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Disarm and Tripping
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<blockquote data-quote="Empirate" data-source="post: 5417010" data-attributes="member: 78958"><p>The only way to deal damage after a Trip is with the extra attack granted by Improved Trip, or by using trip effects that rely on damaging attacks, such as with the Knockdown example; or the monstrous feat Awesome Blow. You can cleave into your opponent after a successful Sunder (that breaks the weapon) with the Combat Brute feat (Complete Warrior), which is rather good for other reasons, too. You cannot deal damage by disarming somebody.</p><p></p><p></p><p>IIRC, AoOs happen right before the action that provoked them resolves. So if the Troll wanted to get up, you'd indeed get an AoO, but for that AoO, the Troll would still be considered prone. That means you get +4 to the attack roll, but cannot use the AoO to re-trip the Troll (as it is already [still] prone). It only gets up right after your AoO resolves, and can then be tripped again on your turn.</p><p></p><p></p><p>Trip and Disarm rely on size and Strength, so boosting those helps a lot. The Jotunbrud feat (human only, Unapproachable East), or having a race with the powerful build quality, also provide +4 bonuses, but don't stack with being large.</p><p></p><p>Disarming is an opposed attack roll, so anything that boosts your attack or reduces the other guy's attack is good. Too many possibilities to list them all.</p><p></p><p>The Wolf Berserker feat (Barbarian only, Unapproachable East) provides a stacking +4 bonus to tripping and acts as prerequisite for Improved Trip in place of Combat Expertise, which is great if you want to dump Int. The Sweeping weapon enchantment (+1, iirc) provides another +4 bonus to trip checks.</p><p></p><p>Reroll abilities (such as from the Luck domain, or Luck Feats) are good, as always.</p><p></p><p></p><p>Best story: In my game, the party was jumped by a bunch of Bugbears led by a Bugbear Fighter and a Bugbear Adept. The Adept was a real damage-dealer with his Wand of Lightning Bolt (8th caster level; party was only 6th level...).</p><p>So the party's gish runs over and disarms the Wand. The Adept tried to pick it up again on his turn, but the gish used grapple on his AoO to stop him. On his own turn, party gish lets go of Adept (free action, since I ruled the Adept wasn't that keen on maintaining the grapple), picks up the Wand (no AoO from unarmed Adept), and starts blasting the remaining Bugbears. Not surprisingly, they quickly fled.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5417010, member: 78958"] The only way to deal damage after a Trip is with the extra attack granted by Improved Trip, or by using trip effects that rely on damaging attacks, such as with the Knockdown example; or the monstrous feat Awesome Blow. You can cleave into your opponent after a successful Sunder (that breaks the weapon) with the Combat Brute feat (Complete Warrior), which is rather good for other reasons, too. You cannot deal damage by disarming somebody. IIRC, AoOs happen right before the action that provoked them resolves. So if the Troll wanted to get up, you'd indeed get an AoO, but for that AoO, the Troll would still be considered prone. That means you get +4 to the attack roll, but cannot use the AoO to re-trip the Troll (as it is already [still] prone). It only gets up right after your AoO resolves, and can then be tripped again on your turn. Trip and Disarm rely on size and Strength, so boosting those helps a lot. The Jotunbrud feat (human only, Unapproachable East), or having a race with the powerful build quality, also provide +4 bonuses, but don't stack with being large. Disarming is an opposed attack roll, so anything that boosts your attack or reduces the other guy's attack is good. Too many possibilities to list them all. The Wolf Berserker feat (Barbarian only, Unapproachable East) provides a stacking +4 bonus to tripping and acts as prerequisite for Improved Trip in place of Combat Expertise, which is great if you want to dump Int. The Sweeping weapon enchantment (+1, iirc) provides another +4 bonus to trip checks. Reroll abilities (such as from the Luck domain, or Luck Feats) are good, as always. Best story: In my game, the party was jumped by a bunch of Bugbears led by a Bugbear Fighter and a Bugbear Adept. The Adept was a real damage-dealer with his Wand of Lightning Bolt (8th caster level; party was only 6th level...). So the party's gish runs over and disarms the Wand. The Adept tried to pick it up again on his turn, but the gish used grapple on his AoO to stop him. On his own turn, party gish lets go of Adept (free action, since I ruled the Adept wasn't that keen on maintaining the grapple), picks up the Wand (no AoO from unarmed Adept), and starts blasting the remaining Bugbears. Not surprisingly, they quickly fled. [/QUOTE]
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