Master Trip (3.5e Feat)

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Master Trip [General]

Your trips are so fast and brutal they can leave your enemies dazed.
Benefit: You gain a +2 on the opposed Strength check when making a trip attempt, this stacks with the Improved Trip feat. Any opponent you successfully trip takes 1d6 points of falling damage. This damage can be negated by a successful Jump or Tumble check as per falling rules. Tripped opponents must also make a Fortitude save, with a DC equal to 10 + half your character level + Strength bonus, or be dazed for one round.
Normal: Opponents you trip do not take damage, nor do you daze them.
Special: A fighter may select Master Trip as one of his fighter bonus feats.



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