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Yogibear41
2013-02-10, 12:31 AM
Does the Knock-Down feat work on attacks of opportunity? For example as someone was trying to stand up from being prone if the AOO trigger by that allowed a successfuly trip attack would they end up prone again essentially losing their move action?

GoodbyeSoberDay
2013-02-10, 12:33 AM
Knock-down works on AoOs... but if the subject is already prone he can't be tripped. If the subject is attempting to stand up from prone, your AoO interrupts his action, resolving before he stands prone.

Yogibear41
2013-02-10, 12:35 AM
ah so I couldn't keep a guy stuck in the prone position from AOOs then, isn't there a feat that stops movement when an enemy is struck by and AOO would this feat in this case prevent him from standing up from prone?

Slipperychicken
2013-02-10, 01:39 AM
ah so I couldn't keep a guy stuck in the prone position from AOOs then, isn't there a feat that stops movement when an enemy is struck by and AOO would this feat in this case prevent him from standing up from prone?

The feat's called Stand Still. Standing up isn't movement IIRC. Also, check out some tripper builds. It could save you a bit of time with this.

Venger
2013-02-10, 01:44 AM
ah so I couldn't keep a guy stuck in the prone position from AOOs then, isn't there a feat that stops movement when an enemy is struck by and AOO would this feat in this case prevent him from standing up from prone?

yes, you are referring to stand still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill) which is a natural complement to knockdown. what makes both of these a lot more fun is getting more reach/aoos, but I assume you've got combat reflexes already.

what kind of character are you playing? if your group's low-op and you've got room, knight 3 gives bulwark of defense, which makes enemies treat your threatened space as difficult terrain (no 5ft steps) so if they try to run away, they'll provoke AoOs from you

LanSlyde
2013-02-10, 02:17 AM
ah so I couldn't keep a guy stuck in the prone position from AOOs then, isn't there a feat that stops movement when an enemy is struck by and AOO would this feat in this case prevent him from standing up from prone?

Stand Still, from EPH. However, it only prevents the target from leaving his square and does no damage.

Yogibear41
2013-02-10, 02:17 AM
Currently playing a Were-Bear druid, using the savage progression for the werebear instead of getting all the hit die at once, with only 1 level in druid atm with the swift and deadly hunter alternate class feature from unearthed arcana (no wild shape but get AC bonuses and fast movement bonuses as a monk as well as favored enemies and track feats like a ranger)

Don't have any of the prereq feats atm but could easily take 2 levels of figther to grab them quickly.

Like the idea of my werebear hitting people so hard that they collapse lol.

Darrin
2013-02-10, 09:22 AM
Consider two levels of Wolf Totem Barbarian: Improved Trip and Whirling Frenzy. You can combine it with Spirit Lion Totem for Pounce. If Dragon Magazine is allowed, City Brawler ACF can add Improved Unarmed Strike and TWF (Unarmed Strike).

GreenETC
2013-02-10, 09:52 AM
Consider two levels of Wolf Totem Barbarian: Improved Trip and Whirling Frenzy. You can combine it with Spirit Lion Totem for Pounce. If Dragon Magazine is allowed, City Brawler ACF can add Improved Unarmed Strike and TWF (Unarmed Strike).

Fixed.

But we all know Bear Warrior Bear Totem Barbarians are where it's at.

Person_Man
2013-02-11, 10:54 AM
Other Trip stuff that might help you:

Anything that increases actual or effective size (http://www.giantitp.com/forums/showthread.php?p=7081777). Remember, you get +4 for each size increase. And increased size also gives you increased damage and reach, which makes AoO combos easier. Augmented Expansion just by itself gives you +8.

Knight (http://www.giantitp.com/forums/showthread.php?t=109429) 4: Test of Mettle forces enemies to attack you, which is nice for keeping them near you and triggering certain AoO combos. Bulwark of Defense forces enemies that begin their turn in your threatened area treats all the squares that you threaten as difficult terrain, which makes it much more difficult for them to move away from you. (You cannot take a 5 ft step in difficult terrain, it's harder to Tumble, etc)

Ritiik: Exotic weapon. If you successfully hit an enemy, the enemy must make a Reflex Save. If it fails, you get a free Trip Attempt. Frostburn.

Sand Snare feat: If you successfully Trip and enemy in an area of sand/loose dirt/ash/etc, they must take a Full Round Action followed by a Move action to stand up. No Save. Working with someone who has a Bottle of Endless or sand creating spells, this is a great way to lock down an enemy. Sandstorm pg 52.

Earth Devotion: Lets you create difficult terrain. Uses are fueled by Turn/Rebuke undead, which makes it a good option for Paladin-ish builds who otherwise can't create difficult terrain with spells.

Shield Slam: When you charge an enemy and attack with your Shield, you get a free Trip attack and your enemy must Save or be Dazed for 1 round. A good low level tank combo. But unless your DM is generous in how he reads the feat, it can’t be used with Pounce or two handed Power Attack, so it loses it’s usefulness by ECL 11+. Requires Shield Bash and Shield Charge. Complete Warrior pg 105.

Balance: If you have 10 or more ranks, you can make a Balance check (-10 penalty) in place of a Str or Dex check to resist being tripped. This is a really obscure rule that I wouldn't bring up with your DM. Comp Adventurer pg 97.

Tumble: With a DC 35 Tumble check result, you can stand up from prone as a free action (instead of as a move action). This use of the skill still provokes attacks of opportunity as normal. Complete Adventurer

Explosive Spell: If the enemy fails their Save against the spell, they are pushed to the edge of the spells area of effect, knocked prone, and take extra damage. +2 LA. Unapproachable East pg 43.

Undermountain Tactics: When you hit your enemy from higher ground (like when you’re mounted, or climb/fly above the enemy), your enemy must make a Balance check or be knocked Prone or give up his next Move action. When in a tunnel, you can block line of site, so your enemies can’t target your allies standing behind you. Requires that you be a Dwarf or Gnome. Dungeonscape pg 46.


Note that while it's fairly easy to Trip most enemies and keep them fairly immobile, it's also fairly easy to negate if you put some modest resources into it.

Venger
2013-02-11, 02:44 PM
an important note about using balance to resist a trip attempt: if you resist, you are not entitled to trip your enemy as you normally are.

Sugashane
2013-02-11, 03:40 PM
To piggy-pack the OP's question, what if the AoO was with a very heavy hammer with the returning capability. Would they still get to hit with it and have the hammer returned before their attack?