PrC: Trip Master, Trip Anything!!!

"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?)."

I know what you meant to say, but that's not what the ability you wrote down is actually saying.
 

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Yeah thanks for the replies and yeah this isnt an all powerful trip machine but I think it is balanced (enough especially considering ToB) and it gives you some good stuff...
 

"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?)."

I know what you meant to say, but that's not what the ability you wrote down is actually saying.
Actually a trip attempt is a trip attempt not a regular attack so if you succeed on a trip ATTEMPT and then get an attack from improved trip then you havent went agains the writing of the text (improved trip lets you fo an attack AS IF you didnt do a trip that DOESNT mean ALL your attack ARENT TRIP ATTEMPTS... but yeah maybe bad wording however I think it is still consisent with the abilities of improved trip (simply because improved trip ONLY WORKS OFF OF TRIP ATTEMPTS; "ATTEPmTS" is the key word)...
 
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My issue is that it doesn't do much and it's not solving problems or giving much in the way of cool features, just bigger numbers.


PrC are NOT supposed to solve all of our problems such as tripping Oozes... I mean with an Ooze heavy campaign (rare indeed) dont take this class... I am not trying to solve all the problems with tripping; that would make the PrC contrived and dare I say Cheesy... It does give you some more options and yeah if you have a fly speed then trip flying characters all you want if not then why should you be able to trip someone 50ft above you???

Also, This class DOES give you the POTENTIAL to trip COLOSSAL creatures... that is good right???

There are issue's but the big ones like mobility are bulit into the game to make is more challenging (I know one word "wizards" since they make problems of mobility not very big problems at all but heh)...

Make Jumb a required skill and say that the Trip Master can Jump and make a sigle trip attempt against any creature it can reach (jumping 10ft in the air and reaching another 15ft lets it get something 35ft above the ground)...

I think being able to move and do a full trip attack is pretty good..
 
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I do have to check out ToB... maybe i will make a lv. 10 swordsage (any suggested PrC's) and a level 2fighter/1barb/2chaoticpaladin(I like divine grace, not exactly optimized but, ill invest in Cha and items that boost it)/5tripmaster. See who has the better potential to trip Or a lv5swordage/lv5tripmaster (that might be pretty good)... I will fight them agianst a CR appropriate Dragon 9or a CR appropriate colossal beast) and see who trips it first and more often... ill post the results later (maybe tomorrow or the next day... it will be fun at least for me :))... Should I make them at lv 20???!!!! that may be fun..
 
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I think it is underpowered.

Here are some more things to give it:

The Knockdown feat.

The Back on Your Feet skill trick.

Throw those two in and you are getting somewhere.

I agree with [MENTION=35909]StreamOfTheSky[/MENTION] 's wish list for trippers.

Also, for flavor, this does not have the mandatory PrC flavor requirement of some feat or skill that you would never ordinarily take. Think about it & maybe add some flavor requirement.
 

- Ability to use trip to throw enemies "judo style" (quotes because you're a high level character, your throws would send enemies way farther than a RL judo throw)
For the record, I'm somewhat trained in Judo and with the right maneuver could easily throw someone 15+ feet away. A Master could probably double this against someone of his own size.

Since Judo was mentioned, it's very possible to do a Trip and Grapple attempt as the same action. It's actually brutally effective. I'm not totally sure on the rules in D&D, but at the very least I'd say a tripped character gets a penalty on any grapple attempts and could also be treated as Pinned after two rounds instead of three.

Might as well add flavor text and all: As a full-round action, make a touch attack against an adjacent creature. (Insert various bonuses and penalties based on size here). If you succeed you physically throw the opponent a number of squares behind you equal to two plus the number of attacks you would be allowed because of high BAB. (So someone with +6 could throw the opponent two extra squares further.) The opponent must make a Reflex save whose DC is equal to your attack roll or be considered tripped/prone when it lands. If your opponent hits a barrier during the throw, he takes 1d6 points of damage for each 5 feet he would have traveled.
 
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I think the two things this really needs is the ability to "match the size" of his opponent for determining a trip attempt, and to deal damage on a trip.
Bumping it to a 10 level PrC and adding half weapon damage dice (in this example a long sword +2) to the Trip DC (ie: D20 + Str + Tripper Levels + 6 for a long sword [+4 base, +2 magic) or even full weapon damage dice would make it even better.

A situation occurs when you do not clarify that it is the base weapon damage dice, and not all enchantment damage dice (no Colossal Greatsword +2 Axiomatic, Holy, Massive Criticals).

Of course, that may be too much for what you're trying to accomplish.

Making it a 3 or a 5 level class that allows you to, as a supernatural ability, match the opponent's size category (or not, if you naturally are a larger category than it is) would be the most obvious choice for the last level of the class.
 

For the record, I'm somewhat trained in Judo and with the right maneuver could easily throw someone 15+ feet away. A Master could probably double this against someone of his own size.

Since Judo was mentioned, it's very possible to do a Trip and Grapple attempt as the same action. It's actually brutally effective. I'm not totally sure on the rules in D&D, but at the very least I'd say a tripped character gets a penalty on any grapple attempts and could also be treated as Pinned after two rounds instead of three.

Army CQB also teaches to trip and grapple at the same time, and I can agree that it is an extremely effective combination, although we tend to "pin" a bit quicker than 12 seconds afterward. I can get a man from fighting position to face down in the dirt without possibility of escape in a round (6 seconds).
And I'm not more than a level 2 Monk (+1 BAB unarmed combatant).
I'm not sure about 15+ foot throws, but I can do an 8 foot without much help from my opponent (without him perfectly setting me up for it). 15 seems quite feasible for someone who specializes in throws.
 

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