A character can try to trip an opponent, or otherwise knock him or her down, as an unarmed melee attack. A character can only trip an opponent who is one size category larger than the character, the same size, or smaller.
Make an unarmed melee
touch attack against the target. Doing this provokes an attack of opportunity from the target as normal for unarmed attacks.
If the attack succeeds, make a Strength check opposed by the target's Dexterity check or Strength check (using whichever
ability score has the higher modifier). If the character and the target are different sizes, the larger combatant gets a bonus on the Strength check of +4 per difference in size category. The target gets a +4 stability bonus on his or her check if he or she has more than two legs or is otherwise exceptionally stable. If the character wins, he or she trips the target. If the character loses, the target may immediately react and make a Strength check opposed by the character's Dexterity check or Strength check to try to trip the character.
Some
weapons, such as the chain and the whip, can be used to make trip attacks. A character doesn't incur an attack of opportunity when doing so. If the character is tripped during his or her own trip attempt, the character can drop the weapon to avoid being tripped.
Disarm
As a melee attack, a character may attempt to disarm his or her opponent. If the character does so with a
weapon, he or she knocks the opponent's
weapon out of his or her hands and to the ground. If the character attempt the disarm while unarmed, the character ends up with the
weapon in his or her hand.
If a character is attempting to disarm the wielder of a
melee weapon, follow the steps outlined here. Disarming the wielder of a
ranged weapon is slightly different; see below.
Step Two: The character and the target make opposed
attack rolls with their respective
weapons. If the
weapons are different sizes, the combatant with the larger weapon gets a bonus on the
attack roll of +4 per difference in size category. If the target is using a weapon in two hands, he or she gets an additional +4 bonus. Also, if the combatants are different sizes, the larger combatant gets a bonus on the
attack roll of +4 per difference in size category.
Step Three: If the character beats the target's
attack roll, the target is disarmed. If the character attempted the disarm action unarmed, he or she now has the
weapon. If the character was armed, the target's
weapon is on the ground at the target's feet.
If the character fails the disarm attempt, the target may immediately react and attempt to disarm the character with the same sort of opposed melee
attack roll. The opponent's attempt does not provoke an
attack of opportunity from the character. If the opponent fails to disarm, the character does not get a free disarm attempt against the opponent.
To disarm an opponent wielding a
ranged weapon, the character makes a melee attack or unarmed attack to strike the weapon in the opponent's hand (see
Attack an Object). If the weapon is held in two hands, it gets a +2 bonus to its
Defense. If the character's attack succeeds, the
ranged weapon falls to the ground or winds up in the character's hands (if the character made the attack unarmed). This kind of disarm attempt provokes an
attack of opportunity, but if the character fails, the target does not get to make a disarm attempt against him or her.
Find topic in: Arcana, Bullet Points, Characters, Combat, Creatures, Equipment, Future |
|
mrd Trip Combat 3.5 MRD srd d20 Combat d20 Combat rpg Combat msrd d20 Trip msrd Combat MRD Combat srd Combat Basics Basics Basics roleplaying Basics msrd mrd modern mrd rpg Basics Trip 3.5 rpg wizards Combat Combat MRD Trip msrd wizards Trip rpg msrd MRD |