Does Tripping Strike work with Greater Trip?


Rules Questions


I have been working on a build that possible would use this combination and I have read both feats over and over just to make sure that it works like I think it does.

d20pfsrd.com wrote:


Greater Trip (Combat)

You can make free attacks on foes that you knock down.

Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.

Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Normal: Creatures do not provoke attacks of opportunity from being tripped.

d20pfsrd.com wrote:

Tripping Strike (Combat)

The force intrinsic to your critical hits can knock your foes down.

Prerequisites: Int 13, Combat Expertise, Improved Trip, base attack bonus +9.

Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.

Normal: You must perform a trip combat maneuver to trip an opponent.

Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

So if I am reading this right and I have both of these feats then when I get a confirmed critical and that confirmation beats their CMD they get tripped but if I have Greater Trip this also means that I get an OoA. It seems pretty clear to me but I just want to make sure that I am not reading into it or anything like that.


Looks fine to me.


I agree it looks legal to me also.


It works fine. Might want to take an AoO instead of an OoA though.


Cheapy wrote:
It works fine. Might want to take an AoO instead of an OoA though.

Haha, oops ya that would probably be better. I am partial dyslexic though so that happens occasionally.

Still so far it seems to be a legit thing. I just keep picturing on my first attack scoring a critical, performing a trip, getting a AoO as a result, and then proceeding on to the rest of my attacks. It might even get even better with an elven curved blade that is keen or has improved critical applied to it. Imagine multiple confirmed criticals with combat reflexes.

Liberty's Edge

ItoSaithWebb wrote:
Cheapy wrote:
It works fine. Might want to take an AoO instead of an OoA though.

Haha, oops ya that would probably be better. I am partial dyslexic though so that happens occasionally.

Still so far it seems to be a legit thing. I just keep picturing on my first attack scoring a critical, performing a trip, getting a AoO as a result, and then proceeding on to the rest of my attacks. It might even get even better with an elven curved blade that is keen or has improved critical applied to it. Imagine multiple confirmed criticals with combat reflexes.

It's a great combo of feats. Even better when you have a high critical range weapon with either keen or improved critical for it. However, once a trip succeeds, he is already prone by that point, so additional criticals will not make him more prone. It just about ensures a trip though. Great thing about the tactic though is attacks against a prone target receive a +4 to hit (as seen in the -4 to AC), so the chances to hit with any iterative attacks are significantly improved. Kick em while they are down! lol :)


Malagant wrote:
ItoSaithWebb wrote:
Cheapy wrote:
It works fine. Might want to take an AoO instead of an OoA though.

Haha, oops ya that would probably be better. I am partial dyslexic though so that happens occasionally.

Still so far it seems to be a legit thing. I just keep picturing on my first attack scoring a critical, performing a trip, getting a AoO as a result, and then proceeding on to the rest of my attacks. It might even get even better with an elven curved blade that is keen or has improved critical applied to it. Imagine multiple confirmed criticals with combat reflexes.

It's a great combo of feats. Even better when you have a high critical range weapon with either keen or improved critical for it. However, once a trip succeeds, he is already prone by that point, so additional criticals will not make him more prone. It just about ensures a trip though. Great thing about the tactic though is attacks against a prone target receive a +4 to hit (as seen in the -4 to AC), so the chances to hit with any iterative attacks are significantly improved. Kick em while they are down! lol :)

Ya, I didn't think of that but it does improve the odds so eventually you do end up getting an extra attack. There has got to be an additional thing you can do once you have them down, you know, just to run the salt into the wound.

Wait there may be a way, although it may visually be like something from Xena or a Jackie Chan movie.

In addition to the combo we have been talking about, have the feat combo of improved Bull Rush, Greater Bull Rush, and Bull Rush Strike. According to the RAW you have the option on the critical strike but you don't have to take it on either Bull Rush or Tripping Strike. So have both chains of feats coupled with improved critical and a high critical threat range weapon like an eleven curved blade.

Note: This only works because as far as I know there is nothing in the rules that says you cannot Bull Rush a prone target. However, I am pretty sure any GM will shoot it down with a house rule.

First you attack until you get a critical which gives you an AoO for a Trip, you then trip them. You keep attacking until you get another critical in that round and then, here is the silly part, with your second AoO you Bull Rush them into your allies who then get AoOs. I just kind of picturing them slide along the ground or perhaps they do that rolling in the air bit like in martial art films.

Like I said before, that would probably get shot down. There may even be something in the RAW somewhere I haven't read that says you cannot Bull Rush a prone target but I cannot find it.


Although my second idea might not fly. My third idea to add onto this combo would be to have improved disarm and disarming strike.

So first you knock them prone with a Tripping Strike and then you Disarm with with a Disarming Strike which should be easier since they are now prone so you get that nice +4 to attack.

Edit: I just suddenly realized that if you did this with the Two-Weapon Fighter Archetype with a Scimitar and Kurki you would really mess up any you came across.

Liberty's Edge

ItoSaithWebb wrote:

Ya, I didn't think of that but it does improve the odds so eventually you do end up getting an extra attack. There has got to be an additional thing you can do once you have them down, you know, just to run the salt into the wound.

Wait there may be a way, although it may visually be like something from Xena or a Jackie Chan movie.

In addition to the combo we have been talking about, have the feat combo of improved Bull Rush, Greater Bull Rush, and Bull Rush Strike. According to the RAW you have the option on the critical strike but you don't have to take it on either Bull Rush or Tripping Strike. So have both chains of feats coupled with improved critical and a high critical threat range weapon like an eleven curved blade.

Note: This only works because as far as I know there is nothing in the rules that says you cannot Bull Rush a prone target. However, I am...

You just have to remember, "What's good for the goose, is good for the gander". Be careful what idea you give your DM because it will rebound on you at some point. :)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Might be simpler to just add Disarm (especially since a disarm weapon - such as a flail - adds +2 to your disarm attempt).

A disarm, like a trip, can be used in place of any melee attack, including AoO's. So to add to your example:

You crit someone, and take a free Trip. Assuming the trip is successful, you get an AoO as they're on their way down. Use said AoO for a disarm, and (assuming you also have combat reflexes) they're looking at 2 more AoO's just to get back into the fight (one for standing, one for grabbing their weapon). If you have Greater Disarm, then by the time they hit the ground, their weapon is 15 feet away.

You can actually do a smaller version of this as early as level 1. A human fighter, having 3 feats at level 1, can have CE, ImpTrip and ImpDisarm. You approach an opponent and use either disarm or trip (your choice, really). On their turn, they use their move to correct the situation (stand up or grab weapon), and you use your Opp to perform whichever maneuver you DIDN'T do the first time. They then have to spend their standard as a move to correct that. Good way to stall an enemy while your allies are busy with other things, like moving a squishy to safety or doing emergency healing.

Add Combat Reflexes at level 2 with a DEXmod of at least +1, and you can add a second Opp to the above cycle, this time to do damage. So instead of approaching and simply attacking for damage, you approach and negate their entire turn and STILL attack for damage. ;)


Don't forget, when you greater trip someone, everyone that threatens him can make an AoO, not just you.

Surround him, knock him down, everyone piles on!

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