Tactical Melee Attack: Using this attack, you may trip the target, rendering it prone for up to 6 seconds. A creature is tripped on a failed Reflex save (DC: 14 + Strength modifier + Trip DCs). Some creatures may be immune to this effect. A prone creature who succeeds a Fortitude save (same DC as initial attack) stands up early.
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.
If it hits, it will do only a regular damage hit (will not produce offhand damage or glancing blows), and in addition attempt to trip the target.
The target remains tripped for up to 6 seconds, during which time it is rendered prone and may not move or attack. Prone targets suffer -4 AC. Attacks/spells already started will complete, however.
Your character's size doesn't affect your chance to trip. Mostly this means Halflings do not suffer -4 to their trip attempts for being small. However larger monsters, or monsters with many legs, are given appropriate bonuses to resist the trip, +4 per size difference or +8 or greater for creatures with many legs.