The Attack Of Opportunity Master!


Advice


While browsing around, I happened to discover a very interesting set of feats that can be combined into creating the most WICKED attack of opportunity master. Here's how the feats break down...

Snap Shot - ranged weapon threatens 5 feet

Improved Snap Shot - ranged weapon threatens 15 feet

Combat Patrol - at level 20, it adds an additional 20 feet to your threat range.

So, at the end of the day, as a RANGED character...you can threaten 35 feet around you...AND you can move up to your land speed when making these attacks of opportunity (so long as your movement does not exceed your land speed until your next turn). All in all, this seems like a pretty potent combination (especially when you get Greater Snap Shot for more damage).


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Not to denigrate the Snap Shot tree, but I think if anything lives long enough to get within 35 feet of a 20th level archer, something has gone wrong.


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Hmmmm monk reach fighter? Threatens 10ft with his reach weapon, and 5ft with his, um, feet =D


Problem: This is only good against hordes of enemies. It is worthless against the BBEGs, where you should be shooting 6 or 7 times a round at them.


Yep, ever since those feats came out people have thought of that combination.


Serisan wrote:
Problem: This is only good against hordes of enemies. It is worthless against the BBEGs, where you should be shooting 6 or 7 times a round at them.

But the AoO's do not stop you from shooting at the BBEG. Unless you are talking about using up a few of the feats. Which especially if it is a fighter doesn't seem that expensive.

Also, at least one group that I was in, the archers job was clearing out mooks and keeping spell casters busy while the barbarian concentrated onthe hard targets. Most of the encountered opponents were in fairly large groups with a significant spread of abilities. It worked fairly well at that time. But it was before we were in pathfinder and these feats were not available.


Kydeem de'Morcaine wrote:
Serisan wrote:
Problem: This is only good against hordes of enemies. It is worthless against the BBEGs, where you should be shooting 6 or 7 times a round at them.
But the AoO's do not stop you from shooting at the BBEG. Unless you are talking about using up a few of the feats. Which especially if it is a fighter doesn't seem that expensive.

Read Combat Patrol feat if you're confused as to why Sarisan made that statement.

Personally I'd leave Combat Patrol out of the equation completely if I were building that character. Needs to add Combat Reflexes though.


Kazejin wrote:
... Read Combat Patrol feat if you're confused as to why Sarisan made that statement...

Sorry, you're correct, I mis-remembered that part about a full round action. I've never used that feat.

And yes, needs combat reflexes.


I like this combination:

-Armor with the Righteous-enhancement for large size and 10`reach.
-Combat reflexes.
-A wand of fluid form, giving me 20` reach for AoO`s with a melee weapon:)
-and lunge for a total of 25` reach while I full attack.

Suddenly whirlwind attack seems like a worthwile investment:)

Shadow Lodge

Warm & Fuzzy wrote:

I like this combination:

-Armor with the Righteous-enhancement for large size and 10`reach.
-Combat reflexes.
-A wand of fluid form, giving me 20` reach for AoO`s with a melee weapon:)
-and lunge for a total of 25` reach while I full attack.

Suddenly whirlwind attack seems like a worthwile investment:)

just keep in mind OP that a ranged character will get (fighter) 8 attacks in a round at 20, while realistically you will have a +8-10 modifier for your dex, you wouldnt gain much from combat patrol, i would agree that you should leave this feat out period. but snap shot and improved with combat reflexes is nice. mix this with traps as a ranger lol that coul be pretty nasty.


I still consider the best attack of opportunity build would be a trip, disarm fighter. And you won't have to wait till level 20 to get really usefull.

I use the 83 points rule for abilities and here'S the build from level 1:

Fighter Human (for bonus feat and +2 wherever you want)

20STR (18+2)
16DEX
16CON
13INT
6WIS
14CHA

Use sickle in off hand and whatever weapon you like in main hand (I like flail because disarming will be really usefull).

Feats:

Two-weapon fighting
Combat expertise
Improved trip

With a sickle you gain a trip light simple weapon. so when fighting with 2 weapons you only get -2/-2

Feat level 2, Improved Disarm

Feat level 3, Combat reflexes

Already at level 3, you trip from your off hand and attack main hand, when he tries to get up, you already have an attack of opportunity, so you can choose to disarm him if he has a weapon on him, so that when he tries to attack you unarmed, most likely he won't have improved unarmed strike so you'Re gonna get an other attack of opportunity.

At level 4 choose +1 on dex so you get your dex up at 17 for later feat
Feat level 4, Drag down

Really usefull for trip builds, as your trip will already be high, if someone trips you it would be good to drag him down with you as well.

Feat level 5, Felling escape

When you break out of someones grapple, you immediately make a trip attempt on him.

Feat level 6, Greater trip

NOW we'Re in some serious business... that'S why all the other feats were mostly trips related. Everytime you trip an ennemy by any means, you provoke an attack of opportunity on him. you already can do 4 attacks of opportunity per round, plus plenty or ways to make one.

Off-hand trip, main hand attack of opportunity, main hand attack, main hand second attack. Thats for your first turn.

Ennemy tries to get up, attack of opportunity on him replaced for a trip, creates attack of opportunity on him main hand.And he's stuck on the ground forever or almost, giving him -4 AC vs melee and -4Attack rolls and plenty other nasty malus. So before you even start your own second round, you already tripped him twice and attacked him 4 times with your main weapon, wich 3 of them were at FULL attack bonus.

So yah, thats pretty much it.. at level 6 you already look like a whirlwind, and cause your ennemies to be in deep troubles by being disarmed and prone against a fighter... not the best scenario for him ever.

Some other bonuses may apply. Like character traits, GMs might allow them. Most characters start with 2 traits so I'd suggest these 2:

Heirloom Weapon Sickle (+2 CMB on trip)
Bred for War (Human 6ft tall, gives +1 to CMB and +1 Intimidate) Always fun having a bit of intimidate whatever the build just for RP ;)

And your human Fighter favored class might be bargained with your GM as well. Normally Human fighter can choose to get +1 CMD vs 2 maneuvers of their choice when they gain a level instead of HP or Skill, but I always ask my GM if instead of CMD, if i can do it for CMB as I'm not really in a defensive mood. 99% of the times they all accept. So i get +1CMB on trip and disarm every time i gain a level in fighter.

TOTAL RESULT FOR LEVEL 6 given traits and favored class were allowed and no magic items used (wich is kind of impossible at that level :P)

while doing a full attack round action here are the bonuses:

Sickle: +22 Trip Flail: +20 disarm
Sickle: +9 AR Flail: +9/+4

While doing attack of opportunity (4 per round)

Sickle: +24 trip Flail: +22 Disarm
Sickle: +11AR Flail: +11 AR

Many things can influence the development of the character such as if you GM allows Monkey grip or give you other benefits.

Thanks, enjoy and comment. Remember this build is only up to level 6, so imagine at level 20 ;)

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