Year of the Dragon: Through June 26th, claim free Ground Bound Green Dragon Mount! Speak to Xatheral in the Hall of Heroes.
(April's reward of a free expansion or Greater Elixir of Discovery can still be claimed from Trilliya until June 4th.) edit
Game mechanics • Newbie guide • In development • DDO Store • Social Media
Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats
Glossary • Items • Maps • Monsters • Places • Quests • Races • Reincarnation • Skills • Spells
Please create an account or log in to remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!
Improved Trip
Improved Trip
- Cooldown: 10 seconds
- Usage: Active
- Prerequisite: Combat Expertise
Description
Tactical Melee Attack: Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod)
- Target: Foe, Directional, Breakable
- Duration: 60 secondsneeds verification
- Save: Reflex (Balance): DC 14 + Str mod
Notes
- This feat replaces Trip as an action.needs verification
- An attack roll is made against the target. Like any melee special attack, it works with your combat flow and is queued to work on your next melee attack. Ideally you will time this so that it will work at your maximum attack bonus.
- If it hits, it will do only a regular damage hit (will not produce offhand damage or glancing blows), and in addition attempt to trip the target.
- The target then takes a Strength or Dexterity save (whichever is higher) against a DC of 14 + Strength modifier + related Enhancements + related item bonuses. Should the target fail its check, the target is tripped.
- The target remains tripped for up to 60 seconds, during which time it is rendered prone and may not move or attack. Prone targets suffer -4 AC. Attacks/spells already started will complete, however.
- Prone creatures are given a Balance skill check every 2 seconds to stand up early. The DC on it is the same as the trip DC, but it uses the Balance skill rather than Strength or Dexterity.
- Some creatures are immune to tripping, such as those that have no legs (like oozes) and those that naturally hover or levitate (such as mephits and ghosts). Red and purple named creatures are also immune.
- Your character's size doesn't affect your chance to trip. Mostly this means Halflings do not suffer -4 to their trip attempts for being small. However larger monsters, or monsters with many legs, are given appropriate bonuses to resist the trip, +4 per size difference or +8 or greater for creatures with many legs.
- Fighters may select this feat as one of their fighter bonus feats.
- Monks may select this feat as one of their martial arts feats.