So is this how this works


Rules Questions


Here is my Character

TRIE PER CR 6
Male Human Fighter 7
CG Medium Humanoid (Human)
Init +3; Senses Perception +9
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DEFENSE
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AC 24, touch 14, flat-footed 21. . (+10 armor, +3 Dex, +1 deflection)
hp 90 (7d10+21)
Fort +8, Ref +5, Will +6
Defensive Abilities Bravery +3
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OFFENSE
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Spd 30 ft.
Melee +1 Adamantine Flail, Heavy +13/+8 (1d10+17/19-20/x2) and
. . Gauntlet (from Armor) +10/+5 (1d3+9/20/x2) and
. . Masterwork Shortsword +11/+6 (1d6+9/19-20/x2) and
. . Unarmed Strike +10/+5 (1d3+9/20/x2)
Ranged Masterwork Longbow, Composite (Str +5) +11/+6 (1d8+5/20/x3)
Special Attacks Weapon Training: Flails
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STATISTICS
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Str 20, Dex 16, Con 16, Int 15, Wis 14, Cha 13
Base Atk +7; CMB +12 (+16 Tripping); CMD 26 (28 vs. Trip)
Feats Combat Expertise +/-2, Felling Smash, Greater Trip, Improved Trip, Iron Will, Power Attack -2/+4, Vital Strike, Weapon Focus: Flail, Heavy, Weapon Specialization: Flail, Heavy
Skills Acrobatics +13, Climb +10, Handle Animal +5, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (Local) +5, Knowledge (Nature) +5, Perception +9, Ride +8, Stealth +13, Survival +7, Swim +10
Languages Common, Elven, Sylvan
SQ Armor Training 3 (Ex), Ioun Torch, Ioun Torch, Ram, portable, Sash of the War Champion, Weapon Cord
Combat Gear +1 Adamantine Flail, Heavy, +1 Mithral Full Plate, Arrows (40), Masterwork Longbow, Composite (Str +5), Masterwork Shortsword, Silversheen Arrows (20); Other Gear Bedroll, Boots of Elvenkind, Chalk, 1 piece (4), Cloak of Elvenkind, Efficient Quiver (69 @ 42 lbs), Flint and steel, Ioun Torch, Ioun Torch, Ram, portable, Ring of Protection, +1, Rope, silk (50 ft.), Sash of the War Champion, Weapon Cord
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SPECIAL ABILITIES
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Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Bravery +3 (Ex) +3 Will save vs. Fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Felling Smash Trip a foe when you make a power attack
Greater Trip +2 to Trip, target provokes AoO when tripped.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ram, portable +2 to STR checks to break open a door, and allows a second helper (+2).
Vital Strike Standard action: x2 weapon damage dice.
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Training: Flails +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails

So he is at a Plus 18 on his trip check that he makes for free when he vital strikes and then gets to follow up that trip with a AOO and when the guy stands up if he has it he can take another AOO?


Joey Virtue wrote:
So he is at a Plus 18 on his trip check that he makes for free when he vital strikes and then gets to follow up that trip with a AOO and when the guy stands up if he has it he can take another AOO?

The trip attempt is not for free, but as a swift action.

So, use the Attack action to make a single attack with Power Attack at +12 (You may use Vital Strike here also), if it hits, make a Swift Action trip at +18, if it works, he provokes attacks of opportunity and falls prone.

Your AoO from Greater Trip is before he falls prone, so he will not have the -4 AC penalty.

Standing up from prone generally provokes, so if it's the next round, or if you have combat reflexes, you could make an attack of opportunity. (This one will be at -4 AC, since he provokes before he stands up from being prone. And no, you can't use the AoO to trip him again because he is already on prone when the attack happens)


Cool that is just how I thought it worked just making sure


Grick wrote:
So, use the Attack action to make a single attack with Power Attack at +12 (You may use Vital Strike here also), if it hits, make a Swift Action trip at +18

Wrong!

Sorry, that trip attempt will be at +16 because you used power attack, ALL your attacks until the beginning of your next turn are at -2 including the attack roll for a combat maneuver.

Sovereign Court

Some of those numbers look off, unless I'm missing something.

The flail attack should be 7(bab) + 5(str) + 1(wpn focus) + 1(wpn training) + 1(weapon) = 15
with power attack +13.

Tripping with the flail uses all the same modifiers, plus 4 for tripping feats for a +17 trip CMB.

Ahh, I see what's going on. You have power attack toggled on in Herolab, so the attack bonus (and damage) are already calculating that in. Herolab isn't adjusting your CMB for PA however (nor for your weapon specific bonuses).


I just think this is a pretty cool idea trip and smash over and over again

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