Darn, and here I was thinking it worked like the wolf's Trip ability...  Well, here's my checks to resist being tripped, then:<br/><br/>Checks to resist being tripped. (1d20+12=24, 1d20+12=21) (http://invisiblecastle.com/roller/view/2688596/)  ...And the second opposed check trips me...<br/><br/>Ah!  Wait!  I forgot to add in the +4 from Improved Trip! ><; The first two trip attempts were actually<strong>29</strong>, so the second trip attempt actually succeeded.  Assuming I can make that melee touch attack, anyway.<br/><br/>According to the rules, the -4 from Power Attack applies to all the attack rolls I make this round, so...<br/><br/>Melee touch attacks for Trip attempts. (1d20+23=33, 1d20+23=28) (http://invisiblecastle.com/roller/view/2688601/)  *hopes that's enough on the second one*<br/><br/><br/><br/>Not one to be denied her victory, Rose tried one last trick, bringing her weapon around and sweeping it underneath the hound's feet, counting on the hook on the back of her guisarme's head to catch onto a leg or something and pull the beast down.  Four-legged creatures were always so annoying to fight, to her, being so much more stable and hard to throw off-balance than their two-legged cousins.  Dwarves, too, but she didn't begrudge them their stability.  They'd at least trained for it.