 2009-07-12 at 09:52 AM .

daggaz is offline

The only reasons you take the improved X feats is for the +4 bonus to the check and the fact that you dont provoke AoOs. Otherwise, anybody can still attempt to trip or disarm, even the party wizard. As for attacking while prone, you certainly can. I think the DMG is just poorly worded and is really only paying service to the fact that doing anything at a -4 penalty is a really bad strategy so you might as well not do it.
Last edited by daggaz; 2009-07-12 at 09:52 AM .

Curmudgeon is offline

Get Steadfast Boots ( Magic Item Compendium ) to avoid counter-tripping. Also, watch out for Rogues. Since you can use a Balance check instead of a straight STR/DEX check to oppose trips (rule in Complete Adventurer ), and Rogues can increase their skill mod faster than you can boost your trip bonus, higher-level Rogues can be untrippable. Don't waste your attacks.
Originally Posted by daggaz The only reasons you take the improved X feats is for the +4 bonus to the check and the fact that you dont provoke AoOs. Otherwise, anybody can still attempt to trip or disarm, even the party wizard. Exactly. The only major reason to take them is to get rid of those AoO. Else really why bother? There are much better things you could do. :P Originally Posted by daggaz As for attacking while prone, you certainly can. I think the DMG is just poorly worded and is really only paying service to the fact that doing anything at a -4 penalty is a really bad strategy so you might as well not do it. Yeah I re-read it. It is just poor wording which I misread. You can still attack, just not very well. :P Originally Posted by Curmudgeon Get Steadfast Boots ( Magic Item Compendium ) to avoid counter-tripping. Would if I could. I wonder, is there a feat that does similar? I am sure I saw one once... Originally Posted by Curmudgeon Also, watch out for Rogues. Since you can use a Balance check instead of a straight STR/DEX check to oppose trips (rule in Complete Adventurer ), and Rogues can increase their skill mod faster than you can boost your trip bonus, higher-level Rogues can be untrippable. Don't waste your attacks. Well, hence why you should never make a one-trick pony. I make a two-trick pony instead. lol.
Last edited by Gaiyamato; 2009-07-12 at 09:55 AM .
Originally Posted by Gaiyamato Yes but you lose the ability to make attacks of any sort including AoO while prone. There is actually a feat that lets you attack while prone, which kind of proves the point. From SRD, Prone : Spoiler Show Prone The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a -4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. The SRD entry disallows ranged weapons (other than crossbows), and provides a -4 penalty to melee attacks. The penalty to melee attacks strongly implies you can make melee attacks. Originally Posted by Gaiyamato It is a special attack that can be made with any weapon (including unarmed strike). The Improved disarm feats states that you NEVER provoke AoO while disarming. This is regardless of the method used. SRD, Improved Disarm: Spoiler Show Benefit You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. The act of disarming does not provoke. Other parts of the action still may. For instance, if you perform a charge attack, and announce you are going to disarm the spiked chain wielding tripper. The disarm is part of the charge action, and yet charge's movement still provokes. Just because the disarm doesn't provoke does not mean that other parts of the action don't. So if an unarmed strike provokes? And you make an unarmed strike to disarm? Even if the disarm action doesn't, it could easily be ruled that the unarmed strike does. It really can be ruled both ways, guy. Originally Posted by Gaiyamato But as I noted above, they lose the ability to make AoO while prone unless they have a certain feat. And as I noted, with appropriate sources cited from the SRD, you're wrong. Originally Posted by Gaiyamato I spend one spellfire charge to get a ball of fire. I use my ball of fire to make them drop the weapon. The only problem with it is that under RAW I would not get the weapon in my hand after a disarm as technically I have a "weapon" in my hands already. But other than that it is pretty strait forward. Utilizing a magic effect to make a normally provoking attack non-provoking, for the purpose of circumventing a rule is a bit convoluted. Originally Posted by Gaiyamato I have flaming ranged fire of doom.. I care not about returning. lol. Even when returning the weapon to you makes it much easier to drain it to fuel your spellfire? Originally Posted by Gaiyamato I'll just calmly point out that I get the kill so I get the loot. :D Also with my VoP I'll uphold the position that they really don't need all that wealth. lol. I'd like to point out that "it's what my character would do" does not relieve you from the burden of being a decent player. When the fighter sees the +3 Vorpal Greatsword, and you break it for a temporary sparkle? You're gonna have a pissed player, chances are. Also, VoP does not require you to enforce your views on others. In fact, it requires you claim an equal share of wealth for donation and other noble causes. They have an active interest in making sure that wealth is used to better mankind. They deny themselves to further that. When you start controlling the wealth of others and making obligations on their characters? You cease being a party member, and start being a party babysitter. It's the paladin stereotype that earned Paladins a bad name. It did that because dictating what other players should and should not have is irritating at best, and a one-way-ticket to Don't-come-back-land at worst. Basically, you're nerfing every other player at the table who doesn't get the benefit of those feats. You're putting them behind WBL, which is a major factor in character effectiveness. The only way to fix that? The DM introduces increased wealth into the campaign, just to accommodate you. When either all the players must cater to you, or the DM himself must? You're not being a good player.
Last edited by Talic; 2009-07-12 at 11:02 AM .

Person_Man is offline

Here are some basic building blocks that you might want to play with: Snatch Weapon : Lets you grab your enemy's weapon after a Disarm attempt even if you're armed, and make a free attack against them. Remember that you can switch between using a weapon in one hand or two hands as a free action. So you can smack an enemy using a Flindbar two handed, get a free Disarm attempt if you threaten a crit, Disarm them, switch to using your Flindbar one handed, grab their weapon, and get a free attack (assuming it's not a two handed weapon - otherwise you'll have to drop your Flindbar). Combat Reflexes + Combat Exp + Improved Trip + Knock-Down : Free Trip attempt when you deal 10+ points of damage. Note that you do not then get another free attack. Knock-Down just changes the order of when you Trip to make it more advantageous to you. (It's in the errata). Combat Reflexes + Power Attack + Improved Bull Rush + Knockback + Shock Trooper : If you use a Bull Rush to push Enemy A into Enemy B, you get a free trip attempt on both of them (and a free follow up attack on both of them if you have Improved Trip and they're both within your threatened range). This has tons of very useful (but of topic, so I won't post them here) applications. Marshal : One level dip gives you Cha bonus to all disarm, trip, bull rush, and sunder attempts. Factotum : Three levels lets you add your Int bonus to Str and Dex checks and all Strength and Dex-based skills. Stun : Anything that Stuns your enemy (like Stunning Fist, or a variety of magic items and spells) makes the enemy drop everything they're holding. Flindbar: Monster Manual III: Exotic Weapon. +2 to Disarm, and when you threaten a crit (19-20 or 17-20 with any Keen/Impact effect) you get a free Disarm attempt before you roll to confirm the crit. Ritiik: Frostburn: Exotic Weapon. If you successfully hit an enemy, the enemy must make a Reflex Save. If it fails, you get a free Trip Attempt. Master of Masks : One level grants you proficiency in all Exotic Weapons. Reach: You should get a lot of it: Play a big race (try to avoid LA) Reach Weapon: Doubles reach. Polymorph: Ask a friend to turn you into something bigger. Expansion (doesn't stack with Enlarge Person): +1 or +2 size. Alter Self (doesn't stack with Enlarge Person or Expansion): +1 size. Giant Size (Wu Jen 7, Comp Arcane pg 109): Grow to Huge size or bigger. Willing Deformity -> Deformity Tall (Heroes of Horror): +5 ft. Aberration Blood -> Inhuman Reach (Lords of Madness): +5 ft. Extended Reach (req tentacle like limbs, provided by Inhuman Reach): +5 ft. 3 levels of Warshaper (Comp Warrior): +5 ft, but only with natural weapons. Tactics: You should know that Tripping, Disarming, or using any other special attack against an enemy is not the goal of combat. The goal is to kill your enemy. Tripping and Disarming are (sometimes) useful ways to stop your enemy's movement and/or prevent him from attacking. They are defensive, not offensive. Every feat you spend to improve your Trip and Disarm ability is a feat you're not spending on something more useful. And unless you have Knock-Down and Flindbars, whenever you spend an attack roll on a Trip or Disarm attempt, that's an attack roll you're not using to kill your enemy. Trip and Disarm are sometimes useful battlefield control options. They are not a goal unto themselves.
Last edited by Person_Man; 2009-07-12 at 11:31 AM .
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@Talic.. if you read the rest of my posts you'll see that I admitted I was wrong earlier. lol. And yes I realise I am goign to be a sucky player under WBL. But it seems that half the party have VoP and it is a wealth/magic items heavy game already from what I can gather.. so meh. @Person_Man: Yes, Art of War is very useful, don't know why I didn't think of that before. The rest fo that is not overly helpful to me in particular, but definately worth while for a lot of good options for a standard trip/disarm build. Thanks heaps. :D

playswithfire is offline

This may or may not be useful. It's a bit of a multiclass mess, but it works pretty well, I'd say. Bard/Fighter 2/Marshal 2/Warblade/Battle Dancer 2/Exotic Weapons Master Feats: 1 - Extra Music Human - Jotunbrud Flaw(Shaky) - Combat Expertise Fighter 1 - Improved Trip Fighter 2 - Improved Disarm 3 - Weapon Focus(whip)* 6 - Snowflake Wardance 9 - Snatch Weapon *warblade's weapon aptitude retrains this to Gnome Swordcatcher Trip at 10 (4 feat + 4 size from Jotunbrud + 2 EWM trip attack) + STR + CHA Disarm at 20 (BAB 7 + 1 major aura + 4 feat + 4 size + 4 swordcatcher) +STR+2*CHA
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Claudius Maximus is offline

I have to agree that your intentions are in violation of Vow of Peace. The whole point is that you deprive yourself of all wealth to accommodate others; in other words, charity. Draining magic items counts as using them, and in the case of charged magic items, it's the same as spending money on yourself. If your DM lets you get away with this, then go ahead, but normally the vow is being violated.
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ShneekeyTheLost is offline

Half-Giant Fighter2/Ranger1/PsiWar2/Slayer3 Grab Improved Manifester to be able to manifest Expansion augmented to two size categories This means you are Huge and count as Gargantuan for purposes of your checks, which gives a +12 on your Trip. It also gives you a 10' reach, which means unless they're using a Weapon of Reach or are similarly sized, you get an AoO against them before they can make their attack. Ranger is simply used for Track and skills to get into Slayer, which has superior BAB progression. Once you've maxed out Slayer, go back into PsiWar for two levels to prevent further BAB deteroriation. At 20th level, it will have BAB of +19. You've got plenty of feats available here, two bonus feats each from Fighter and PsiWar to be able to grab Improved Trip and Improved Disarm by level 2, or even level 1 if you are Human. Two Powers of note: Expansion and Prowess to get even more AoO's. You may want Master of Masks or some other way of being proficient in ANY weapon your opponents wield, no matter how obscure it is
Last edited by ShneekeyTheLost; 2009-07-12 at 10:17 PM .
Originally Posted by The Underlord All hail great Shneekeythulhu! Ia Ia Shneeky fthagn Spoiler Show Quite possibly, the best rebuttal I have ever witnessed. Joker Bard - the DM's solution to the Batman Wizard. Takahashi no Onisan - The scariest Samurai alive Incarnum and YOU: a reference guide Soulmelds, by class and slot: Another Incarnum reference Multiclassing for Newbies: A reference guide for the rest of us My homebrew world in progress: Falcora
Originally Posted by Claudius Maximus I have to agree that your intentions are in violation of Vow of Peace. The whole point is that you deprive yourself of all wealth to accommodate others; in other words, charity. Draining magic items counts as using them, and in the case of charged magic items, it's the same as spending money on yourself. If your DM lets you get away with this, then go ahead, but normally the vow is being violated. The Volunatary poverty rules explicity state that anything required for a class feature of feat to work such as Spell Materials etc.is allowed and does not breach the VoP. Alos aside from the fact that bit about giving to the poor is a side bit of optional fluff. I can vow to not have material possessions of any sort and give excess to the poor. What would the poor do with a magic sword anyway?? You guys are making the mistake of counting the sword just in terms of wealth. I give them my share of the gold no probs though, which is what I do. Given I don't require food, or sleep or next level even to breath. I noly need my clothes.. and that is only for modesty. I can fly etc. no probs. So I don;t need any facy gear. All I have is some peasant rags. I drain a bunch of items for my primary ability to work. After that I give everything else away. That is the very heart of the behaviour of the VoP. The rest is extra stuff you guys are tacking on based on your western christian perception of a Vow of Poverty.. nothing more. So under by RAW and RAI it's no problems.

Bayar is offline

Stop using 'lol' at the end of every other sentence. It is annoying. You know what I find 'lol' worthy ? You disarm an opponent. His magical weapon is in your posession. You break your vow of poverty. LOL ! PWN'D !
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improved trip 3.5

COMMENTS

  1. Improved Trip

    You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to ...

  2. SRD:Improved Trip

    Improved Trip [General] Prerequisites. Int 13, Combat Expertise.. Benefit. You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the ...

  3. Improved Trip

    If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack).

  4. Will Improved Trip & Knock-Down yield up to 3 actions per attack?

    While trip attempts can be made normally as attacks of opportunity (and, if successful, permit the subsequent melee attack granted by the feat Improved Trip), the trip attack granted by the feat Knock-down unfortunately takes a free action to perform, which limits using the benefit of the Knock-down feat to the creature's turn.

  5. [3.5] Improved Trip

    Texas. Gender. [3.5] Improved Trip. So, The way my players see this feat, is that they can use a sickle to trip someone, then make additional attacks with the sickle as if they had not used it for a trip. I see the feat as if your unarmed and you trip someone, you can make your attacks as if you hadn't made the attack.

  6. [3.5] Improved Trip

    Apr 2011. [3.5] Improved Trip. I have been playing The Temple of Elemental Evil cRPG, which uses 3.5 CORE rules, and I decided to create a new party with two barbarians. While looking for an optimized CORE build for the barbarian class, I stumbled upon a post written by Eldariel back in 2009. There, he advices the original poster to get ...

  7. SRD:Improved Trip

    Improved Trip [] Prerequisites: Int 13, Combat Expertise.Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

  8. SRD:Improved Trip

    A fighter may select Improved Trip as one of his fighter bonus feats. Back to Main Page → System Reference Document → Feats. Open Game Content; This is part of the Revised (v.3.5) System Reference Document. It is covered by the Open Game License v1.0a, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these ...

  9. dnd 3.5e

    Knock-down - hit somebody for 10 or more damage, get a free trip; succeed on the trip, get a free attack. Basically, against anyone standing, you get two attacks and trip as long as you don't flub. Power Attack - you have a two-handed weapon; it's simple but it works.

  10. Improved Trip (Combat)

    Improved Trip (Combat) You are skilled at sending your opponents to the ground. Prerequisite: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe.

  11. Latest on Knock Down and Improved Trip...

    Knock Down gives a "free (action) trip attempt". Improved Trip says: trip attempt . scenario: (we assume a BAB of +6 and thus 2 regular attacks in a full attack) You attack with your first attack (full BAB) and deal more then 10 damage to your enemy and get a free trip attempt. You do you free trip attempt and succeed.

  12. Improved Trip

    You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to ...

  13. Can I get improved trip on bard without combat expertise?

    Improved Trip: At 2nd level, the lasher gains the Improved Trip feat, if using a whip or whip dagger to perform the trip. She need not have taken the Expertise feat, normally a prerequisite, before this. Sword and Fist pg. 26. I currently play a bard with a two level dip into lasher. Improvisation spell plus inspire courage makes for some mean ...

  14. Feats :: d20srd.org

    A fighter may select Improved Sunder as one of his fighter bonus feats. Improved Trip [General] Prerequisites. Int 13, Combat Expertise. Benefit. You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

  15. Special Attacks :: d20srd.org

    If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don't provoke an attack of opportunity for making a trip attack. Being Tripped (Prone) A tripped character is prone. Standing up is a move action. Tripping a Mounted Opponent. You may make a trip attack against a mounted opponent.

  16. Trip + Disarm Optimisation [3.5]

    Re: Trip + Disarm Optimisation [3.5] Practiced Manifester + Psywar 4 gives you Psywar 7, which gives you the expansion power, augmented for size, swift action, or extended duration, at your option. (this is needed, as Enlarge Person doesn't work on you) It also gives you bonus feats, and 2nd level Psywar powers.

  17. Trip Mechanic Question

    The answer is "no," but since there are other ways to achieve that, this is still a relevant question—and the answer here is "yes.". Creatures with such free trip attacks still benefit from Improved Trip's extra follow-up attack, so an attack that leads to a trip can then cause a follow-up attack. Note that you cannot trip a ...

  18. d20 Resources

    Improved Trip. Prerequisites: Intelligence 13, Combat Expertise. Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action ...

  19. Improved Trip

    Improved Trip. Prerequisites: Intelligence 13, Combat Expertise. Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the ...

  20. dnd 3.5e

    In my time playing 3.5, Improved Trip has been the go to over all the other Improved "other actions". Improved Trip. Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you ...

  21. Hello GPT-4o

    Prior to GPT-4o, you could use Voice Mode to talk to ChatGPT with latencies of 2.8 seconds (GPT-3.5) and 5.4 seconds (GPT-4) on average. To achieve this, Voice Mode is a pipeline of three separate models: one simple model transcribes audio to text, GPT-3.5 or GPT-4 takes in text and outputs text, and a third simple model converts that text back to audio.