Trip

Trip
Type of Feat: General [Base Action] Prerequisite: n/a Use: Selected.

As a full round action, you can attempt to trip an opponent. On a successful melee touch attach against your target, you make a Dexterity check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier).

A combatant gets a -4 penalty for every size category he is larger than Medium or a +4 bonus for every size category he is smaller than Medium. If you win, you trip the defender. If you lose, the defender may immediately react and make a Dexterity check opposed by your Dexterity or Strength check to try to trip you.

Tripped characters are considered stunned, flat-footed and prone, and cannot move, attack, cast a spell or do any other action. Furthermore, melee attackers have a +4 bonus to attack rolls against prone characters and ranged attacks have a -4 penalty to attack rolls against prone characters. A character that is tripped is immune to stunning or tripping for 3 rounds.