reach weapons and attacks of opportunity


Rules Questions

Grand Lodge

Setup: a character has a lucern hammer, reach.

His opponent stands diagonally from him, 10 feet away (but the square directly diagonal

On his opponent's turn, the opponent moves to the square in front of the character, moving 5 feet.

does the character get an attack of opp on the enemy?

Recap- the enemy has moved only one sqaure, to now stand in front and directly adjacent to the character with a reach weapon. Character wants an attack of opp

Grand Lodge

another scenario would be this:

enemy is in square away from character, within the 10ft reach.

Enemy's turn, he moves five feet to the square directly adjacent to the character to attack. does the character get an attack of opp on the enemy for moving from the 10ft square to the closer one?

Grand Lodge

Here is the RAW:

Threatened Squares

You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Reach Weapons

Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.

I would rule that the character does not get an attack of opportunity. The rules seem to say that the character still threatens the square directly in front of him despite having a reach weapon. The character says he doesn't threaten the square in front of him.

The RAW says a character threatens all squares; reach weapons just add to the threaten squares.


nogoodscallywag wrote:

Setup: a character has a lucern hammer, reach.

His opponent stands diagonally from him, 10 feet away (but the square directly diagonal

On his opponent's turn, the opponent moves to the square in front of the character, moving 5 feet.

does the character get an attack of opp on the enemy?

Recap- the enemy has moved only one sqaure, to now stand in front and directly adjacent to the character with a reach weapon. Character wants an attack of opp

If the move is only a five foot step then it provokes no AoO.

Grand Lodge

it is not a five foot step. the enemy is moving 5 feet closer (from 10ft) to attack.

Grand Lodge

it would seem that the enemy is already in the character's threatened area, and moving forward further into the threatened area would not provoke an attack of opp


You do not provoke an attack of opportunity for taking a 5' step, even when it is diagonal. If you use a move action to move those 5', then you would (though there is no reason to do this, except in difficult terrain).

Reach weapons to not threaten adjacent squares. The relevant phrases are "You threaten all squares into which you can make a melee attack" and "You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe." As you cannot attack into adjacent squares, you do not threaten those squares. This is a specific exception to the general rules.

Grand Lodge

FIGHTER _ ENEMY rd 1: enemy is 2 squares away from fighter who has

reach weapon. On the enemy's turn, it moves to here:

FIGHTER ENEMY

My reading seems to say there is no attack of opportunity for this move because the FIGHTER threatens all squares around him plus additional squares for his reach weapon DESPITE his reach weapon itself not being able to hit adjacent squares; the character doesn't have to use his reach weapon for a melee attack of opportunity, he could punch for instance.

Since the ENEMY isn't moving OUT of a threatened square into a non-threatened square, no attack of opp, correct?


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I suspect the core of this problem is that you think characters with reach weapons don't threaten squares two squares diagonally away from them. This is a common mistake, given the normal consideration that two diagonal squares translate to 15 ft of movement, but reach is a special exception; the first 10 feet of reach affect diagonal squares as if they were 5 feet.

Diagram
X = Threatened
Y = Non-threatened
C = Character
XXXXX
XYYYX
XYCYX
XYYYX
XXXXX


nogoodscallywag wrote:
My reading seems to say there is no attack of opportunity for this move because the FIGHTER threatens all squares around him plus additional squares for his reach weapon DESPITE his reach weapon itself not being able to hit adjacent squares; the character doesn't have to use his reach weapon for a melee attack of opportunity, he could punch for instance.

You are partially correct.

Quote:

Threatened Squares

You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.

So you can't threaten squares because you could use your unarmed strike to kick someone in an adjacent square or something. However, if you have Improved Unarmed Strike, Armor Spikes, or another way to attack adjacent squares while holding a reach weapon, you will be able to threaten both 10' and 5' away. Without any of these types of attacks, you will not threaten 5' away while wielding a reach weapon, per the general rules about threatening.


If you're a Fighter with a Lucerne Hammer, and a creature who is 20 feet away walks 15 feet to make a melee attack against you, the Fighter will be allotted an Attack of Opportunity. If a creature makes a 5 foot step from a threatened square into another threatened square, the Fighter does not gain an attack of opportunity, as a 5 foot follow-up action (in conjunction with an attack/full attack option) does not trigger attacks of opportunity.

However, once the creature is within 5 feet of the Fighter, the Fighter cannot make an attack with the weapon from the creature exiting the adjacent square as the Lucerne Hammer (and most other reach weapons, unless specified within the description,) does not threaten squares adjacent to the wielder. At the same time, the creature must also stay within that "dead zone" to avoid the attacks of opportunity created due to the separated threatened square thresholds, making it difficult for the creature to outright avoid attacks of opportunity from the reach weapon.

The thing that determines what constitutes as Attacks of Opportunity is that the creature must walk 2+ squares or 10+ feet, whichever is equivalent in terms of raw distance (for the purposes of rough terrain on the opponent, a creature must move 2 or more squares that the Fighter threatens, for a total of 20 feet movement at the minimum to provoke an attack of opportunity. In regular terrain, a creature must move that same amount of raw distance, but is reduced to 10 feet minimum as the terrain does not hinder their speed). Another thing to keep in mind is that once a creature enters your threatening space, that also counts as part of the raw distance/movement required to provoke attacks. If they move out of their entry point during that round, they will provoke an attack of opportunity. If they end their movement there and continue on the next round of combat, the distance threshold for provoking attacks of opportunity refreshes, and goes back to Square 0.

So if I am a Fighter with a Lucerne Hammer facing a creature under the effects of Rough Terrain, and they are 15 feet away from my current location, if they move two squares, or 20 feet total to be adjacent to my current location (the first having to be within my threatening space), they will provoke an attack of opportunity. Increased/halved movement does not change the fact that the creature must move those two squares in order to provoke attacks.

Hope that clears things up! :)

Grand Lodge

Aratrok wrote:

I suspect the core of this problem is that you think characters with reach weapons don't threaten squares two squares diagonally away from them. This is a common mistake, given the normal consideration that two diagonal squares translate to 15 ft of movement, but reach is a special exception; the first 10 feet of reach affect diagonal squares as if they were 5 feet.

Diagram
X = Threatened
Y = Non-threatened
C = Character
XXXXX
XYYYX
XYCYX
XYYYX
XXXXX

So this assumes that "threatened squares" is based on the weapon the creature is holding, despite the rules saying this:

"You threaten all squares into which you can make a melee attack..." AND the Reach rule here "However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature."

By your interpretation, what is the rule then for a creature carrying both a reach weapon AND a regular weapon like a scimitar? Isn't he then also threatening the square in front of him?

I think the rules quoted- "You threaten all squares into which you can make a melee attack..." AND the Reach rule here "However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature."- clearly say a character threatens squares in front.

Mort- Why couldn't a punch be used as an attack of opportunity?

Also, Aratrok, if a enemy begins at point 1 on my diagram, relative to yours, and move to point 2,3,4,5, and the character has the ability to make 5 attacks of opp, would the enemy then get attacked 4 times with an AoP?

3X2X1
4Y5YX
XYCYX
XYYYX
XXXXX

Knowing which squares are threatened is vital here, as the AoP rules say:

Provoking an Attack of Opportunity

Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.


nogoodscallywag wrote:
Mort- Why couldn't a punch be used as an attack of opportunity?
Combat wrote:
If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Unarmed Attacks wrote:

An unarmed character can't take attacks of opportunity (but see "Armed" Unarmed Attacks, below).

"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

Your unarmed attack simply does not normally allow you to threaten squares. You only threaten with weapons with which you are armed, and unarmed strikes (punches, kicks, what have you) do not qualify for this. Improved Unarmed Strike will allow you to circumvent rule, making you count as "armed" with an unarmed strike.

nogoodscallywag wrote:
I think the rules quoted- "You threaten all squares into which you can make a melee attack..." AND the Reach rule here "However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature."- clearly say a character threatens squares in front.

You are misinterpreting "more squares." They do threaten more squares, because a 10' radius threatens 16 squares instead of 8, but they are not the same squares. The relevant rules are:

Combat wrote:

Threatened Squares

You threaten all squares into which you can make a melee attack
Combat wrote:

Melee Attacks

With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).
Weapons wrote:

Reach Weapons

Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square

You only threaten squares into which you can make a melee attack, and you explicitly cannot make a melee attack with a reach weapon against an opponent adjacent to you. That you could punch or kick someone adjacent to you does not matter, as we have previously seen that unarmed strikes to not normally count as weapons you are armed with, and you can only threaten with weapons with which you are armed. If you are armed with another, non-reach weapon (Armor Spikes, Improved Unarmed Strike, a natural weapon, etc), then you will be able to threaten those squares, but normally, when wielding only a reach weapon, this is how things work.

EDIT:

nogoodscallywag wrote:
Also, Aratrok, if a enemy begins at point 1 on my diagram, relative to yours, and move to point 2,3,4,5, and the character has the ability to make 5 attacks of opp, would the enemy then get attacked 4 times with an AoP?

The enemy would only provoke a single attack of opportunity, as you cannot take an AoO against a given opponent more than once for moving through your threatened area a round. Relevant text from the combat chapter:

Combat Reflexes and Additional Attacks of Opportunity wrote:
Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent.

Grand Lodge

So what happens with a fighter who has a lucern hammer and a scimitar in his hands? Is he given the option of choosing which squares he threatens?

The problem I have encountered is when AoOp arrives, players will take a melee with whatever they have on them. My players like to be walking armories, so I will simply have to make sure to keep track of weapons held, too.

Grand Lodge

Or what about a character who is a spellcaster, who has a reach weapon and a touch spell or ability?

Can the touch be used as his melee attack? Or if he just has the touch spell or touch effect can this be melee used in AoOpp?

Dark Archive

nogoodscallywag wrote:

So what happens with a fighter who has a lucern hammer and a scimitar in his hands? Is he given the option of choosing which squares he threatens?

The problem I have encountered is when AoOp arrives, players will take a melee with whatever they have on them. My players like to be walking armories, so I will simply have to make sure to keep track of weapons held, too.

I think the better question is how your fighter is using a two-handed mace/polearm thingy and a one-handed sword at the same time!

Spoiler:
I would not be surprised if you said "Drop the lucerne hammer and quickdraw the scimitar," but you lose your reach until you pick the hammer back up.


nogoodscallywag wrote:
So what happens with a fighter who has a lucern hammer and a scimitar in his hands? Is he given the option of choosing which squares he threatens?

Well, you would have to be wielding a small lucern hammer and a scimitar, which is getting into weird rule-bending territory, but it could be done. In this case, you would threaten with the hammer at a distance of 10', and with the scimitar at a distance of 5'. Someone provoking an attack of opportunity at 10' could only be attacked with the hammer, while one who provoked from 5' could only be attacked with the scimitar. If they provoke by moving from 10' to 5', you could only attack them with the hammer (as AoO resolve right before the action that triggers them, meaning the enemy would technically be at 10' when it happened).

nogoodscallywag wrote:

Or what about a character who is a spellcaster, who has a reach weapon and a touch spell or ability?

Can the touch be used as his melee attack? Or if he just has the touch spell or touch effect can this be melee used in AoOpp?

You cannot cast a spell as an AoO, and having access to a touch spell would not allow you to threaten any squares. However, if you were Holding the Charge of a previously cast touch spell, you could indeed use that to make an AoO as per Touch Spells in Combat. Specifically...

Quote:
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack

Please note, however, that touching anything while holding the charge in a hand discharges the spell (unless you are a Magus with spellstrike, which is another layer of complication). So it would normally be impossible to wield a two-handed weapon (like a correctly sized lucern hammer, or pretty much all other normal reach weapons) while also holding the charge of a spell.

Grand Lodge

Armor spikes handle the threatening adjacent squares thing.
Every reach weapon wielding PC should invest in armor spikes.


blackbloodtroll wrote:

Armor spikes handle the threatening adjacent squares thing.

Every reach weapon wielding PC should invest in armor spikes.

Too bad you don't dish out attacks of opportunity with your weapon through this method, and Armor/Shield Spikes don't exactly threaten because their passive effects can only be applied to natural/unarmed attacks.

Grand Lodge

Darksol the Painbringer wrote:
blackbloodtroll wrote:

Armor spikes handle the threatening adjacent squares thing.

Every reach weapon wielding PC should invest in armor spikes.
Too bad you don't dish out attacks of opportunity with your weapon through this method, and Armor/Shield Spikes don't exactly threaten because their passive effects can only be applied to natural/unarmed attacks.

They do threaten. What "passive" effects?


blackbloodtroll wrote:
Darksol the Painbringer wrote:
blackbloodtroll wrote:

Armor spikes handle the threatening adjacent squares thing.

Every reach weapon wielding PC should invest in armor spikes.
Too bad you don't dish out attacks of opportunity with your weapon through this method, and Armor/Shield Spikes don't exactly threaten because their passive effects can only be applied to natural/unarmed attacks.
They do threaten. What "passive" effects?

Armor Spikes passive effect allows them to only deal damage as a part of Grappling, and can only deal damage through Grappling through this method. On top of this, you can only use the Armor Spikes as a light weapon, and you would take penalties as if you were TWF, and cannot be used with more than one weapon, and would be left to denote as if it were a 1h weapon.

Because of this, attacking with the Lucerne Hammer (or any other reach weapon), or the spikes, would leave one of your originally threatenable areas blocked off, meaning you can only threaten on the 10' or the 5', but not both, as you cannot use both the 2H Reach Weapon and the Armor Spikes as weapons at the same time.

Liberty's Edge

Darksol, lots of misinformation here.

1. Armor spikes can be used to make separate attacks, not just grapple checks. The link you provided says so.

2. TWF penalties are only incurred when using a second weapon to get an extra attack. An AoO is not an extra attack. There is no TWF penalty for taking an AoO with armor spikes.

3. You can use the 2H reach weapon and the armor spikes concurrently. If making a full attack that is granting an extra attack for the spikes, they would result in TWF penalties for that full attack. They are both armed. They both threaten, albeit at different distances. They can both be used for AoO.

This may or may not be of use for you depending on how you view the rules sources of the game, but this is specifically addressed in the final D&D FAQ (link is in my profile).


Darksol the Painbringer wrote:
Because of this, attacking with the Lucerne Hammer (or any other reach weapon), or the spikes, would leave one of your originally threatenable areas blocked off, meaning you can only threaten on the 10' or the 5', but not both, as you cannot use both the 2H Reach Weapon and the Armor Spikes as weapons at the same time.

Well, a Titan Mauler Barbarian using Jotungrip can threaten both, but that's a pretty specific exception.

Anyone using a whip with Improved Whip Mastery also threatens their natural reach plus an additional 5ft.

You can also use a two-handed Reach weapon sized for a smaller creature in one hand at a -2 penalty per size difference, which is kind of cheesy but within RAW.

Grand Lodge

@Darksol: I think you really misunderstand Armor Spikes.


Howie23 wrote:

Darksol, lots of misinformation here.

1. Armor spikes can be used to make separate attacks, not just grapple checks. The link you provided says so.

2. TWF penalties are only incurred when using a second weapon to get an extra attack. An AoO is not an extra attack. There is no TWF penalty for taking an AoO with armor spikes.

3. You can use the 2H reach weapon and the armor spikes concurrently. If making a full attack that is granting an extra attack for the spikes, they would result in TWF penalties for that full attack. They are both armed. They both threaten, albeit at different distances. They can both be used for AoO.

This may or may not be of use for you depending on how you view the rules sources of the game, but this is specifically addressed in the final D&D FAQ (link is in my profile).

I read further and already listed that it can be used as a weapon by itself, and stated as such in my previous post. No misinformation there.

The character has a 2h weapon in hand and attacked a creature at the 10' mark, then makes a 5 ft. step back. The creature's turn then goes, and he moves adjacent to the character. Character gets an attack of opportunity with the 2h Weapon, but not the Spikes (because the Spikes don't threaten 10'). If creature decides to move out for whatever reason, the spikes still don't threaten because the character cannot use both a 2h weapon and a light weapon in conjunction (actually; technically he can, but at a -10, at the least), plus TWF penalties, which if the character (most likely) doesn't have the feats for it, is another -8, totalling -18 to hit. I still say the character can't attack with both the 2H weapon and the Spikes (even with a 5' followup) as he's trying to use both a 2h weapon and a light weapon at the same time, which isn't feasible because that would technically require 3 hands, which the humanoid character cannot wield as they do not have the proper handwork for it.

Now you're going to say "Armor Spikes aren't a hand weapon", but according to the link I posted, it is classified as a Light Weapon. Because of this, the RAW is classifying it as a weapon to be used in hand, which is something they cannot mechanically do because the character is using both hands to attack with the 2h weapon, meaning they cannot attack with the Armor Spikes. Even logically, a character is using both hands and feat to constantly move and attack with a weapon; if they just sat there with a thumb in their mouth and not attacked with the Spikes, they would threaten 10' and 5'. But since they aren't exactly going to be using their Armor Spikes to attack because their concentration requires movement and handwork which is already occupied, they're not going to threaten with the Armor Spikes.

Grand Lodge

You can totally use a two handed weapon with armor spikes. This was true in 3.5 as well.
Also, you never take two weapon fighting penalties unless you are gaining an extra attack from two weapon fighting. You also only have these penalties during that full attack action.

Where is idea of not threatening with armor spikes coming from?
There is no RAW to support that.

Also, you do not even need hands to two weapon fight. A naga could two weapon fight with an unarmed strike, and armor spikes.

Liberty's Edge

Darksol the Painbringer wrote:
Howie23 wrote:

Darksol, lots of misinformation here.

1. Armor spikes can be used to make separate attacks, not just grapple checks. The link you provided says so.

2. TWF penalties are only incurred when using a second weapon to get an extra attack. An AoO is not an extra attack. There is no TWF penalty for taking an AoO with armor spikes.

3. You can use the 2H reach weapon and the armor spikes concurrently. If making a full attack that is granting an extra attack for the spikes, they would result in TWF penalties for that full attack. They are both armed. They both threaten, albeit at different distances. They can both be used for AoO.

This may or may not be of use for you depending on how you view the rules sources of the game, but this is specifically addressed in the final D&D FAQ (link is in my profile).

I read further and already listed that it can be used as a weapon by itself, and stated as such in my previous post. No misinformation there.

Great. Glad that's cleared up.

Quote:
The character has a 2h weapon in hand and attacked a creature at the 10' mark, then makes a 5 ft. step back. The creature's turn then goes, and he moves adjacent to the character. Character gets an attack of opportunity with the 2h Weapon, but not the Spikes (because the Spikes don't threaten 10').

Correct.

Quote:
If creature decides to move out for whatever reason, the spikes still don't threaten because the character cannot use both a 2h weapon and a light weapon in conjunction (actually; technically he can, but at a -10, at the least),

Great. We agree that he can. Where does this -10 come from?

Quote:
plus TWF penalties, which if the character (most likely) doesn't have the feats for it, is another -8, totalling -18 to hit.

As said before, this is incorrect, There are no TWF penalties because such penalties only apply when getting an extra attack. The text is:

Fighting with Two Weapons:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way.

Bolding added. When you fight which way? When you wield a second weapon to get one extra attack per round with that weapon. An AoO is not an extra attack. Therefore the penalties don't apply. We've now gone through you saying one thing, me saying another, you saying the same over again, and me providing the rules basis for what I'm saying. The scope of this rule is at the heart of the disagreement.

Quote:
I still say the character can't attack with both the 2H weapon and the Spikes (even with a 5' followup) as he's trying to use both a 2h weapon and a light weapon at the same time, which isn't feasible because that would technically require 3 hands, which the humanoid character cannot wield as they do not have the proper handwork for it.

This is an opinion. It is inconsistent with the rules.

Here is the text from the D&D 3.5 final FAQ. D&D 3.5 and PF are both applications of the SRD. While D&D may be different games, they share common roots, and the rules in question have not changed between the two editions.

D&D 3.5 FAQ on 2HW and Armor Spikes:
Q:Is a character wielding a two-handed reach weapon
(such as a longspear) and wearing spiked armor
threatening all squares within 10 feet? Assuming he has
Combat Reflexes, can he make an attack of opportunity
with his longspear and then with his armor spikes in the
same round?

A: A character wearing spiked armor threatens all squares
within his normal reach (5 feet away). If he also wields a
longspear, he would also threaten all squares 10 feet away.
Any time a character wielding more than one weapon is
allowed an attack of opportunity, he can use any weapon that
threatens the opponent who has provoked the attack. In this
case, imagine an enemy who charged the character and then
tried to disarm him. The charge attack would provoke an attack
of opportunity from the longspear as the enemy moved out of a
threatened square (in order to move adjacent to the character
and deliver the charge attack). Then, the disarm attempt would
provoke another attack of opportunity (assuming the enemy
didn’t have Improved Disarm). This attack of opportunity could
be made only with the armor spikes, since the longspear
doesn’t threaten an adjacent enemy.

Quote:

Now you're going to say "Armor Spikes aren't a hand weapon",

but according to the link I posted, it is classified as a Light Weapon. Because of this, the RAW is classifying it as a weapon to be used in hand,

PF Equipment Section on Light Weapons:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

Armor spikes are a light weapon. We agree on that.

A light weapon dictates how much effort is required to wield a weapon. I suspect we agree on that.

I take it you are referring to the portion of the text that I have bolded: "A light weapon is used in one hand." I think you'll find that this isn't a statement about requiring the use for a hand for a light weapon, but rather a description of use when it IS used in a hand. Two points in support of this: 1) a blade boot is a light melee weapon. It most certainly is not used in a hand. 2) Armor spikes can be added to any armor. Light armor does not come with protection for the hands; if one uses armor spikes that have been added to a chain shirt, does the wearer have to pull them off of the armor to use with hand? Grab his shoulder spike and stab someone with it? I'm not ridiculing you. Rather I'm suggesting that the interpretation that the light weapons have to be used in a hand is inconsistent with the rules.

Here's more from the D&D 3.5 FAQ on using armor spikes while wielding (in your hands) other weapons:

D&D FAQ on Using Armor Spikes in Addition to Weapons Held in Hand[/spoiler:
Q: Just how and when can you use armor spikes? If you’re
using two weapons already, can you use armor spikes to
make a second off-hand attack? What if you’re using a
weapon and a shield? Can you use the armor spikes for an
off-hand attack and still get a shield bonus to Armor Class
from the shield? What if you use a two-handed weapon?
Can you wield the weapon in two hands and still make an
off-hand attack with the spikes? What are your options for
using armor spikes in a grapple? Can you use them when
pinned? If you have another light weapon, can you use that
and your armor spikes when grappling?

A: When you fight with more than one weapon, you gain an
extra attack. (Improved Two-Weapon Fighting and greater
Two-Weapon Fighting give you more attacks with the extra
weapon.) Armor spikes are a light weapon that can be used as
the extra weapon.
If you attack only with your armor spikes during your turn
(or use the armor spikes to make an attack of opportunity), you
use them just like a regular weapon. If you use the full attack
action, you can use armor spikes as either a primary light
weapon or as an off-hand light weapon, even if you’re using a
shield or using a two-handed weapon. In these latter two cases,
you’re assumed to be kicking or kneeing your foe with your
armor spikes.
Whenever you use armor spikes as an off-hand weapon,
you suffer all the penalties for attacking with two weapons (see
Table 8–10 in the PH). When using armor spikes along with a
two-handed weapon, it is usually best to use the two-handed
weapon as your primary attack and the armor spikes as the offhand
weapon. You can use the armor spikes as the primary
weapon and the two-handed weapon as the off-hand attack, but
when you do so, you don’t get the benefit of using a light
weapon in your off hand.
You cannot, however, use your armor spikes to make a
second off-hand attack when you’re already fighting with two
weapons. If you have a weapon in both hands and armor spikes,
you can attack with the weapons in your hands (and not with
the armor spikes) or with one of the weapons in your hands and
the armor spikes (see the description of spiked armor in
Chapter 7 of the PH).
When grappling, you can damage your foe with your spikes
by making a regular grapple check (opposed by your foe’s
check). If you succeed, you deal piercing damage to your foe
(see Table 7–5 in the PH) rather than the unarmed strike
damage you’d normally deal when damaging your foe with a
grapple check. Since you can use armor spikes as a light
weapon, you can simply use them to attack your foe. You
suffer a –4 penalty on your attack roll when attacking with a
light weapon in a grapple (see page 156 in the PH), but if your
foe is bigger or stronger than you, this might prove a better
tactic than trying to deal damage through a grapple check
because there is no opposed roll to make—you just have to hit
your opponent’s Armor Class. You can’t attack with two
weapons when grappling, even when one of those weapons is
armor spikes (see the section on grappling in Chapter 8 of the
PH).
You can’t attack and damage your foe if he has you pinned.
If you break the pin and avoid being pinned again, you can go
back to attacking your foe. If your attack bonus is high enough
to allow multiple attacks, you might break the pin and then use
your remaining attack to damage your foe. To accomplish this,
you must first use an attack to break the pin. You can break a
pin using the Escape Artist skill, but trying to do so is a
standard action for you; once you use the standard action to
attempt escape, you can’t make any more attacks during your
turn.

Quote:
which is something they cannot mechanically do because the character is using both hands to attack with the 2h weapon, meaning they cannot attack with the Armor Spikes.

This is addressed. There is no restriction.

Quote:
Even logically, a character is using both hands and feat to constantly move and attack with a weapon; if they just sat there with a thumb in their mouth and not attacked with the Spikes, they would threaten 10' and 5'. But since they aren't exactly going to be using their Armor Spikes to attack because their concentration requires movement and handwork which is already occupied, they're not going to threaten with the Armor Spikes.

This is an opinion that is outside the scope of a discussion about the rules.

Grand Lodge

The Boot Blade, Barbazu Beard, Dwarven Boulder Helmet, Unarmed Strike, Ratfolk tailblade, and all Kobold Tail Attachments do not require hands, and can be used whilst wielding a two handed weapon.

So, there are more options than just Armor Spikes.

The Exchange

nogoodscallywag wrote:

Setup: a character has a lucern hammer, reach.

His opponent stands diagonally from him, 10 feet away (but the square directly diagonal

On his opponent's turn, the opponent moves to the square in front of the character, moving 5 feet.

does the character get an attack of opp on the enemy?

Recap- the enemy has moved only one sqaure, to now stand in front and directly adjacent to the character with a reach weapon. Character wants an attack of opp

5 foot steps do not normally provoke Attacks of Opportunity. Reach simply increases the threatened area, not whether an action provokes AoO's.

the "Step up and Strike" feat is sort of an exception to this rule, in that a creature making a 5-foot step away from you or while next to you allows you to "step up" and then attack, using an AoO. It still not a provoking action though, as nobody else would get the AoO on them, and you can only use it once a round since you must "step up" or "following step" them and using those feats is an immediate action.

The Exchange

blackbloodtroll wrote:

Armor spikes handle the threatening adjacent squares thing.

Every reach weapon wielding PC should invest in armor spikes.

or a spiked gauntlet.

Benefit: An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.

Note: The cost and weight given are for a single gauntlet.

Weapon Feature(s): cannot be disarmed


I don't think you can use a 2H reach weapon with Spiked Gauntlet. It's an attack with a hand that is holding a weapon. You have to invest in Armor Spikes (+10 to the cost or whatever)

OP: You get an AoO when a creature moves out of a square you threaten (unless they take a 5' step). If you have Reach and Spikes, you threaten enemies in squares that are 10' away. If they move out of that square you get an AoO.

No AoO if the target 5' steps.

Grand Lodge

Chernobyl wrote:
blackbloodtroll wrote:

Armor spikes handle the threatening adjacent squares thing.

Every reach weapon wielding PC should invest in armor spikes.

or a spiked gauntlet.

Benefit: An attack with a spiked gauntlet is considered an armed attack. Your opponent cannot use a disarm action to disarm you of spiked gauntlets.

Note: The cost and weight given are for a single gauntlet.

Weapon Feature(s): cannot be disarmed

You are literally using that hand already. You cannot threaten with both a two handed reach weapon and a spiked gauntlet.

Also, you cannot be disarmed of Armor Spikes either.


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Aratrok wrote:
given the normal consideration that two diagonal squares translate to 15 ft of movement, but reach is a special exception; the first 10 feet of reach affect diagonal squares as if they were 5 feet.

While this was a special exception in 3.5 (See SRD), it is not in Pathfinder.

Measuring Distance: "As a general rule, distance is measured assuming that 1 square equals 5 feet."

"Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on."

Two diagonals equal three squares. Three 5-foot squares is 15 feet. If you don't have 15' reach, you can't attack it, and don't threaten that square. Illustration

This causes the diagonal reach gap, which is why most people house rule it the same as 3.5 - by granting the extra square to medium 10' reach.

Francis Kunkel wrote:
1. Can you or can you not attack diagonally at a distance of 2x squares (15'=10' exception) with a reach weapon?
Nope. A reach weapon gives a specific extension to your reach. When you count out squares, since every other square is doubled when you count diagonally, that means that there'll be corners where you can't reach.

I suspect I might have ruled wrong on how reach works, but it makes logical sense to me. If you prefer to have reach fill an entire area around you rather than leave "holes" in the corners, that's fine. That's how most people rule it, I believe, and the sky hasn't fallen yet so it's probably okay. :-)

As for Sage Advice... not only did those rulings apply to a different game, but they were hardly infallible.

Reach, in my opinion, should work into diagonal squares, though. For what that's worth. Because treating reach like movement leaves "holes" in the corners that pretty much defeat the whole purpose of reach weapons. Which is lame.

Sovereign Court RPG Superstar 2011 Top 32

I trust Grick on having the letter of the rules correctly, but I think of letting reach weapons threaten diagonals as being a house rule on par with "dead characters cannot take actions."

Not having reach weapons threaten diagonals is purely an artifact of the grid system and the abstraction of measuring in units of 5 feet. A player in one of my games who attempted to exploit diagonals to move in on someone with a reach weapon without provoking would get a fast lesson in coordinate rotations.

There is no way, without teleportation, to go from 15 feet away to 5 feet away without passing through 10 feet away. 10 feet away still exists diagnonally, it just doesn't have its own discrete square on the map.

OP, leaving a threatened square provokes regardless of whether the entered square is also threatened. That having been said, a 5 foot step does not provoke, and a withdraw action can be used to get around the AoO as well(depending on the situation), even if moving closer to the enemy.


It is by RAW, a loophole. I don't see that it has been formerly corrected so do as you will.
Coming from 2 squares out at diagonal to 1 square diagonal would produce an AOO from an enemy holding a reach weapon IMHO. Ruling otherwise means that everyone can prevent an AOO by just attacking from the diagonals and that is clearly screwy.


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How did the target get to the square he starts from has he moved there last turn or did the character move up to him ?
Also how with a 5' move was the target able to get from 2 squares away on a diagonal to right in front of the character did I miss read something

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