Trip

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AP Cost: 4

To Trip an opponent, the instigator must first make an unarmed Touch Attack, which Presents an Opening. If this succeeds, the instigator may make a Strength check opposed by the defender's Strength or Agility check, whichever is better. If the instigator is successful, the defender is knocked Prone.

If you fail your trip attempt, the defender may immediately attempt to trip you, bypassing the touch attack necessity. You retain your +4 if you have a grab (see below). If he fails his counter-trip, you may not counter-counter.

If the instigator has Grabbed the defender prior to attempting a trip, the instigator may bypass the unarmed Touch Attack and gains a +4 bonus to his trip attempt.

Trip attacks may be made against mounted opponents, who may make a Handle Animal (Ride) check to oppose if they so choose. A successful trip causes the rider to fall from their mount, which may in some cases deal up to 1d6 damage, GM's discretion, usually depending on the height of the mount and the softness of the surface onto which they fall.

Tripping with a Weapon

Some weapons can be used to make trip attacks. In this case, you make a touch attack with the weapon instead of an unarmed touch attack, and you aren't left Open.

If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.