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Thread: Tripping question
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2008-07-28, 04:05 PM (ISO 8601)
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- Jul 2008
Tripping question
One player in my game has created a tripper, in RAW can you make a trip action as an attack of opportunity?
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2008-07-28, 04:06 PM (ISO 8601)
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- Mar 2007
Re: Tripping question
Yes.
- Giacomo
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2008-07-28, 04:07 PM (ISO 8601)
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- Aug 2007
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- Utah
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Re: Tripping question
When I saw this thread, I immendiantly yelled: SAKURAAAAIIIIIIIIII!!!!
(Cookie for... explaining where I got that from >.>)
I believe you can trip as an attack of opprotunity, but I forget what RAW is >.>
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2008-07-28, 05:39 PM (ISO 8601)
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Re: Tripping question
An attack of opportunity may be any attack action. So yes. You can trip, disarm, initiate a grapple, deal damage (as normal) or sunder. EDIT: I think I got 'em all.
Last edited by ericgrau; 2008-07-28 at 05:44 PM.
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2008-07-28, 05:41 PM (ISO 8601)
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- Apr 2008
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Re: Tripping question
I don't think you can initiate a grapple, because you have to move into their square.
Also, the one you're missing is probably overrun.ze/zir | she/her
Omnia Vincit Amor
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2008-07-28, 05:44 PM (ISO 8601)
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- Nov 2007
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- Houston, TX
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Re: Tripping question
Yes, you may initiate a grapple as an AoO. Per the SRD:
Originally Posted by SRD"
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2008-07-28, 05:45 PM (ISO 8601)
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Re: Tripping question
Last edited by ericgrau; 2008-07-28 at 05:48 PM.
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2008-07-28, 06:12 PM (ISO 8601)
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- Nov 2007
Re: Tripping question
Along this vein, wouldn't Knockback (free Bull Rush after hitting) be able to replace Stand Still for large sized/power build trip builds? Or would that not necessarily end their move?
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2008-07-28, 06:13 PM (ISO 8601)
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- Nov 2006
Re: Tripping question
It would not end their move, but it might push them far enough that they can't move to where they want to. I'd still suggest stand still because it's such a good feat.
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2008-07-28, 06:16 PM (ISO 8601)
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- Mar 2008
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Re: Tripping question
Stand still is defeated by Freedom of Movement. Trip still works. It is defeated by some creatures though, and is much easier to resist.
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SpoilerOriginally Posted by DonThelonious
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2008-07-28, 06:24 PM (ISO 8601)
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- Nov 2006
Re: Tripping question
My fighter builds take *both* to be safe. Use trip attempts agaisnt those with low str/dex or with really high normal AC (not touch AC). Use Stand Still against those that aren't that hard to hit in the first place but have god-awful high strength/dex, or if they're flying.
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2008-07-28, 10:07 PM (ISO 8601)
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- Mar 2008
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Re: Tripping question
You also take Bull Rush and Disarm? Cause I do. Gonna go BC, might as well go the whole distance. Hey, you can even for ma sort of loop with trip/disarm: use the AoOs for correcting one (getting up, picking up weapon) to use the other (disarm the getting up, trip the disarmed). Anyways, Bull Rush also opens up Shock Trooper, which besides its obvious awesome charge ability (apply Pw Attack penalty to AC instead of attack), is really one of the best BC feats. And if you can: Knock Back.
With all of these (will need feat rogue and fighter levels AND psychic warrior levels to pull off though) you will be able to stop motion in two different ways (stand still/trip), move them (bull rush+Knock Back) to where you want, and eliminate some as a threat (disarm). And you're huge when you do this thanks to Expansion. Through in a monk level (or two for Evasion) for Decisive Strike and focus solely on AoO damage (include Combat Reflexes and Robilar's Gambit/Karmic Strike), and you've got a pretty solid character. If you use unarmed strikes you can also do some really decent damage.My sig's Handy Haversack: Need help? Want to see what I've done? Want to see what others have done well? Check it out.
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SpoilerOriginally Posted by DonThelonious
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2008-07-29, 12:28 AM (ISO 8601)
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- Nov 2006
Re: Tripping question
The sad thing is, the 4e Figher can do a lo of this kinda stuff without needing to jump through hoopslike the 3.5 fighter.
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2008-07-29, 08:08 AM (ISO 8601)
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Re: Tripping question
You don't have to jump through hoops to be able to do this. It's just 5 feats for Imp Disarm, BR, and Trip. 6 for Stand Still, 7 for Shock Trooper (all feats to 20), 8 for Knock Back (1 fighter or human). It's just that being able to do everything is extremely feat intensive. Certainly possible, I'm doing it right now, and I have most of these I need at level 9. And I'm adding in Combat Reflexes (needed, really), Imp Initiative (though I don't need it now, I might get rid of it), Great Fortitude, and INA.
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SpoilerOriginally Posted by DonThelonious
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2008-07-29, 08:30 AM (ISO 8601)
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2008-07-29, 08:37 AM (ISO 8601)
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- Feb 2007
Re: Tripping question
Last edited by UglyPanda; 2008-07-29 at 08:38 AM.
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2008-07-29, 08:41 AM (ISO 8601)
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Re: Tripping question
Sure you could if you're creative. Instead of waiting for them to get up then trip them again, imagine you see them trying to get up and you stomp them back down to prevent the recovery attempt. I call it, the Monkey Stomp
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2008-07-29, 09:34 AM (ISO 8601)
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- Nov 2007
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Re: Tripping question
The ideal is a reach weapon (spiked chain is ideal), combat reflexes, and Imp trip. (Enlarge for Bonus points)
Your opponent attempts to close to 5 feet. At 10 feet, he triggers an AoO. You trip, and get your free attack. He gets back up, you AoO attack. His turn is over.
Your turn, you trip and get your free attack, then move back 10 feet (that, or hit him while he's down again, then 5 foot step back).
Now, you're 15-20 feet away, he gets up, moves toward you, you AoO trip, take your free attack. His turn is over.
Repeat as necessary.
If you're enlarged, you have 20 ft reach, and can engage more than 1 opponent at long range. Most creatures won't have a reach close to yours. Follow up with Stand Still, for those hard-to-trip beasties, and you're fairly good. As long as everyone in your group doesn't mind falling back 5 feet a round (usually not an issue), you can hold several creatures at 20 ft range for some time.
A good ability that synergizes with this is Thicket of Blades. All movement provokes, even movement that normally doesn't (including 5 foot steps and starting square when withdrawing).
Another is Roots of the mountain. -10 to tumble checks can catch many tumblers by surprise.Last edited by Talic; 2008-07-29 at 09:52 AM.
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2008-07-29, 10:35 AM (ISO 8601)
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- Nov 2006
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2008-07-29, 03:33 PM (ISO 8601)
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- Mar 2007
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Re: Tripping question
It will probably be helpful if you keep the list of actions that provoke handy (for wierd situations). Plus remember that cover rules apply to opportunity attacks at range, you can't take opportunity attacks against enemies behind other enemies or behind cover. So the archers behind a wall are safe from spiked chain death, as are the kobolds behind a Tower shield line. Just some ideas to challenge an enlarged / reach weapon tripper.
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2008-07-29, 04:37 PM (ISO 8601)
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Re: Tripping question
Psh, That's why enlarged spike chain trippers keep tower shields. So they can take cover when needed.
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2008-07-29, 09:07 PM (ISO 8601)
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Re: Tripping question
Your DM is silly Frosty.
Though, you could just take Goliath as your race. Or better yet: half-minotaur goliath.
Also, Knock-Back isn't necessary, it's just nice. It's not even useful in all situations.My sig's Handy Haversack: Need help? Want to see what I've done? Want to see what others have done well? Check it out.
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SpoilerOriginally Posted by DonThelonious
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2008-07-30, 12:35 AM (ISO 8601)
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- Nov 2006
Re: Tripping question
Well, I can knock people back into walls and make them take damage...