Author Topic: Tripping Handbook - Stay down  (Read 60904 times)

Offline Tr011

  • DnD Handbook Writer
  • ***
  • Posts: 312
  • Wizard.
    • View Profile
Tripping Handbook - Stay down
« on: February 05, 2013, 06:38:38 AM »

The Tripping Handbook - Stay down

This is my first guide so I could need some help with it. Feel free to discuss it here.

So, what is tripping all about? First, some of you might want to re-check the rules:
(click to show/hide)

Why Tripping?
For Big Stupid Fighters (BSFs) of all sorts (Barbarians, Fighter, Knights...), tripping is mostly the best thing to do besides hitting people. That is because grappling, disarming and sundering depends on your enemy to have a weapon or not to have freedom of movement. Also tripping can be done well enough without having a feat. Also you can trip multiple enemies but couldn't grapple all of them.
So a good tripper can protect his teammates by tripping multiple opponents and thus hindering them from reaching your casters and archers. Also, your melee friends get +4 to hit the enemies.
Tripping is especially good for mundane melee characters, but any character can use it, so you could also make a gish that can trip with a +30 bonus. If you trip your enemy, one of the advantages is the to-hit bonus you get, but the major advantage is that your enemy can't move without standing up first. So if you manage to have him within your reach, but you are not in his reach, he is pretty much screwed. If he wants to cast a spell, AoO him for major damage to interrupt his spell and if he wants to get up trip him down again when he is trying to get away after. So let's see how you can get reach, AoOs and a good bonus to the trip-attempt.

Legend:
(click to show/hide)

Getting Reach
Warshaper 3, ecl 8, PrC (CW), +5': so easy and beneficial. Be a changeling or take a level in Bear Warrior for easy entry.
Atavist 5 (aggressive spirit), ecl 10, PrC (RoE), +5': I think this is not a thing to pick up, but might be green for monks or Mind Blade users.
Umbral Disciple 10, ecl 15, (MoI), PrC +5' per essentia: Nothing easy to pick up, but gets blue in some self-flanking rogue-builds that deal incredible dps at ranged melee.
Shadowblade 9, ecl 14, PrC (ToM), +10', limited use: That class would be good for a rogue if it would have more skill points.
Deformity (tall), Vile Feat (HoH), +5': Two feats for +5ft reach ok.
Inhuman Reach, Aberrant Feat (LoM), +5': Depending on your DM you might get it by being a changeling or Elan
Long Reach, Feat (UE), +5' with short or longspears, on your turn only: It's a fighter feat that has it's uses for keeping foes at bay.
Long Arm, Graft (FF), +5': Really cheap, but gets you easily evil, although the wis dmg can be overcome pretty easy.
Mark of Malbolge, Feat (FC2) +5' for 1 round, see text: I'm not really familiar with this, but since it uses actions it won't be too great.
Bestial Charge, Feat (CC), +5', see text: This is a pretty strong feat for a charging druid.
Lunging Strike, Feat (PHB2), +5', see text: full round action for a single attack is really bad.
Dancing Blade Form, Stance, (ToB) +5' only on your turn: It's only during your turn and a level 5 stance. Not too great.
Reach, Power, +5': If you want it better, be psionic... Really cheap for 3points 1r/lvl.

And then, of course, getting big is important, too. If you are a Psychic Warrior with Augmented Expansion, or if you are an Enlarged Half-Minotaur you should have enough reach to trip anything without getting tripped back or hit back. (remember that Enlarge Person + Permanency cast by an NPC costs only 3k or so)
Getting Huge size is great, getting Large size is almost a must.
So how much is enough?
Remember that a Colossal creature has usually 30ft reach, that is probably the most reach your enemies will have. It is also the usual sneak-attacking range and the range for some almost-melee spells (like Wings of Flurry). If you get 30ft, you will be able to have almost always "enough" reach. That would be i.e. getting Huge size and take a reach weapon.

Weapons
Spiked Chain: one of the best tripping weapons for a reason. It has reach and can be used to fight adjacent creatures, also it is two-handed, perfectly designed for Power Attack and you can still use Weapon Finesse.
Gold/Platinum Spiked Chain (Magic of Faerun): The gold or platinum material makes the weapon a heavy weapon and thus needs the EWP: Heavy Spiked Chain instead of the regular EWP. If you take this, you can no longer use Weapon Finesse with it but the damage increases. At high levels, this is totally worth it.
Guisarme (#331): This is another two-handed trip weapon. The advantage over the Spiked Chain is that it is a martial weapon. But if you are using this, you will need an option to attack adjacent people.
Heavy Flail: Besides not giving reach, this weapon has a better crit range and scales much better in damage than a Spiked Chain (d8s instead of d6s).
Armor Spikes/Spiked Gauntlets: Used to attack adjacent people for non-monks when fighting with a Guisarme. Can be great at high levels when you get weapon qualities for niche situations.
Monk's Unarmed Strike: Because it can get upgraded really easy this is a valid option. Necklace of Natural Weapons, Monk's Belt and the Monk Tattoo gets you tons of damage.
Rope Dart or Meteor Hammer (#319 p73): Those are really awesome. It is a spiked chain with a little less damage that is also a monk weapon and has 5ft more reach.
Chain Lash (SS 43): This is a spiked chain that can be used as a double weapon but then looses reach. It only deals 1d6 damage, so is usually inferior to the spiked chain, unless you use the bludgeoning damage type to your advantage and cast Greater Mighty Wallop on it, then it gets blue, unless again you get the colossal size anyway (which isn't too hard in a trip build).
Spinning Sword (SoS 136): This is listed for being another reach weapon that can strike adjacent foes. It only deals 1d6 damage and can't be used in two hands for 1.5 times str to damage. Gets green when weapon concealment is important.
Kusari-gama (DMG 145): Another spiked chain, but this one is a light weapon with 1d6 damage. Unless a light weapon is somehow required, I wouldn't advise this one.

Getting Strength
Sources of Bonuses to Ability Scores: Get some strength, to trip you still need as much strength as you can get.

Maximize tripping bonus
Goliath Powerful Build Race (RoS) +4 on opposed checks because you count as one size larger. See races for more.
Illumian Race (RoD) at level 2+ they can get a +2 bonus to strength-checks. Might get blue at least on gishes.
Musclebound Trait (UA 89) +1 trip, but lowering ini and skills is a major drawback
Improved Trip Feat (SRD) +4 to trip attempts, free attack after successful trip
Wolf Berserker Feat (UE 45) +4 trip and you don't need the prerequisites for Improved Trip anymore
Battle Jump Feat (UE 42) double damage on charge or size increase for trip attempt. When focusing on charge, it might be purple.
Perfect Clarity of Mind and Body Feat (ToB 35) +4 moral trip/disarm/feint after battle of wills. Not too good because it takes two feats for minor bonuses at the first round only.
Jotunbrud Feat (RoF 166) effectively gives you powerful build, so it is better than a +4 to trip since it allows you to trip larger creatures by increasing your size for tripping
Hyena Tribe Hunter Feat (Shining South 20) a regional feat for humans, that grants +2 to tripping and states that you don't need the prerequisites for Improved Trip, which is really great if you do not have enough int for Combat Expertise
Broken Fist Mastery I Fighting Style (#309) your size increases by one step for tripping, which is much better than just a +4 bonus.
Broken Fist Mastery II Fighting Style (#309) adds half your character level to tripping. Gets green when you take Whirlwind Attack regardless.
Factotum 3 Brains over Brawn class feature (DS) gets int bonus to strength-based checks. Really good for any roguish char.
Marshal 1 Motivate Strength/Art of War Minor Aura class feature (Mini 12) gets charisma to strength-based checks for allies within 60ft. Gets purple when you don't take it yourself.
Exotic Attack from Exocist Fighter ACF (#310 p35) +2 to tripping, also gives FOUR (!!!) exotic weapon proficiencies of free choice.
Wolf Totem Barbarian 2nd lvl ACF (UA 49) Improved Trip without the prerequisites
Passive Way Monk 6th lvl ACF (UA 52) +4 trip against flat-footed
Fate Mantle (CPH 68) class level on any d20.
Physical Power Mantle (CPH 71) just listed for those taking Ardent anyways +2 to str as free action
Competition Domain (SpC 272) +1 bonus to opposed checks
Strength Domain Affilation (CC 40/41) gives a +2 bonus on strength-based checks. Not sure how to rate this.
Mighty Throw/Devastating Throw/Comet Throw/Soaring Throw/Ballista Throw/Tornado Throw Martial Strike (ToB 70-75) swordsage 1/3/4/5/6/9 maneuvers that make a trip as part of the maneuver with a +4. They are different in detail, so read them carefully. They are kind of equal in overall power, but their power in a certain build differ heavily on your tactic.
Step of the Wind Stance (ToB 74) a swordsage 1 stance, that grants a +4 bonus to trip in difficult terrain. This can be really bad if you always fight in taverns, stony dungeons, air, low gras, but can be very strong if your allied casters always make difficult terrain or your DM likes high gras, snowy ground, rough forest ground etc. It's also really good if you are a Knight (see below)
Stonefoot Stance Stance (ToB 85) a crusader/swordsage/warblade 1 stance, that gives +2 bonus to strength-checks against larger opponents, the only ones you will need it for
Mauling Gauntlets soulmeld (MoI 78) adds a +2 moral bonus on strength-based checks, that can be improved by investing essentia
Sphinx Claws soulmeld (MoI 88) adds a +1 competence bonus on strength-based checks, that can be increased by investing essentia
Santified of Kord PrC (CC 100) gives various bonus that apply on trip-checks. Can be a decent 1-lvl-dip for a total of +2 str and +4 to trip.
Master Thrower PrC (CW) One really strong PrC for throwing weapons. It gets trip shot, a dex-based trip with +4. Blue for Factotums and other roguish builds.
Exotic Weapon Master PrC (CW 30) can make any weapon a trip weapon or grants +2 bonus to tripping.
Living Chain Magic Weapon (MiC) spiked chain that grants +2 to tripping for only 2k flat extra gold.
Sweeping Magic Weapon Quality (MiC) +1 enhancement that grants +2 to tripping
Grasping Magic Weapon Quality (A&EG 97) +2 enhancement that grants +2 to tripping and disarming
Tentacle Hide Armor (Underdark 67) +2 trip. Sadly it's hide and thus can't be made of mithral.
Armbands of Might Magic Item (MiC 72) +2 to strength checks. Good for melees anyway
Belt of Priestly Might Magic Item (MiC 74) +2 enhancent on strength checks.
Brute Gauntlets Magic Item (MiC 83) spending charges as swift action for +2/+3/+4 morale bonus. Not really good but doesn't cost much either.
Third Eye Surge Magic Item (MiC 143) spending charges as swift action for +2/+3/+4 insight bonus. Also useful because of its versatility OOC
Torc of the Titans Magic Item (MiC 143) 3/day swift +5 morale bonus on strength checks
Luckstone Magic Item (DMG) gives a +1 luck bonus to pretty much anything, even tripping. Since you need to hold it it's mostly bad for tripping (but might be an option for monks).
Belt of the Champion Relic (MiC 73) +5 competence on strength checks. Since it's a relic, it will probably only be useful for those Kord-clerics.
Strongarm Capsule alchemistic item (CAdv 121) +1 alchemical bonus on strength-checks for two rounds
(Greater) Heroism spell (PHB) +2 or +4 moral bonus to pretty much everything, including trip. Ask your casters for it.

AoOs
Combat Reflexes Feat (PHB) You will need this. One advantage is getting more AoOs per round, the other is you can make AoOs when flat-footed
Improved/Greater Combat Reflexes Feat (#340) more AoOs per opportunity.
Opportunistic Tactician Feat (#340) this again needs Dodge and Mobility, but if you have those anyway, it's pretty good: you can make 5ft steps after each AoO. Allows several tricks when coupled with 5ft-step-improvements.
Justice Mantle (CPH 69) AoO against foe who attacks allies
Thicket of Blades Stance (ToB) 5ft steps provoke AoOs from you
Sword of Opportunity Magic Weapon (A&EG 120): Additional Attack of Opportunity for +1 equivalent, this is useful for those low-dex-brutes.
Backstab Feat (#340): 1/round AoO if you flank somebody who attacks someone else. This is what tanking looks like.
Canny Opportunist Feat (#340): AoO whenever somebody draws a weapon, readies or looses shield, feints in combat
Mage Slayer Feat (CArc 81) Spellcasters can't cast defensive when you threaten them and thus provoke AoOs
Occult Opportunist Feat (#340) Spellcasters are the most deadly enemies, making AoOs whenever the cast swift spells, redirect spells, dismiss spells, turn or rebuke shouldn't be wrong, especially since they now need concentration checks no to loose those actions.
Exploit Adjustment Feat (#340) Most 5-ft steps now provoke AoOs.
Karmic Strike/Robilars Gambit Feat (CW/PHB2) get an AoO when someone attacks you. Really strong.
Deft Opportunist Feat (CAdv 106) +4 to attack on AoOs
Standstill Feat (XPH) stop movement with AoOs. Not sure if needed when you can trip them, but works vs. trip-immunes
Hold the Line Feat (CW) Really great if your opponents charge a lot
Everwhirling Quality Magic Weapon: Might be argued to be available at 100k or even 10k for uncapped AoOs per round. Depending on that it ranges from purple at 10k to simply being not an option if you need to buy the whole item.

Other things worth mentioning
Elusive Target Feat (CW 110) pretty useful and Cause Overreach may be used to trip your enemy when he misses you when you move away, gets purple when you take Dodge and Mobility anyways.
Sweeping Trip Feat (#343) Allows you to trip two adjacent creatures, but you have to be adjacent to one of them
Knock-Down Feat Pretty overpowered feat that allows you to trip anyone you dealt 10 or more damage to.
Gore Toss Feat (#313) This is really good for a half-minotaur, but still inferior to Knock-Down in that you can only use this with your Gore attack and not your main weapon.
Shock Trooper Feat (CW 112) really really strong tactical feat that let's you combine Bull Rush and Trips. Besides that, it allows you to make Charges of Doom.
High Sword Low Axe Feat (CW 113) harsh pre requirements, but it's free trip attempts. As Gore Toss, it usually is just inferior to Knock-Down.
Knight 3 Bulwark of Defense Class Feature (PHB2 28) every square you threaten is difficult, that is a nice synergy with the Step of the Wind Stance. Also tripping and riding is good by itself.
Wolf Trip Race ability (MM 283) this ability is not easy to get, but since it is another Knock-Down ability it is worth mentioning. You might get it by polymorphing or being a Lycantroph

Races
Human: Of course, this is never bad. The skill points don't hurt and you can take Jotunbrud at level 1 to get "powerful build".
Illumian (RoD): Gets +2 to str-checks. This race is really good if you plan on making a gish.
Water Orcs (UA orc variant): Gets +4 to strength and +2 to constitution.
Raptoran (RotW): This might sound unusual, but getting flight by your race without LA can be pretty strong. Flying is superior in any way against non-flying, so you better make sure you are not the latter.
Neraphim: This may not get any bonuses to stats, but is still really great. And charging for a flat-footed touch attack with +2 is really ensuring you can make the attack roll before tripping against any target.
Goliath (RoS): Powerful Build for LA +1 is quiet good. Especially great when you expect those "you can't fit into that building" problems.
Half Giant (XPH): Powerful Build and psionic qualities for LA +1 is better than the Goliath in some builds, but not every.
Half-ogre (#313, SS, RoD): This was really strong, but since it got updated to +2 LA it's sort of mediocre.
Dragonborn: Another template that is really great, although I have already seen this hardcore nerved by impossible roleplay requirements. It's a template, btw.
Wild (#306 p65): +2 str template for +0 LA.
Half-Minotaur (#313): Gets insane str-boosts, is large and has only +1 LA. Plus it's a template, so you might still take orc or something as base.
Mineral Warrior: That DR is always good for a +1 LA template. Otherwise not too impressive.
Feral (SS): +4 str, improved grab, pounce, huge natural armor... all for a +1 LA template.

Tactics
Tripping makes several tactics really valid, especially the "drive-by-attacks", so you go to your enemy, trip+hit him, and get out of his reach. This may be done in several ways:
Spring Attack. This is the most obvious one, but not the best one. Of course there is Rapid Blitz and you can make use out of the crappy prerequisites in several ways (by using them as prerequisites for PrCs or Elusive Target i.e.) but Flyby-Attack is way better. Also, there is the Musteval (BoED), that can take his standard action any time during his movement and there is vanish (Weapon quality from MiC) to get away after hitting.
The elite tactic might be dive-pouncing your enemy, so the first attack almost kills your enemy, followed by a free action trip followed by another attack and then the rest of your full attack, after that you use vanish or belt of battle to get away from your enemy or lock him down using AoO-tactics. For more, check out the examples.

Examples
Grosch, the chaotic barbarian (ECL 11)
(click to show/hide)
Snokky, the Neraphim (ECL 20)
(click to show/hide)
Jack B. Quick
Dulcinea, the Dancer's Daughter

Credits
Surreal for his list of Reach sources
Bananaphone and all the others who added several new items to the list and helped with their feedback
« Last Edit: February 07, 2013, 03:00:19 PM by Tr011 »