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Wielding a Spiked Chain - for the first time.
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2753208" data-attributes="member: 23094"><p>1. The +4 bonus on your Strength check applies. From the feat, "You also gain a +4 bonus on your Strength check to trip your opponent."</p><p></p><p>2. No. A successful trip attempt does not do any damage, it merely knocks your target over. However, following your trip attempt, you get to make a single melee attack against your foe - who is prone, and therefore has a -4 penalty to AC.</p><p></p><p>3. From the SRD:</p><p></p><p></p><p></p><p>Keep in mind that being countertripped takes two failed rolls - you must first fail to trip your opponent on your attempt, and then you must lose an additional Str or Dex check to be tripped yourself. Yes, you can drop your weapon and then, next round, pick it up. Another alternative is to keep a back-up weapon on-hand, and consider investing in Quick Draw, just in case.</p><p></p><p>Combat Reflexes is absolutely a feat you should look into, given that you've got a reach weapon. The ability to take pre-emptive AoOs while you're flat-footed and your enemies are moving into striking range is key - especially if you trip them as they are approaching you. This generally ruins their entire round's worth of actions. Consider picking up some Gloves of Dexterity, as well, to help the number of AoOs you can make.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2753208, member: 23094"] 1. The +4 bonus on your Strength check applies. From the feat, "You also gain a +4 bonus on your Strength check to trip your opponent." 2. No. A successful trip attempt does not do any damage, it merely knocks your target over. However, following your trip attempt, you get to make a single melee attack against your foe - who is prone, and therefore has a -4 penalty to AC. 3. From the SRD: Keep in mind that being countertripped takes two failed rolls - you must first fail to trip your opponent on your attempt, and then you must lose an additional Str or Dex check to be tripped yourself. Yes, you can drop your weapon and then, next round, pick it up. Another alternative is to keep a back-up weapon on-hand, and consider investing in Quick Draw, just in case. Combat Reflexes is absolutely a feat you should look into, given that you've got a reach weapon. The ability to take pre-emptive AoOs while you're flat-footed and your enemies are moving into striking range is key - especially if you trip them as they are approaching you. This generally ruins their entire round's worth of actions. Consider picking up some Gloves of Dexterity, as well, to help the number of AoOs you can make. [/QUOTE]
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