Avoiding AoOs when moving into opponent's square?


Advice


So, halfing dual-wielders do a truckload of damage. With Risky Strikes, Power Attack, and some ability to be as small as is humanly possible, the opportunity to move into your opponent's square (size: tiny after reduce person) and turn him into a fine cloud of mist is realistic.

The problem: As a tiny character, I have to move into my opponent's square to attack. I don't _really_ want to take an AOO every round.

The best way I can find around this is Lunge, which I can get a sixth level, and basically gives me back 5 foot reach.

However, this is thematically unappealing (I don't get to explode people from within), and comes late (level 6).

Does anybody have a better way to make tiny attackers work?

-Cross


I don't think you can end your move in another creature's square unless it is helpless...

In any case provoking is not such a bad thing as long as you don't get hit since it soaks up AOO that may be used on other team members otherwise. You get a large AC bonus for being tiny and you could look into getting Mobility to help some more.

I am doubtful that you are actually doing truckloads of damage with a tiny (-4 STR, tiny weapon), TWF build.


slacks wrote:

I don't think you can end your move in another creature's square unless it is helpless...

In any case provoking is not such a bad thing as long as you don't get hit since it soaks up AOO that may be used on other team members otherwise. You get a large AC bonus for being tiny and you could look into getting Mobility to help some more.

I am doubtful that you are actually doing truckloads of damage with a tiny (-4 STR, tiny weapon), TWF build.

If you're tiny or smaller, you can move into another creature's square.

Stat it out for yourself - Agile weapon, lots of dex, risky strikes and power attack. At level 10, you end up doing about 111 DPR, which is about as good as any non-summoner build in the DPR olympics thread.

I'm not interested in eating AoO's every round. So the original question stands:

What's the earliest and cheapest way to avoid AoOs for moving into other people's squares as a tiny creature?

-Cross


Acrobatics is the obvious way.

The other is to look for things that will grant you total concealment. The most obvious is Vanish.

Grand Lodge

Acrobatics, it is a check against a DC of the target creature's CMD + 5, IIRC.

Blur, displacement, even smokesticks, anything that grants concelament or cover, especially if your character has some way to not have to worry about the concealment himself, since concealment means no sneak attack...


kinevon wrote:

Acrobatics, it is a check against a DC of the target creature's CMD + 5, IIRC.

Blur, displacement, even smokesticks, anything that grants concelament or cover, especially if your character has some way to not have to worry about the concealment himself, since concealment means no sneak attack...

I believe that only total concealment (not just concealment) negates AoO's. I don't think anything you listed above actually grants total concealment.

Grand Lodge

AvalonXQ wrote:
kinevon wrote:

Acrobatics, it is a check against a DC of the target creature's CMD + 5, IIRC.

Blur, displacement, even smokesticks, anything that grants concelament or cover, especially if your character has some way to not have to worry about the concealment himself, since concealment means no sneak attack...

I believe that only total concealment (not just concealment) negates AoO's. I don't think anything you listed above actually grants total concealment.

You are correct. Any cover or total concealment negates the ability to get an AoO.

Darkness, Deeper Darkness, the dirty trick combat maneuver used to blind, pyrotechnics, Blindness would all work, or have the potential to work. Anything that can blind an opponent grants total concealment.


Hrm. Still nothing feat-wise that comes earlier than Lunge? Most of the involved suggestions involve blowing a standard action - I'd rather not.

-Cross


Then just use a reach weapon.


Take the Escape Route teamwork feat with a nearby friend or animal companion/mount.


Acrobatics is part of a move action (although it slows your already-slow halfling) and it's pretty easy to pump it. Just don't forget to keep up with it as you level, CMBs rise fast for some enemies.


You should be able to five-foot step, so you won't be taking an AoO per round. If the foes move more than five feet back, they have to make the Acrobatics checks.

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