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Getting Better at Trip Attacks?

Black Knight Irios said:
D&D is all about using magic items to even the odds, or why do characters have a higher starting money at higher lvls.
Yes without magic items and spells you'll and up as no really good tripper, but why would anyone not use magic to get better. You'll take a +5 sword without wondering to deal more damage and hit better, why not take another magic weapon that you can trip better your opponent.

Maybe someone should merge those two topics!
The campain I'm playing in is pretty low magic. The other reason is that lots of magic rather than training doesn't fit the character concept.
 

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Could anyone have a look at the Conan d20 RPG? It's supposed to be less reliant on magic items... checking the mechanic there might be the way to go for you...
 

Conan d20: It's the good old same stuff. Nothing new here... but the conan chars get more attribute increases (as do my chars in my low magic stuff).
 

OK. You people finally made me do it. I just bought all the 3.5e core books ($62 at Amazon -- all your fault!).

I held out for so long!!!!! But this tripping nonsense pushed me over the edge.
 



Adding half of your BAB to the trip check... much too strong. Right now, a trip specialist already manages to get extremely high trip bonuses (wildshaped into a trip animal and animal growth on a druid ...)

There aren't that many feats that can counter these trips... I'd say, use Improved Trip and go for a higher strength, that should do.
 


I use this feat in my game. It was designed for monks or other dedicated unarmed fighters, but you might like it. The key thing for you is that it allows you to use an opposed grapple check instead of a strength check to trip, but you have to pin the opponent first. It's meant to be a Judo- or Aikido-like throw where you use your grappling to get the opponent in a bad position, then toss him.

IMPROVED PIN [GENERAL]

Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple

Benefit: You can use advanced grappling techniques to pin an opponent more effectively. Once you get an opponent in a pin, you are at +4 to all Grapple checks against that opponent.

In addition, while you have an opponent pinned you may make an opposed grapple check instead of a Strength check to trip the opponent. If the opponent is prone while pinned, you may not move the grapple.

Normal: Without this feat, there are no modifiers to Grapple checks to maintain a pin, and you may not render the opponent prone with an opposed Grapple check.

Special: A fighter may select Improved Pin as one of his fighter bonus feats.

A monk may select Improved Pin as a bonus feat at 2nd level, but only if she meets the prerequisites.
If you like this, there are some more at: http://home.comcast.net/~jim.ade/ilium/newfeats.html
 

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