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View Full Version : Tripped - and now? [Feat Request]



Partysan
2007-10-22, 02:57 PM
There are many many ways in D&D to improve the ability to knock a foe prone - feats, weapons, maneuvers - but there actually seems to be nothing in whole D&D that gives additional bonuses against a prone opponent. They have Prone Attack, we have nothing.
So, my request to all the ones that let their enemys taste mud - homebrew me a feat or some more that add against prone opponents - damage, crit chances, effects, whatever you like.
Just try to keep it balanced - after all I want to use it :smallbiggrin:

Thx to all

Magnor Criol
2007-10-22, 04:16 PM
DnD does, too, have rules in effect that give penalties to prone characters.

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.
Considering most of the feats that allow you to knock an opponent prone are melee-range abilities, this seems to be something in DnD that gives bonuses against a prone opponent. They can't hit you as well, and you can hit them easier. In addition, they have to waste a move action standing up, and provoke an attack of opportunity doing so.
There's also the rules for Helpless Defenders, who in many cases would be prone. (Though I can't think of a feat that lets you turn opponents from standing to prone & helpless in combat.)

That being said, some homebrewed feats along this line could be interesting. They'd probably be reflective of a character's study of opponent's weaknesses when on the ground, so perhaps something that increases the bonus to hit a character you've just knocked prone, something that confirms crits or increases the multiplier of confirmed crits on opponents you've just downed, or even something that counters Prone Attack on a prone enemy you're focusing on.
They could be an always-on benefit (such-and-such receieves +4 to hit prone opponents, suggesting a training and/or knowledge of how to hit prone opponents hard) or they could be something more reflective of a combat style, meaning they imply that the character has some moves that first take an opponent out then finish with an attack. Those would be bonuses gained only against opponents that the character just knocked flat, and only for that round.
Now that I've got my creative juices flowing...I'm out of time and have to get to a meeting. But when I get the chance, I'll see if I can come up with anything interesting.

Triaxx
2007-10-22, 04:54 PM
Kick while Down [Feat]
Prereq: STR 13, BAB +5
Effect: After a successful trip attack, you may make one unarmed attack at the same penalty as your second attack.

Vadin
2007-10-22, 04:58 PM
Aim For The Face! [Feat]
Prereq: STR 15, BAB +7, Kick While Down
Effect: Your critical range is doubled for the extra unarmed attack after a successful trip attempt granted by Kick While Down.

Mephibosheth
2007-10-22, 06:12 PM
Here's a few feats that might help. Please let me know what you think.

Deft Tripper [General]
Prerequisite: Combat Expertise, Improved Trip, Dex 15+
Benefit: You may use your Dexterity modifier instead of your Strength modifier when resolving trip attempts, even if you are attempting to trip an opponent.
Special: A Fighter may select Deft Tripper as one of her fighter bonus feats.

Powerful Trip [General]
Prerequisites: Combat Expertise, Improved Trip, BAB +3
Benefit: Any opponent you successfully trip must make a Fortitude Save (DC 10+half your base attack bonus+your Strength or Dexterity modifier) or be dazed for 1 round.
Special: A Fighter may select Powerful Trip as one of her fighter bonus feats.

Stunning Trip [General]
Prerequisites:Combat Expertise, Improved Trip, Powerful Trip
Benefit: If you initiate a trip attempt and win the opposed Strength or Dexterity check by 5 or more, your opponent must make a Fortitude Save (DC 10+half your base attack bonus+your Strength or Dexterity modifier) or be stunned for 1 round. The number of rounds your opponent is stunned increases by 1 for every additional 5 by which you win the opposed check (i.e. 2 rounds if you win by 10, 3 rounds if you win by 15, etc).
Special: A Fighter may select Stunning Trip as one of her fighter bonus feats.

A Matter of Leverage [General]
Prerequisites: Combat Expertise, Improved Trip
Benefit: You can trip opponents more than one size category larger than you. Additionally, when your opponent is at least one size category larger than you, you gain a +4 circumstance bonus on your opposed Strength or Dexterity check to trip the opponent or avoid being tripped. The bonus increases by 1 for every additional size category.
Special: A Fighter may select A Matter of Leverage as one of her fighter bonus feats.

Magnor Criol
2007-10-22, 06:26 PM
Mephi, I'd make that last one more variable. Most size-dependent feats I see are worder with something along the lines of "when attempting to [action] opponents x size categories larger than you," making them available to anyone. As it is, a Large character couldn't take this feat, but it seems logical that such a character could mechanically do this against a huge creature like, say, a giant.

Nice job, though. (The dazed for one round feat is very similar to the one I thought up and was gonna post. Clearly, you read my thoughts and stole it. You cad.)

Mephibosheth
2007-10-23, 10:21 AM
OK, I have no problem making that change. I based the original on Clever Wrestling, but you're way is more adaptable and still gets at the original purpose of the feat.

Glad you like the feats. I knew that experimental mind-reading device was going to come in handy. *Evil laugh*

Roderick_BR
2007-10-23, 01:01 PM
Aim For The Face! [Feat]
Prereq: STR 15, BAB +7, Kick While Down
Effect: Your critical range is doubled for the extra unarmed attack after a successful trip attempt granted by Kick While Down.

Not in the face! Not in the face![General]
Prerequisites: Dex 13, Dodge, Endurance, Base attack bonus +4
Benefits: Every round you use a partial or full defense action, in addition to the AC bonus, you also have 25% chance of avoiding the extra damage of a critical hit.
Special: You can use this ability with Combat Expertise or other similar ability. You gain the benefit whenever you select a penalty equal to -4 or worse.
This ability stacks with others effects that grant a chance of avoiding a critical hit.
A fighter can select Not in the face! Not in the face! as one of his bonus feats.

I know this thread is for ways to attack a prone enemy, not to defense against attacks... but I had to :smalltongue:

Xefas
2007-10-23, 01:20 PM
Punish the Fallen
With your opponent flat on his back, shifting through the muck, and screaming for mercy, you revel in his disgrace and break his body as you have have broken his honor.
Prerequisites: Any Lawful, Smite 1/day, BAB +6
Benefits: While your opponent is prone, you add half of your charisma modifier as a perfection bonus to your attack roll and deal bonus divine damage equal to 1/2 your character level.

Unrelenting Crusade
As soon as you gain the advantage, your faith empowers you to keep it, allowing you to beat a merciless lesson into whatever filth happens to be opposing you.
Prerequisites: Punish the Fallen, The Ability to Use Maneuvers from the Devoted Spirit Discipline
Benefits: When you succeed in striking a prone opponent with a Devoted Spirit maneuver that recovers your health, the amount of health recovered is maximized.

Partysan
2007-10-23, 01:52 PM
Nice so far... I kinda like them all.
still some questions though:

@Triaxx: does that attack replace the normal attack you gain through improed trip?

@Mephibosheth: so the feat does allow to trip opponents more than one size category larger than you?

@Xefas: so punish the fallen means a slightly weaker free smite attack against prone opponents?
I'd leave out the 1/day or RAW you couldn't use it if you had 2 or more

@all: I'd like to have one or two for a normal fighter that uses weapons :smallwink:

thx to all - keep it up!

Roderick_BR
2007-10-23, 02:26 PM
Edited the Unblockable attack so the target is flat footed only against you, not your allies. A rogue can still use his sneak attack on a prone enemy, and you need to get him flat-footed to use the Executioner attack. Imagine that guy from God of War.

Okay, a serious one. It may be a bit overpowered, though.

Hitting the fallen[general]
Attacking a prone enemy is even easier to hit.
Requisites: Combat Reflexes, Base attack bonus +4
Benefit: When attacking a prone enemy, you gain a +8 bonus to your attack, instead of the normal +4. You also take no penalties to hit a prone opponent with a ranged weapon.
Special: blah bla blah fighter bonus feat.

Unblockable attack[general]
A prone opponent is in great danger when he falls close to you.
Requisites: Combat Reflexes, Hitting the fallen, Base attack bonus +8
Benefit: Any prone enemy you attack is also considered flat-footed against your attacks.
Normal: Being prone doesn't make a character become flat-footed.
Special: Creatures with Uncanny Dodge or similar ability can't be flat-footed, except if attacked by rogues 4 levels above it.
blah bla blah fighter bonus feat.

Cruel Opportunisty[general]
Requisites: Power Attack, Combat Reflexes, Hitting the fallen, Unblockable attack, Base attack bonus +8
A prone opponent is an easier target to your mighty attacks.
Benefit: When using Power Attack (or similar ability) on a prone and flat-footed enemy, you add +100% the damage of your power attack.
This is a full attack action that provokes attacks of opportunities from others opponents, except your target.
Special: blah bla blah fighter bonus feat.

Executioner[general]
You can strike a fallen foe with deadly accuracy.
Requisites: Power Attack, Combat Reflexes, Hitting the fallen, Unblockable attack, Base attack bonus +12
Benefit: You can make a coup de grace against a prone enemy if he's also flat-footed.
This is a full attack action that provokes attacks of opportunities from others opponents, except your target.
Normal: You can coup de grace only helpless enemies.
Special: blah bla blah fighter bonus feat.

Mewtarthio
2007-10-23, 02:29 PM
Unblockable attack[general]
A prone opponent is in great danger when he falls close to you.
Requisites: Combat Reflexes, Hitting the fallen, Base attack bonus +8
Benefit: Any prone enemy you attack is also considered flat-footed.
Normal: Being prone doesn't make a character become flat-footed.
Special: Creatures with Uncanny Dodge or similar ability can't be flat-footed, except if attacked by rogues 4 levels above it.
blah bla blah fighter bonus feat.

That's a little harsh. How about if he's just denied Dex to AC against your attack?

Roderick_BR
2007-10-23, 02:40 PM
That's a little harsh. How about if he's just denied Dex to AC against your attack?
True. It would open attacks from everyone else. Good point.

Erk
2007-10-24, 01:22 AM
Mine are targetted at a higher-level audience, and as such if anything might be a little underpowered. Recall of course that at these levels, save-or-die effects are a dime a dozen. This is part of a larger effort by me to give non-casters access to a few save-or-dies under specialised situations. Kick While Down is a great one as a lower-level move and could be modded in as a prereq for invited strike :) I might slip it into my own list of allowed feats.
(edit: included the version of Kick While Down that I am using in my game).

KICK WHILE DOWN [General]
Requires: Improved Trip
Benefit: At the end of your turn, you may make an unarmed attack of opportunity against any prone opponent(s) within your threatened space.
Special: A fighter may select Kick While Down as one of his fighter bonus feats.

INVITED STRIKE [General]
When a foe is down, you know to take your chance.
Requires: Kick While Down, Greater Cleave, base attack bonus 12+
Benefit: If you succeed in a melee attack against a prone opponent, the opponent must make a fortitude save (DC equal to your attack roll). If the save fails, your attack is upgraded to a critical; if it passes, you inflict normal damage. An invited strike may only be performed once per round per opponent.
Special: A fighter may select Invited Strike as one of his fighter bonus feats.

IMPROVED INVITED STRIKE [General]
A fallen opponent is a doomed opponent.
Requires: Invited Strike, base attack bonus 18+
Benefit: If your opponent during an Invited Strike fails their fortitude save, they are immediately reduced to 0 hit points and are dying. Even if they pass the save, you inflict critical damage.
Special: A fighter may select Improved Invited Strike as one of his fighter bonus feats.

Maldraugedhen
2007-10-24, 11:48 AM
Curbstomp [General]
You have learned how to keep your opponents down, even while not carrying weapons.
Prereqs: Improved Trip, Str 13.
Benefit: You may Coup de Grace a prone, helpless opponent while unarmed. Your unarmed attacks against prone opponents also gain +1 to attack and damage.
Normal: You may only Coup de Grace helpless opponents while armed.

Footplant
It's hard for other people to get up while you're standing on them.
Prereqs: Str 13.
Benefit: You may plant your foot on a prone opponent to keep them from getting up. Planting your foot is a standard action, and you must be in the same square as the opponent you are planting your foot on. You may not plant your foot on a character whose size category is 2 more or 2 less than your own. To actually plant your foot, make a touch attack. To escape your foot, they must succeed on a grapple check or escape artist check against you, as if they were in a grapple with you. When your opponent escapes your foot, they may roll to any square 5 foot away as a free action, but must still take a move action to stand. Footplanting does not prevent you from taking other actions or threatening surrounding squares. Your AC decreases by 2 while footplanting, however, as you cannot dodge as effectively. While footplanted, an opponent is considered pinned, in addition to prone.
Normal: You may not prevent an opponent from standing up.

Sweeping Kick
Prereqs: Str 13, Dex 13, Improved Unarmed Strike
Benefit: You may make trip attacks with your unarmed strike.
Normal: You count as armed with Improved Unarmed Strike when unarmed for the purpose of Attacks of Opportunities, but not for advanced combat maneuvers such as Trip.

Erk
2007-10-24, 05:00 PM
Good one on Footplant, mal! I like the flavour and the mechanic both. Combined with Kick While Down, you would be stomping on the person (getting a free unarmed AoO) every round you had your foot on them too. Good times, good times.

Triaxx
2007-10-24, 06:13 PM
It does, but you can choose to use the normal attack instead. This is if you happen to trip a troll, it's a fast method of dealing non-lethal damage, or for knocking out a prisoner trying to escape. Or just to make enemies mad.