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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Recovering from a Trip Attack
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<blockquote data-quote="JustinA" data-source="post: 3519718" data-attributes="member: 51618"><p>As a footnote to this, you can crawl 5' as a move action and then get up from prone with your standard action.</p><p></p><p></p><p></p><p>It can attack from prone. This has a hefty, but not insurmountable, penalty. One of things the leucrotta could do while prone is trip its attackers -- once they're prone as well the penalties all cancel out.</p><p></p><p>You should also make sure that you're not allowing the AoO to be used to trip the leucrotta again: The AoO is resolved before the action is completed, so even if the trip is successful you've simply made the already prone leucrotta prone again... and then it finishes its action and stands up.</p><p></p><p></p><p></p><p>I've never heard of that houserule before but, at first glance, it doesn't sound like a half bad idea. I'd probably go with a Tumble check rather than a Jump check, though, since it not only makes more sense to me but is also more consistent with what a Tumble check normally lets you accomplish.</p><p></p><p>I would NOT, as someone suggested, go back to the 3.0 version where standing up doesn't provoke an AoO. The problem is that tripping then becomes utterly useless at low levels: You use your attack to knock them down, they stand up on their turn and... you're back to square zero (but you've wasted your turn).</p><p></p><p>After playing around with Trip alot, the only thing I've done is have it resolved with an opposed grapple check (so that it scales with level).</p><p></p><p>Justin Alexander</p><p><a href="http://www.thealexandrian.net" target="_blank">http://www.thealexandrian.net</a></p></blockquote><p></p>
[QUOTE="JustinA, post: 3519718, member: 51618"] As a footnote to this, you can crawl 5' as a move action and then get up from prone with your standard action. It can attack from prone. This has a hefty, but not insurmountable, penalty. One of things the leucrotta could do while prone is trip its attackers -- once they're prone as well the penalties all cancel out. You should also make sure that you're not allowing the AoO to be used to trip the leucrotta again: The AoO is resolved before the action is completed, so even if the trip is successful you've simply made the already prone leucrotta prone again... and then it finishes its action and stands up. I've never heard of that houserule before but, at first glance, it doesn't sound like a half bad idea. I'd probably go with a Tumble check rather than a Jump check, though, since it not only makes more sense to me but is also more consistent with what a Tumble check normally lets you accomplish. I would NOT, as someone suggested, go back to the 3.0 version where standing up doesn't provoke an AoO. The problem is that tripping then becomes utterly useless at low levels: You use your attack to knock them down, they stand up on their turn and... you're back to square zero (but you've wasted your turn). After playing around with Trip alot, the only thing I've done is have it resolved with an opposed grapple check (so that it scales with level). Justin Alexander [url]http://www.thealexandrian.net[/url] [/QUOTE]
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Recovering from a Trip Attack
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