
HumbleGamer |
As title says, apart from increasing dex, are there any way to increase your chances to resist a Trip attack?
From lvl 9, with master acrobatics, through kip up a character can save an action ( and trigger no reactions ).
From lvl 15 a legendary acrobatics character can suffer no penalties given nimble crawler skill feat.
But apart from these 2 possibilities I found nothing to deal with it.
The specific scenario sees any character with a dex score of 10, and eventually expert proficiency between lvl 5 and lvl 11, depends the class ( eventually master by lvl 17 with canny acumen ).
It is more or less an automatic success for the enemy, which is fine given the fact the proficiency is low and the character decided not to invest in dex.
But maybe I forget something ( magic items, spells, etc... ) which could help to deal with it.

HumbleGamer |
Investing in anything that raises your reflex save will raise your reflex DC. But that is pretty much limited to your dex modifier and armor runes to increase saves.
Yeah I guessed so.
Resilient bonuses are item bonus, so any other magic item would do nothing.What rest is some status bonus ( heroism or bardic inspiration ) or eventually some circumstance bonus, but I think there are no bonuses meant to work against trip.

Castilliano |
1 person marked this as a favorite. |

Tactics have to factor in being tripped, especially if one is thinking to dump Dex in heavy armor. Tripping (or otherwise losing actions) is one thing most "white-room" tacticians overlook. Kip Up is practically a must-have for front liners since so many creatures (or situations) can knock you over automatically.
Creatures w/ AoOs don't risk much by using their main attack to try a trip (assuming they have great Athletics like many thugs do), especially if they have buddies who will profit from it too. And that's simple thinking to knock somebody over so your friends can beat on them, effective even if your buddies don't have AoOs.
On the flip side, Assurance Athletics can often trip the beefy thugs, sometimes even at your level. This means you can use your third attack, even a Rogue w/o Strength, to trip them (them most often being clunky enemies like Giants & Golems). And once you know whether it works or not on a creature, you're assured it'll work on his equals. :)
(Understandably, having a free hand or Trip weapon isn't a given for a Strength PC, but Assurance means one doesn't need Str.)