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.
, 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.
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.
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