Expert Tripper (3.5e Prestige Class)
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 The Expert Tripper
The expert tripper is a master of tripping people, making weakness where there was none before. Expert trippers start with a basic knowledge of tripping, but perfect it with practice, and time. They are all about exploiting battle, finding how to gain the upper hand in every encounter.
Fighters are the most common expert trippers, perfecting their skill in the tactics they love. Rarely would a magic user choose this path, but the spell Enlarge Person helps immensely with tripping.
As a NPC, a expert tripper is normally a front line fighter that likes to get the upper hand in battle. A expert tripper NPC does not really care about how his fighting style looks, but is rather occupied about how well his fighting style works, and how quickly he can defeat his foes.
To qualify to become a expert tripper, a character must fulfill all the following criteria.
- Base Attack Bonus: +4
- Feats: Dodge, Improved Trip, Weapon Proficiency (Any tripping weapon)
- Skills: Balance 4 Ranks
|Level|| Base Attack
|6th||+4||+5||+2||+2||+3||Improved Second Try|
|7th||+5||+5||+2||+2||+3||Improved Second Trip|
Class Skills (2 + Int modifier per level)
 Class Features:
All the following are the Class Features of the expert tripper prestige class.
Weapon and Armor Proficiency: Expert trippers gain no proficiency with any weapon or armor.
Trip Bonus: Every other level a Expert Tripper perfects his skill at tripping, giving him an unnatural advantage in combat. Every other level he gets a +1 on his trip attempt (The strength check, not the touch attack). At first level he gets a +0, at second a +1, at fourth level a +2, etc. This ability also has a disadvantage. Because the expert tripper does not care how he looks during combat, people think he is not a good fighter, tripping people is frowned upon as well. If anyone sees the expert tripper tripping someone at any time, he will permanently get a penalty to his charisma around that person. The penalty is the expert tripper's trip bonus. For example, a 4th level expert tripper, with a +2 on his trip attempt, gets a -2 on his diplomacy checks.
Second Try: At 1st level a expert tripper does not fail often when trying to make a touch attack before a trip attempt. If you fail on a touch attack before trying to trip an opponent, you can try to make a second touch attack against your opponent as a free action, albeit at a -10 penalty. If you are able to touch your opponent the second time you can make a trip attempt as normal against your opponent. This ability only works once per trip attempt.
Second Trip: At 2nd level a expert tripper does not fail often when trying to make a trip attempt. If you fail on a trip attempt, you can try to make a another trip attempt against your opponent as a free action, albeit at a -10 penalty. If you fail the second trip attempt then you cannot try to trip again in the same action.
Dodging Trip: At 4th level a expert tripper knows how to use his opponents weight, strength, and momentum against him, deflecting his attack, and throwing him to the ground. This ability grants the expert tripper the general feat Defensive Throw (Complete Warrior, page 97) even if he does not meet the prerequisites. This ability, however, does not work with Second Try and Second Trip. The expert tripper cannot use his Second Try ability if he failed the touch attack, and he cannot use his Second Trip ability if he failed the trip attempt.
Improved Second Try: At 6th level a expert tripper knows how his opponent will react to his failing touch attempt, and can counter himself better for their reaction. This functions as Second Try just at a -5 penalty.
Improved Second Trip: At 7th level a expert tripper knows how his opponent will react to his failing trip attempt, and can counter himself better for their reaction. This functions as Second Trip just at a -5 penalty.
Powerful Trip: At 10th level a expert tripper can trip his opponents so well they cannot attack him. Normally, after a trip, the opponent gets to make a move action then a standard action. This ability makes it so the expert tripper's opponent must make a reflex save DC 10 + expert tripper's class level, if his opponent failed all he can do is make a standard action in that round, if his opponent made the save he can make a move action and a standard action.