Velmont said:
[SBLOCK=OOC]
A ranseur isn't a weapon that allow you to trip with it. The spiked chain, all flails and teh guisarmes are weapon that allow tripping. If you want to trip, you'll haev to do it unarmed.
Also, the ranseur gives +2 to disarm check, not tripping.
Finally, tripping is a strength check, how did you calculate the 10 modifier on your tripping check?[/SBLOCK]
Dude, I totally spaced that I guess you can only disarm then with the ransuer and not trip...go figure think we musta house ruled that one (its got those nifty backward curving blades one can use to hook stuff with) since it was intended the hooks were used to pull riders of horses, which is sort of a trip I think...
Since I screwed up and followed the DISARM rules (lol) for a trip attack it will be easy for me do that without having to re-roll the whole thing. (I got +10 from making an opposed attack as per Step 2 of the DISARM rules...Atk+6; +4 for two handed = 10 funny part is even that would be wrong since I also would have gotten +2 more for the weapon's bonus to the move.)
So...
New narrative:
Jik'tu infuriated at his miss and the what he considers the human toying with him by the disarm and trip attempts steps back 5' and tries to DISARM his opponent using the hooked portion of the ransuer.
He sweeps the long weapon around high and tries to catch the human's flail while it is in constant motion.
Step1: AoO (I am at reach so probably he is bumming there)
Step2: Attack = 21 * I rolled a 13+6 for the original attack but forgot to add +2 for using the ransuer....
Since you asked...(*Attack roll 13; +1 Base; +5 STR; +4 Two handed wpn; +2 ranseur = 21)
Step3: (outcome; I win he's disarmed - he win's he gets a try to disarm me [Opposed roll = 20])
OK there ya go much better - same rolls different action and all legal and such, good catch B sorry for the confusion - again musta house ruled it here at some point, it's probably been a HR so long I forgot we changed it from the original.