Trip

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Trip
Mnemonic [trip]
Type Setup
Roundtime 2s
Stamina Cost 7
Targets Right leg, and left leg
Offensive Gear Right hand
Requirements A two-handed polearm or staff with at least 15 ranks in the relevant skill. Training in Polearms (for polearms) or Two-Handed Weapons (for staves) is recommended.
Attributes Flares/Spikes Enabled
Hostile
Initiator Stance Penalty
Shield Defensive Bonus
Racial Size Modifiers
Target Stance Bonus
Available To All
Available In Combat Maneuvers
Rank Square Semi Pure
1 2 3
2 4 6
3 6 9 12 
4 8 12 16 
5 10 15 20
This article is about the combat maneuver. For the verb, see TRIP (verb).

Description

Attempt to trip your opponent with a polearm or staff.

Mechanics

Successful trip attempts can result in your opponent suffering a roundtime penalty, minor leg damage, and possibly being knocked down.

Additional Information

On slight successes, the target will be knocked off balance (a roundtime penalty). On more substantial successes, the target will be knocked down with roundtime. All successful results can inflict minor critical damage to the legs and/or trigger weapon flares.

Characters need at least 15 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!
Torn muscle in your left leg!

Resources