AoOs: Fighter, Monk, or Rogue?


Pathfinder First Edition General Discussion

Verdant Wheel

If you had to choose one of these three classes to be the "king of AoOs" which would it be and why? Which would be "queen" and "jack" and why?

Spoiler:

Fighter
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Spoiler:

Monk
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Spoiler:

Rogue
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

...

(thread meant to hypothetically inform future homebrew, not get into the same ol' debate)

cheers.


Are we talking about who is, or who thematically should be? If we mean who is, then the obvious answer is really the Aberrant Bloodrager. If you're looking to modify a class to make them the king of AoO's, then Monks being the ones with a highly reactive, counter-based playstyle seems like a good fit to me.

Verdant Wheel

thematically should be


Rogues, thematically. They see openings where no one else does.


Fighters. AoOs are about locking down the battlefield, or at least your corner of it. That's a fighter's job more than anyone else's.

Sovereign Court

Arachnofiend makes a good point. None of these classes are really all that impressive with regards to AoOs. None of them have spectacular Reach.

Currently, fighters are the closest to it, because they have a variety of decent reach weapons to choose from and could actually use Combat Patrol.

But what kind of AoOs are you thinking? In my experience people rarely provoke them unless you create extraordinary circumstances. Casters will 5ft step or cast defensively, and people rarely use maneuvers they're not skilled in. But when you project 20ft reach and they have to provoke to either flee or get into attacking range, then they'll provoke. And none of these classes can set up that sort of situation under their own power.


From the posted thematics I would say Rogue > Monk > Fighter, though the fighter should have a selectable option to get that same power (to be master of battlefields). Both rogue and monk explicitly point out opportunistic attacks. They're both designed as skirmishers.

From personal thematics I'd say Monk > Fighter > Rogue. I've seen way too many martial arts movies to not think of martial artists as the kings of odd little extra attacks. For a mainstream example the subway fight at the end of the first matrix is full of little extra attacks (punch gets blocked, jabs him in the throat with his fingers). Things like that are what I assume AoO from things like panther style or snake style are. Fighters come in second not for being good at AoO but for Rogues, in my mind, being bad at them. A Rogue, to me, is someone who hits once, hard, and makes it stick. And if it's not enough to kill/incapacitate them, get out of dodge and do it again later. They're designed to watch an opponent for an opening... from safety. Not all up in their face ready to stab them if they flinch. Fighters, on the other hand, specialize in "all up in their face".

Scarab Sages

Kensai Magus with Whip Mastery > Aberrant Bloodrager > Fighter > Monk with Style Feats that generate AoOs > Everyone else.

Verdant Wheel

to reiterate, this thread is not asking which class is the best at AoOs, but which class of the three ought to be, based on their description. it's hypothetical.

example 1:
Fighters should be because they are supposed to "control the flow of battle"

example 2:
Monks should be because they are supposed to "strike where it's least expected"

example 3:
Rogues should be because they are supposed to "catch foes unawares"

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
rainzax wrote:

to reiterate, this thread is not asking which class is the best at AoOs, but which class of the three ought to be, based on their description. it's hypothetical.

example 1:
Fighters should be because they are supposed to "control the flow of battle"

example 2:
Monks should be because they are supposed to "strike where it's least expected"

example 3:
Rogues should be because they are supposed to "catch foes unawares"

Definitely fighter. They are trained combatants and should be much better at findings openings than a monk or rogue.

Scarab Sages

Ah, in that case it's a flawed question. The best at AoOs is the one that trains the most at it. Class is just a collection of mechanics, it has nothing to do with your role. You could have a rogue class and call yourself a fighter. You could have a monk and call yourself a rogue or a warrior.

If you want the best concept, I would say a gladiator. They specialize in finding openings and showmanship, and use weapons to maximize the use of them like the flying blade. At for what class makes the best gladiator, see my previous list :).


I'd agree with Monk > Fighters > Rogue.

Signature attacks for Rogues is the Sneak attack, which isn't the same thing as an AOO to my mind. Sure they should be good at it as they have the dexterity, nimbleness, and wits to take advantage of an opponent making some sort of clumsy move but it shouldn't be what they're best at. They should be best at causing pain to a foe caught unawares and Sneak Attack takes care of that pretty well.

Thematically every Kung Fu/Marital Arts/Wushu movie that the Monk takes its inspiration from has the master or prodigy striking or pulling off a maneuver at every slight opportunity that the foe provides... AOO. They don't necessarily cause a lot of damage with each attack (except on mooks that get KOed right away) but they certainly hit.

Grand Lodge

Thematically, I'll agree with Monk > Fighters > Rogue

In practice, as the game actually works, clerics (and any class capable of taking a Cleric domain) are the king of AoOs. Clerics have excellent tools to gather AoOs, and the class design gets especially large benefit from gathering AoOs

Several clerics domains, most notably Plant (Growth), provide a game mechanism perfectly suited for gathering up many AoOs. As pointed out above, by Ascalaphus, having 20' reach is the perfect tool for forcing foes to provoke AoOs. Clerics can easily accomplish this from 1st level.

Clerics get immense benefit from gathering AoOs, because this approach allows them to exercise both the casting and martial aspect of the class at the same time. No other class is both a full primary spell caster and a competent martial combatant.

Whomever is the thematic king (or queen) of AoOs had best dip a level of Cleric to get that domain, so as to be the actual (not just thematic) champion of AoOs.


I think Fighter should probably be the king of it, thematically. You should be scared to go anywhere near a Fighter with his equipment on. In a perfect world, you should be scared to go near even a naked fighter.


Ascalaphus wrote:

Arachnofiend makes a good point. None of these classes are really all that impressive with regards to AoOs. None of them have spectacular Reach.

Currently, fighters are the closest to it, because they have a variety of decent reach weapons to choose from and could actually use Combat Patrol.

But what kind of AoOs are you thinking? In my experience people rarely provoke them unless you create extraordinary circumstances. Casters will 5ft step or cast defensively, and people rarely use maneuvers they're not skilled in. But when you project 20ft reach and they have to provoke to either flee or get into attacking range, then they'll provoke. And none of these classes can set up that sort of situation under their own power.

I do not see combat patrol as the king of reach builds since there is actually another feat that can help encourage AoO- and that is Lunge.

Yes, Lunge does not increase your threatened area outside of your turn. Instead, it helps you strategically place yourself so it is easier to draw AoOs.

Normally, with a reach weapon (polearms at least), you only see AoOs when an enemy comes to engage you, since you end your turn with the enemy 10' away if you move to attack first. That means they only need to take a 5' step in order to reach you, which means they neither draw an AoO or lose their full attack.

With lunge, you end your turn with enemy 15' away. That means that many (particularly in human-centric campaigns) will have to move 10' to reach you and attack you. That means they draw an AoO, and most would lose their full attack. That means you have both offense and defense. And overall, any enemy (without reach itself) that moves yo engage you is going to get smacked at least once.

It also helps that you can full attack anything in a 45' wide circle (10'x2 reach+5'x2 lunge+5'x2 step+5' of your square). So that is nice as well.

Now, who is the king? I vaguely think it might be the fighter, only because it can get the feats like lunge and combat patrol a lot sooner, and it always has its attack and damage bonuses on (rogues' sneak attacks are circumstantial, particularly when it is due to opponents' actions, and monks only have full BAB during flurry). They can also add more roles with feats (I love cornugon smash +riving strike in order to make enemies take -4 to saves against spells- it keeps you relevant even when the game gets far more spell focused).

A sohei monk might do more damage, since it gets weapon training on par with the fighter, it gets those sweet static bonuses on a TWF like attack, and it can really take advantage of that 45' wide circle thing I mentioned. It also has better saves and skills. But this was all about focusing on the AoO's itself, no?


fighter should be king of AoOs, ready to strike when a foe's attention is distracted for the briefest moment; monk should be king of running around a battlefield dodging attacks to land careful a placed punch which stuns just the right opponent; rogue should, when a foe raises her sword to attack, be standing behind her to place a dirk right where she just exposed her heart. Actual practice is not this at all, but from the description the fighter should be king of AoOs

Verdant Wheel

thanks to those who are not attempting to teach the thread which class is actually the AoO king.

i am asking a constrained-hypothetical question, not a practical-analytical one.


I say thematically it should be monks. Monk seem like very reactionary combatants. True masters of martial arts only use the techniques in reaction to violence not to start it. Fighters strike me as someone who directs the flow of battle through action not reaction. Rogues are devious buggers that are always looking for a good opportunity to strike.

So I would say Monk > Rogue > Fighter.

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