Pull/Trip

This maneuver is designed to knock opponents down.

When using the Pull/Trip maneuver, the attacker announces his intention when it's his turn to attack. He describes how he's performing the maneuver to the DM, who may rule that it's impossible.

If it is possible, though, the attacker rolls vs. the target's AC as with any normal attack.

The target then rolls 1d20 against his Dexterity. If he succeeds, he stays on his feet. If he fails, he falls down. Modifiers to his Dexterity include:

+6 Target Was Not Moving

–3 Target Was Unaware of Attack

The Pull/Trip maneuver is best performed on someone who is moving and unaware of you. A target who is standing still (not walking or running) and is aware of his attacker is very hard to knock down.

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