Difference between revisions of "Trip"
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|name = Trip | |name = Trip | ||
|type = Active | |type = Active | ||
|tier = | |tier = Martial | ||
|prerequisites = | |prerequisites = | ||
|duration = | |duration = | ||
Line 10: | Line 9: | ||
* {{FeatAutoGrant|All||1}} | * {{FeatAutoGrant|All||1}} | ||
|autoonly=True | |autoonly=True | ||
|description=Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to the effect. | |||
|benefits= | |benefits= | ||
'''Tactical Trip Attack:''' | '''Tactical Trip Attack:''' | ||
* On Hit: Target | * On Hit: Target is tripped and knocked prone. | ||
** {{SaveDC|Balance|10||Strength|Trip|color}} save Negates the trip | |||
|notes = | |notes = | ||
* 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. | * 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. |
Latest revision as of 01:28, 18 October 2018
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