What are some good ways to prevent being tripped?


Advice


Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter?

or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)


Lie prone and use a crossbow, wand, or cast spells. You're trip-proof and can still mount an offense. Plus, any ranged attacks on you are at a -4 to hit.

Grand Lodge

There is a class feature that can counter trip, but it means you need quite specific foes. More specifically, it's the human fighter alternate favoured class ability:

'Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.'

Increases the difficulty of trip without making it impossible.

Alternatively, use dwarves (stability gives them +4) or creatures with 4+ legs (scorpions have, iirc, +12 to resist trip; 4-legged animals have +4.)


Prepare an action to jump when someone attempts to trip you!


jstbell wrote:

Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter?

or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)

I have in my campaign what I beleive is called on these boards a "Trip Monkey" - meaning a monk who is a tripping fool.

I have come to the conclusion that other that making "hard-to-trip" or "difficult-to-trip" encounters, all you can do is... fight prone.

Getting up and taking those attacks of opportunity can be a nightmare, so just have your encounter take the -4 and fight prone.

Scarab Sages

Monk of the Sacred Mountain
Bastion Stance (Ex)

At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects.

This ability replaces slow fall.


More legs... Yeah, try tripping that Drider ;)

GNOME

Grand Lodge

jstbell wrote:

Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter?

or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)

As far as the token is concerned, Dispel magic might buy you some time on it.

Dark Archive

FireberdGNOME wrote:

More legs... Yeah, try tripping that Drider ;)

GNOME

Or no legs. One of the reasons that beholders > others. You can't trip a beholder.


Be a rogue with the Stand Up rogues talent, you still provoke at AOO but you get up as free action so no lost action.


voska66 wrote:
Be a rogue with the Stand Up rogues talent, you still provoke at AOO but you get up as free action so no lost action.

Isn't there an acrobatics check to stand up without provoking?

Also, do boots of levitation prevent you from being able to be tripped cause you're floating?

Dark Archive

Fly


Carbon D. Metric wrote:
Fly

Yep, unlike 3.5 D&D, Fly makes you immune to trip (3.5 made trip stall a flyer and thus make him fall usually).


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Grow more legs?


Throw some Dwarves or Duegars against him. Big things are hard to trip as well. Just remember that if someone spends the resources needed to specialize in an ability that makes them really good at it, they should be really good at it.

I once made a Goliath grappling specialist that successfully choke-slammed an Iron Golem at 6th level ... twice. He couldn't keep him down (and had no way to get over his insane DR) but it was the highlight of his short life and I'll never forget him because of that. Point is, let him be good at tripping and give him powerful enemies to try it out on.


Frogboy wrote:

Throw some Dwarves or Duegars against him. Big things are hard to trip as well. Just remember that if someone spends the resources needed to specialize in an ability that makes them really good at it, they should be really good at it.

I once made a Goliath grappling specialist that successfully choke-slammed an Iron Golem at 6th level ... twice. He couldn't keep him down (and had no way to get over his insane DR) but it was the highlight of his short life and I'll never forget him because of that. Point is, let him be good at tripping and give him powerful enemies to try it out on.

I couldn't agree more with this!

I once played with a DM that always generated encounters to nullify whatever the PC's were good at.

When we finally encountered 8-legged, 2-armed beasts with weapon cords and DC 35 locks on all the doors at level 6, I left the group.

(Yeah, an exaggeration, but not by a whole lot XD )


Noah Fentz wrote:
Frogboy wrote:

Throw some Dwarves or Duegars against him. Big things are hard to trip as well. Just remember that if someone spends the resources needed to specialize in an ability that makes them really good at it, they should be really good at it.

I once made a Goliath grappling specialist that successfully choke-slammed an Iron Golem at 6th level ... twice. He couldn't keep him down (and had no way to get over his insane DR) but it was the highlight of his short life and I'll never forget him because of that. Point is, let him be good at tripping and give him powerful enemies to try it out on.

I couldn't agree more with this!

I once played with a DM that always generated encounters to nullify whatever the PC's were good at.

When we finally encountered 8-legged, 2-armed beasts with weapon cords and DC 35 locks on all the doors at level 6, I left the group.

(Yeah, an exaggeration, but not by a whole lot XD )

I've been there. Once had a DM that must not have liked magic or something. There was no point in making a spell caster because no matter how high you cranked up the DC (and this was 3.0), no spell would ever worked. Yeah, it sucked.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What are some good ways to prevent being tripped? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice