Trip

This feat has a chance to trip the target, rendering it prone for a short time. It has a cooldown of 15 seconds. Some creatures may be immune to this effect. It is presumed that the target attempts a DC 15 Reflex save to avoid falling down, and is prone for 6 seconds on a failure. Note that actions (such as attacks or spellcasting) which were already in progress will not be interrupted by a trip, but further actions (except shield-blocking) are prevented.