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Building Mister Tripper

Hardhead

Explorer
OK, I've often read how one of the best builds is a tripping fighter. However, what feats do you take for this? Obviously, Improved Trip, but generally that's still only going to give you a +4 bonus against other fighter-types and rogues. It would seem to me that there's still a good chance of loosing your weapon. What am I missing here?
 
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Depends what you'd consider going too far?

Getting weapons with a trip bonus: Spike chain seems the obvious one - bonus + reach. Light flail requires no feat. Dire flail if you want lots of attempts and can afford 2wf+exotic feats.

Being a dwarf - +4 stability bonus to avoid counter trips. Although, if you ask me, dwarves look silly weilding Spiked chains.

A level of cleric to get strength domain. 1st level domain spell is Enlarge - another +5 right there! That or any other size increasing effect.

Reach + combat reflex to get AOO trip attacks from movement.

Start as a member of a large race.

Edit: Forgot - finding a book with ground fighting or fast get up feats in it.
 
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Jotunbrud feat. That strength domain cleric as second level, first level barbarian. Depending on your dex, go for TWF direflail or combat reflexes and polearm... a normal heavy flail if dex is low. 3rd level barbarian or fighter levels.

Prone Attack or Instant Stand are the official "get up from prone feats" that I know of.
 

Pielorinho said:
First, take skill focus (herbalism)....

....and move into an apartment with Chrissy and Janet.

Some supplements - Magic of Faerun? - have +1 weapon enchantments which provide a +4 to the opposed trip check.
 

Yupp.... that sweeping special weapon ability.

Ah yeah: Get one wizard level instead of the cleric level, cast Ray of Enfeeblement first :D
 

Locked Gauntlets + Prone Attack... don't worry about dropping your weapon, just eat the trip and keep attacking at no penalties.

Or, Quickdraw + several Whips one size category larger than you wielded two handed at a -2 penalty (1.5str bonus instead of str bonus and additional reach). Just drop the whip when you have to and quickdraw another.

Item of permanent enlarge or enough pearls of power to keep you enlarged in each combat of the day. Or consider going with enough cleric levels to get righteous might.

Dragon Disciple is also nice for more stackable strength, as is the Half-Minotaur template/race.

Basically, the name of the game is size and strength.
 

Is there a psionic equivalent of enlarge/ray of enfeeblement.

Psionic warrior could lead to some 'interesting' choices with this. Get to wear armour without any problems as well.
 

Serious answer:
Combat reflexes
Spiked chain
Very high strength
Rage (to bump up strength)
Improved Trip
Large size (from Enlarge person spell or other source)
Mobility
Spring Attack
Whirlwind Attack

Consider a 10th-level barbarian with a normal Str of 20, under an enlarge person, bull's strength, and raging. We're now talking a str of 30, I believe. The barbarian's trip bonus is +10 (str) +4 (Improved Trip) +2 (spiked chain) +4 (size), for +20 total. He can whirlwind attack everyone out to a range of 15' (due to enlarge person). Each person that fails their opposed str/dex check against him suffers an additional attack as he tries to hit them, gaining at least +23 on his attack (+10 BAB, +10 Str, +4 prone, -1 size). When they try to stand up, he gets an AoO on them at the same attack bonus. Each attack does at least 2d6+15 damage (large two-handed weapon).

If the spiked chain is masterwork or magical, of course, then things start to get nasty.

Daniel
 

Pielorinho said:
Serious answer:
Combat reflexes
Spiked chain
Very high strength
Rage (to bump up strength)
Improved Trip
Large size (from Enlarge person spell or other source)
Mobility
Spring Attack
Whirlwind Attack

Consider a 10th-level barbarian with a normal Str of 20, under an enlarge person, bull's strength, and raging. We're now talking a str of 30, I believe. The barbarian's trip bonus is +10 (str) +4 (Improved Trip) +2 (spiked chain) +4 (size), for +20 total. He can whirlwind attack everyone out to a range of 15' (due to enlarge person). Each person that fails their opposed str/dex check against him suffers an additional attack as he tries to hit them, gaining at least +23 on his attack (+10 BAB, +10 Str, +4 prone, -1 size). When they try to stand up, he gets an AoO on them at the same attack bonus. Each attack does at least 2d6+15 damage (large two-handed weapon).

If the spiked chain is masterwork or magical, of course, then things start to get nasty.

Daniel

His reach extends to 20' when enlarged and he can't make improved trip attacks on those people that he trips because the extra attacks are disallowed by 3.5 whirlwind attack.
 

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