Melee Trip
[Untrained]Cost: 8 + weapon's size mod AP (minimum 5 AP) | Check: Melee attack roll vs. DeC\nThen d20! + Str mod vs. d20! + Str or Dex mod
Description
You can attempt to trip an opponent with a natural weapon or with certain melee weapons.\nIf the defender has a threatening weapon larger than your weapon, you provoke an attack of opportunity from the defender.\nIf the attack roll succeeds, you make a Strength check opposed by the target's Strength or Dexterity check.\nTrip will only work against creatures within one size category of the attacker.\nIf a flying creature is tripped, it starts falling (as if unable to maintain minimum forward speed).\nTrip can also be used to unhorse a mounted opponent. A Ride check can be made in place of the defender's Str/Dex check.
If the weapon attack hits, the secondary attack has the following effects:\nS - The target is knocked prone. For every 5 levels of success, you can choose to move (or actually throw) the opponent one square away, causing damage as if the opponent had fallen the same distance.\nF - You fail.\nEF - The target manages to trip you instead.