improved trip and reach (again?)

I dunno, I would only allow a trip and a single re-trip, since you've already used your "standing up" AoO for the round on that opponent. Of course, at that point you've screwed their round up and can just trip them again on your turn. :D

As an aside, I do not allow the spiked chain in my games. It is the dumbest, most imbalanced weapon ever invented for the game. What are they thinking? Why do they want to turn the game into a spiked chain fest? Why didn't they fix this weapon that is greater than even any other exotic weapon in the game?
 

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That's just the way it works. If you wish to make sure he doesn't trip all the time, just send large opponents (+4 to opposed rolls) with great strength (ie. +5 or +6). Then hope you win the opposed roll :)

It's all in the dice after all and some people are just lucky with them.
 

I'm in the AoO can't trip an already prone character camp. I've heard the spellcasting comparison for AoO and interuption before and seen it debunked, as has already been done.

For a character with improved trip trying to keep an opponent down, just ready an action on your turn. When they finish their move action to stand, trip attack. So that: Opponent provokes AoO by attempting to stand, you attack and do dmg (or disarm, etc.), they stand, your readied action goes off and you make your trip attack and hopegully follow through with your attack (imp. trip). Running "standing from prone" in this way negates none of the benefits of the trip tactic.

As for spiked chains, I've seen 'em, I've used 'em, I've dealt with 'em. I like spiked chains but they are a little too good. To help balance them I plan on limiting them in one simple, little way:

"A spiked chain has a 10ft reach but only threatens at either 10ft or 5ft, not both. The distance of the last attack made sets the threaten distance for the spiked chain. Example - Wick the tiefling swashbuckler lashes out with his 2 attacks at two werewolves with his silvered spiked chain. One werewolf is at 10ft range and the other is at 5ft range. His first attack is against the werewolf at 10ft reach and his second attack is on the werewolf next to him. That ends Wick's turn, with his last attack at 5ft reach. Between the end of Wick's turn and the beginning of his next he threatens with his spiked chain at 5ft. If Wick had made his last attack on the werewolf at 10ft reach, then his threatened area would be at 10ft but would not threaten at 5ft reach (as with a longspear for example)."
 

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