How does this feat work with what I've got in mind?


Rules Questions


Pushing Assault is the feat in question.
It states: "Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled."

I'm wanting to use in it with a reach weapon and battlefield control with some Arcane spells like Create Pit, Spike Pit or Web.

I'm hoping that I can "push" my opponent into the pit or at the edge of the pit and force him to make Reflex saves by being near it or fall in.

Any help I can get on this would be great. Also any feats that won't require me to make a CMB check to push targets around would be great if you know of some. Thanks.

Grand Lodge

The pit, or Web, is not a "safe place it can stand in".

So, it's a no go.

You could push them near it, then Bull Rush them next turn.


Why does the "safe place to stand in" clause exist? Why would you do something with a twohanded weapon to an enemy combatant if you cared about their safety?


DominusMegadeus wrote:
Why does the "safe place to stand in" clause exist? Why would you do something with a twohanded weapon to an enemy combatant if you cared about their safety?

Game Balance >> Common Sense.


CraziFuzzy wrote:
DominusMegadeus wrote:
Why does the "safe place to stand in" clause exist? Why would you do something with a twohanded weapon to an enemy combatant if you cared about their safety?
Game Balance >> Common Sense.

Is it really all that unbalanced?

Grand Lodge

DominusMegadeus wrote:
CraziFuzzy wrote:
DominusMegadeus wrote:
Why does the "safe place to stand in" clause exist? Why would you do something with a twohanded weapon to an enemy combatant if you cared about their safety?
Game Balance >> Common Sense.
Is it really all that unbalanced?

Not as currently written.


blackbloodtroll wrote:
DominusMegadeus wrote:
CraziFuzzy wrote:
DominusMegadeus wrote:
Why does the "safe place to stand in" clause exist? Why would you do something with a twohanded weapon to an enemy combatant if you cared about their safety?
Game Balance >> Common Sense.
Is it really all that unbalanced?
Not as currently written.

I would think "safe place to stand in" means not inside a wall. But just looking at it, it seems it wouldn't work to push someone with this feat into a pit/web.


It all depends on your definition of safe.

I would rule that a pit or ravine or acid pool is an unsafe place, as it deals damage when you enter it.

A web otoh does not seem as an unsafe place in itself. OK you are stuck and hindered in your movement, but the web doesn't harm you.

Talking about safe places, is right next to the TWF ranger with keen kukris and a bunch of critical feats a safe place? Is right in the line of a dragon's breath attack a safe place? Right in line with a large boulder rolling down a hillside?

I think you catch my drift.

I would rule a "safe" place as any square that does not automatically cause you to take damage.


Some would argue Create Pit is overpowered by itself. To be able to push someone into it while doing weapon damage to them, without provoking an AoO when making the attempt, and for just 2 feat cost and only a +1 BAB, would be overpowered. For comparison:

Target Moving Actions

When compared to the other ways to move a target, and the feat/BAB/Time costs to take them, everything is balanced as written.


CraziFuzzy wrote:

Some would argue Create Pit is overpowered by itself. To be able to push someone into it while doing weapon damage to them, without provoking an AoO when making the attempt, and for just 2 feat cost and only a +1 BAB, would be overpowered. For comparison:

Target Moving Actions

When compared to the other ways to move a target, and the feat/BAB/Time costs to take them, everything is balanced as written.

I would disagree about it being balanced as written because no one uses forced movement options because of how terrible they are. Removing the clause from the feat would just give a way to move enemies that is not a waste of time... I'd still consider it worse than Shield Slam.


What CraziFuzzy said. Compare to the Reposition combat maneuver. Takes a standard action and you can't put your target into a dangerous place either, unless you cough up another feat for Tactical Reposition.

Think of it that way: Pushing Assault means your blows are so strong that the enemy is forced to stagger a few steps backwards to maintain his balance, but if there is a wall behind him, he can brace against that.

If there is a ravine behind him, well, he'll just tough up and take the hit... meaning that you should opt to take the extra damage from power attack since you can't trade it away to push him further.


I still think using Reposition as a power baseline for anything is just a bit absurd. It's like measuring using the Rogue as the measuring stick for the standard power of options.


I'm not saying that reposition and bull rush are the standard by which all power should be measured, but allowing Pushing Assault to make many of those maneuvers and their feat improvements even more insignificant is not the fix, or even close to appropriate.


And the reason no-one uses forced movement actions isn't just because they aren't very powerful and have a high feat cost to be useful. It's every bit as much because in most cases, relative positioning means very little, and any minor advantage gained by moving the enemy can be just as easily gained by moving yourself instead.


CraziFuzzy wrote:
I'm not saying that reposition and bull rush are the standard by which all power should be measured, but allowing Pushing Assault to make many of those maneuvers and their feat improvements even more insignificant is not the fix, or even close to appropriate.

I know why no one uses forced movement maneuvers. My point is that sometimes things are so worthless that they are not worth trying to salvage, but by remaining determined to not "obsolete" them you are dooming all things in that category to suck forever. As long as you look at Reposition and Bullrush and say "well these are the core forced movement abilities so everything new has to be balanced around these," you upholding the status quo of forced movement having to be a trap option.

So fix the core options or obsolete them, but don't drag everything else related down to suck with them. This is not unprecedented in Pathfinder. Look at the Rogue.


I had a feeling that I wouldn't be able to use Pushing Assault to shove enemies in a pit... It seemed way too good of a feat if I could.

Oh well it saves me some feats/talents/archetypes that I was going to have to grab in order for me to use the Pits/Webs for battlefield control.

I'm still keeping the feat though because of my Reach weapon and Lunge feat. I can Charge someone and hit w/Lunge/Power-Attack and use Pushing Assault to shove them back 5-10ft from me. So when they want to attack me they got to provoke AoO's by movement into my threatened area.

It'll work just great until I get Lunge at BAB +6, then it'll be situational to use it based on if the opponent has some nasty Aura or SoS spell cast/racial ability on him.

Silver Crusade

You don't need Lunge for that plan to work. Just attack your foe from 10' away and push them 5'. You will get an AoO if they choose to move in on you to counterattack.


chaoseffect wrote:
CraziFuzzy wrote:

Some would argue Create Pit is overpowered by itself. To be able to push someone into it while doing weapon damage to them, without provoking an AoO when making the attempt, and for just 2 feat cost and only a +1 BAB, would be overpowered. For comparison:

Target Moving Actions

When compared to the other ways to move a target, and the feat/BAB/Time costs to take them, everything is balanced as written.

I would disagree about it being balanced as written because no one uses forced movement options because of how terrible they are. Removing the clause from the feat would just give a way to move enemies that is not a waste of time... I'd still consider it worse than Shield Slam.

I still use bull rush, but that's because we tend to play a lot near cliffs and bull rush actually works. I don't use any of the others--because they don't work that way. I don't really get why bull rush is okay but none of the other stronger options are.

Outside of RAW, as far as I'm concerned, the bottom of a cliff is a safe place the target could theoretically stand in. So is a raging bonfire--I mean, maybe the poor schmuck is an efreeti? : D Basically, I don't hold to any of that jazz.


The way I explain it, is this. Bull Rush is using strength to push the opponent away from you (evident by the feat chain requiring 13 STR). You are overpowering him, so if he doesn't resist well enough, there's not much you can do. Reposition, however, is coercing/persuading/manipulating an opponent to moving a certain direction. Its feat chain is INT based. It's harder to 'persuade' someone over a cliff than it is to push them over.


Unnecessarily complicated question:
What if there's an illusion of normal floor over the pit and the opponent doesn't realize it's an illusion? It's not a safe square, but the creature doesn't know that.


Zathyr wrote:

Unnecessarily complicated question:

What if there's an illusion of normal floor over the pit and the opponent doesn't realize it's an illusion? It's not a safe square, but the creature doesn't know that.

Not unnecessarily complicated, but really should be asked to your GM, not here. The rules don't clarify it one way or the other.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / How does this feat work with what I've got in mind? All Messageboards

Want to post a reply? Sign in.