Trip Specialist
Trip Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +3, & Dexterity 13.
- Benefit 1: If your Combat Manuever Attack Bonus check to Trip an opponent surpasses their Combat Manuever Defense by 5 or more, they are Disarmed when they fall prone.
- Benefit 2: If you fail the CMAB check to Trip an opponent by 10 or more, you do not get knocked Prone.
Improved Trip Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +7, Dexterity Score 13, & Trip Specialist.
- Benefit 1: If your CMAB check to Trip an opponent surpasses their CMD by 5, they are Disarmed when they fall prone; if you surpass their CMD by 10 or more, they are also Flat-Footed until the start of your next turn.
- Special Note: If you fail this initial check by 10 or more, you do not get knocked Prone.
- Benefit 2: If you fail the CMAB check to Trip an opponent by less than 5, you may, spend an Attack of Opportunity, to make a Grab attempt.
- Special Note: If you fail this follow-up Trip Maneuver by 10 or more, you will not fall Prone.
Master Trip Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +11, Dexterity 13, & Improved Trip Specialist.
- Benefit 1: If your CMAB check to Trip an opponent surpasses their CMD by 5, they are Disarmed when they fall prone; if you surpass their CMD by 10 or more, they are Flat-Footed for the next 2 turns; and if you surpass their CMD by 15 or more, they are also Staggered until the end of their turn.
- Special Note: If you fail this initial check by 10 or more, you do not get knocked Prone.
- Benefit 2: If you fail the CMAB check to Trip an opponent, you may, spend an Attack of Opportunity, to make another Trip -or a Grab attempt.
- Special Note: If you fail this follow-up Trip or Grab Maneuver by 10 or more, you will not fall Prone.
- Benefit 3: You make all checks to Trip your targets with Advantage.
Perfect Trip Specialist
Prerequisites: Advanced Combat Maneuver Training, Base Attack Bonus +15, Dexterity 13, Master Trip Specialist, & Commando Training.
- Benefit 1: If your CMAB check to Trip an opponent surpasses their CMD by 5, they are Disarmed when they fall prone; if you surpass their CMD by 10 or more, they are Reeling for the next 2 turns; if you surpass their CMD by 15 or more, they are also Dazed until the end of their turn; and if you surpass their CMD by 20 or more, you may, as a Reaction, make a Melee/Unarmed Attack against them.
- Special Note: If you fail this initial check by 10 or more, you do not get knocked Prone.
- Benefit 2: After the CMAB check to Trip an opponent -regardless of outcome- you may, spend a Reaction, to make another Combat Maneuver attempt.
- Special Note: If you fail this follow-up Combat Maneuver by 10 or more, you will not fall Prone.
- Benefit 3: You make all checks to Trip your targets with Double Advantage.
- Benefit 4: Once per Round, you may make a Trip without spending an Action.
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