Better Trip and disarm [Archive] - Wizards Community

Post/Author/DateTimePost
Maxxx

01-16-06, 04:49 AM
Hey everyone, I have a small dilemma, one of my players wanted to build a swashbuckler/rogue that is going to trip and disarm his foes. The problem is he likes to play a halfling and that means that the feats Improved Trip and Improved Disarm just eliminate the normal penalties when he is fighting a medium character, this is not that difficult when disarming because he has a very high attack bonus (weapon finesse, halfling dex, small, etc.), but he is never able to trip anyone. Because he is a novice and I did not realized this small mistake, I wanted to add some items into the game that enhance his ability to trip and disarm. His weapon of choice is a rapier, so using a spiked chain is not possible. Does someone has any suggestions what would be appropriate items?
Enaloindir

01-16-06, 04:51 AM
Check out the disarming weapon property in Complete Warrior...it might be worth your while ;)


Enaloindir
Bastage

01-16-06, 04:54 AM
A Cutlass is 15 gp, 1d6, 19-20 and + 2 to disarm.
Maxxx

01-16-06, 05:07 AM
The disarming ability is an option, is there something similar for tripping? Where can I find the cutlass?
Max0r

01-16-06, 05:48 AM
There is a magic weapon ability called "sweeping" which grants a +4 circumstance bonus on trip attacks. it can be found in the arms and equipment guide i think.
Maxxx

01-16-06, 06:41 AM
Is that also a +2 enhancement?
Max0r

01-16-06, 06:59 AM
No, its just a +1 enhancement for the purpose of determining the price.
Egres

01-16-06, 08:07 AM
Hey everyone, I have a small dilemma, one of my players wanted to build a swashbuckler/rogue that is going to trip and disarm his foes. The problem is he likes to play a halfling and that means that the feats Improved Trip and Improved Disarm just eliminate the normal penalties when he is fighting a medium character, this is not that difficult when disarming because he has a very high attack bonus (weapon finesse, halfling dex, small, etc.), but he is never able to trip anyone. Because he is a novice and I did not realized this small mistake, I wanted to add some items into the game that enhance his ability to trip and disarm. His weapon of choice is a rapier, so using a spiked chain is not possible. Does someone has any suggestions what would be appropriate items?
Tigerskull club is what you are searching for.
Maxxx

01-16-06, 08:43 AM
Like I said, his weapon of choice is a rapier, he is going for the swashbuckler sheme, so different weapons are not an option.
Tsh77769

01-16-06, 09:29 AM
why not jsut allow him to stab someone in the foot or slice at their heal or back of knee causing them to fall down and "trip" them that way. Effective, stlyish, and descriptive.

Tsh77769
Maxxx

01-16-06, 10:05 AM
Stylish indead, but I have no idea, what the rules for something like that would be and I don't want to create a new fighting system for one out of six players.
DaveTheMagicWeasel

01-16-06, 10:40 AM
Since he's small it should be more difficult for him to trip so don't alter the mechanics, just make up a new feat or two to offer to him.

For example, you could adapt the Clever Wrestling feat from Complete Warrior:

CLEVER TRIPPING (GENERAL)
You are able to use an opponent's greater size and weight against them - the bigger they are the harder they fall!
Prereq: Small or Medium Size, Improved Trip
Benefit: When opponent is larger than medium gain a circumstance bonus on attempts to trip them:
Large +2
Huge +4
Gargantuan +6
Colossal +8
Inigo Carmine

01-16-06, 11:31 AM
He's small, he's not going to be the best tripper. I'd leave it as that instead of trying to get rid of just about the only drawback to being a halfling.

Since he's new, I'd allow him to exchange the improved trip feat for something else he could have gotten instead, but I wouldn't try to add things to the game just to help a newcomer (it sets a bad precedent).

Aside from letting him switch out his feat, you could tell him to purchase some potions of enlarge person though. It'll hurt his attack roll (if he's a finesser) and his AC, but it will up his damage by about 2 per hit, and give him an effective +5 bonus to trip. (takes away the -4 size penalty and adds +2 str).