With all the talk about tripping I was thinking of a PrC that focused on Tripping (I don't know if there is one or not but I havent seen one). What do you guys think...
Trip Master:
Prereq's:
Base Attack: +5
Feats: Improved Trip, Combat Reflexes
Class Skills: Ride, Climb, Jump, Swim, Balance, Tumble, Profession, Craft, Intimidate
Class Features:
HD: d10's
Skills: 2+Int.
Lv. 1 Experienced Takedown: add your class levels in Trip Master to (touch) attack rolls made when attempting to trip an opponent (not to str. checks; or should it add to str. checks as well? Look at Lv5 before answering)
Dynamic Takedown: A Trip Master can trip with any melee weapon without provoking an AOO (he may drop his weapon like normal when tripping with his weapon); the reach of the weapon is not affected.
Lv.2 Defensive Takedown: In any turn where all of your attacks made that turn are trip attempts you gain a dodge (or untyped; so you don't lose it flanked) bonus to AC equal to your class levels in Trip Master; lasts until the beginning of your next turn (even if you only make a single attack you can benefit from this feature, although it must be a trip attempt; OR should it be only when a full attack is made?).
Lv3 Reactive Takedown: If an opponent that you threaten takes a 5ft step you may attempt a single trip attack as an immediate action, unlike normal this trip attack provokes an AOO (meaning the Trip Master provokes an AOO from the opponent). This takes one of your AOO's for the round (since every Trip Master must have combat reflexes everyone will, mosy likely, have more than one AOO for the turn). So If 3 orcs that my 16 dex. trip master threatens with his longaxe take 5ft steps towards him he can attempt a trip on all of them (however they all get an AOO on the trip master; and he has an extra AOO that round in case another orc moves in his view). At lv 5 you no longer provoke AOO's for tripping in this fashion (this ability, of course, does not affect your ability to normally trip without provoking AOO's). What do you think of this feature? Too Much? Too Good? Just Right???
Lv4 Sweeping Takedown: A master Tripper of lv4 of higher may move up to his speed (he cant run or double move) and made a full attack. However, these attacks must ALL be trip attempts and they must be targeted at DIFFERENT opponents. So, if you normally get 4 attacks and there is only three opponents that you threaten after your move you may only make 3 trip attempts that turn. I invision this as dashing up to a group of enemies and swinging my trip weapon or my legs at their feet and knocking them down.
Lv5 Master of the Takedown:
You are treated as one size category larger for the purposes of abjucating trip attacks (this bonus applies when you are being tripped as well; so this gives you +4 to your str. check to trip, now is this to much in conjunction with adding your Trip Master class levels to str. checks? that would be +9 to str checks, not to much? Or what do you think?). I give a couple more abilities that are interesting but that may be too much if I gave them all to the PrC (the first one is at least a keeper). So I will state them and see what you guys think...
Alternative Abilities:
Lv5 Ability A: when you are threatened by no more than ONE opponent you can extend the reach of any weapon you are tripping with (even unarmed) by 5ft until the end of your current turn, you may only do so only on your turn and the attack so made must be a trip attack. To use this ability you just perform a full round action and you may only make a SINGLE trip attack with the extended weapon (OR should it take a free action and apply to every trip attack in the round???).
Lv 5 Ability B: when making a full attack action if you make a trip attack and you knock an opponent of your effective size or less prone (by winning an opposed str. check) then you get +3 to attack and damage rolls made on that opponent in this round with your other attacks. You must attack the opponent with the rest of your attacks for the round to gain the bonus (effective size takes into consideration the size increase for tripping given by this class, so a medium character would be considered large for this ability). I in-vision this as tripping someone then immediately jumping on them and hitting them with your weapon you tripped them with. Example: Lets say I have 4 attacks and I just took a 5ft step toward the giant and declared a full attack: my first attack I swing at a fire giant in front of me with a regular melee attack I miss, so I decide to make a touch attack to trip, I hit and I win the str, check, NOW I can attack the giant with my other two attacks left at a +3 bonus to attack and damage (these must be regular melee attacks and they all must be targeted at the giant).
Lv5 ability C: When making a touch attack to attempt a trip against foes LARGER than your EFFECTIVE trip size for EVERY 5 points over the touch AC of the defender your attack roll is you get +2 to your str. check to trip the opponent (this bonus only applies to the ONE str. check made to trip that enemy, so if you try to trip it more than once in a round the bonuses arent cumulative; although every 5 points above the AC IS cumulative for that ONE str. check). This makes it possible to trip colossal creatures (if you get 40 above their touch AC then the +16 bonus they get is offset, 45 above then YOU get the bonus, and it is high enough still so that not just anyone can trip a colossal red dragon; if it is not high enough then what do you suggest?).
The main questions I have for you all is: should I spread the levels out more? What about the prereqs to low of a starting level?I give many abilities at lv 5 what two or one is the best and should be kept as the capstone? Anything else you want to comment on...
Trip Master:
Prereq's:
Base Attack: +5
Feats: Improved Trip, Combat Reflexes
Class Skills: Ride, Climb, Jump, Swim, Balance, Tumble, Profession, Craft, Intimidate
Class Features:
HD: d10's
Skills: 2+Int.
Lv. 1 Experienced Takedown: add your class levels in Trip Master to (touch) attack rolls made when attempting to trip an opponent (not to str. checks; or should it add to str. checks as well? Look at Lv5 before answering)
Dynamic Takedown: A Trip Master can trip with any melee weapon without provoking an AOO (he may drop his weapon like normal when tripping with his weapon); the reach of the weapon is not affected.
Lv.2 Defensive Takedown: In any turn where all of your attacks made that turn are trip attempts you gain a dodge (or untyped; so you don't lose it flanked) bonus to AC equal to your class levels in Trip Master; lasts until the beginning of your next turn (even if you only make a single attack you can benefit from this feature, although it must be a trip attempt; OR should it be only when a full attack is made?).
Lv3 Reactive Takedown: If an opponent that you threaten takes a 5ft step you may attempt a single trip attack as an immediate action, unlike normal this trip attack provokes an AOO (meaning the Trip Master provokes an AOO from the opponent). This takes one of your AOO's for the round (since every Trip Master must have combat reflexes everyone will, mosy likely, have more than one AOO for the turn). So If 3 orcs that my 16 dex. trip master threatens with his longaxe take 5ft steps towards him he can attempt a trip on all of them (however they all get an AOO on the trip master; and he has an extra AOO that round in case another orc moves in his view). At lv 5 you no longer provoke AOO's for tripping in this fashion (this ability, of course, does not affect your ability to normally trip without provoking AOO's). What do you think of this feature? Too Much? Too Good? Just Right???
Lv4 Sweeping Takedown: A master Tripper of lv4 of higher may move up to his speed (he cant run or double move) and made a full attack. However, these attacks must ALL be trip attempts and they must be targeted at DIFFERENT opponents. So, if you normally get 4 attacks and there is only three opponents that you threaten after your move you may only make 3 trip attempts that turn. I invision this as dashing up to a group of enemies and swinging my trip weapon or my legs at their feet and knocking them down.
Lv5 Master of the Takedown:
You are treated as one size category larger for the purposes of abjucating trip attacks (this bonus applies when you are being tripped as well; so this gives you +4 to your str. check to trip, now is this to much in conjunction with adding your Trip Master class levels to str. checks? that would be +9 to str checks, not to much? Or what do you think?). I give a couple more abilities that are interesting but that may be too much if I gave them all to the PrC (the first one is at least a keeper). So I will state them and see what you guys think...
Alternative Abilities:
Lv5 Ability A: when you are threatened by no more than ONE opponent you can extend the reach of any weapon you are tripping with (even unarmed) by 5ft until the end of your current turn, you may only do so only on your turn and the attack so made must be a trip attack. To use this ability you just perform a full round action and you may only make a SINGLE trip attack with the extended weapon (OR should it take a free action and apply to every trip attack in the round???).
Lv 5 Ability B: when making a full attack action if you make a trip attack and you knock an opponent of your effective size or less prone (by winning an opposed str. check) then you get +3 to attack and damage rolls made on that opponent in this round with your other attacks. You must attack the opponent with the rest of your attacks for the round to gain the bonus (effective size takes into consideration the size increase for tripping given by this class, so a medium character would be considered large for this ability). I in-vision this as tripping someone then immediately jumping on them and hitting them with your weapon you tripped them with. Example: Lets say I have 4 attacks and I just took a 5ft step toward the giant and declared a full attack: my first attack I swing at a fire giant in front of me with a regular melee attack I miss, so I decide to make a touch attack to trip, I hit and I win the str, check, NOW I can attack the giant with my other two attacks left at a +3 bonus to attack and damage (these must be regular melee attacks and they all must be targeted at the giant).
Lv5 ability C: When making a touch attack to attempt a trip against foes LARGER than your EFFECTIVE trip size for EVERY 5 points over the touch AC of the defender your attack roll is you get +2 to your str. check to trip the opponent (this bonus only applies to the ONE str. check made to trip that enemy, so if you try to trip it more than once in a round the bonuses arent cumulative; although every 5 points above the AC IS cumulative for that ONE str. check). This makes it possible to trip colossal creatures (if you get 40 above their touch AC then the +16 bonus they get is offset, 45 above then YOU get the bonus, and it is high enough still so that not just anyone can trip a colossal red dragon; if it is not high enough then what do you suggest?).
The main questions I have for you all is: should I spread the levels out more? What about the prereqs to low of a starting level?I give many abilities at lv 5 what two or one is the best and should be kept as the capstone? Anything else you want to comment on...
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