Trip Fighters -- do they work?

Gnome Berzerker

First Post
Anybody ever play a Fighter, taking feats that would help in making trip attacks?

I think the concept would be both a fun and competitive one. I just want to know if it's worked in actual play. I'm considering using a Guisarme, and having the Fighter's race be Dwarf (+2 stabilization in 3.5).

The idea of adding a few Monk levels (2 or 4) has entered my mind on this build, since I'd be able to use an unarmed attack as a defense against baddies that get past my reach weapon. I'd still be able to wear light armor and use a few of the Monk abilities.
 

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I know it's a munchy weapon, but the spiked chain will take care of reach questions. It's only a feat, but it doesn't solve the problem that on a counter-trip you can drop the weapon if you don't want to be tripped (since Improved Trip doesn't protect from that, whereas Improved Disarm does prevent counter disarm attempts).

Oh, and by the way, if you're interested, I "cleaned up" your avatar pic, if you want it.

Slim
 

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I'm playing in a campaign right now where one of the other players is playing a "trip" fighter with a glaive.

It's massively annoying, because if he fails the opposed check, absolutely nothing happens. At least when you're just whaling on your opponent, every hit gets you that much closer to winning. If every hit leads to an opposed trip check, however, at least some of the time you're going to lose that check, and nothing happens except you waste your action.

Much better is Improved Grapple with Improved Unarmed Strike. At least you do the damage regardless of whether or not you get the grapple started.

The problem with a Trip Fighter is balancing the chance of failing the trip check with additional damage against an opponent who falls.
 

Whoa. They changed Improved Grapple from Oriental Adventures to 3.5: in Oriental Adventures it says "If you hit with an unarmed strike, you deal normal damage and can attempt to start a grapple."

In 3.5 it says: "You do not provoke an attack of opportunity when you make a touch attack to start a grapple. "

Hm. New thread.
 

Gnome Berzerker said:
Anybody ever play a Fighter, taking feats that would help in making trip attacks?

I think the concept would be both a fun and competitive one. I just want to know if it's worked in actual play. I'm considering using a Guisarme, and having the Fighter's race be Dwarf (+2 stabilization in 3.5).

The idea of adding a few Monk levels (2 or 4) has entered my mind on this build, since I'd be able to use an unarmed attack as a defense against baddies that get past my reach weapon. I'd still be able to wear light armor and use a few of the Monk abilities.
I used to use Improved Trip a lot when I played the party monk. The downside/upside to it is that it works best against M sized humanoids if the monk is M. On the other hand, for an L sized monk, boy, it's powerful good against a wide variety of opponents. This also holds for centaurs and their ilk (4 legs good, 2 legs bad). The best thing about improved tripping is the +4 attack bonus against prone opponents, so if you succeed in an improved trip attack, your chances of nailing the opponent hard are excellent. Commonly, I would trip on the first attack, and then wale on the other guy with the Imp. Trip bonus attack and subsequent attacks at the higher bonuses. Well, I guess it often wasn't necessary to use all the attacks... It's especially apt against opponents that derive a lot of their AC from armor and natural armor, since only dex and str help against being tripped.
Tripping a stunned opponent was pretty effective too, since they don't get a chance to trip back if you fail. If I really wanted to make a guy feel smacked, I'd stun him (plus dmg), trip him (plus dmg), and finish him off with a swift kick to the posterior. The cute thing about this, is that after each of the first two special attacks, the opponent's AC usually goes down, so the subsequent attacks are almost as likely to hit as the primary attacks. At the end of a stun/trip/smack/smack round, the recipient is typically in dire straits, especially if you have a comrade who's ready to take advantage of his prone/stunned state. Then the opponent has to stand up from prone (move eq.) and pick up his weapon the next round (also move eq.), if he wants to keep fighting.

As a bard, I also found whip-based tripping could be kind of nice, even without Imp. Trip. Whips are well suited to it, with the +2/drop feature, and you can carry several with little encumbrance penalty, so it's not so bad if you lose one. Since they work as ranged attacks, they're well suited to missile weapon specialists. It was usually best when other characters were fighting the same opponent, since they would all get the +4 prone bonus after I tripped him.

I don't think I would devote a lot of resources to specializing in it as a fighter though, unless you happen to be playing a giant centaur or something like that.
 
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I haven't had much luck with my Thief-Acrobat. 10th level, a 16 strength plus a daily Bull's Strength (still playing 3.0) and the only opponent I've been able to trip is a 1st level mook.

The +4 for having the feat in 3.5 sounds promising, but my DM said that even if we upgraded, he'd probably house rule it because it's unrealistic. I think he said it would be unbalancing, too, but I'm not sure. I think I finally convinced him that it wasn't a bad rule, but we aren't changing over mid-campaign.
 

In my campain, our main fighter is usign a guisarm, and its working fine. He just took the Quick Draw Feat and a couple of throwing/hand axes and a heazy mace in case his trip attack ever fails. The thing is, he doens need it much. Hes only 4th lvl and doiong and avg. of 9 damage a round. Doesnt sound like much but we have no magic weapons or items and he hasnt taken WP Spez. yet on the guisarm or any other weaopon yet. So far hes taken down around 70% of all our opponets. Cant wait to see waht happenes next.
 

This is probably terribly unhelpful but....


In my campaign I have seen our Monk with the Improved Grapple feat do some great stuff - its quite cinematic imagining a 230lb ritually scarred Half-Orc jumping on the back of a flying man-bat and crushing him into the ground!

I have also play a Ranger with the Improved Disarm feat and dual wielded kurki/scimitar combo successfully disarm a couple of thugs and a rather irritating Orc archer.

I like how these work and would imagine that Improved Trip would be much the same - I can't see how being tripped is any more/less dangerous than being disarmed (guess its more universally useful - more things are vulnerable to being tripped than disarmed)
 

Just a note, there is a thread on the rules forum that has an analisis of two maneuvers using trip, one is fighter for sure, another uses a spell.

This is the situation we are discussing there:
Originally Posted by bensei

1:
Character has Improved Trip and Quick Draw feats and BAB 11.
- Stand 10ft. from opponent
- Draw Whip (proficient) and make trip attack (bonus to Str check from IT feat). Assume successful.
- Drop Whip
- Make 5ft. step towards the opponent
- Draw Greatsword
- Make 3 attacks (+11/+6/+1) against prono opponent

the thread can be found here:
http://www.enworld.org/forums/showthread.php?p=1134567
 
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Magic Slim said:
I know it's a munchy weapon, but the spiked chain will take care of reach questions. It's only a feat, but it doesn't solve the problem that on a counter-trip you can drop the weapon if you don't want to be tripped (since Improved Trip doesn't protect from that, whereas Improved Disarm does prevent counter disarm attempts).

Oh, and by the way, if you're interested, I "cleaned up" your avatar pic, if you want it.

Slim

Thanks, Slim! I like the new avatar!

Anyway, I'm not really interested in the spiked chain. If this combo works, I'll have enough trouble avoiding the "munchy" label.

tarchon said:
I don't think I would devote a lot of resources to specializing in it as a fighter though, unless you happen to be playing a giant centaur or something like that.

Nope, gunna play a Dwarf. How many resources could I actually devote to trip attacks?
 
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