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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Trip as an action.. many questions.. also, is it worth it to trip an opponnent?
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<blockquote data-quote="Pielorinho" data-source="post: 655010" data-attributes="member: 259"><p>If you don't use a trippin weapon, you're assumed to be tripping with a leg-sweep or the like -- this is why your opponent can make a counter-trip on you.</p><p></p><p>Although it's not in the rules, I'd figure that any creature with a perfect fly speed is immune to being tripped: tirpping someone involves making gravity pull them to the ground, and if someone ignores gravity, you can't trip them. However, if you wanted to grab someone's leg and pull them down, I might let you use the trip mechanic to do so. It wouldn't be a trip, though: just something not exactly covered by the rules. (A grapple check might also work for this maneuver).</p><p></p><p>When you're prone, you can attack with a melee weapon, at significant penalty; I think you can also attack with a crossbow, but no other ranged weaponry. In our game, we rule that you can crawl at 1/2 movement. Standing up is a move-equivalent action, not a move action, so it can be combined with a 5' step. So you can roll away 5', stand up, and make a single attack (or cast a spell).</p><p></p><p>The only trip equivalent to improved disarm is improved trip -- which is, IMHO, a much better feat.</p><p></p><p>If you're using a 2-handed weapon to disarm someone, you gain no advantage to doing it. Watch some old Errol Flynn movies if you don't understand why <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p><p></p><p>You can do the uber-defense action you described (tumble, expertise, fight defensively) as long as you use the attack action. You'll have a hell of a time hitting your opponent, but then, they'll have a hell of a time hitting you. And sometimes, that's okay.</p><p></p><p>As for the general combat style, I had a fighter once based around tripping people. His weapon of choice was the polearm that gives a bonus to trip attacks; in addition to that, he had expertise, improved trip, and combat reflexes. What this meant was that he could trip people using an AoO as they approached him (using the reach weapon); once they were tripped, he could get a free attack on them using improved trip. The free attack would be at +4, since they were prone. On his turn (assuming he had some room to maneuver), he could trip one opponent, get a free attack on them, and move back ten feet, starting the whole routine over again.</p><p></p><p>It was lots of fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Other feats that would be useful for such a character would be quickdraw (to pull out a greatsword once creatures close to within 5') and weapon focus and specialization feats.</p><p></p><p>But you should definitely consider getting a reach weapon to trip people with: using an AoO to trip is sweet.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 655010, member: 259"] If you don't use a trippin weapon, you're assumed to be tripping with a leg-sweep or the like -- this is why your opponent can make a counter-trip on you. Although it's not in the rules, I'd figure that any creature with a perfect fly speed is immune to being tripped: tirpping someone involves making gravity pull them to the ground, and if someone ignores gravity, you can't trip them. However, if you wanted to grab someone's leg and pull them down, I might let you use the trip mechanic to do so. It wouldn't be a trip, though: just something not exactly covered by the rules. (A grapple check might also work for this maneuver). When you're prone, you can attack with a melee weapon, at significant penalty; I think you can also attack with a crossbow, but no other ranged weaponry. In our game, we rule that you can crawl at 1/2 movement. Standing up is a move-equivalent action, not a move action, so it can be combined with a 5' step. So you can roll away 5', stand up, and make a single attack (or cast a spell). The only trip equivalent to improved disarm is improved trip -- which is, IMHO, a much better feat. If you're using a 2-handed weapon to disarm someone, you gain no advantage to doing it. Watch some old Errol Flynn movies if you don't understand why :D. You can do the uber-defense action you described (tumble, expertise, fight defensively) as long as you use the attack action. You'll have a hell of a time hitting your opponent, but then, they'll have a hell of a time hitting you. And sometimes, that's okay. As for the general combat style, I had a fighter once based around tripping people. His weapon of choice was the polearm that gives a bonus to trip attacks; in addition to that, he had expertise, improved trip, and combat reflexes. What this meant was that he could trip people using an AoO as they approached him (using the reach weapon); once they were tripped, he could get a free attack on them using improved trip. The free attack would be at +4, since they were prone. On his turn (assuming he had some room to maneuver), he could trip one opponent, get a free attack on them, and move back ten feet, starting the whole routine over again. It was lots of fun :). Other feats that would be useful for such a character would be quickdraw (to pull out a greatsword once creatures close to within 5') and weapon focus and specialization feats. But you should definitely consider getting a reach weapon to trip people with: using an AoO to trip is sweet. Daniel [/QUOTE]
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Trip as an action.. many questions.. also, is it worth it to trip an opponnent?
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