Showing posts with label attacks of opportunity. Show all posts
Showing posts with label attacks of opportunity. Show all posts

Saturday, March 7, 2015

How to Make Your Attacks of Opportunity More Effective (In Pathfinder)

Before we get started today I wanted to let people know I'm running a patron drive this March! If you go to The Literary Mercenary's Patreon page and pledge at least $1 a month (not per post, per month!) then not only will you get the satisfaction of supporting Improved Initiative but you'll also get a free book! Stop in and check it out today!

Now then, on to this week's crunchy topic!

Attacks of Opportunity (And You)


There are a lot of rules in Pathfinder, and one of those rules is called an attack of opportunity. Commonly referred to as an AOO, and attack of opportunity means a character is distracted by something, and thus someone with a drawn weapon gets a free shot on that character (a full list of actions that provoke may be found on page 183 of the Core Rule Book). While powerful at low levels attacks of opportunity often get ignored or tossed by the wayside by the time characters have reached higher levels.

If you want to make sure you get the most bang for your buck when it comes to your penalty stabs though, here are some ways you can do just that.

Trait Bonuses


Every Pathfinder character gets two traits at creation, and you'll use these bonuses a lot more often than you think you will. If you're planning on making the most of your attacks of opportunity then you'll want to take either tactician (which grants you a +2 trait bonus once per day on any attack of opportunity you make) or fencer (which grants you a +1 trait bonus on all attacks of opportunity made with daggers, swords, and similar bladed fencing weapons). The former works for any weapon, but you only get it once, while the latter works every time but only for blades.

You may also want to consider the trait elven battle training (+2 on CMD against sunder or disarm with elven weapons, and 1 additional AOO when wielding an elven weapon in melee). If, that is, you're playing an elf.

Feat Combinations


Combat in Pathfinder is largely dictated by how you invested in feats. So if you want to make the most of your attacks of opportunity these are feat combinations you may wish to keep in mind.

Combat Reflexes and Bodyguard


I got your back, bro!
Combat Reflexes (Core Rulebook 119) is a required feat for anyone who wants to make the most of their attacks of opportunity. Not only does this feat let your make AOOs while you're flat-footed (surprising the hell out of any charging enemies if you have a reach weapon), but it gives you an additional number of attacks of opportunity per round equal to your dexterity modifier. For those keeping track that's your dexterity modifier + 1 attacks of opportunity per round.

If you combine this with Bodyguard (Advanced Player's Guide 151) then you've got an interesting recipe. Bodyguard allows you to make attacks of opportunity to use the aid another action to improve your ally's armor class. This means you can keep your allies safe, even while you're flat-footed, provided you're mixing it up in melee. If you want to see how devastating this combination can be then check out Aid Another Is More Powerful Than You Think for how you can grant your allies +10 or higher bonuses to their armor classes while in combat.

The Crane Wing Tree


Combat style feats first showed up in Ultimate Combat and one of the feat trees that got the most attention was the Crane Style tree. Crane Style, Crane Wing, and Crane Riposte (Ultimate Combat 93) essentially allow you to fight defensively at a lesser negative, and to gain additional dodge bonuses against one opponent. When you have all three feats you can negate a single attack made against you, and when that happens the opponent provokes an attack of opportunity from you.

It might more accurately be called "Spider Style".
If it doesn't seem like the best use of your combat action to just fight defensively in order to get that single attack, well, I agree. Unless you're using the extra tricks mentioned here in my Spider-Man character build you aren't getting your return on investment with these feats. They are handy to have, though.

Trip


While I already mentioned it in the Spider-Man build above, and in the barbarian section below, the trip combat maneuver is a great way to provoke attacks of opportunity (as well as to use them, since you can replace an AOO with a trip attempt). Improved Trip (Core Rule Book 128) and Greater Trip (Core Rule Book 126) give you bonuses on trip attempts, and when you successfully trip an opponent his falling provokes an attack of opportunity. The equivalent feats for bull rush will do the same thing, but they won't provoke attacks of opportunity from you, which makes them less appealing.

Snake Style


Speaking of combat style feats Snake Style, Snake Sidewind, and Snake Fang (Ultimate Combat 119) are a great trilogy to have on your sheet. These feats allow you to use your Sense Motive skill in place of your AC, and at the highest level to take an unarmed strike as an attack of opportunity whenever an opponent misses you. So while you can't use weapons these feats are ideal for the brawlers and monks out there.

Combat Patrol


Combat Patrol (Advanced Player's Guide 156) allows you to increase your threat range by 5 feet for every 5 points of your base attack bonus as a full round action. Until the beginning of your next turn you can take attacks of opportunity against anyone that provokes in this area, and you may move as part of these attacks provided that you don't exceed your speed. Your movement and actions provoke attacks of opportunity as normal, so be careful.

Stand Still


Stand Still (Core Rule Book 134) says that whenever someone moves through your adjacent squares and provokes an AOO you can make a combat maneuver check against them to halt that movement. If you succeed the enemy can take the rest of his turn, but can't move past you. How many problems would it solve if the assassin couldn't just run past the fighter?

Pin Down


Pin Down (Ultimate Combat 113) is a great feat for fighters who don't want their targets going anywhere. Any time an opponent takes a 5-foot step or uses the withdraw action it provokes an attack of opportunity. If you hit you deal no damage, but the individual is prevented from making that move. A useful way to make sure your bad guy doesn't make a run for it if you can avoid it.

Snap Shot


Where do you think you're going?
One of the most irritating things for archers and similar builds is that ranged weapons don't threaten in melee; unless you have the Snap Shot feat tree. Archers, crossbowmen, gunslingers, etc. who take Snap Shot (Ultimate Combat 119), Improved Snap Shot (Ultimate Combat 106), and Greater Snap Shot (Ultimate Combat 103) will be able to take attacks of opportunity at 5, and 15 feet respectively without provoking attacks of opportunity themselves.

Step Up


Step Up (Core Rule Book 135), Following Step (Advanced Player's Guide 161), and Step Up and Strike (Advanced Player's Guide 170) are great feats to help you stop foes from stepping just outside of your reach. They allow you to take a five, and then a ten foot step to follow retreating opponents, and then the last feat lets you take an attack of opportunity on your enemy whenever you follow. This can come in quite handy when tactical movement shenanigans come into play.

Spellbreaker


Spellbreaker (Core Rule Book 134) is a great fighter feat. It says that when a spellcaster fails a concentration check within your threatened area it provokes an attack of opportunity. Never turn down a free shot on a wizard!

Come And Get Me!


Barbarians might not be thought of as the canniest tacticians, but the rage power Come and Get Me (Advanced Player's Guide 74) is definitely a strategic move. As a free action while raging a barbarian leaves herself open to attack, granting enemies a +4 bonus to hit her. Every incoming attack provokes an attack of opportunity though, which is resolved first.

What are you waiting for?
Why is this a strategic move? Because your attack of opportunity is made before your opponent gets to swing. So if you're attacked by someone close to death you can take that enemy out before he even gets a shot at you. If you have the feat Cleaving Finish (Ultimate Combat 92) then that also means you get a free attack on another melee target within reach. Alternatively you might decide to trip or disarm your opponent, and if you're successful it means that your opponent is going to lose his weapon or fall on his ass before he gets a chance to hit you. This tends to render whatever they were going to do moot, leaving you unharmed and using nothing more than your attacks of opportunity.

Another weapon barbarians have in their arsenal is Unexpected Strike (Core Rule Book 34). This rage power states that any enemy who comes into your threatened area provokes an attack of opportunity, even if they normally wouldn't. You can only use it once per rage, but it can be a nasty surprise for your enemy.

If you really want to add insult to injury build up to Greater Trip (Core Rule Book 126), because it means any tripped opponent provokes an attack of opportunity when he falls. This means you use one AOO to trip him, and when he falls you take a second one to cave in his skull.

Iajutsu!


For those who are looking for attack of opportunity superiority the magus archetype Kensai (Ultimate Combat 55) presents an interesting challenge. This class grants you the use of a single martial weapon, and it allows you to add your intelligence to your AC, your initiative, and finally to the number of attacks of opportunity you can take in a round. You can even draw your weapon as part of making an attack of opportunity (assuming your weapon isn't already drawn). The challenge? Well... Kensai don't get to wear armor.

This might not be so smart for a character with such a high Int score.
While you can still deal out damage and be quite the thorn in your enemies' collective sides, your attacks of opportunity will come in quite handy with this class (especially if you also take Combat Reflexes allowing you to get both your intelligence and your dexterity modifier in attacks per round).

How Often Will I Really Use This?


One of the main reasons attacks of opportunity get ignored is that they don't happen very often. Unless someone is firing (or reloading) in melee, casting a spell, or trying to run through a war zone you aren't going to get that tasty free attack.

Unless you make it happen, that is.

If you want to get more attacks of opportunity then you need to create situations where they'll happen. Being able to take AOOs on opponents while you're flat-footed is a great way to surprise them (and DM), and using a reach weapon (or the Snap Shot feat tree) will give you a bigger threatened area that enemy's will make missteps in. If you use feats like Greater Trip or Greater Bull Rush then your enemy is going to provoke attacks of opportunity.

In short, an AOO is a strategic decision. If you put yourself in a situation that forces your enemy's hand, then you'll get the opportunity you're looking for.


As always, thanks for stopping into Improved Initiative on crunch week! Next week is fluff, where we'll offer storytelling and RP advice. If you want to support Improved Initiative then stop by The Literary Mercenary's Patreon page and consider becoming a patron today! Also if you want to make sure you don't miss any of my updates then consider following me on Facebook and Tumblr as well!

Friday, January 16, 2015

Still More Rules Pathfinder Players Keep Forgetting

I've said it before and I'll say it again; Pathfinder is a really dense game as far as rules go, so it's only natural for players to miss a few here and there. This is the fourth installment of a series covering often-overlooked, obscure, or mis-remembered rules, and the previous installments are:

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
5 More Rules Pathfinder Players Keep Forgetting

Some of these rules might not be new to you, particularly if you're the sort of player who reads the entire rule book cover-to-cover. If you're just a casual player, though, hopefully these rules will help you bring your A game to the table.

Let's get started with this latest installment, shall we?

#1: Powerful Magic Weapons Ignore Damage Reduction


Damage reduction is the bane of low-to-mid-level combat characters. If you don't deal the right kind of damage, or your weapon is made from the wrong kind of material then you're going to find even your mightiest blows reduced to little more than cuts and bruises. DR doesn't represent as big a threat at higher levels though; mostly because particularly powerful magic weapons ignore it.

They also deal bonus damage to non-magical rocks!
According to the chart on page 562 of the Core Rulebook a weapon that has an enhancement of at least +3 overcomes cold iron/silver damage reduction. A +4 overcomes DR that would require an adamantine weapon, and a +5 or higher overcomes alignment-based DR. It should be noted that if a creature has a flat damage reduction (as you get from wearing adamantine armor or being a high-level barbarian) there is no weapon powerful enough to overcome it. You're just going to have to hit them really, really hard.

#2: Cover And Concealment Are Different Things


Cover and concealment are the bread and butter of tactical combat. Whether you're tossing down a smokestick so the wizard can't pinpoint you with a blast, or you're crouching behind a low wall to avoid being shot at by archers you are taking away at least some of the enemy's ability to do you harm. While a lot of tables don't bother with them, cover and concealment can be the life or death of characters.

Also, they're very different mechanics.

Pictured: Concealment
Let's start with concealment. If you're making a ranged attack and there's anything blocking your line of sight between a corner of your square and a corner of the target's square then the target has concealment. If a target is in a square completely enveloped by a condition that grants concealment (like a smokestick) then you have a 20% miss chance. If you have line of effect to an opponent but not line of sight then the opponent has total concealment (a 50% miss chance). You can't take attacks of opportunity, or even attack the opponent; you can only attack the square and hope for the best. These conditions don't stack; so if you're attacking in a cloud of smoke in pitch blackness then the defender only gets the one 50% miss chance.

Now on to cover!

Cover is an actual, physical barrier between you and an enemy. This includes door frames, walls, and even other people! If there is any sort of barrier you can hide behind it grants you a +4 to your armor class and a +2 on reflex saves. If more than half of you is sticking out of the cover then you reduce the bonus by half to a +2 to your armor class and a +1 to reflex saves. Improved cover, such as crouching behind an arrow slit, typically grants double the bonus (+8 and +4 respectively). If a target has total cover, meaning it's completely hidden behind a wall or other obstacle then you can't attack it.

You can have cover and concealment, and in fact it's a great idea to get both if you can! The details on these states of being are listed in the Core Rulebook 195-197.

#3: Armor Check Penalty Is Hell On The Non-Proficient


Most adventurers are familiar with the armor check penalty rules; your armor makes it harder for you to perform strength and dexterity-based actions based on how cumbersome it is. It's frustrating, but combat characters have been dealing with it for years.

If you're not proficient with an armor though that check can get heinous in a big hurry.

"Guys... guys?" Wizard's Last Words
If you are using armor you're not proficient with then you take a penalty because you just aren't trained to deal with the armor, but according to page 150 of the Core Rulebook the armor check penalty for armor you're not proficient with also applies to your attacks. This penalty stacks with any non-proficiency you take for wielding a shield you're not trained with as well.

This is the reason you never see wizards putting on plate armor without at least a level or two of fighter.

#4: You Can Direct Attacks of Opportunity Against Potions


Everyone knows that drinking a potion provokes an attack of opportunity (which is one reason the Drunken Brute barbarian variant is great, as it allows you to ignore this rule). If an enemy is drinking down a game-changing spell though a single attack might not make the difference... unless you direct the attack at the potion.

And hope it doesn't blow up in your face.
According to page 478 in the Core Rulebook you may choose to take your attack of opportunity against a potion when an enemy provokes you by trying to quaff it while threatened. If you manage to destroy the container then the target can't drink the potion, since your attack of opportunity happened before the target could pour even a little of the magical elixir into his mouth.

#5: Clerics Can Seriously Ruin A Vampire's Day


We've all seen classic Dracula movies where the count is shown a crucifix and he recoils in atavistic dread. We've also been in games where the villain is a vampire, and the party is overmatched, outgunned, and needs to pull out every trick they know in order to carry the day. If you're in a party like this then be really glad you've got a cleric or a paladin on hand (though a religious fighter will do, in a pinch).

Assuming you're all out of gummy Type-O treats, that is.
If you are fighting a vampire (which is any creature with the vampire template according to the Bestiary) then you can keep it at bay by using a standard action to present a holy symbol. The vampire has to stay 5 feet away from the person presenting the symbol, and cannot touch or make melee attacks against the target. After 1 round has gone by the vampire can attempt to overcome this repulsion by making a DC 25 Will save. At that point you'll get more use out of a good gorget than you will a holy symbol, but it's still a good idea to keep something sacred on hand if you're worried you'll be set upon by undead bloodsuckers.

What's Next...


That's all for this installment of overlooked and mis-remembered rules, but I'm sure there will be another installment. If you'd like to help support Improved Initiative then stop by my Patreon page and consider becoming a patron today! If you want to be sure that you don't miss any of my updates then either plug your email into the box on your right, or follow me on Facebook and Tumblr!