Trip: Difference between revisions
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You need at least 20 ranks of [[Two-Handed Weapons]] or [[Polearm Weapons]] beyond the CMAN Trip itself to use it effectively. |
You need at least 20 ranks of [[Two-Handed Weapons]] or [[Polearm Weapons]] beyond the CMAN Trip itself to use it effectively. |
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==Creatures that use this maneuver== |
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*[[Deranged sentry]] |
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==Messaging== |
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<div {{log}}> |
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[Roll result: 166 (open d100: 128)]<br> |
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With a fluid whirl, a deranged sentry plants a pearlescent abalone-hafted halberd firmly into the ground near you and jerks the weapon sharply sideways.<br> |
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Your feet are suddenly swept from under you!<br> |
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Roundtime: 9 sec.<br> |
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... 7 points of damage!<br> |
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Torn muscle in your left leg!</div> |
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{{stub}} |
{{stub}} |
Revision as of 12:38, 8 June 2009
- This article is about the combat maneuver. For the verb, see TRIP (verb).
Trip is a combat maneuver that allows an attacker to trip an opponent using a quarterstaff, runestaff, or two-handed polearm. Training in Two-handed Weapons or Polearm Weapons is recommended to use this maneuver.
You need at least 20 ranks of Two-Handed Weapons or Polearm Weapons beyond the CMAN Trip itself to use it effectively.
Creatures that use this maneuver
Messaging
[Roll result: 166 (open d100: 128)]
With a fluid whirl, a deranged sentry plants a pearlescent abalone-hafted halberd firmly into the ground near you and jerks the weapon sharply sideways.
Your feet are suddenly swept from under you!
Roundtime: 9 sec.
... 7 points of damage!
This article is a Stub. You can help GSWiki by expanding it. |