Combat Patrol, I'm not really seeing it


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Combat Patrol definition:
Combat Patrol (Combat)
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, Mobility, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.

My alchemist is a dwarf who uses a dwarven dorn-dergar (reach weapon). So I have to give up my attacks, which by this point are generally soon to be 2 (when BAB goes up to 6) or 4 (if mutagened), on the HOPE that someone or someones will do some AOO provoking actions. As it is, I have a 10' threatened radius and with Combat Reflexes I already get multiple AOO opportunities. My GM seems pretty good at playing the monsters very smart (sometimes I think too smart but he claims that he has to play the melee hard b/c he claims my alch is too much of a powerhouse) and so he keeps AOOs to a minimum.

Is there something that I'm missing with this feat? Do a lot of AOOs happen in other games that I'm just not a part of. Since it says Combat "Patrol" and mentions moving, does this mean that you can choose like a 20' path that you would walk and thus really have more like a 30' (or something, don't feel like doing the math) effective threatened area? It just seems like giving away all your attacks on the off-chance of getting AOOs (half of which you would probably already get) does not seem like a good decision.

Shadow Lodge

weird crosspost thing... deleted.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

3 people marked this as FAQ candidate. 11 people marked this as a favorite.

Yes, the feat requires you to give up your attacks now on the hope or expectation of getting them back as AoOs.

So why would you do it?

1. If you want to have better average attack rolls. AoOs are at your highest attack bonus, so if you get more than one, you get to make each at your highest number, rather than using your normal iteratives.

2. If you want to interrupt spellcasting. Making attacks on your turn doesn't force concentration checks; attacking people mid-cast does.

3. If you want to screw with ranged attackers. If you AoO someone preparing a ranged attack, you can disarm or sunder their bow/crossbow (likely with no AoO, since they are using a ranged weapon, unless they have armor spikes or a natural weapon) and prevent their attacks.

4. If you want to block enemy movement. If you use Stand Still or trip or grapple to stop an enemy from moving through your area.

The feat works like this:

A. You can stand in one spot or take a 5-foot step and then activate the feat (full-round action). This expands your threatened area. If you normally have 10-foot reach, now you have 15-foot reach. If you quaff a quick enlarge person extract, now you have 20-foot reach; that, plus your own 10-foot square of size, lets you cover an area 50 feet across.

B. Anytime someone does anything within 15 feet of you, you can use some of your movement (which you essentially 'saved up' from your turn) to move over and whack them. Your movement does provoke if you have to walk past bad guys, but you can move tactically to avoid their threat zones.

C. Your threatened area moves with you.

Conceptually, the feat works by playing on metagame expectations by players and DMs (and, logically, by the rational combat expectations IN-GAME from monsters who know how threatened areas work) because it lets you threaten areas that you're not supposed to be able to threaten. Spellcasters or archers will take a 5-foot step and cast/shoot, not expecting you to be able to react. Monsters will walk by outside what they think is your threatened area, not expecting that you'll be able to get in their way.

At the same time, even if/when creatures notice your trick and start going around your area, then:

1. They don't know how big your area is. As your BAB goes up, your threatened area gets bigger and bigger. They have no way of knowing how far your reach extends, so now they're not sure where they can go to do their standard tactical tricks.

2. Players and DMs will often go to absurd lengths to avoid an AoO. This means that, if you are working in the mode of being a protector/defender of an area, or trying to keep squishier party members safe, bad guys who see you in action may start taking the LONG way around to get to other party members. Which is GOOD. That's a win for you; by simply projecting the perception of force and control of the battlefield, you are altering their actions and making them waste movement and/or combat turns maneuvering rather than running past you and whacking other party members.

3. All of the above, of course, assumes that they even *CAN* run around you. In a dungeon, they may have no choice but to suck it up and absorb the AoOs if they can't get out of your threatened area.

So, in sum, is it useful to YOU?

Maybe.

Its something that gives you an added dimension of tactical versatility for situations when it's to your advantage to react to your opponents rather than charging up and bashing them. As a dwarf, you might get less mileage out of it (pun intended) because of your slower movement rate, but that's easily fixed with longstrider, expeditious retreat, haste, or anything else that bumps your move.

Shadow Lodge

Seems like the perfect henchman/bodyguard feat to confound attempts to bypass them and attack the boss.


There's also having the ability to flank multiple foes simultaneously. Staying in the middle of the battlefield means the party rogue has better options and you don't have to bunch up together.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Stalwart Defender Prestige Class feat?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

0gre wrote:
Seems like the perfect henchman/bodyguard feat to confound attempts to bypass them and attack the boss.

I actually made a point of including a number of those kinds of feats and abilities (Bodyguard, Harm's Way, some of the shield feats and shielded fighter options), cuz I thought those would be handy additions to the fighterish ideal of "protect other party members" (whether as a cohort/henchman or even as a PC) and I was happy to see them get the okay from the central office and be included.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Justin Franklin wrote:
Stalwart Defender Prestige Class feat?

It would seem perfect for them, but after looking at the PrC it still retains the troublesome "can't move while in defensive stance" requirement. So, it would be a handy thematic choice for the Stalwart Defender, and would be a very good option for him to have on hand to choose either CP *or* his defensive stance, but the two unfortunately go together like pickles and pumpkin pie.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Hexcaliber wrote:
There's also having the ability to flank multiple foes simultaneously. Staying in the middle of the battlefield means the party rogue has better options and you don't have to bunch up together.

The threatening from CP only applies to your own AoOs. You don't count as threatening the whole area for flanking purposes. For that matter, threatening by itself doesn't provide flanking from every square you threaten, just your actual direction (otherwise, a creature with reach could flank with itself!).

Then again, it's not a terrible idea for an Improved Combat Patrol feat, where you would provide flanking for allies against any opponent in your CP range. Essentially you become SUCH a threatening figure that you attract and distract the attention of anyone nearby.

Shadow Lodge

Jason Nelson wrote:
0gre wrote:
Seems like the perfect henchman/bodyguard feat to confound attempts to bypass them and attack the boss.
I actually made a point of including a number of those kinds of feats and abilities (Bodyguard, Harm's Way, some of the shield feats and shielded fighter options), cuz I thought those would be handy additions to the fighterish ideal of "protect other party members" (whether as a cohort/henchman or even as a PC) and I was happy to see them get the okay from the central office and be included.

I like the that there are NPC/ henchmen oriented feats, a little GM oriented content. I can see some PCs using this, just not a lot.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Jason Nelson wrote:
Justin Franklin wrote:
Stalwart Defender Prestige Class feat?
It would seem perfect for them, but after looking at the PrC it still retains the troublesome "can't move while in defensive stance" requirement. So, it would be a handy thematic choice for the Stalwart Defender, and would be a very good option for him to have on hand to choose either CP *or* his defensive stance, but the two unfortunately go together like pickles and pumpkin pie.

umm Pickles and Pumpkin Pie! :)

I forgot about the no movement well defending.

Liberty's Edge

Combat patrol seems to fit hand-in-glove with the pole fighter archetype. Not only do you gain reach, you also

At 10th level, a pole fighter
- gains + 2B to AOO's
- gains a further +2 to all polearm attacks
- can threaten a further 10' in addition to reach.

Reach + combat patrol + "pole fighting" ability (choking up) means that the 10 level pole fighter can threaten a 45' x 45' grid or area, or 81 squares, at full+ AB, for as many attacks as yer dex bonus. It seems like a pretty good feat to me.


Jason Nelson wrote:
Justin Franklin wrote:
Stalwart Defender Prestige Class feat?
It would seem perfect for them, but after looking at the PrC it still retains the troublesome "can't move while in defensive stance" requirement. So, it would be a handy thematic choice for the Stalwart Defender, and would be a very good option for him to have on hand to choose either CP *or* his defensive stance, but the two unfortunately go together like pickles and pumpkin pie.

There are some situations where it would be useful.

If the stalwart defender can bottle neck a hallway (perhaps it's 25 feet wide) then he could stand in the middle and force everyone passing through to eat the AoOs


Jason Nelson wrote:


The threatening from CP only applies to your own AoOs. You don't count as threatening the whole area for flanking purposes. For that matter, threatening by itself doesn't provide flanking from every square you threaten, just your actual direction (otherwise, a creature with reach could flank with itself!).

The idea would be for the rogue to have this feat and then move into flank when the moving party provokes. Or, and this would seem to be the 'standard' use for the feat a shadowdancer/rogue would move (hiding while moving) then stab (likely with a reach weapon). When someone goes to smack him for it, he does it again. Think of fighting nightcrawler from X-men..

The other use would be coupled with stand still or trip builds.

It's an interesting feat.

-James


Hang on, I thought multiple AOO's we made like iteratives?

So... a Come and get me 16th barbarian who eats a full attack hits back at 16/16/16?

AWESOME!!
(Confirm Please)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

james maissen wrote:
Jason Nelson wrote:


The threatening from CP only applies to your own AoOs. You don't count as threatening the whole area for flanking purposes. For that matter, threatening by itself doesn't provide flanking from every square you threaten, just your actual direction (otherwise, a creature with reach could flank with itself!).

The idea would be for the rogue to have this feat and then move into flank when the moving party provokes. Or, and this would seem to be the 'standard' use for the feat a shadowdancer/rogue would move (hiding while moving) then stab (likely with a reach weapon). When someone goes to smack him for it, he does it again. Think of fighting nightcrawler from X-men..

The other use would be coupled with stand still or trip builds.

It's an interesting feat.

-James

Sure. You can move as far as your movement rate allows to make your attack. You can do any kind of movement allowed to you, including tumbling, stealth, flying, climbing, or whatever. It has to be things that you can do while moving, though, not something that requires a "move action," since you aren't technically taking one of those; you are just getting to move as part of making an AoO.

Note, however, that you'll always end up near enough to your target to attack them. You could not, for instance, Spring Attack, since you can only use that feat on your turn. Of course, if someone else provokes inside your CP radius provokes, you can move away to attack them... though you may provoke from the first guy you attacked.

Long story short: Mobility is probably going to come up a lot with this feat!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Ardenup wrote:

Hang on, I thought multiple AOO's we made like iteratives?

So... a Come and get me 16th barbarian who eats a full attack hits back at 16/16/16?

AWESOME!!
(Confirm Please)

That is correct.

HOWEVER, since they are AoO's you can't use things like Vital Strike or Cleave or charging or benefit from extra attacks with haste - anything that requires the use of a standard action or full attack action can't be done as part of an AoO.

Liberty's Edge

Let's not forget that the Zen Archer eventually gets to make AoOs with his bow. With the standard 5 foot threatened area, this is a good improvement. With Combat Patrol, you don't even have to move to pick off silly people who threaten in your 20 foot area of unpleasantness. ^_^

Liberty's Edge

VikingIrishman wrote:
Let's not forget that the Zen Archer eventually gets to make AoOs with his bow. With the standard 5 foot threatened area, this is a good improvement. With Combat Patrol, you don't even have to move to pick off silly people who threaten in your 20 foot area of unpleasantness. ^_^

I'm... not sure you're interpreting that ability the right way. Unless I am wrong all that does is consider the 5 foot range as threatening for AOO from your bow. Otherwise a Zen Archer could easily be making 5+ AOO a round.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Themetricsystem wrote:
VikingIrishman wrote:
Let's not forget that the Zen Archer eventually gets to make AoOs with his bow. With the standard 5 foot threatened area, this is a good improvement. With Combat Patrol, you don't even have to move to pick off silly people who threaten in your 20 foot area of unpleasantness. ^_^
I'm... not sure you're interpreting that ability the right way. Unless I am wrong all that does is consider the 5 foot range as threatening for AOO from your bow. Otherwise a Zen Archer could easily be making 5+ AOO a round.

You say that like it's a bad thing. He's so zen he shoots you in the face before you even THINK about provoking him!

It's an interesting corner case, but it actually seems legit.

ZA lets you take bow AoOs on foes you threaten.

CP lets you threaten foes 5+ feet beyond your normal threat range. It doesn't actually increase your REACH, so you still have to (and are able to) move up and attack them, cuz you can't make AoOs with ranged weapons.

However, the ZA circumvents this limitation by allowing you to make AoOs with a bow against anyone you threaten, which means you don't *HAVE TO* move just because you can.

CP threatens.
ZA makes bow AoOs if he threatens.
CP + ZA = *BLAM*


Jason Nelson wrote:

Themetricsystem wrote:

VikingIrishman wrote:
Let's not forget that the Zen Archer eventually gets to make AoOs with his bow. With the standard 5 foot threatened area, this is a good improvement. With Combat Patrol, you don't even have to move to pick off silly people who threaten in your 20 foot area of unpleasantness. ^_^

I'm... not sure you're interpreting that ability the right way. Unless I am wrong all that does is consider the 5 foot range as threatening for AOO from your bow. Otherwise a Zen Archer could easily be making 5+ AOO a round.

You say that like it's a bad thing. He's so zen he shoots you in the face before you even THINK about provoking him!

It's an interesting corner case, but it actually seems legit.

ZA lets you take bow AoOs on foes you threaten.

CP lets you threaten foes 5+ feet beyond your normal threat range. It doesn't actually increase your REACH, so you still have to (and are able to) move up and attack them, cuz you can't make AoOs with ranged weapons.

However, the ZA circumvents this limitation by allowing you to make AoOs with a bow against anyone you threaten, which means you don't *HAVE TO* move just because you can.

CP threatens.
ZA makes bow AoOs if he threatens.
CP + ZA = *BLAM*

Since AoOs get up as well, I think an anti-aircraft weapons platform was just invented.

Shadow Lodge

Ardenup wrote:

Hang on, I thought multiple AOO's we made like iteratives?

So... a Come and get me 16th barbarian who eats a full attack hits back at 16/16/16?

AWESOME!!
(Confirm Please)

When I see 16/16/16 I think of an attack sequence with three attacks which is not how attacks of opportunities works. Each time someone provokes an attack of opportunity you get a single attack at your highest BAB (+16) (this might be adjusted due to power attack or other things). A creature could possibly provoke multiple attacks or multiple creatures could provoke though.


Jason Nelson wrote:
The threatening from CP only applies to your own AoOs. You don't count as threatening the whole area for flanking purposes. For that matter, threatening by itself doesn't provide flanking from every square you threaten, just your actual direction (otherwise, a creature with reach could flank with itself!).

I think I understand what you are saying here, but it sounded like you were making an argument for facing.

Just to be clear, as long as there is someone threatening a creature on the geometric opposite side of a creature you are also threatening, regardless of how crazy your reach is, they are flanked.

SO combat patrol will still increase opportunities for flanking on a battlefield, just not unto infinity.


Jason Nelson wrote:
3. If you want to screw with ranged attackers. If you AoO someone preparing a ranged attack, you can disarm or sunder their bow/crossbow (likely with no AoO, since they are using a ranged weapon, unless they have armor spikes or a natural weapon) and prevent their attacks.

Just to clarify, the Sunder maneuver clearly states that ¨You can attempt to sunder an item... as part of an attack action in place of a melee attack.¨

That may well be Errata that will be changed at some point, but I haven`t seen anything from anybody at Paizo suggesting so, so until I do I`m assuming the RAW means what it says, and you can only Sunder as an Attack Action (in place of the attack, so using weapon bonuses, but not compatable with AoO`s or Full Attacks).

Disarm IS usable with any attack roll, and has the same chances of success as any other CMB maneuver, more or less (I still wish there was some sort of CMD bonus vs. Disarm for 2 handed weapons), so does work with that tactic.

Liberty's Edge

Quandary wrote:

]Just to clarify, the Sunder maneuver clearly states that ¨You can attempt to sunder an item... as part of an attack action in place of a melee attack.¨

That may well be Errata that will be changed at some point, but I haven`t seen anything from anybody at Paizo suggesting so, so until I do I`m assuming the RAW means what it says, and you can only Sunder as an Attack Action (in place of the attack, so using weapon bonuses, but not compatable with AoO`s or Full Attacks).

Disarm IS usable with any attack roll, and has the same chances of success as any other CMB maneuver, more or less (I still wish there was some sort of CMD bonus vs. Disarm for 2 handed weapons), so does work with that tactic.

As far as I am aware you can use combat maneuvers of any type in place of an AOO. An AOO is an attack action, it simply isn't a normal one.


Themetricsystem wrote:
As far as I am aware you can use combat maneuvers of any type in place of an AOO. An AOO is an attack action, it simply isn't a normal one.

Read the Actions in Combat section of the Combat Chapter - specifically, the type of Standard Action called the Attack Action (my capitals for clarity). d20pfsrd.com also has a FAQ section (in the left sidebar, scroll down till you see the FAQ) which fairly extensively covers the Attack Action related issues. Myself, I certainly would have re-named the attack action to something more distinct, but for whatever reason the designer chose to keep the 3.x name, even though it`s very confusing for many more people besides yourself. Once you understand it`s very specific usage, it`s not that complicated to play with, though.

Liberty's Edge

Quandary wrote:
Themetricsystem wrote:
As far as I am aware you can use combat maneuvers of any type in place of an AOO. An AOO is an attack action, it simply isn't a normal one.
Read the Actions in Combat section of the Combat Chapter - specifically, the type of Standard Action called the Attack Action (my capitals for clarity). d20pfsrd.com also has a FAQ section (in the left sidebar, scroll down till you see the FAQ) which fairly extensively covers the Attack Action related issues. Myself, I certainly would have re-named the attack action to something more distinct, but for whatever reason the designer chose to keep the 3.x name, even though it`s very confusing for many more people besides yourself. Once you understand it`s very specific usage, it`s not that complicated to play with, though.

I understand all that but I was under the impression that an AOO specifically grants you an attack action.


Seems to me combat patrol could be awesome for a char who lives in melle but who only has med bab but can still help the group reguardless.
A bard already singing perhaps-maybe an arcane duelist?
Would having spell breaker make this feat awesome? Would each aoo work with furious focus?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Ardenup wrote:

Seems to me combat patrol could be awesome for a char who lives in melle but who only has med bab but can still help the group reguardless.

A bard already singing perhaps-maybe an arcane duelist?
Would having spell breaker make this feat awesome?

Sure.

Ardenup wrote:
Would each aoo work with furious focus?

Nope. That feat only works with the first PA attack you make each round. AoOs reset on your turn, but are still part of the same ROUND as your turn you just had (although I've seen some run it as "part of the round coming up") - either way, ALL of your AoOs are part of ONE roundare generally considered part of your upcoming, be it before or after.


Combat patrol is rather decent BFC for a full-BAB tripper with a reach weapon.

Combat patrol was, what, 5ft per 5 BAB?

A reach tripper, enlarged, has a reach of 15ft,
so, total reach 35-40ft or so? Anything that moves gets hit by a combat maneuver.


Senevri wrote:

Combat patrol is rather decent BFC for a full-BAB tripper with a reach weapon.

Combat patrol was, what, 5ft per 5 BAB?

A reach tripper, enlarged, has a reach of 15ft,
so, total reach 35-40ft or so? Anything that moves gets hit by a combat maneuver.

An enlarged reach-weapon user has a reach of 20 ft. Size increases your reach, and reach weapons then double your reach. A large reach weapon user can hit someone 15 or 20 ft away, but cannot hit 5 or 10.

This raises a question for me with Combat Patrol. Does it fill inside your reach, allowing you to back up to hit inside your reach if you have a reach weapon?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Caineach wrote:
Senevri wrote:

Combat patrol is rather decent BFC for a full-BAB tripper with a reach weapon.

Combat patrol was, what, 5ft per 5 BAB?

A reach tripper, enlarged, has a reach of 15ft,
so, total reach 35-40ft or so? Anything that moves gets hit by a combat maneuver.

An enlarged reach-weapon user has a reach of 20 ft. Size increases your reach, and reach weapons then double your reach. A large reach weapon user can hit someone 15 or 20 ft away, but cannot hit 5 or 10.

This raises a question for me with Combat Patrol. Does it fill inside your reach, allowing you to back up to hit inside your reach if you have a reach weapon?

You certainly could use CP to "extend your reach" INWARDS rather than outwards, though I think you'd be better off getting some armor spikes to accomplish the same effect (or a spiked shield, if you have the Phalanx Fighter archetype and can use a polearm one-handed when you're using a shield).


Interesting. I think I just got an idea for a Mobile Fighter build... Anyway, curious about the interaction of Combat Patrol with the Step Up, Following Step, and Step Up and Strike line of feats:

First, to make sure I understand this correctly, Step Up borrows movement from your next turn (while Following Step does not) as an immediate action. (Meaning only one time outside of your turn, and no swift action during your next turn.) You should be able to use this feat chain just fine within a Combat Patrol?

EDIT: Same with the Sidestep line?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

The Chort wrote:

Interesting. I think I just got an idea for a Mobile Fighter build... Anyway, curious about the interaction of Combat Patrol with the Step Up, Following Step, and Step Up and Strike line of feats:

First, to make sure I understand this correctly, Step Up borrows movement from your next turn (while Following Step does not) as an immediate action. (Meaning only one time outside of your turn, and no swift action during your next turn.) You should be able to use this feat chain just fine within a Combat Patrol?

EDIT: Same with the Sidestep line?

Immediate/swift actions have their own rules, which must be obeyed and are not circumvented by CP.

Also, the Step Up line requires you to be adjacent to a target when they make their 5-foot step (not just to threaten them, but be next to them), so they don't always necessarily play well with your extended threatened area from CP.


Jason Nelson wrote:
The Chort wrote:

Interesting. I think I just got an idea for a Mobile Fighter build... Anyway, curious about the interaction of Combat Patrol with the Step Up, Following Step, and Step Up and Strike line of feats:

First, to make sure I understand this correctly, Step Up borrows movement from your next turn (while Following Step does not) as an immediate action. (Meaning only one time outside of your turn, and no swift action during your next turn.) You should be able to use this feat chain just fine within a Combat Patrol?

EDIT: Same with the Sidestep line?

Immediate/swift actions have their own rules, which must be obeyed and are not circumvented by CP.

Also, the Step Up line requires you to be adjacent to a target when they make their 5-foot step (not just to threaten them, but be next to them), so they don't always necessarily play well with your extended threatened area from CP.

Right, good to keep that in mind that they have to be directly adjacent. However, I think the line still compliments Combat Patrol (and Combat Reflexes) well.

Example: Start of the round by moving into position, right next to a mage, archer, etc. and strike. They try to move away, you Step Up and Strike. They try to cast or fire an arrow, you can strike again. The next turn you may take a 5ft step and set up a Combat Patrol. Any time during the Combat Patrol, if an adjacent foe moves away from you, you have 10 extra movement to work with during the Combat Patrol, one more AoO, and it may move you into a more favorable position by moving the Combat Patrol with you.

It may not always be ideal, but I like options. :3

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Adding an extra wrinkle to your combat options was what it was all about.


So I had a question about the wording of Combat Patrol. I notice that it says:

"you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity."

Is this a way to say it bypasses the normal limit of AoOs allowed in a round? Otherwise I don't understand why this wording is here. Because isn't a threatened area always the area in which you can make attacks of opportunity. I would think it could be referring to the ability to move, but the net sentence in the feat is for that.


Nope. The wording is there to justify you being able to move up to your speed before making the attack. It would have to specifically say the normal limit is ignored in order for it to work that way.


wraithstrike wrote:
Nope. The wording is there to justify you being able to move up to your speed before making the attack. It would have to specifically say the normal limit is ignored in order for it to work that way.

That's what I feel like it's trying to say, but could you explain how it says that? I just don't read it that way, and that's also what the very next sentence clarifies.


Since the person who seems to have wrote Cp is posting here, I may as well ask my CP questions in hopes of an answer.

1) Does your patrol area move with you, or is it fixed? Say a 10th level Fighter w/ a 10 ft reach weapon. So he's got a 20 ft patrol area. He moves 10 ft north to AoO someone. Does his patrol area shift 10 ft north to stay always centered on him, or is it immobile?

Assuming it's immobile, which is how i suspect it works, what happens if in the course of your travels you end up in a situation where someone provokes an AoO from a space out of your patrol area, BUT within your current reach. Same fighter as above, say he ended up moving 15 ft north instead. Someone 10 ft north of him (just outside the patrol field, but within the reach of where he is now standing) does something that provokes an AoO. Can he take the AoO? I suspect yes because it'd be silly otherwise, but would like confirmation.

2) An archer (either Zen Archer or has Snap Shot) uses CP. A foe that is outside the archer's normal threatening range but within the CP field provokes an AoO. Does the archer first have to move up to within the range he'd normally threaten to deliver the AoO, or can he shoot from where he stands as the foe is obviously within his bow's shot range? I suspect he does not have to move, but again, confirmation would be awesome.


Pathfinder Adventure Path Subscriber

Combat patrol is also great for monks with stunning fist - and rogues with dastardly finish.

Also with the whip mastery chain or any other reach weapon and especially with greater trip.

For ranged combat the snap shot and improved snap shot where you already threaten 15' with a bow comes to mind. Unfortunately it doesn´t extend the reflexive shot area of a zen archer monk, it replaces it.


Pathfinder Adventure Path Subscriber
StreamOfTheSky wrote:

Since the person who seems to have wrote Cp is posting here, I may as well ask my CP questions in hopes of an answer.

1) Does your patrol area move with you, or is it fixed? Say a 10th level Fighter w/ a 10 ft reach weapon. So he's got a 20 ft patrol area. He moves 10 ft north to AoO someone. Does his patrol area shift 10 ft north to stay always centered on him, or is it immobile?

2) An archer (either Zen Archer or has Snap Shot) uses CP. A foe that is outside the archer's normal threatening range but within the CP field provokes an AoO. Does the archer first have to move up to within the range he'd normally threaten to deliver the AoO, or can he shoot from where he stands as the foe is obviously within his bow's shot range? I suspect he does not have to move, but again, confirmation would be awesome.

StreamOfTheSky, i guess it is mobile and moving with you, since you and your weapon are the center of it and causing it, its just like an aura. Normally you can move 30', when this movement is used up you can´t move anymore. If another AoO happens then and you still could do some (because of high DEX and combat reflexes), but its out of your weapons reach, you don´t get it.

The archer (any archer with the right feats, not only zen archer - full BAB archer might even be better here) does not need to move, but he could. You pay two more feats for this though.

You can actually further boost this, with enfilading fire teamwork feat for archers and gang-up. You only need 3 characters for it, but it really rocks. As long as everyone has both feats reach weapons for the other are ok too as well as normal weapons. Archers need the same feats as you though. You then can put up a deathzone, because anyone coming close will probably fall to the AoO´s.

If you want to put this up for helping a rogue, the rogue needs gang-up too and another PC threatening the foe in question.

Grand Lodge

So a Lvl 10 Fighter w/ Snap Shot, Imp. Snap Shot, and Combat Patrol gets to ranged AoO within 25 feet? Nice.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Raelin wrote:

So I had a question about the wording of Combat Patrol. I notice that it says:

"you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity."

Is this a way to say it bypasses the normal limit of AoOs allowed in a round? Otherwise I don't understand why this wording is here. Because isn't a threatened area always the area in which you can make attacks of opportunity. I would think it could be referring to the ability to move, but the net sentence in the feat is for that.

Nowhere in the feat description does it state or imply that you are allowed to take MORE attacks of opportunity than you are normally allowed.

The limit on AoOs (1 per round, plus more for Combat Reflexes, barbarian rage powers or other effects that give you more) is in the Core Rulebook and is a baseline feature of the rules for attacks of opportunity.

Even within those rules, you can take attacks of opportunity against (for instance) any opponent in your threatened area that casts a spell. This does not mean that you can take unlimited attacks of opportunity if multiple creatures in your threatened area cast spells in the same round.

TL;DR - You get as many AoOs as you get, and then you're done. Combat Patrol is also limited by your speed, in that once you have used up your speed in movement you can't move any more to take AoOs even if people are provoking within your expanded threatened area.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

StreamOfTheSky wrote:

Since the person who seems to have wrote Cp is posting here, I may as well ask my CP questions in hopes of an answer.

1) Does your patrol area move with you, or is it fixed?

Your threatened area is centered on you. Wherever you are, it is. Ergo, it moves with you.

StreamOfTheSky wrote:
2) An archer (either Zen Archer or has Snap Shot) uses CP. A foe that is outside the archer's normal threatening range but within the CP field provokes an AoO. Does the archer first have to move up to within the range he'd normally threaten to deliver the AoO, or can he shoot from where he stands as the foe is obviously within his bow's shot range? I suspect he does not have to move, but again, confirmation would be awesome.

If the target is within his threatened area (Zen/Snap + CP), he takes his AoO. It doesn't matter what his original threatened area would have been; it IS whatever the extended area is while he's using Combat Patrol.


Jason Nelson wrote:
Raelin wrote:

So I had a question about the wording of Combat Patrol. I notice that it says:

"you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity."

Is this a way to say it bypasses the normal limit of AoOs allowed in a round? Otherwise I don't understand why this wording is here. Because isn't a threatened area always the area in which you can make attacks of opportunity. I would think it could be referring to the ability to move, but the net sentence in the feat is for that.

Nowhere in the feat description does it state or imply that you are allowed to take MORE attacks of opportunity than you are normally allowed.

The limit on AoOs (1 per round, plus more for Combat Reflexes, barbarian rage powers or other effects that give you more) is in the Core Rulebook and is a baseline feature of the rules for attacks of opportunity.

Even within those rules, you can take attacks of opportunity against (for instance) any opponent in your threatened area that casts a spell. This does not mean that you can take unlimited attacks of opportunity if multiple creatures in your threatened area cast spells in the same round.

TL;DR - You get as many AoOs as you get, and then you're done. Combat Patrol is also limited by your speed, in that once you have used up your speed in movement you can't move any more to take AoOs even if people are provoking within your expanded threatened area.

Thank you. That it's a baseline rule is what was confusing me. I didn't see why it was pointed out unless it was intended to change something.


Pathfinder Adventure Path Subscriber

Probably because combat patrol is usable with only 1 AoO, but makes a lot more sense with combat reflexes.


After the reading of this thread I'm confused about CP working with melee AoO...

Say you are a level 10 human fighter, you'll have a regular reach of 5 feet and a combat patrol reach of 15 feet. An enemy approaches entering the combat patrol area, you get an AoO while he's 10 feet away.
Here's the question:
do you have to move 5 feet closer and use your normal reach to make this AoO or can you stay still and make the AoO 10 feet away using combat patrol extended reach?
Thanks in advance.


45ur4 wrote:


do you have to move 5 feet closer and use your normal reach to make this AoO or can you stay still and make the AoO 10 feet away using combat patrol extended reach?
Thanks in advance.

The normal rules for your attacking apply. Thus if you could not normally attack at 10 feet then you would need to move to a square in which you could make the attack.

-James


Raelin wrote:
wraithstrike wrote:
Nope. The wording is there to justify you being able to move up to your speed before making the attack. It would have to specifically say the normal limit is ignored in order for it to work that way.
That's what I feel like it's trying to say, but could you explain how it says that? I just don't read it that way, and that's also what the very next sentence clarifies.

When the game allows you to bypass limitations it says so in exact terms.

CP never even hints at being able to break a the limit on AoO's. The only rule broken is that you can move in order to get the AoO.

Example:

Quote:

Strike Back (Combat)

You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.

Prerequisite: Base attack bonus +11.

Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, [b]even if the foe is outside of your reach.[/b]

That feat specifically states that it is breaking a rule, and which rule it is breaking.

For CP to work like you are suggesting it would have to read.."you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity, even allowing you to bypass any normal limits on attacks of opportunities per round."

That bolded area is tacked on by me because the feat does not have it.

edit:ninja'd

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