Falling Star Disciple tripping-specialized prestige class

StreamOfTheSky

Adventurer
Labeled as humor because I only made the slightest of efforts to justify why it can do the things it does. Fluff can be filled in later. :)

[sblock]Falling Star Disciple

Prerequisites:
Balance 12 ranks, Sense Motive 10 ranks
At least one Setting Sun stance
Feats: Improved Trip, Elusive Target

HD: d10
BAB: Full
Saves: Good Reflex and Will, Poor Fortitude
Skill Points: 4 + Int modifier
Class Skills: Balance, Climb, Concentration, Escape Artist, Heal, Hide, Jump, Knowledge (local), Knowledge (nature), Knowledge (religion), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Tumble.

Maneuvers: At levels 1, 3, 5, 7, and 9 a Falling Star Disciple learns a new maneuver from the Diamond Mind, Iron Heart, or Setting Sun disciplines. At levels 4, 8, and 10, you gain an additional maneuver readied.
Stances: At levels 2 and 6 a Falling Star Disciple learns a new stance from the Diamond Mind, Iron Heart, or Setting Sun disciplines.

Defensive Throw (Ex): At 1st level, you gain Defensive Throw as a bonus feat. If you do not already have the Dodge feat, you must choose at the start of each turn who to apply this feat to.

Aerial Stumble (Ex): At 2nd level, If you trip a foe that is flying with Average or lower maneuverability and no ability to hover, it is treated as stalling and must spend its next turn making a DC 20 Reflex save as a full round action to recover. Failure means it begins failing (150 ft the first round). Against a foe with Good or Perfect maneuverability or the ability to hover, you instead drop the creature’s flight speed in half for one round. Multiple trips on the same creature are not cumulative for speed reduction, the durations merely overlap.

Prone Attack (Ex): At 3rd level, you gain Prone Attack as a bonus feat.

Momentum Master (Ex): By 3rd level, you understand perfectly how to use a foe’s movement against him to neutralize the advantage of his mass. You may trip a foe of any size larger than you, rather than only one size larger. Your foe also loses the advantage of his size bonus against your trip attempts. At 3rd level, your foe takes a -4 penalty to his size modifier to resist your trip attempt. This penalty increases by 4 every 2 class levels thereafter, to a maximum of -16 at level 9. This penalty cannot reduce a foe’s size modifier below 0, it can only negate a bonus. You retain your own size modifier on the check. At 10th level, the benefit of this ability applies when defending against trip attempts as well.

Martial Technician (Ex): By 4th level, you have learned to utilize your quickness and reactions to a foe’s attempts to resist, and may use your Dexterity modifier when attempting to trip a foe instead of strength.

Long Sweep (Ex): At 5th level, you gain +5 ft reach, but only when making trip attempts or using a martial maneuver that utilizes a trip check, such as Setting Sun throws. This benefit does not apply to the bonus attack Improved Trip grants, unless it is also a Trip attack (via Curling Wave Strike, for example). At 10th level, this reach bonus increases to +10 ft.

Warding Takedown (Su): At 6th level, whenever you successfully trip another creature to make it prone on the ground, a glowing red pentagram appears underneath the creature, holding it in place and blocking all magic that would allow easy escape. A creature you leave prone cannot use any spell, Supernatural, or Spell-like ability to teleport or travel to another plane until it physically gets up. This functions like Dimensional Anchor.

Ironthunder Slam (Su): At 7th level, whenever you successfully trip an opponent on your turn, you can choose to do so with such force that the impact sends out a shockwave of energy. With the square that your opponent ended up being prone in as the point of origin, all creatures standing on the ground within 10 ft other than yourself must make a Reflex save or fall prone themselves. The DC is equal to 10 + class level + wisdom modifier + the opponent’s size modifier for strength checks (ie, +4 for a large foe that you tripped). Any bonuses a creature has due to stability, multiple legs, and so forth apply for this save. A creature can only be forced to save against this ability once per round.

Roll with It (Ex): At level 8, you have learned how to use your momentum while moving to reduce the impact of blows. Whenever you are hit by an attack of opportunity provoked for moving out of a creature’s threatened area, the damage you suffer is halved.

360 Defense (Ex): At 9th level, you are able to deftly throw off balance all who try to strike you. You may use the Defensive Throw feat against all foes you are not flatfooted against.

Logic-Defying Takedown (Su): At 10th level, you have fully mastered the art of the takedown, and can attempt a trip against any creature on the ground, even if it is normally prone, has no obvious anatomical disadvantage for being prone, or is seemingly impossible to trip. Against creatures such as serpents, oozes, and giant worms, you may make trip attempts with a -10 penalty. Success means they suffer all of the penalties of being prone and must spend an action to remove the penalties equivalent to the action that would be required to stand up, including provoking attacks of opportunity. The creature is actually under a curse-like effect and not any more prone than it was before, so you do not gain a bonus attack from Improved Trip if you succeed, though this ability does enable you to use Setting Sun throw maneuvers on such creatures.
[/sblock]

This is basically my response to this thread, which inspired me to cobble together my own trip-based PrC.
 
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Belzbet

First Post
. You may trip a foe of any size larger than you, rather than only one size larger. .
Yeah I was thinking that you could trip a foe at least 2 size categories larger than you... this is a must... but yeah this PrC is pretty good maybe too much (hence the humor label)... especially when focuses around ToB classes...
 

Dandu

First Post
Labeled as humor because I only made the slightest of efforts to justify why it can do the things it does. Fluff can be filled in later. :)

[sblock]Falling Star Disciple

Prerequisites:
Balance 12 ranks, Sense Motive 10 ranks
At least one Setting Sun stance
Feats: Improved Trip, Elusive Target

HD: d10
BAB: Full
Saves: Good Reflex and Will, Poor Fortitude
Skill Points: 4 + Int modifier
Class Skills: Balance, Climb, Concentration, Escape Artist, Heal, Hide, Jump, Knowledge (local), Knowledge (nature), Knowledge (religion), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Tumble.

Maneuvers: At levels 1, 3, 5, 7, and 9 a Falling Star Disciple learns a new maneuver from the Diamond Mind, Iron Heart, or Setting Sun disciplines. At levels 4, 8, and 10, you gain an additional maneuver readied.
Stances: At levels 2 and 6 a Falling Star Disciple learns a new stance from the Diamond Mind, Iron Heart, or Setting Sun disciplines.

Defensive Throw (Ex): At 1st level, you gain Defensive Throw as a bonus feat. If you do not already have the Dodge feat, you must choose at the start of each turn who to apply this feat to.

Aerial Stumble (Ex): At 2nd level, If you trip a foe that is flying with Average or lower maneuverability and no ability to hover, it is treated as stalling and must spend its next turn making a DC 20 Reflex save as a full round action to recover. Failure means it begins failing (150 ft the first round). Against a foe with Good or Perfect maneuverability or the ability to hover, you instead drop the creature’s flight speed in half for one round. Multiple trips on the same creature are not cumulative for speed reduction, the durations merely overlap.

Prone Attack (Ex): At 3rd level, you gain Prone Attack as a bonus feat.

Momentum Master (Ex): By 3rd level, you understand perfectly how to use a foe’s movement against him to neutralize the advantage of his mass. You may trip a foe of any size larger than you, rather than only one size larger. Your foe also loses the advantage of his size bonus against your trip attempts. At 3rd level, your foe takes a -4 penalty to his size modifier to resist your trip attempt. This penalty increases by 4 every 2 class levels thereafter, to a maximum of -16 at level 9. This penalty cannot reduce a foe’s size modifier below 0, it can only negate a bonus. You retain your own size modifier on the check. At 10th level, the benefit of this ability applies when defending against trip attempts as well.

Martial Technician (Ex): By 4th level, you have learned to utilize your quickness and reactions to a foe’s attempts to resist, and may use your Dexterity modifier when attempting to trip a foe instead of strength.

Long Sweep (Ex): At 5th level, you gain +5 ft reach, but only when making trip attempts or using a martial maneuver that utilizes a trip check, such as Setting Sun throws. This benefit does not apply to the bonus attack Improved Trip grants, unless it is also a Trip attack (via Curling Wave Strike, for example). At 10th level, this reach bonus increases to +10 ft.

Warding Takedown (Su): At 6th level, whenever you successfully trip another creature to make it prone on the ground, a glowing red pentagram appears underneath the creature, holding it in place and blocking all magic that would allow easy escape. A creature you leave prone cannot use any spell, Supernatural, or Spell-like ability to teleport or travel to another plane until it physically gets up. This functions like Dimensional Anchor.

Ironthunder Slam (Su): Whenever you successfully trip an opponent on your turn, you can choose to do so with such force that the impact sends out a shockwave of energy. With the square that your opponent ended up being prone in as the point of origin, all creatures standing on the ground within 10 ft other than yourself must make a Reflex save or fall prone themselves. The DC is equal to 10 + class level + wisdom modifier + the opponent’s size modifier for strength checks (ie, +4 for a large foe that you tripped). Any bonuses a creature has due to stability, multiple legs, and so forth apply for this save. A creature can only be subjected to this ability once per round.

Roll with It (Ex): At level 8, you have learned how to use your momentum while moving to reduce the impact of blows. Whenever you are hit by an attack of opportunity provoked for moving out of a creature’s threatened area, the damage you suffer is halved.

360 Defense (Ex): At 9th level, you are able to deftly throw off balance all who try to strike you. You may use the Defensive Throw feat against all foes you are not flatfooted against.

Logic-Defying Takedown (Su): At 10th level, you have fully mastered the art of the takedown, and can attempt a trip against any creature on the ground, even if it is normally prone, has no obvious anatomical disadvantage for being prone, or is seemingly impossible to trip. Against creatures such as serpents, oozes, and giant worms, you may make trip attempts with a -10 penalty. Success means they suffer all of the penalties of being prone and must spend an action to remove the penalties equivalent to the action that would be required to stand up, including provoking attacks of opportunity. The creature is actually under a curse-like effect and not any more prone than it was before, so you do not gain a bonus attack from Improved Trip if you succeed, though this ability does enable you to use Setting Sun throw maneuvers on such creatures.
[/sblock]

This is basically my response to this thread, which inspired me to cobble together my own trip-based PrC.

omg its poorly balanced and broken like spionics.
 


kitcik

Adventurer
Much better than the other trip PrC which was posted, but I'd still make some changes.

For one thing, I would switch out Roll with It to Knockdown. I think Roll with It is too situational and underpowered for and 8th level power. Knockdown rocks (and yes, of course it is not iterative - you can't get a free attack from Improved Trip after a Knockdown).

It would be helpful to add rules for tripping a climbing opponent (or one standing on the wall or ceiling). Possibly within the Aerial Stumble ability. I would suggest: must spend a move action to stabilize themselves (which provokes AoO's and, as applicable, requires a climb or balance check at -5) or fall to the ground.

I would allow the Improved Trip bonus attack on the 10th level power.
 
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StreamOfTheSky

Adventurer
Roll With it is not really situational, though. It's not spelled out for the reader, but the class has a very specific combat style built in: Running around using Setting Sun throws and provoking AoOs. Why the latter? Elusive Target's Cause Overreach gives a free trip (not an AoO, just simply a free attack) whenever someone misses you on an AoO for movement. So by the capstone, the class is moving around the battlefield, getting two trip attempts per foe that attacks and misses him (360 Defense for Defensive Throw vs. everyone + Elusive Target) and his actual strike maneuver. And I can't even imagine the insanity with Tornado Throw.

Point is...The way I designed the class, it is presumably moving around, provoking ALOT. So Roll With It is just sort of like a nice insurance policy for when a foe gets a lucky hit, similar in vein to the Improved Evasion ability. It's only "situational" if the foes can only hit you on a 20.
 

Dandu

First Post
Knockdown rocks (and yes, of course it is not iterative - you can't get a free attack from Improved Trip after a Knockdown).
My impression was that the Sword and Fist errata was left out of 3.5 SRD when Knockdown was reprinted.
 

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