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Trip/sandbox
< Trip
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Trip | |
Feat | |
TrainableA trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.: |
Universal |
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UsageEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).: |
Active |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Melee |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Strength or Dexterity save, then Balance check every 2 seconds |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
10 + Strength modifier + Trip modifiers |
DurationThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.: |
Up to 30 seconds |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
15 seconds |
DebuffA harmful effect other than physical damage.: |
Knocked prone, may not move or attack |
DamageThe amount and type of damage inflicted.: |
Normal |
Description
Using this attack, you may trip the target, rendering it prone.
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.
- 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 then takes a Strength or Dexterity save (whichever is higher) against a DC of 10 + Strength modifier + related Enhancements + related item bonuses. Should the target fail its check, the target is tripped.
- The target remains tripped for up to 30 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.
- Prone creatures are given a Balance skill check every 2 seconds to stand up early. The DC on it is the same as the trip DC, but it uses the Balance skill rather then Strength or Dexterity.
- Some creatures are immune to tripping, such as those that have no legs (like oozes) and those that naturally hover or levitate (such as mephits and ghosts). Red and purple named creatures are also immune.
- 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.
- Has a greatly reduced duration when used against players (~3-8 seconds).
See Also: