An idea to a new feat or a variation of an old [Archive] - Wizards Community

Post/Author/DateTimePost
Enurunner

07-20-07, 05:42 PM
I'm currently playing a spiked-chain-wielding rogue/fighter, that was focusing on becoming a master of chains. That never happened though as I didn't like the whole concept of MoC when I got the prerequisites.

Anyway I have improved trip and improved disarm, so I started making him better at tripping and disarming, and mainly being a pain in the ass for anyone within 10feet.

What I've found though, is that I trip myself almost as often as my enemies, especially if my enemies aren't medium or smaller sized bipeds. :rolleyes:

Then I found this feat called Knockdown (in Sword & Fist). Basically it lets you make a free trip attempt every time you do 10 or more melee damage.

Now, since I often get tripped myself, I'm looking for a feat that'll give me some sort of bonus on the trip attempt.

So (and this is my own crazy/twisted idea of a feat or variation of the Knockdown feat) what if you had a feat that lets you make a free trip attempt every time you do more than 14 damage, AND for every point of dam above 14 you get a +1 on your trip. Probably capped at +5 to +10.

Eh?

I'm writing it here because I think it's the best place to get constructive (I'm hoping) criticism on any rules questions/alterations you might have on the DnD game.

Please be gentle ;)
Kouk

07-22-07, 01:32 AM
I would think a feat like that would be overpowered, especially if you consider the possibility that monsters can use feats as well.

It is just hard to Trip as you raise in levels, because of the size category and strength differences that exist.

Some things which may help your being tripped in return are Steadfast Boots in the Magic Item Compendium, which if I recall correctly give you a bonus to resist trips and bullrushes as if you were a dwarf.

You also could use crystals of return (also from MIC) on your chain. The higher level crystals of return call the weapon back to your hand, so if you are being reactively Tripped, you can just let go of the chain and call it back to your hand next turn.

Also in the MIC are enchantments for boosting Trip and Disarm (separate enchants). A bit pricey for the effect if I recall correctly, but every little bit helps.

There may be some maneuvers from Tome of Battle that allow Trips/Disarms without chance of reprisal as well.