A Guide for Trip Builds in Pathfinder

As mentioned in my Witch Guide, Treantmonk has set the industry standard for writing quality class guides and I will be using the same colour coding and asterisks he uses to grade various options. That means:

Red * -bad option or nearly useless ability

Orange ** -ok option, or useful but only in rare circumstances

Green *** -Strong choice

Blue **** -Must-have

Introduction

First off, special thanks to Gelmir who inspired me to write this guide with his clever ‘Tripping Fighter-Alchemist of Doom’ build which I will be mentioning later on.  

To begin with, let’s talk about how the trip build works.  Basically, the idea is to get your CMB as high as possible so that when you go to trip an opponent with a D20 roll to equal or exceed their CMD, it’s almost a fait accompli.  (Side note: definition of CMB and trip contradict each other in the rulebook.  For CMB, you only need to equal CMD.  For trip, the rulebook states you need to exceed target CMD.  I would suggest consulting with your GM to see which interpretation they choose.)  Following on from this, a good trip build will have reach and combat reflexes so that you have multiple chances to trip up any targets who move through any squares you threaten with an attack of opportunity.

Trip builds have great potential to cause havoc on the battlefield but have several glaring weaknesses that can ruin their usefulness at later levels.  The first weakness is that you can only attempt to trip opponents who are no more than one size category larger than you.  That means it’s imperative to factor in becoming large size on a regular basis to deal with huge creatures.  Huge enemies feature more regularly, the higher you progress in levels.  Being large also often has the advantage of improving your reach.  The bottom line is a few Enlarge Person potions for your melee tripper is just not going to cut it.  

The second weakness is that some creatures including oozes, creatures without legs, and creatures that are flying cannot be tripped.  This means that you cannot invest your whole build in tripping without picking up a secondary role to be useful to the party.  This might include some investment in ranged abilities and feats to shoot these creatures when you can’t trip them, or alternatively being able to cast healing spells so you are the backup healer which are just 2 of many secondary roles you could choose.  It doesn’t really matter what secondary role you choose, but you WILL need to have one for those times when you can’t trip.

The final weakness of trip builds in general is that they can suffer a little from (MAD) multiple attribute distribution syndrome and they can be a little feat hungry.  This means you can’t afford to make any mistakes in your build and sometimes tough decisions have to be made when it comes to selecting your feats.

Weapons

Before I discuss tripping with weapons in any detail, please read this extract I have taken from the FAQ:

If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. Note that when making a trip combat maneuver, you don't need to use a weapon at all--for example, you can trip when you're unarmed, even though unarmed strike isn't listed as a trip weapon.

There are advantages to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver. One, if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone. Two, you can apply the weapon's enhancement bonus, weapon-specific attack bonuses such as Weapon Focus, and so on to your trip combat maneuver roll.

For example, you'd add the enhancement bonus from a +5 whip to your trip combat maneuver roll because a whip is a trip weapon. You wouldn't add the enhancement bonus from a +5 longsword to your trip combat maneuver roll because a longsword is not a trip weapon. In effect, there's no difference between making an unarmed trip attempt and a trip attempt with a +5 longsword because the sword doesn't help you make the trip attempt.

—Sean K Reynolds, 03/15/11

I will limit my review to weapons with the ‘Trip’ quality.  Weapons that reach AND trip are going to be the most beneficial as this will give you more opportunities to attack and trip opponents when it’s NOT your turn.  Of less importance but still relevant are those weapons with high damage, large critical range, and their critical multipliers.  Keep in mind, it is often useful to have a non-reach trip weapon as a backup for when the enemy gets inside your reach weapon.  Dropping your reach weapon is a free action and drawing your backup weapon is a move action and neither action gives away an attack of opportunity.  The other backup option for trippers with reach weapons is to have spiked armour for close up fighting.  The last point to consider is that you want your main trip weapon to have a magical bonus to increase your CMB (every point counts).  If you don’t have the funds to afford enchantment for your backup weapon, consider purchasing a masterwork weapon for just over 300gp as this will still increase your CMB by 1 point.

flail (1handed martial)**

There’s nothing really special about this weapon.  1d8 damage and only a 20/x2 crit.  It sneaks up to ok rating because it can disarm as well if that appeals to you and it can be a backup trip weapon if your opponent is adjacent to you.

heavy flail (2 handed martial)***

This weapon is quite nice but misses out on a blue rating as it lacks reach.  Nonetheless, 1d10 damage, disarm and 19-20/x2 crit is a good weapon choice if you are fighting an opponent next to you.

Horsechopper (2 handed martial)****

Reach and Trip, like the guisarme, but (slightly) higher average damage with a 1d10 and a choice between piercing and slashing for DR bypass.        

halberd (2 handed martial)***

There’s not much difference in choice between this weapon and the heavy flail.  No reach but, 1d10 damage, brace and 20/x3 crit is a good weapon choice if you are fighting an opponent next to you.

scythe (2 handed martial)***

On par with the halberd and heavy flail.  2d4 damage with a 20/x4 multiplier is nothing to sneeze at.

kama (exotic light monk)**

This is a poor weapon choice for tripping but it barely sneaks up to ok because it’s a light weapon meaning you can attempt to trip with another attack if you wield one in each hand and it’s one of the few tripping options available to the monk.  It will cost you an exotic feat to do 1d6 damage with a 20/x2 crit.

whip (exotic 1 handed)*

This weapon is a poor option given that its damage is so low, is exotic, does non lethal damage and does not threaten. Its 15 foot reach is not enough to make up for all these crippling setbacks.

spiked chain (exotic 2 handed)*

Poor option not because it’s really that bad as a non reach tripper, but because there are very similar martial weapon options that do not use up a feat.

dire flail (exotic 2 handed)**

No reach but double chance to trip is ok and damage is respectable at d8/d8 with 20/x2 crit and you can disarm as well.  Almost a green choice if it wasn’t an exotic choice.

gnome hooked hammer (exotic 2 handed)**

Very similar to dire flail but damage not quite as good but makes up for it with high crit multipliers - d8/d6 with x3/x4.

temple sword (exotic 1 handed monk)**

One of the few trip weapons available to monk.  1d8 damage with 19-20/x2 crit is ok.

scorpion whip (exotic 1 handed)**

This weapon is the same as a whip but allows for lethal damage which pushes this option up one grade.  If you want higher damage, then pick another trip weapon.  This would be a blue rated weapon if only it threatened.

khopesh (exotic 1 handed)**

Identical to temple sword except monks can’t use it.

fauchard (exotic 2 handed)****

If you have a spare feat, then this is probably the best weapon you could pick of all trip weapons.  Not only does it have reach, it also has a very sweet 18-20/x2 crit range with d10 damage.  Very nice indeed.  Please note that this weapon comes from the Classic Horrors Revisited, so make sure you have approval from your GM to use it.

Meteor Hammer (exotic 2 handed)****

This weapon can be used in two modes, Meteor mode which it is treated as a double weapon with 1d8/1d8, but loses the reach effect. Fortress mode which  still does 1d8 damage, and gives you a plus 1 to AC with reach effect. In fortress mode you can also use it to drag an opponent closer to you. Switching between these modes is a free action. This eliminates the need to carry a second weapon. This is considered an eastern weapon in the Ultimate Equipment book, so like the aforementioned weapon it will need the GM’s approval


Spiked Gauntlet (unarmed)****

The main problem with reach weapons is that they don’t threaten when adjacent. Using a spiked gauntlet doesn’t limit you using your reach weapon when in 10ft range, but will let you threaten enemies within 5 ft range as well. Might as well get 2, and make one cold iron and one silver (it’s fairly cheap), for DR Bypass and to ride the wave of your Ancestral Weapon trait (to follow)

Traits

Ancestral weapon***

Start the game with a masterwork, silver/cold iron weapon, and get a +1 to attacks with that material - meaning you start the game with a +2 to attack + a dr bypass. Notes are that silver reduces damage of non-bludgeoning by 1, and that cold iron costs 2k extra to enhance - I recommend a silver horsechopper.

Feats

Dirty Fighting****

Before you get Improved Trip, lets you make Combat Maneuvers without provoking an AOO when flanking if you forgo the +2. When you do get it, makes that +2 a +4. However, more importantly, it qualifies as having Int 13 and Combat Expertise (And dex 13+improved unarmed strike) for purposes of Improved and Greater trip (improved combat maneuver checks and everything requiring them), meaning you don’t have to take that annoying combat expertise

combat reflexes****

Take this feat to turn your good trip build into a great one.  You need to have a reasonable dex bonus to take full advantage of this feat.  You get bonus attacks of opportunity each round equal to your dex bonus.  This synergises beautifully with reach.

improved disarm***

This feat synergises well with Improved Trip.  Trip opponent, then, when they provoke from standing, disarm them, so they wind up standing with empty hands, and have to burn their standard action getting a weapon out or picked up. Or provoking from their target by attacking unarmed...  Which also opens up Greater Trip, which allows you to relocate the disarmed weapon (and possibly shield) into a random square 15' from the person disarmed. (Thanks to Callarek for his input on this feat).

improved trip****

The bread and butter of any trip build.  Not only does it give you +2 bonus to your CMB trip score, it prevents attacks of opportunity against you when you attempt a trip.  Requires combat expertise.

greater trip****

Another essential for any trip build.  Not only does it give you +2 bonus to your CMB trip score, it grants attacks of op        portunity whenever you successfully trip someone.  Synergises well with combat reflexes.  Requires combat expertise and improved trip.

fury’s fall****

A great feat choice to maximize your CMB trip score.  Add your dexterity bonus to CMB with trip attacks.  Requires improved trip.  Sourced from Cheliax book.

weapon focus***

This increases your attack bonus as well as your CMB trip score by 1.  Every point is vital to get your CMB as high as possible so this is a good choice.

Ki Throw***

A useful feat for monks especially if you take Improved Bull Rush and Improved Ki Throw to knock down multiple opponents.  Ki Throw allows you to throw an opponent prone into a square you threaten rather than its own square.

improved critical**

This feat is a nice to have option especially if your weapon has a good crit range.  It doesn’t improve your tripping in any way so is only an ok choice.

weapon specialization**

This feat is another nice to have option to increase your base damage.  It doesn’t improve your tripping in any way so is only an ok choice.

power attack***

This feat is the same as weapon specialization and improved critical in that it is useful to have if you have spare feat slots available.  While it doesn’t improve your tripping in any way it is useful for damaging someone who has been tripped and is prone.

tripping strike***

Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your target’s CMD, you may trip your opponent. This does not provoke an attack of opportunity.  Requires combat expertise, improved trip and BAB +9.  Additional opportunities to trip are always nice.

Ability Scores

Unlike some classes, the choice of ability scores is very specific from one tripping build to the next.  Obviously strength is the most important ability.  However unlike most builds, for trippers it should NOT maximise this score at 1st level.  Dexterity is almost as important for trip builds and it makes more sense (and is more efficient) to distribute most of your points between these 2 scores rather than just completely maximising strength which is very expensive.  In most cases (but not all) you are going to need to save at least some points to get your Intelligence score to 13 to ensure you can pick combat expertise.  I will discuss ability scores in more detail for each specific build.

Races

human ****

Best choice for feat intensive build as you get bonus feat and bonus skills.  Also get to increase your primary ability score.

Has alternate trait (giant ancestry) for a +1 cmb

dwarf **

Not a great choice at all.  Would be red except other races are much worse and it has darkvision.  Ability increases are in wrong options and 20 foot move sucks.

half elf***

Not a bad option.  Increase your primary ability score.  Select ancestral arms to get fauchard weapon skill and this moves up close to a blue choice.  Also Multitalented ability comes in handy for favored class since most trip builds will use 2 classes.

elf***

Pretty good option as bonuses to Intelligence and Dexterity are both useful for trip builds.  +2 bonus to perception (the most important skill in the game) is nice to have as well.

half orc***

Not a bad option.  Increase your primary ability score. Darkvision and ferocity are always useful.

halfling*

Terrible choice.  Small creatures do not work for trip builds.  Penalty to Strength makes it even worse.

gnome*

See halfling.

Classes

Some classes are better suited than others to trip builds.  And some classes that seem like a good idea on the surface are just terrible.  I will discuss some of these classes.

Alchemist

Alchemists are an excellent splash class for trip builds but you need at least 4 levels of Alchemist to optimise it.  4 levels gives you access to long term use of heroism which helps improve your CMB trip.  Please see Gelmir’s build in the Build section for further clarification.

Barbarian

No reason not to try this out as rage ability is obviously going to improve CMB.  Lack of bonus feats is a concern as well as the lack of an obvious secondary role choice.  Will need to add at least 1 level of a ¾ or ½ BAB class to get regular access to Enlarge Person.  If planned carefully, a reasonable trip build is theoretically possible provided a secondary role can be found.  Finally, if you choose barbarian as part of your trip build, the Strength Surge rage power is an almost mandatory selection.

Bard

A splash of 1 to 4 levels of Bard is the most likely scenario for trip builds to get access to Enlarge Person.  A full bard trip build is not viable.

Cavalier

A mounted combatant is not well suited for tripping.  The only thing really going for this class is the full BAB.

Cleric

Cleric is an awful choice for trip builds.  Avoid it at all costs.  The domain powers generally only last a few rounds depending on level and almost all of them add nothing to improve your CMB. Others have suggested that Growth domain and shield domain is a very profitable dip.

Druid

A Druid may not be the best choice for tripping as it is missing full BAB.  However, with prudent use of wildshape (especially into larger shapes), the druid can attempt trips with its natural attacks.  While it may not be the most optimal of choices, it’s certainly a better choice than some classes.  Others have suggested the following: dip 1 level from growth sub domain, go leshy warden for growth domain +leshy familiar add mauler archetype to leshy familiar for a combat buddy

Fighter

It goes without saying that Fighters make excellent trip builds.  Bonus feats and full BAB makes this class the most obvious choice at first glance when looking for a trip build.

Inquisitor

This is a poor choice for trip builds.  The Inquisitor has only ¾ BAB and has no special abilities that really aid in attempts to trip.

Monk

Monks are a strong tripping class choice.  At 3rd level they can use their monk level in place of BAB for calculating CMB bonuses which is fantastic.  Unfortunately, monks get no access to reach tripping weapons but can still make a decent dripping build because of their access to unique abilities and feats.  Specifically, at mid to later levels they can use Ki Throw and associated feats to attempt to knock prone multiple opponents.  Wizard is a handy splash class for monks to ensure they can enlarge themselves as there is no concern about arcane spell failure from wearing armour.  As far as archetypes go, consider both Drunken Master and Weapon Adept which can both be taken together to really strengthen your build.

Oracle

Oracle seems a strange choice for a trip build and in most cases an Oracle tripper would not work well unless you choose the Battle Mystery.  Battle Oracles are not only viable, they excel at tripping with Revelations that make your trip character incredibly potent.  Furthermore, the bonus spells for the Battle Oracle a well suited to a tripper.

Paladin

While there is no reason really not to pick Paladin as part of a trip build, it’s not really offering anything useful apart from the full BAB.  All the other full BAB class choices are better suited for trip builds.  Some of the Paladins divine abilities, healing and mercies make it suitable for the secondary role that is important to trip builds.

Rogue

This is a poor choice for trip builds.  The Rogue has only ¾ BAB and has no special abilities that really aid in attempts to trip.

Sorcerer

Lack of synergy of using intelligence for Combat Expertise and using Charisma for spells immediately puts this choice behind Wizard as a viable splash class option.  None of the bloodline powers look particularly helpful for tripping and you have arcane failure issues when wearing armour.  You are better off choosing another splash class to attain the Enlarge Person spell.

Summoner

On the surface looks like it could be good but is completely non viable.  You would be doing your trip build via your Eidolon and it sadly gets less feats than normal characters and also has a starting intelligence of 7 which stops you from getting Combat Expertise.  Without access to Improved and Greater Trip feats, your trip build is stillborn.

Witch

Because of synergy of using intelligence for spells and Combat Expertise, a Wizard would be a good splash class for 1 to 2 levels.  They would make an excellent splash class choice for monks.  Furthermore, their ability to place hexes on the enemy in conjunction with a Cackle that requires only a move action to use, could make for some potentially very interesting builds.

Wizard

Because of synergy of using intelligence for spells and Combat Expertise, a Wizard would be a good splash class for 1 to 4 levels if you could find a way around the arcane failure issue when wearing armour.  If you can’t do that then don’t consider this class.  Wizards are an excellent splash class choice for monks.  If you do take a level in wizard, choose to specialise with Transmutation as this gives you a bonus ability point to one of your physical attributes.  Enlarge Person spell is also a Transmutation spell.

Build Concepts

I will be using the High Fantasy 20 point ability score purchase system in relation to each build.  I do not like the elite array method used in the excellent DPR Olympics thread as it skews the results in favour of those classes that don’t rely on ability points to optimise their characters such as the summoner and to a lesser extent, the druid.  The 20 point buy also brings builds into alignment with Pathfinder Society character builds.  I will show in brackets the 20 point spend breakdown at first level.  The actual attribute values will be representative of what you can expect to have given comparable magic items and ability bonuses every 4th level at 12th level.

I will be looking at CMB trip at 2 level points.  Firstly level 8, as by level 8 the idea of the build should be starting to come together.  Then I will again look at the build at level 12 as by then the concept of the build should be well and truly fleshed out.  If the concept of the build hasn’t borne fruit by this level, then it probably isn’t worth pursuing.  Anything beyond level 12 should be just gravy and level 12 is also the highest level achievable by Pathfinder Society characters.

After presenting the build, I will make some general comments, discuss its pros and cons as well as comment on its secondary role  which is necessary for when you come up against creatures you cannot trip.  In all instances, we will assume that the character is wielding a +2 magic weapon appropriate to the build by 8th level as well as a +2 Belt of Physical Might (Dex & Str).  To be effective by 8th level, your build is going to need a minimum in the vicinity of CMB trip 20+.  At 12th level you will need a minimum of 25+.  To see why, look at these sample CMD scores of random monsters I selected out of the Bestiary from CR8 through to CR12:

CR8 

Dire Tiger 35; Efreeti 31; Gorgon 26; Intellect Devourer 26; Mohrg 30; Stone Giant 30; Treant 29

CR9

Mastadon 34; Bone Devil 31; Dire Crocodile 40; Dragon Turtle 36; Frost Giant 29; Night Hag 27

CR10

Bebilith 46; Clay Golem 30; Fire Giant 31; Rakshasa 29

CR11

Barbed Devil 34; Cauchemar 40; Devourer 33; Retriever 40; Stone Golem 33

CR12

Lich 25; Adult Copper Dragon 38; Adult Green Dragon 39

zGelmir's Tripping Fighter-Alchemist of Doom

Class: Fighter(8)/Alchemist(4) [Fauchard]

Race: Half-elf

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str: 22 (10)

Dex: 17 (5)

Con: 12 (2)

Int: 14 (5)

Wis: 12 (2)

Cha: 7 (-4)

Pole-Arm Master/Vivisectionist

1: Fighter (1)

Feats: Power attack ; Combat Expertise; Ancestral Arms: Fauchard

2: Fighter (2): Improved Trip

3: Fighter (3): Combat Reflexes

4: Fighter (4): Wep focus: Fauchard

5: Alchemist (1): Fury’s Fall

6: Alchemist (2): ---

Discovery: Extend Potion

7: Alchemist (3): Greater Trip

8: Alchemist (4): ---

Discovery: Imbue Extract

9: Fighter (5): Improved Critical

10: Fighter (6): Critical Focus

11: Fighter (7): Weapon Specialization

12: Fighter (8): Bleeding Criticals

CMB Trip at lvl 8: 7BAB + 2 Magic Wpn + 2 Heroism + 2 Improved Trip + 2 Greater Trip

+ 1 Weapon Focus + 6 Str + 3 Dex (Furious Fall) = 25

CMB Trip at lvl 12: 11BAB + 2 Magic Wpn + 2 Heroism + 2 Improved Trip + 2 Trip

+ 1 Weapon Focus + 6 Str + 3 Dex (Furious Fall) + 1 Polearm Training = 30Greater

Note: CMB can be increased at both levels by a further +2 when he imbibes a mutagen that increases his Str or Dex by +4 for 40 minutes.  It takes one hour to brew a new mutagen.  CMB AoO will also be +1 higher at 8th lvl and +2 higher at 12 lvl because of Steadfast Pike ability from Polearm Master archetype.

Comments:  For this build to be optimised, you need a potion of heroism (the higher the level the better).  Then you are using the 2nd level alchemical allocation formula (you can use this formula twice per day at 4th lvl Alchemist) to allow use of  the potion without expending it. The Extend Potion discovery then doubles the duration.  You also have 4 uses of 4 minutes of Enlarge Person per day from your 1st level Alchemist Formulae.  While enlarged, you have a 20 foot reach with your fauchard and you have 4 attacks of opportunity you can expend each round due to combat reflexes in a big 20 foot radius.  By level 9 you have picked up Improved Critical which is going to give you an awewome crit range of 15-20.  This build would work equally well with Human instead of Half Elf.  If a fauchard is ruled inadmissible, then replace with a guisarme weapon.

Pros: There is good synergy in using your Intelligence bonus to increase your 1st and 2nd level formulae from your Alchemist class while qualifying you at the same time for Combat Expertise.  The build has very high CMB trip scores at 8th and 12th levels.  You can do substantial damage because it is so easy to score a critical with this build when attacking.  Can use heavy armour.

Cons: Lack of a strong secondary role.

Secondary Role: I would be tempted to replace the Imbue Extract Discovery with smoke bomb from your Alchemist class.  When throwing a bomb you can get the effects of a fog cloud in an area twice the radius of the bomb splash to give your character a little battlefield control ability.  With the high Dex and Int scores, the build does lend itself well to picking up a scout/rogue role with an appropriate selection of skills and equipment.

For more detail on this build, go to this thread:  http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/advice/trippingFighterAlchemistOfDOOOM

Battle Oracle Tripping Build

Class: Oracle(12) [Fauchard]

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str:   20 (10)

Dex: 19 (5)

Con: 12 (2)

Int:      8 (-2)

Wis: 10 (0)

Cha: 14 (5)

1: Oracle (1): Exotic Weapon Proficiency: Fauchard; Oracle Revelation: Maneuver Mastery

2: Oracle (2):---

3: Oracle (3): Combat Reflexes; Oracle Revelation: Weapon Mastery grants Weapon Focus: Fauchard

4: Oracle (4):---

5: Oracle (5): Fury’s Fall

6: Oracle (6):---

7: Oracle (7):Power Attack; bonus feat from revelation: Improved Trip; Revelation: War Sight

8: Oracle (8): bonus feat from revelation: Improved Critical: Fauchard

9: Oracle (9): Extra revelation: Surprising Charge

10: Oracle: (10):---

11: Oracle: (11): Oracle Revelation: Battlefield Clarity; bonus feat from revelation: Greater Trip

12: Oracle: (12) bonus feat from revelation: Greater Weapon Focus: Fauchard

CMB Trip at lvl 8: 8BAB (Maneuver Mastery) + 2 Magic Wpn + 2 Improved Trip                  

+ 1 Weapon Focus + 5 Str + 4 Dex (Fury’s Fall) = 22

CMB Trip at lvl 12: 12BAB + 2 Magic Wpn + 1 Greater Wpn Focus + 2 Improved Trip

+ 2 Greater Trip + 1 Wpn Focus + 5 Str + 4 Dex (Fury’s Fall) = 29

Spells: 1st lvl: 7; 2nd lvl: 7; 3rd lvl: 6; 4th lvl: 6; 5th lvl: 5; 6th lvl: 3

Note: CMB can be increased for brief periods using spells including Divine Favor, Divine Power, Bless and Righteous Might

Comments: Battle Mystery grants Oracle access to a very useful list of spells including enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10) and mass bull’s strength (12th).

Pros: Battle revelations grant Oracle some AMAZING combat abilities besides bonus feats.  These include twice a day as immediate action reroll failed saving throw that caused you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned with a +4 insight bonus on the roll; roll initiative twice (3 times at 11th) and take the highest result; at 7th lvl you can ALWAYS act in the surprise round, but if you fail to notice the ambush, then act last in the surprise round regardless of initiative result; and twice per day you can move up to your speed as an immediate action.  You don’t need a 13 intelligence and you don’t need Combat Expertise.  Can use medium armour.

Cons: You don’t get Improved Trip until 7th level and Greater Trip until 11th level.

Secondary Role: You have a very strong secondary role as a full spellcaster and as a strong healer through the spell list.

Ranger Switch Tripper

Class: Ranger(10)/Bard(2) [Guisarme]

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str:   20 (10)

Dex: 18 (5)

Con: 10 (0)

Int:    13 (3)

Wis: 12 (2)

Cha:  12 (2)

1: Ranger (1): Combat Expertise ; Improved Trip

2: Ranger (2): Precise Shot

3: Ranger (3): Combat Reflexes

4: Ranger (4): ---

5: Bard(1): Fury’s Fall

6: Bard (2): ---

7: Ranger (5): Greater Trip

8: Ranger (6): Many Shot

9: Ranger (7): Weapon Focus (Guisarme)

10: Ranger (8) ---

11: Ranger (9): Deadly Aim

12: Ranger (10): Rapid Shot

CMB Trip at lvl 8: 7BAB (Maneuver Mastery) + 2 Magic Wpn + 2 Improved Trip + 2 Greater Trip                  

+ 5 Str + 4 Dex (Fury’s Fall) = 22

CMB Trip at lvl 12: 11BAB + 2 Magic Wpn + 2 Improved Trip + 2 Greater Trip + 1 Wpn Focus

+ 5 Str + 4 Dex (Fury’s Fall) = 27

Spells: Bard 1st lvl: 3; Ranger 1st lvl: 3; 2nd lvl: 2; 3rd lvl 1

Note: CMB will be increased by either +6, +4 or +2 if target is a favored enemy.  Bard has 7 rounds of Inspire Courage which adds +1 to CMB.

Comments: Bard will need an Enlarge Person wand (2nd lvl) to ensure he has enough Enlarge Person spells available to him as required.  Ranger will want a Composite Strength bow for ranged attacks when he can’t trip.

Pros: Strong secondary role with archery focus when tripping is not viable.

Cons: Not the highest CMB but passable.  Lacks extra melee feats other builds have such as Power Attack, Improved Critical and Greater Weapon Focus. Can only use light armour.

Secondary Role: Very strong secondary role as archer with Precise Shot, Rapid Shot, Many Shot and Deadly Aim feats.

Magus Tripper

Class:Magus(12) [Guisarme]

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str:    18 (5)

Dex:  20 (10)

Con:  10 (0)

Int:     16 (5) (purchase a +2 Int item by 12th lvl)

Wis:  10 (0)

Cha:  10 (0)

1: Magus (1): Combat Expertise ; Improved Trip

2: Magus (2):

3: Magus (3): Combat Reflexes; Magus Arcana (Maneuver Mastery: Trip)

4: Magus (4):

5: Magus(5): Fury’s Fall; bonus feat: Weapon Focus (Guisarme)

6: Magus (6): Magus Arcana (Close Range)

7: Magus (7): Power Attack

8: Magus (8): ---

9: Magus (9): Greater Trip; Magus Arcana (Arcane Accuracy)

10: Magus (10) ---

11: Magus (11): bonus feat: Combat Specialization (Guisarme); Improved Critical (Guisarme)

12: Magus (12): Magus Arcana (Empowered Magic)

CMB Trip at lvl 8: 8BAB (Maneuver Mastery) + 2 Magic Wpn + 2 Improved Trip +                  

+ 4 Str + 5 Dex (Fury’s Fall) + 1 Wpn Focus = 22

CMB Trip at lvl 12: 12BAB (Maneuver Mastery) + 2 Magic Wpn + 2 Improved Trip + 2 Greater Trip + 1 Wpn Focus + 4 Str + 5 Dex (Fury’s Fall) = 28

Spells: Magus 1st lvl: 6;  2nd lvl: 6; 3rd lvl 5; 4th lvl 3

Note: Magus Arcana (Maneuver Mastery) grants Magus full BAB for 1 selected combat maneuver.  Expend a point from magic pool to use Magus Arcana (Arcane Accuracy) which grants all attacks Intelligence bonus until end of round.  Ofcourse, this will increase her CMB trip.

Comments: Magus will want an Enlarge Person wand (2nd lvl) as backup to her spells.

Pros: She trip opponents from 20 feet when enlarged.  Moderate offensive spell casting ability.  Able to wear medium armour from 7th level.  Good synergy of ability points for spells and to qualify for combat expertise.

Cons: Not the highest CMB but passable.  Cannot wear heavy armour until 13th level.

Secondary Role: Reasonable secondary role through use of spells, especially offensive arcane spells which she can deliver with range touch or melee touch attacks through her weapon at 20 feet away when she is enlarged.

The Drunk Monk

Class: Monk [Drunken Master/Weapon Adept archetypes](11) / Wizard [Transmuter] (1)

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str:   22 (7)

Dex: 18 (7)

Con: 12 (2)

Int:    13 (3)

Wis: 14 (5) (purchase a +2 Wis item by 12th lvl)

Cha:  7 (-4)

1: Monk (1): Combat Expertise; Improved Trip; Dodge (bonus); Weapon Adept- Perfect Strike

2: Wizard (1): Scribe Scroll

3: Monk (2): Combat Reflexes (bonus); Weapon Adept- Weapon Focus (Kama); Fury’s Fall

4: Monk (3): Drunken Master- Drunken Ki

5: Monk (4): Power Attack

6: Monk (5): Drunken Master- Drunken Strength

7: Monk (6): Ki Throw; Weapon Adept- Weapon Spec. (Kama); Improved Bull Rush (bonus)

8: Monk (7): ---

9: Monk (8): Greater Trip

10: Monk (9) Weapon Adept- Evasion

11: Monk (10): Improved critical (bonus); Greater Ki Throw

12: Monk (11): Drunken Master- Drunken Courage

CMB Trip at lvl 8: 7BAB (Maneuver Mastery) + 2 Magic Wpn + 2 Improved Trip + 1 Wpn Focus + 5 Str + 4 Dex (Fury’s Fall) = 21

CMB Trip at lvl 12: 11BAB + 2 Magic Wpn + 2 Improved Trip + 2 Greater Trip + 1 Wpn Focus

+ 6 Str + 4 Dex (Fury’s Fall) = 28

Spells: Wizard 1st lvl: 3

Note: Wizard specialist Transmuter allows a bonus ability point at 1st level of wizard in either strength, constitution or dexterity.

Comments: Wizard will need an Enlarge Person wand (2nd lvl) to ensure he has enough Enlarge Person spells available to him as required.  A Mage Armor wand would be very handy for this build as well.  Weapon Adept archetype is nice as it gives bonus feats weapon focus, weapon specialization and Perfect Strike for those times when you really need to guarantee that you hit.  Drunken Master is simply amazing.  If you are allowed bonus Traits, select Accelerated Drinker.  Get yourself a Handy Haversack to store gallons of hard liquor and you now have ki that never runs out.  Drunken Ki points can be used to gain an extra attack at your highest BAB in most of your combats.  The basic idea is to enlarge yourself and go to town tripping with your kamas using your flurry of blows.  At later levels, you can use your Ki Throw feat to knock prone multiple opponents.

Pros: High saving throws and ability to knock prone multiple opponents at later levels.

Cons: Lacks a strong secondary role.  CMB and Ki Throw concept do not become really good until late levels.

Secondary Role: General melee combatant who can bull rush or flurry of blows and spend a drunken ki point to get 6 attacks per round.

Caineach’s Barbarian Tripper

Class:Barbarian(12)

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str:    22 (10)

Dex:  16 (5)

Con:  14 (5)

Int:     13 (3)

Wis:  12 (1)

Cha:  7 (-4)

1: Barbarian(1): Combat Expertise ; Improved Trip

2: Barbarian(2): ---

3: Barbarian(3): Combat Reflexes

4: Barbarian(4): ---

5: Barbarian(5): Power Attack

6: Barbarian(6): ---

7: Barbarian(7): Greater Trip

8: Barbarian(8): ---

9: Barbarian(9): Improved Bull Rush

10: Barbarian(10) ---

11: Barbarian(11): Fury’s Fall

12: Barbarian(12): ---

Spells: ---

Rage Powers:

2. Quick Reflexes

4. Strength Surge

6. Knockback

8. Unexpected Strike

Comments: You don't really need to multiclass to get enlarge person, or more feats. Thats what allies are for, and it is a waste to multiclass. Strength Surge encourages you to stay in Barbarian, and you don't really need much else.

Knockback allows you to bull rush your opponent in place of a meelee attack, instead of as an attack action. Aside from shield bashing, it is one of the few ways to bull rush on an AoO, and is the only way I know of to do it at reach. In addition, you get some mediocre damage

Unexpected strike is amasing on a tripper. If you do not have reach, its practically manditory. And it will frustrate opponents to no end if they are unable to close to with you, even with reach weapons, for a round.

Power attack is a must. I would consider putting it at first level. Its how you stay relevant with damage when not tripping.  

Phneri’s Barbarian Tripper

Class:Barbarian(12)

Race: Human

Ability Scores at lvl 12:

(Assume 20 pt. build)

Str: 24 (10) (30 with Rage)

Dex: 12 (2)

Con: 18 (5) (24 with Rage)

Int: 13 (3)

Wis: 13 (2)

Cha: 8 (-2)

1: Barbarian(1): Power Attack

2: Barbarian(2): ---

3: Barbarian(3): Combat Expertise

4: Barbarian(4): ---

5: Barbarian(5): Improved Trip

6: Barbarian(6): ---

7: Barbarian(7): Greater Trip

8: Barbarian(8): ---

9: Barbarian(9): Open option

10: Barbarian(10) ---

11: Barbarian(11): Open option

12: Barbarian(12): ---

Spells: ---

Rage Powers:

2: Lesser Beast Totem

4: Superstitious

6: Beast Totem

8: Strength Surge

10: Greater Beast Totem

Comments: When Raging the barbarian has 22 strength before modifiers from equipment, and +10 BAB.  Strength Surge adds another 10 to this for a total of +26 to CMB.  Improved Trip and Greater Trip make that total +30.  Charging brings that to +32 on that initial trip attempt. Again note this is before strength adds from equipment, size modifiers from enlarge person, or magic weapons.  The benefit of the beast totem is that the barbarian can make use of the trip immediately by applying an AoO and his iterative attacks to a charged and tripped opponent.

Pounce allows this trip attempt to occur from 80 ft away, which means virtually any opponent in the combat that can be tripped is a potential target. Again, note this 80 feet is calculated before effects such as haste, etc. come into play.  The largest benefit (besides mobility) this trip build offers is that the character is not dependent upon others to take advantage of the trip. The barbarian can immediately use that -4 to AC in a full attack.