Spare Move Actions


Pathfinder First Edition General Discussion


Other than moving around, what are the best uses of your move action when using vital strike? Off the top of my head I can think of (improved) feinting, but what else do you think is a good use of your turn's move action?

(I'm aware that many people don't think vital strike is very good, but please refrain from starting up conversations about why you do/dont think vital striking is a waste of time/feat investment, i'm merely looking for ideas on how make the most out of otherwise unused move actions during your turn.)


There's Bullseye Shot to spend a move to get +4 to attack for ranged, but I don't see much that would be useful for melee:

Mobile Bulwark Style
Reverse-Feint
Team Up


Gallant Armor wrote:

There's Bullseye Shot to spend a move to get +4 to attack for ranged, but I don't see much that would be useful for melee:

Mobile Bulwark Style
Reverse-Feint
Team Up

"Strike True" would be the melee equivalent of bullseye shot, but hitting isnt hard when you're vital striking.

Interesting suggestions though, got any other ideas? :)


Try to anticipate what you will be doing on your next turn, or what your allies will be doing on their next turn. Maybe you need to swap weapons or grab a piece of equipment. If you can use a 5-ft step, maybe you can get to a square that will make it easier for an ally to a flanking position. Action economy is something you can utilize even without special abilities from class features, feats, etc.


SillyString wrote:
Gallant Armor wrote:

There's Bullseye Shot to spend a move to get +4 to attack for ranged, but I don't see much that would be useful for melee:

Mobile Bulwark Style
Reverse-Feint
Team Up

"Strike True" would be the melee equivalent of bullseye shot, but hitting isnt hard when you're vital striking.

Interesting suggestions though, got any other ideas? :)

I didn't see strike true when I searched, that is what I would pick. If you are giving up iterative attacks to hit hard with one attack then you have to make it count. Rolling low and missing with your only attack would hurt. If you are buffed to the point where you can reliably hit on a 2 against most enemies you are facing then you could try to find something else with your move action.

Liberty's Edge

If you are a scout rogue....moving gets you sneak attack.


If you're a slayer... the move action (as opposed to moving) gets you your studied target bonus.


There is Combat Advice that might be worth it depending on the rest of your party.


you can use it to make a full attack instead of moving which unless using mythic vital strike is strictly better


- Dirty Fighting, Improved Feint, and Greater Feint to leave your target open to sneak attacks as a move action.

- There's a number of interesting magic items that can be activated as a move action.

- A Scabbard of Vigor can be used grant a drawn weapon a +4 Enhancment bonus for 1 round. At high levels, you could tote around a +1 Holy Impact Greatsword... Quick draw as a Free Action with your now +4 Holy Impact Greatsword, 5 ft. step back, sheath in another Scabbard of Vigor. Rinse and repeat.

- Dip 1 level into Brawler to gain Martial Flexibility (1 Feat/Move Action) and take Extra Martial Flexibility, giving you 7 uses of the ability/day.


Lady-J wrote:
you can use it to make a full attack instead of moving which unless using mythic vital strike is strictly better

Read the OP again.

SillyString wrote:
I'm aware that many people don't think vital strike is very good, but please refrain from starting up conversations about why you do/dont think vital striking is a waste of time/feat investment, i'm merely looking for ideas on how make the most out of otherwise unused move actions during your turn.

Nobody cares that it's objectively better, the OP is asking for advice on what to do with spare move actions, and I am also intrigued in the event of spellcasters.


Darksol the Painbringer wrote:
Lady-J wrote:
you can use it to make a full attack instead of moving which unless using mythic vital strike is strictly better

Read the OP again.

SillyString wrote:
I'm aware that many people don't think vital strike is very good, but please refrain from starting up conversations about why you do/dont think vital striking is a waste of time/feat investment, i'm merely looking for ideas on how make the most out of otherwise unused move actions during your turn.
Nobody cares that it's objectively better, the OP is asking for advice on what to do with spare move actions, and I am also intrigued in the event of spellcasters.

not my fault he made that part impossible to see


<sympathetic smile to Lady-J> I know. I put stuff in ooc all the time, and wonder if I should bold it, not because it's that important, but just to make it legible!

OK, Darksol, if we're moving on to spellcasters, the best use of a move action I've seen is to pull out a metamagic rod!

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