Five Foot Step as an Immediate Action


Homebrew and House Rules


So I was curious about 5 foot steps today, and came to read this thread: http://forum.rpg.net/archive/index.php/t-481551.html

It got me thinking, and I agree: the five foot step is kind of a cheesy spellcasting maneuver. However, it is critical that spellcasters have some manner of escape so they can do what they were built to.

My solution: Essentially, every character receives "Step Up" as a basic character function. Codify a "Pursuit" mechanic, and build it into the basic rules of combat.

Essentially, any character can initiate a 5 foot step as an Immediate Action on their turn, assuming they have not moved at all in that round. Any movement in that round is instantly forfeited. Any character adjacent to that character may then use *their* Immediate Action to pursue the target, assuming they have NOT MOVED in that round, however they will grant AOO's to any creatures that threaten them. The Pursuing character also forfeits their movement for that round.

This creates an escape for spellcasters/ranged attackers, while creating a sense of risk to the maneuver, and balancing the auto-spell. Both sides must weigh the consequences for their movement. There is a give and take in both instances, as they must give up their movements, and pay heed to the Economy of Action that I so love Pathfinder for.

As an interesting aside, this could be applied to Reflex saves, to provide an opportunity for an Immediate Action 5 foot step(again, assuming they have not moved), allowing a character to step out of areas of effect, but sacrifice their movement for the round. Limitations should apply, such as only for characters with Evasion, or who have taken certain feats such as Lightning Reflexes.

I am considering playtesting this, please provide feedback!


A melee character threatening a spellcaster can ready an action to "attack the spellcaster as soon as he starts casting". This would include a 5-ft-step in response to the caster's 5-ft-step, provided that the melee fighter did not move during his/hers turn, before readying the action. I believe that this tactic does introduce a measure of risk for the spellcaster and that it doesn't violate any rules, right?
As for the Reflex save: it doesn't nessessarily include movement. It's more like how lucky you are at avoiding danger, as well as how quickly you can respond to a treat. So a Reflex save to entirely avoid say a flaming sphere does not mean that you stepped into an adjacing space. It merely means that you are just at the spot where the flaming sphere can't touch you, that you can keep yourself away from it just enough for you not to catch on fire. Or a save to take half damage from a fireball could mean that you managed to bring your arms over your head just in time and so didn't take the damage full in the face. At least that's my interpretation.


Lanassa wrote:

A melee character threatening a spellcaster can ready an action to "attack the spellcaster as soon as he starts casting". This would include a 5-ft-step in response to the caster's 5-ft-step, provided that the melee fighter did not move during his/hers turn, before readying the action. I believe that this tactic does introduce a measure of risk for the spellcaster and that it doesn't violate any rules, right?

As for the Reflex save: it doesn't nessessarily include movement. It's more like how lucky you are at avoiding danger, as well as how quickly you can respond to a treat. So a Reflex save to entirely avoid say a flaming sphere does not mean that you stepped into an adjacing space. It merely means that you are just at the spot where the flaming sphere can't touch you, that you can keep yourself away from it just enough for you not to catch on fire. Or a save to take half damage from a fireball could mean that you managed to bring your arms over your head just in time and so didn't take the damage full in the face. At least that's my interpretation.

Yes but a combatant would have to recognize that the enemy was a caster, and predict that they will cast a spell and plan to do ONLY that instead of doing anything else. If the caster decides not to cast a spell, the turn is more or less wasted. This is to provide a reaction defense against a spellcaster that is NOT a readied action, but requires some sacrifice.

As for the Reflex save, you misunderstand. I understand a Reflex save does not allow movement, but wish to look at modifying Reflex saves for certain characters to allow a 5 foot step according to the above tenets, i.e. sacrifice movement and immediate action for the turn.


I see, my bad :)

In the game I'm running there is a constant whining about the 5-ft-step a caster can take to cast a spell, while I believe that there are ways to either prevent or circumvent this. Your suggestion could be one method, though imho it could become a bit unbalancing under circumstances... Don't know; maybe we'll try something like this and then I'll post again!


Making a 5 foot step action SWIFT can be quite a good idea, but you might have to look at other swift/immediate actions.

It can severly nerf some feats and abilities, but implemented well it can give a boost to martial characters.


Remco Sommeling wrote:

Making a 5 foot step action SWIFT can be quite a good idea, but you might have to look at other swift/immediate actions.

It can severly nerf some feats and abilities, but implemented well it can give a boost to martial characters.

I think making it a Swift would be really detrimental to the person using it, as a 5 ft is a free action atm. I think an Immediate is just right, because there aren't that many Immediate action abilities, and this is similar to what an Immediate action is intended for. Also, you can't take swift actions outside your turn, which means the Pursuit mechanic is immediately broked, and that is the entire intention of this change.

@Lanassa: So the unbalancing circumstances was exactly my primary concern :D! What instancdes can you think of where this would be too powerful? I think the idea that it must be an immediate as a pursuit, a reaction to the first movement just like step up, controls the power of it. You can only make the initial action on your turn; this is not a free 5 ft step outside of your turn. And it costs your movement and your immediate reaction for the round. Please let me know where this could be abused :)


caith wrote:

It got me thinking, and I agree: the five foot step is kind of a cheesy spellcasting maneuver. However, it is critical that spellcasters have some manner of escape so they can do what they were built to.

My solution: Essentially, every character receives "Step Up" as a basic character function. Codify a "Pursuit" mechanic, and build it into the basic rules of combat.

Why is the change needed? The "problem" already has a simple solution.

Any character can already choose the feat Step Up, which negates the caster's 5 foot step escape. It does have a cost to gain this very nice ability to negate a caster's 5 foot step, but that is a powerful ability.

If you did give Step Up to everyone via your "Pursuit" mechanic, then you should probably codify an "Escape" mechanic as well. If a character 5 foot steps up to someone, that someone should be able to (as an immediate reaction) 5 foot step further away using the same logic.


Well the issue I have is that casters can escape very easily, to devestatng effect. It's not "needed" but I would like to look at how a check to this action might help to balance casters out. I'm not looking for an argument, but a discussion on the merits and issues with such a change. I would also recommend reading the thread linked in the OP, to get an idea of where these thoughts began.

I agree that Step Up is a pretty powerful ability, but so is a free 5 foot escape. This mechanic is not as powerful as Step Up, as it provokes AoO's. Step Up could be changed to allow the character to pursue without provoking AoO's, retain their movement at -5 for their turn, and remain the prereq for the Step Up line of abilities.

An Escape mechanic...I have issues with. The idea with Pursuit is this person is adjacent to you, and considered part of your 'threatened' area. That means you are aware of them. If they moved, you would be able to attack them instantly. If they move away with a 5 foot step, it doesn't seem much of a stretch for you to take a hop after them and continue pursuing them in melee. Granted, you suddenly ignore the other combatants that threaten you, provoking AoO's. Now with an Escape...there is no threat, and no implied high level of awareness. Pursuit is working off the Threatened Area mechanic, and is sort of an extension of an AoO, Escape is really not(please provide precedent, if I am missing it). Additionally, from a simple balance perspective, Step Up has a requirement of BAB+1, while the ability Sidestep has Dex 13, Dodge/Mobility, and an opponent attacking and missing you as prereqs for activation. Clearly, a 5 foot step to avoid an attacker has a much higher cost than pursuing a character taking a 5 foot movement.


caith wrote:
Well the issue I have is that casters can escape very easily, to devestatng effect. It's not "needed" but I would like to look at how a check to this action might help to balance casters out. I'm not looking for an argument, but a discussion on the merits and issues with such a change.

At low levels, mages are fairly weak. Their staying power is very low. Your Pursuit mechanic would make it very difficult to get off a spell as casting on the defensive is quite hard at low levels. However, your Pursuit mechanic is a fabulous method to get the bad guys to take more AOOs by the meaty warriors.

At mid levels, mages start to have more staying power. Further, it gets easier to cast on the defensive. Your Pursuit mechanic may still often force them to cast on the defensive, but it degrades in effectiveness.

At high levels, mages have lots of staying power. It becomes easy to cast on the defensive, so your Pursuit mechanic may be largely ignored, except for the ability to draw more AOOs.

In summary, your Pursuit mechanic chops some of the fun of casters and distributes it to the warrior types. If that was your goal, I think you will achieve it. It takes it from low level casters mostly though, which isn't really where it needs to come from. You can partially fix this by saying everyone gets the Pursuit mechanic at +6 to +9 BAB or something.

Also, as it is, you are likely adding a feat tax of sorts to casters in the form of Combat Casting, which will become very very useful at low levels.

Another potential method to achieve your goal would be to simply forbid spell casting after a 5 foot step, and just give everyone Combat Casting as a free feat.

caith wrote:
Now with an Escape...there is no threat, and no implied high level of awareness. Pursuit is working off the Threatened Area mechanic, and is sort of an extension of an AoO, Escape is really not(please provide precedent, if I am missing it).

Pursuit: If someone 5 foot steps away from being adjacent to you, you 5 foot step towards them.

Escape: If someone 5 foot steps towards being adjacent to you, you 5 foot step away from them.

Both use the same "threatened area" mechanic you refer to as far as I can see.


It seems to me that the feat Step Up doesn't have that high a cost, it just demands a feat spent. Granted, the Pursuit mechanics isn't the same but it's still kind-of-like granting a 'free feat' from which mainly melee types can profit. So this should probably come hand in hand with another 'free feat' to compensate for other types in general (casters or ranged fighter types) -as Rory suggested above with Combat Casting.
And this is exactly where Pursuit could become unbalancing. Ways to interrupt spellcasters already exist: ready action; flanking/cornering; feats like Step Up or Disruptive; weapons or other items to entangle them (net, tanglefoot bag); abilities/items that cause continual damage (a rogue's bleeding attack or weapons with the bleed ability)... Adding this mecanics is way too much, imo.
But I guess we won't know for sure 'till we've tried :)

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