| Christopher Rowe Contributor |
I'm trying to design a 1st level dwarven fighter who uses a heavy flail and who will eventually, as his feats stack up, develop into a "tripping specialist."
What I'm wondering is if there's ever been any kind of ruling in some book I don't have (or possibly one that's not out yet if this is addressed in the Advanced Race Guide) about whether the dwarven Stability racial ability offers any extra protection against the possibility of being tripped in turn on a miss by more than 10. It seems to me like they should be harder to trip even in the case of a failed trip attempt on their part given that they're harder to trip in general.
I suppose I should also ask for confirmation on the assumption I've been operating on that the +2 bonus to CMD against trip attempts granted by the Improved Trip feat stacks with the +4 racial bonus granted by Stability when the dwarf is standing on the ground. Those are differently typed bonuses so they should stack, right?
| MurphysParadox |
The bonuses are different, so they do stack. The bonus also applies to any trip attempt made against a dwarf that is standing on ground. This would count against the counter-trip.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
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The bonuses are different, so they do stack. The bonus also applies to any trip attempt made against a dwarf that is standing on ground.
Correct.
This would count against the counter-trip.
What counter-trip?
If your attack fails by 10 or more, you are knocked prone instead.
Unlike 3.5, failing by 10 or more does not give the enemy a free trip against you; you simply fall.
Feel free to say "whee, my CMD is +4 higher!" but it won't matter, since no one's rolling a trip attempt against you. It's automatic.
| Grick |
This would count against the counter-trip.
There is no counter-trip, if you fail by 10 or more, you are knocked prone.
If you are using a trip weapon, you can drop the weapon instead of being knocked prone.
| Muzzy |
If you're looking to avoid being knocked prone by failing a trip attempt, consider the "Monk of the Sacred Mountain" subclass. At 4th level they get this:
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.
Monk's make better trippers than Fighters. Every flurry attack can be a trip attempt. They can get Ki Throw at level 10 for free. You'll definitely want Earth Child Style feat tree so that you can trip Huge and Giant sized opponents.
Nothing like watching a little Gnome Monk topple and ki-throw a giant into another space.
| Christopher Rowe Contributor |
You didn't want the answer that they stack?
Touché!
Thanks for the monk stuff, folks, it's very interesting. By design this character pretty much has to be a fighter, even if it's not optimal. His story is tied to growing up in the tunnels of Janderhoff in Varisia as part of a family that guarded the deepest delves. And I just think flails and tripping are cool. I'll probably post my ideas for his "build" for the first few levels in the Advice forum, though I anticipate some healthy criticism (and helpful advice, for sure) of what I have in mind. I'm trying to become a better tactical player but it's just not how my mind works. He's aimed at a PbP of Second Darkness, by the way, and I must admit that I'm building him partially off having seen the cover image of the first module!
| MurphysParadox |
MurphysParadox wrote:The bonuses are different, so they do stack. The bonus also applies to any trip attempt made against a dwarf that is standing on ground.Correct.
Quote:This would count against the counter-trip.What counter-trip?
The actual trip rules wrote:If your attack fails by 10 or more, you are knocked prone instead.Unlike 3.5, failing by 10 or more does not give the enemy a free trip against you; you simply fall.
Feel free to say "whee, my CMD is +4 higher!" but it won't matter, since no one's rolling a trip attempt against you. It's automatic.
...
But if there was a counter-trip, I'd totally be right! Pathfinder hasn't yet had enough time to overwrite my years of 3.5.