Pull/Trip

​A good tactic against moving enemies or characters who aren't paying attention is a trip or tangling maneuver. To pull or trip an opponent, the character must be armed with a weapon that has the ability to snare someone's legs. The following weapons all qualify: bill, bola, bow, light or heavy crossbow, horseman's flail, harpoon, javelin, khopesh, lasso, mancatcher, net, footman's or horseman's pick, any polearm, quarterstaff, scourge, spear, staff sling, and whip. These weapons feature long, staff-like pieces, chains or ropes, or heads that can catch and pull an enemy's legs out from under him. To pull or trip an enemy, the character makes a normal attack roll. If he hits, he makes an opposed roll of his Strength against the defender's Dexterity or Strength, whichever is better. If the attacker wins, the defender is knocked down. If the defender wins or if both fail, the attack fails. If the roll is a tie, they both fall down. For purposes of this maneuver, a monster's normal movement rate can be considered its Dexterity score. Its Strength is equal to 31/2 points per size plus its Hit Dice. There are several modifiers that apply to the attacker's Strength, however:

  • 4-point bonus or penalty per size difference of the attacker versus the defender
  • -2 to attacker's Strength if the target has four legs or more
  • +3 if the defender was unaware of the pull or trip attack
  • -6 if the defender was stationary
  • Optionally, the opposed roll can be replaced by a simple saving throw vs. paralyzation. It's not as accurate, but it may be more convenient for the DM and players to remember.​

     

    For example, Alvoth is waiting in ambush for the king's messenger to come galloping down a wooded lane. He decides to use his halberd to trip the horse when it comes by. If he hits, he'll use his Strength against the horse's move of 18. Alvoth's Strength is modified by –4 for the size difference and –2 for the horse's extra legs, but +3 because he is hiding, so his 17 Strength is an effective 14 for purposes of tripping the horse.​ ​​

    1 attack. Must have weapon that allows it. Normal attack roll. If successful, opposed strength check.against defenders Str. or Dex.. (choice). If successful, defender is knocked down. If tie, both fall. (Modifiers: 4 point bonus/penalty based on diff. in size per step, -2 to attackers Str. if opponent has more than 4 legs, +3 if defender is unaware of strike, -6 if defender is stationary)
    Must be proficient with weapon.
    Req. a pull/trip/entangling weapon
    Normal attack roll
    If successful, opposed strength vs. defender’s dex./str. (victim choice)
    If successful, victim prone. If tie, both prone
    Modifiers:
    4 pt. bonus/penalty per size difference
    -2 attacker’s strength if defender has more than 4+ legs
    +3 if defender unaware of attack
    -6 if defender is stationary​

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