Tactics 101 (Action Advantage)


Advice

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Silver Crusade

Good thread!

OQ, I especially like your typology of HP, Effectiveness, and Number of Actions.


Actually a spell in particular I am thinking of is murderous command that lets you use an enemy action agianst the enemy.


Note: when orfamay was mentioning the AoE's being golden, I believe they were actually meaning AoO. Which is right in line with their description of "Secondly, AoE are golden, because they are basically standard actions you get as free actions. They're like dining out on your ex's credit card (except without the possibility of fraud charges): you get something nice out of it, someone else suffers, and you don't pay a cent for it."

AoO: Attack of opportunity for those wo don't know, and probably wouldn't necessarily I'd your reading this guide.

AoE: area of effect., typically spells/auras/hazards have this, though some people might consider a "tactic option" or ability as an AoE because it is always constant and within that area. Such things being threat range, reach, or the sort; though these are separate from actual AoE's like a fireball spell or black tentacles.


Grizzly the Archer wrote:

Note: when orfamay was mentioning the AoE's being golden, I believe they were actually meaning AoO. Which is right in line with their description of "Secondly, AoE are golden, because they are basically standard actions you get as free actions. They're like dining out on your ex's credit card (except without the possibility of fraud charges): you get something nice out of it, someone else suffers, and you don't pay a cent for it."

You're right, of course. I can't type for toffee.


TarkXT wrote:

Alrighty so let's go through the mess and cut the chafe.

Criik wrote:

I know you are looking mostly at adding actions, and some of them are included here. But I am also including other tactics that you can pull into additional tactics threads.

[list]

  • Delaying:[...]
  • Ultiamtely I think making lists are pointless without explaining the WHY of it.

    Agreed. But it's useful (IMHO) to have a list of examples in your back pocket that you can pull out for explanation.

    For example, re: delay. One question to ask yourself before you take an action is "am I going to prevent someone else from taking an action by doing this?" If so, you also need to ask "am I going to be preventing lots of actions, or a REALLY EFFECTIVE action?"

    For example, if my fat rump is in the middle of the barbarian's charge lane -- well, charging is essentially a bonus standard action (double move and attack), plus a questionable buff. So if I spend an action but cost her an action, it's at best a wash. (And probably a loss because charging is what barbarians do REALLY EFFECTIVELY.)

    If I'm blocking the rogue from flanking, I'm trading my melee attacks for his. And flanking is what rogues do REALLY EFFECTIVELY.

    If I charge into the melee and thereby prevent the druid from casting entangle, I'm trading my ineffective action for his. (Because Entangle is what druids d. R. E.)

    Most of the time, there's something else you can do that preserves the effectiveness of your action while allowing hers. Instead of rushing in where angels fear to tread, throw a rock. You'll still do hit point attrition and the barbarian can flank with the rogue and everyone works together.

    (I note in passing that I personally am not a fan of Delay, precisely because it ends up costing you actions in the long run. But that's exactly the level of detail that doesn't need to be explored until we decide to publish this as someone's Ph.D. thesis at Sandhurst.)

    How's that for addressing the WHY?

    Sovereign Court

    Delaying doesn't necessarily cost you an action. Often a couple of PCs end up back to back in the initiative order, so if the first one delays until just after the second one, no actions are lost. But if that means PC1 is now benefiting from PC2's buff spell before making his attack, something was gained.

    There are quite a few situations where this might come up;
    - wait for the buff spell
    - wait until the fighter has killed the critter threatening you, before you start casting a spell, or standing up from prone
    - wait until your flanking partner is in position, before doing Sneak Attack
    - wait until the Mobility tank has tempted the guy threatening you into wasting his AoO, then do what you wanted to do
    - wait until the wizard teleports you into position adjacent to the BBEG wizard hiding behind his zombies, then full attack him before he has a chance to react

    The general theme here is, that you're waiting on a PC that's after you, but before the relevant enemy's turn; so you're not really losing any actions, but improving the ones you do take.

    It's funny that players often get really panicky when you mention that Delaying will alter their Initiative count - the number doesn't matter, it's only your relative position in the sequence that matters.


    Ascalaphus wrote:
    Delaying doesn't necessarily cost you an action.

    No. But it's not guaranteed NOT to cost you an action, either.

    Quote:
    Often a couple of PCs end up back to back in the initiative order, so if the first one delays until just after the second one, no actions are lost. But if that means PC1 is now benefiting from PC2's buff spell before making his attack, something was gained.

    The problem is that PC1 lost a few initiative points there. A rounds later, he delays until PC3 gets off a blast spell that clears a charge attack, and a round after that, he readies an action to interrupt a spell-caster. "In the long run," as I said, delay costs you actions.

    Even if he only delays once, it now means that PC2 is no longer available to provide a status-heal to him. With the original order, if PC1 were suddenly struck blind, cleric PC2 could Cure Blindness on him immediately thereafter. Otherwise he basically waits a round....

    I'd normally rather have a certain action now than a probable action later.

    Sovereign Court

    Orfamay Quest wrote:
    Ascalaphus wrote:
    Delaying doesn't necessarily cost you an action.

    No. But it's not guaranteed NOT to cost you an action, either.

    Quote:
    Often a couple of PCs end up back to back in the initiative order, so if the first one delays until just after the second one, no actions are lost. But if that means PC1 is now benefiting from PC2's buff spell before making his attack, something was gained.

    The problem is that PC1 lost a few initiative points there. A rounds later, he delays until PC3 gets off a blast spell that clears a charge attack, and a round after that, he readies an action to interrupt a spell-caster. "In the long run," as I said, delay costs you actions.

    That's pushing my argument rather beyond my original meaning, particularly the Ready Action.

    Orfamay Quest wrote:


    Even if he only delays once, it now means that PC2 is no longer available to provide a status-heal to him. With the original order, if PC1 were suddenly struck blind, cleric PC2 could Cure Blindness on him immediately thereafter. Otherwise he basically waits a round....

    I'd normally rather have a certain action now than a probable action later.

    Huh? How do you figure that? You're expecting PC1 to go blind during his own turn? That's a pretty niche case.

    Otherwise, I don't see the problem;

    ORIGINAL
    .(other people)
    .
    .PC1
    .
    .
    .
    .PC2
    .

    NEW
    .(other people)
    .
    .
    .
    .
    .
    .PC2
    .PC1
    .

    If PC1 got hit with blindness by the other people, PC2 is already in position to help him without any further delay required. It's only a problem in the rare case where PC1 goes blind in his own turn.

    Sczarni

    This whole discussion about the usefulness of Delay is delaying things :)

    Otherwise, I see lots of good comments all round.

    Especially Adamantine Dragon's bit about teaching them to fish before trying to teach them which fly works when.

    I got a really big post coming up next and it only deals with Action Advantage from Class Special Abilities. Makes the whole effort of the current forum focus seem rather daunting, and makes me question the utility of lists, mainly because of the mass of material required to be included in the lists.

    Personally, I think that this information could be quote useful organized this way, but maybe not for noobs. I am really dreading trying to do this for all of the different Spell lists out there. Maybe we'll get lucky, and this will inspire someone else to do the next section.

    So take a look at what follows and tell me if I've bitten off more than you can chew here, and we'll try to start out a little closer to the ground floor if necessary.

    Sczarni

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    Please do not reply to this post directly, it is too big to be cut and pasted multiple times in this forum. Feel free to comment on it separately. I am sure that I missed something.

    Also, it would be helpful to have a quick survey (a random check for a single counter-example) of the Class archetypes to test the validity of the assumption that the archetypes have the same action advantages as their parent Classes.

    Action Advantages from Class Special Abilities

    The list below includes all Classes available to be played as PCs in the PRD. It does not include any Class archetypes, as these are assumed to have the same action advantages as their parent Class.

    The following types of Class Special Abilities are included:

    • Additional attacks or other standard actions.
    • Additional AoOs.
    • Additional actions derived from other creatures, including Animal Companions, Summoned monsters, and Charmed or Controlled monsters.
    • Increased combat speed.
    • Protection from, or improved resistance to, attacks, spells or effects that would reduce the character's actions.
    • Reduction of the time it takes to complete an action, like changing a move action into a free action.
    • Effects that would reduce enemies' actions
    • Effects that would increase allies' actions.

    Action advantages from Spells and Feats are not included, although some Spell-like and Feat-like abilities are, especially those that are derived from Domains, Orders, Bloodlines, and Schools of Magic.

    Alchemist:
    • Fast Bombs: Additional thrown attack actions.
    • Feral Mutagen: Additional melee attack actions.
    • Swift Alchemy: Apply poison as a move action.
    • Swift Poisoning:Apply poison as a swift action.
    • Instant Alchemy: Craft alchemical actions in 1 round, apply poison as an immediate action.

    Arcane Archer:
    • Hail of Arrows: Multiple attacks per round.

    Arcane Trickster:
    • Ranged Ledgedomain: Fewer move actions required.

    Assassin:
    • None

    Barbarian:
    • Fast Movement: 10 ft. increase in speed. Fewer move actions required.
    • Bite Attack: Extra attack action.
    • Intimidating Glare: Reduces Intimidation check from Standard Action to Move Action.
    • Knockback: Bullrush with no enemy AoO. Reduces enemy actions.
    • No Escape: Double normal speed to pursue withdrawing enemy as an Immediate Action.
    • Quick Reflexes: Additional AoO per round.
    • Swift Foot: 5 ft. increase in speed. Fewer move actions required.
    • Unexpected Strike: Extra AoO per rage.

    Bard:
    • Fascinate: Enemy gets no actions, but Bard's actions are limited to moving and Performing, and allies actions are limited to moving and non-threatening actions.
    • Suggestion: Bard can controls enemy actions.
    • Frightening Tune: Enemy must flee, if possible.
    • Mass Suggestion: Same as Suggestion, only multiple targets.

    Battle Herald:
    • Sound the Charge: Increases allies' charge speed. Fewer move actions required.

    Cavalier:
    • Mount: Additional actions by Mount.
    • Cockatrice - Steal Glory: Additional AoO.
    • Dragon - Act as One:All allies get to move at combat speed and attack as an immediate action.
    • Shield - Stem the Tide: Stop enemy from completing a move action.
    • Shield - Protec the Meek: Move and attack as an immediate action.
    • Star - Retribution: Additional AoO.

    Cleric:
    • Animal - Animal Companion: Additional actions by Animal Companion.
    • Artifice - Dancing Weapns: Additional actions by Dancing Weapon.
    • Charm - Dazing Touch: Enemy loses actions for 1 round.
    • Charm - Charming Smile: Turns enemy into ally. May result in additonal actions by Charmed creature.
    • Liberation - Liberation: Removes impediments to mobility.
    • Liberation - Freedom's Call: Removes action restrictions due to confused, grappled, frightend, panicked, paralyzed or pinned conditions.
    • Madness - Aura of Madness: Enemies are confused and cannot act normally.
    • Nobility - Leadership: Additional actions by cohort.
    • Repose - Staggered: Enemy can only do move or standard action, not both, for 1 round.
    • Travel - Agile Feet: No penalties for moving through difficult terrain. Fewer move actions required.
    • Travel - Dimensional Hop: Speed increase.Fewer move actions required.
    • Trickery - Copycat: May make enemy waste actions.
    • Trickery - Master's Illusion: May make enemy waste actions.

    Draconic Disciple:
    • Draconic - Wings: Speed increase. Fewer move actions required.
    • Power of Wyrms: Immunity to paralysis and sleep keeps you from losing actions.
    • Dragon Bite: Extra attack action.

    Druid:
    • Nature Bond - Animal Companion: Additional actions by Animal Companion.
    • Wild Empathy: May be used to keep an animal enemy from attacking, thereby reducing the enemy's actions.

    Duelist:
    • Parry: Delay an attack action to increase defense and set up for Riposte.
    • Combat Reflexes: Additional AoOs.
    • Riposte: Additional AoO.
    • Acrobatic Charge: Allows Charge manuever over difficult terrain.
    • No Retreat: Additional AoO.
    • Cripling Critical - Reduce Target's Speed: Reduces opponent's movement by 10 ft. for 1 minute, causing them to use more move actions to get into attack position.

    Eldritch Knight:
    • None

    Gunslinger:
    • Gunslinger's Dodge: 5 ft. move as an immedaite action.
    • Quick Clear: Repair broken (jammed) gun as a standard action, or use a Grit point to do so as a move action.
    • Lightning Reload: Use 1 Grit point to reload as a swift action.
    • Menacing Shot: Spend 1 Grit point to attempt to cause all foes to panic and lose actions.
    • Stunning Shot: Spend 2 Grit points to attempt to Stun target and make enemy lose actions.

    Fighter:
    • None

    Holy Vindicator:
    • Divine Retribution: Cast Bestow curse as an Immediate action as a follow up to a critical hit.

    Horizon Walker:
    • Terrain Mastery - Astral Plane: Increase in speed. Fewer move actions required.
    • Terrain Dominace - Astral Plane - Dimension Door: Fewer move actions required.
    • Terrain Dominance - Jungle - Charm Monster: Turns enemy into ally. May result in additonal actions by Charmed creature.
    • Terrain Dominance - Water - Freedom of Movement: Removes impediments to mobility underwater.

    Inquisitor:
    • Domain: See Cleric list.

    Loremaster:
    • None

    Magus:
    • Spell Combat: Like Two-weapon fighting, but one weapon is a spell. Multiple attacks with reduced ATK penalties.
    • Familiar: Additional actions by Familiar.
    • Hasted Attack: Additional attack action.
    • Quickened Spell: Cast one spell as a swift action, instead of a standard action.
    • Counterstrike: Additional AoO.

    Master Chymist:
    • Feral Mutagen: Additional melee attack actions.

    Master Spy:
    • None

    Monk:
    • Flurry of Blows: Multiple attacks with reduced ATK penalties. Increases with level and functions the same as Two-weapon Fighting/Improved TWF/Greater TWF Feat track.
    • Fast Movement: Increase in speed that increases with level. Fewer move actions required.
    • Ki pool: Can be used to provide an extra action or extra speed.

    Mystic Theurge:
    • None

    Nature Warden:
    • Companion Bond: Additional actions by Animal Companion.
    • Natural Empathy: May be used to keep an animal enemy from attacking, thereby reducing the enemy's actions.
    • Wild Stride: Move normal speed through some types of difficult terrain.

    Ninja:
    • Ki Pool: Spend 1 Ki point to make an additional attack or increase speed by 20 ft. for 1 round.
    • Fast Stealth: Increase in speed while sneaking. Fewer move actions required.
    • Flurry of Stars: Spend 1 Ki point for 2 additional shuriken attacks.
    • Ki Block: Prevent enemy form using their Ki pool for extra actions.
    • Rogue Talent: See Rogue list.
    • Shadow Clone: May make enemy waste actions.
    • Slow Reactions: Enemy can't make AoOs for 1 round.
    • Wall Climber: Increase in speed while climbing. Fewer move actions required.
    • Light Steps: Move normal speed through some types of difficult terrain.[*]Ghost Step: Move through walls. Fewer move actions required.

    Oracle:
    • Battle - Combat Healer: Cast cure spell as a swift action.
    • Battle - Suprising Charge: Move your combat speed as an immediate action, once per day.
    • Battle - Final Revelation: Make a full-round and attack and move your speed as a full-round action.
    • Bones - Raise the Dead: Summon a skeleton or zombie. Additional actions by Summoned creature.
    • Bones - Undead Servitude - Control undead creatures: Additional actions by controlled creatures.
    • Flame - Cinder Dance: Increase in speed. Fewer move actions required. Increases with level and functions the same as Nimbles Moves/Acrobatic Steps Feat track.
    • Flame - Wings of Fire: Increase in speed. Fewer move actions required.
    • Heavens - Interstellar Void: At high level can stun opponent.
    • Life - Combat Healer: Cast cure spell as a swift action.
    • Life - Healing Hands:Heal twice as many people at once.
    • Life - Safe Curing: No AoOs for casting healing spells in combat.
    • Nature - Bonded Mount: Additional actions by Loyal Steed.
    • Stone - Clobbering Strike: Additional trip attack with no AoO on you.
    • Stone - Earth Glide: Increase in speed. Fewer move actions required.
    • Stone - Stone Stability: Improved resistance to bull rush and trip. Increases with level and functions the same as Improved Trip/Greater Trip Feat track.
    • Waves - Fluid Nature: Improved resistance to bull rush. drag, grapple repostions and trip attempts.
    • Waves - Fluid Travel: Increase in speed. Fewer move actions required.
    • Waves - Punitive Transformation: Transform enemy into harmless creature, thereby eliminating his attack actions.
    • Wind - Wings of Air: Increase in speed. Fewer move actions required.

    Paladin:
    • Divine Bond - Loyal Steed: Additional actions by Loyal Steed.

    Pathfinder Chronicler:
    • Inspire Action: Ally gets immediate free move action.
    • Call Down the Legends: Summon Barbarians. Additional actions by summoned Barbarians.
    • Lay of the Exalted Dead: Summon incorporeal Barbarians. Additional actions by summoned Barbarians.

    Rage Prophet:
    • None

    Ranger:
    • Wild Empathy: May be used to keep an animal enemy from attacking, thereby reducing the enemy's actions.
    • Hunter's Bond - Animal Companion: Additional actions by Animal Companion.
    • Woodland Stride: Move normal speed through some types of difficult terrain.

    Rogue:
    • Fast Stealth: Increase in speed while sneaking. Fewer move actions required.
    • Ledge Walker: Increase in speed while moving along ledges. Fewer move actions required.
    • Quick Disable: Reduces number fo rounds required to disable a device.
    • Rogue Crawl: Allows movement while Prone, eliminating Move action for standing up.
    • Slow Reactions: Removes enemy's AoO's for 1 round.
    • Opportunist: Rogue gets an additional AoO.
    • Master Strike: Enemy may be put to sleep, paralyzed, or slain, thereby eliminating enemy actions.

    Samurai:
    • Mount: Additional actions by Mount.
    • Resolve - Determined: Remove effects of fatigued or sickened conditions to regain actions.
    • Honorable Stand: Immune to frightened or panicked conditions and loss of actions thereby.

    Shadowdancer:
    • Shadow Illusion: May make enemy waste actions.
    • Summon Shadow:Additional actions by Summoned shadow.
    • Shadow Call: May make enemy waste actions. May involve additional actions by Summoned shadows.
    • Shadow Jump: Speed increase. Fewer move actions required.

    Sorceror:
    • Aberrant - Long Limbs: Increase reach for melee touch attacks.
    • Arcane - Arcane Bond - Familiar: Additional actions by Familiar.
    • Metamagic Adept: Faster casting of Metamagic spells.
    • Arcane Apothesis: Faster casting of Metamagic spells.
    • Celestial - Wings of Heaven: Speed increase.Fewer move actions required.
    • Draconic - Wings: Speed increase.Fewer move actions required.
    • Draconic - Power of Wyrms: Immunity to paralysis and sleep keeps you from losing actions.
    • Elemental - Elemental Movement: Speed increase.Fewer move actions required.
    • Fey - Laughing Touch: Enemy can't make attack actions.
    • Fey - Woodland Stride: Move normal speed through some types of difficult terrain.
    • Infernal - On Dark Wings:Speed increase.Fewer move actions required.
    • Undead - Grave Touch: Frightened enemies must flee, if able.
    • Undead - Grasp of the Dead: Enemy unable to move for 1 round.
    • Undead - One of Us: Immune to non-lethal damage, paralysis and sleep keeps you from losing actions

    Stalwart Defender:
    • Fearless Defense: Immune to becoming frightened and losing actions thereby.
    • Halting Blow: Can stop enemy's movement with a successfull AoO.Immobile: Improved defense against bull rush, overrun, pull, push, and grapple attempts.
    • Internal Fortitude: Immune to sickened and nauseated conditions and losing actgions thereby.
    • Smash: Extra shield bash or slam attack.
    • Last Word:Can make one last gasp attack as an immediate action in response to a fatal blow by his enemy.

    Summoner:
    • Eidolon: Additional actions by eidolon.
    • Summon Monster I,II,III,IV,V,VI,VII,VIII,IX: Additonal actions by Summoned monsters.
    • Maker's Call: Move eidolon to Summoner's location. Fewer move actions required.
    • Transposition: Trade places with eidolon. fewer move actions required.

    Witch:
    • Charm:Turns enemy into ally. May result in additonal actions by Charmed creature/
    • Slumber: Enemy is helpless, and loses all actions.
    • Witch's Familiar: Additional actions by Familiar.
    • Agony: Enemy can only do single move actions.
    • Waxen Image: Witch can control enemy's actions.
    • Death Curse: Reduces or eliminates an enemy's actions.
    • Eternal Slumber: Eliminates an enemy's actions.

    Wizard:
    • Arcane Bond - Familiar: Additional actions by Familiar.
    • Conjuration - Summoner's Charm: Extra duration to Summoned creatures. Additonal actions by Summoned creatures.
    • Conjuration - Dimensional Steps: Speed increase.Fewer move actions required.
    • Enchantment - Dazing Touch: Enemy loses actions for 1 round.
    • Necromancy - Power over Undead - Command Undead:Additional actions by controlled undead creatures.
    • Necromancy - Grave Touch: Frightened enemies must flee, if able.


    I think some people are approaching the idea of action advantage too literally. Yes, Haste and Slow both tip the scales in the action economy in your favor, but so do many offensive spells.

    Example: Grease. Takes one action to cast. Up to 4 creatures affected. Those creatures then need to either take a significant penalty (-4 to AC, -4 to hit) or stand up, which provokes an AoO and also prevents a full attack. Or grease a weapon, make them use a move action to pick up, which also provokes.

    Charm person: worst case (if successful) it takes someone out of the fight. Best case it decreases the other team's action by 1 every round and increases your team's actions by 1. Net benefit=2 actions * #of rounds combat lasts.

    Spells like Entangle, Web or Black Tentacles cause the opponent to waste rounds of actions negating the effect. Same with pits.

    Greater Command is another classic example at higher levels..

    Silver Crusade

    meatrace wrote:

    I think some people are approaching the idea of action advantage too literally. Yes, Haste and Slow both tip the scales in the action economy in your favor, but so do many offensive spells.

    Example: Grease. Takes one action to cast. Up to 4 creatures affected. Those creatures then need to either take a significant penalty (-4 to AC, -4 to hit) or stand up, which provokes an AoO and also prevents a full attack. Or grease a weapon, make them use a move action to pick up, which also provokes.

    Charm person: worst case (if successful) it takes someone out of the fight. Best case it decreases the other team's action by 1 every round and increases your team's actions by 1. Net benefit=2 actions * #of rounds combat lasts.

    Spells like Entangle, Web or Black Tentacles cause the opponent to waste rounds of actions negating the effect. Same with pits.

    Greater Command is another classic example at higher levels.

    Yep, yep. Of course. Any time you can force the enemy to spend an action to do something, you're helping.

    I still think OQ's typology is the simplest presentation. You've got three basic metrics to be concerned with in combat: (1) HP; (2) Effectiveness; (3) Actions. For each metric, you can either hurt your enemies or help your allies. Everybody understands the first two, the purpose of this thread is to think about the third.


    Another tactic that is available for barbarians is spell sunder. An enemy can spend a swift action, all the way to a few rounds casting a spell and unleashing it. The barbarian can spend a single melee attack, or even an AoO, and dispel it outright, and still have more attacks left over. Seems useful to me.


    If we list every effect that impacts actions, the guide will be 800 pages of unreadable. I've already read Atlas Shrugged and have no urge to write it.

    Instead, I ask what principles we are missing....


    Orfamay Quest wrote:

    If we list every effect that impacts actions, the guide will be 800 pages of unreadable. I've already read Atlas Shrugged and have no urge to write it.

    Instead, I ask what principles we are missing....

    And why way back on the first page I said, indirectly perhaps, that lists might get a bit long especially if they attempted to be all inclusive. Nevermind that each time a new spell, feat, class ability or ruling, etc., came along the guide would be missing info or even inaccurate. Might be better at least initially to simply state here's the various categories (OQ's principles if I'm following him) of ways in which extra or more effective actions can be gained, a few examples and some reasoning behind those examples.


    Kayerloth wrote:
    Orfamay Quest wrote:

    If we list every effect that impacts actions, the guide will be 800 pages of unreadable. I've already read Atlas Shrugged and have no urge to write it.

    Instead, I ask what principles we are missing....

    And why way back on the first page I said, indirectly perhaps, that lists might get a bit long especially if they attempted to be all inclusive.

    And I'm agreeing with you.

    Quote:
    Might be better at least initially to simply state here's the various categories (OQ's principles if I'm following him) of ways in which extra or more effective actions can be gained, a few examples and some reasoning behind those examples.

    All right, here's an idea, or perhaps your idea restated. Rather than looking at ways to game the action economy, let's look categories of ways to game the action economy. We should be able to make a fairly short list of those, and anything new that comes along will probably fit into one of those boxes.

    E.g.: "Gain a bonus action for yourself or an ally." Straight up do something above-and-beyond the usual standard+move+swift. Archetypical examples would include Haste or the Two-Weapon Fighting feat tree. Causing an enemy to trigger an AoO (for example, a free-action Trip) would probably also count.

    E.g. "Deprive your someone else of his normal action." Again, this is fairly straightforward. To to this properly typically requires quickened spells, e.g. Quickened Hold Person or Quickened Slow, as otherwise it will cost you an action to effect it. A free-action Trip would, again, count as it costs someone their normal movement, presumably the attack planned for the end of the movement, and their move action next round to stand up.

    E.g. "Use a small action to deprive someone of a large action or several actions." Trip as a melee attack, or standard action Slow.

    Obviously, a single action can fit into several boxes. But what other boxes can we think of?


    Force the enemy to use their action(s), or some of them, in ways that don't improve their position. (A lot of typical battlefield control falls in this category). Forcing melee brutes to spend move actions getting to the target instead of making full attacks, for instance.

    Make the enemy worse off if they take particular actions (as an example, fire shield damages enemies that hit you; wall of fire damages enemies that move through it.)

    Another way to improve action economy is by taking actions before the time comes when they're important -- long-term buffs that last through several combats (or even all day), or good scouting followed by targeted pre-combat buffing.


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    The problem with specificity in discussing tactics is that true tactical fighting is totally about the situation, and every situation is unique.

    I am generally considered by my playing partners as the battlefield tactician of the group. I also play a lot of other combat games where tactics are employed and I am generally considered to be a top player in those games.

    I don't have a list of tactical options that I go through. What I have is an awareness of how to analyze the situation and a process for determining how to respond based on the environment, the opponents's known strengths and weaknesses and my own group's known strengths and weaknesses.

    In 95% of the cases the reason I am generally considered the group tactician isn't because I have some exhaustive, encyclopedic knowledge of how to deal with individual situations, instead the reason is because I am the guy in the group that asks myself the following questions:

    1. What are my opponents' strengths and how can I mitigate or negate them?
    2. What are my opponents' weaknesses and how can I exploit them?
    3. How can I use the existing environment to my advantage?
    4. What are my team's strengths and how do I optimize them?
    5. What are my team's weaknesses and how do I get around them?

    And finally, perhaps most importantly...

    6. What is the goal of this particular battle, and how do I achieve it?

    Many times the answer to #6 leads me to decide that the battle itself is not worth having.

    If you ask yourself those questions throughout the combat session, you will find yourself using most of the specific techniques listed in this post and other posts. It doesn't take a tactical genius to grapple an opposing spellcaster. The trick is recognizing that grappling a spellcaster negates an opponents' strength and exploits their weakness.

    It really is that simple. In my experience though, most people never ask themselves any of those questions. Most players I play with enter pretty much every combat with an idea of what they want their character to do, and then they do everything they can to do it, even when it no longer makes any sense to do so.


    Adamantine Dragon wrote:
    The problem with specificity in discussing tactics is that true tactical fighting is totally about the situation, and every situation is unique.

    But at the same time, the principles are general. That's why they teach "tactics" at military academies, and why tactics classes often start with the dawn of history.


    In terms of number of actions and simultaneously denying your opponent actions, especially at lower levels, the Hungry Ghost Monk is very good.

    You get punishing kick for free (knock opponents prone). Then you pick up combat reflexes and vicious stomp. Vicious stomp lets you take attacks of opportunity when opponents fall prone, so your flurry looks something like: attack (w/punishing kick), attack of opportunity, the rest of your attacks (with your opponent prone), then another AoO when your opponent stands up (using their move action).

    You effectively get 2 extra standards (AoOs), and your opponent loses his move and can't full attack (or takes a hefty penalty if he does).

    Sczarni

    So, the next installment of the "list" is coming up next.

    Just to make a point about the list concept in general, these lists help to clarify exactly what is meant by the various general "tactical rules" that everybody else is providing.

    You will find a lot of the concepts that the rest of you are proposing have been incorporated into this list, including:

    • Action Advantage/Disadvantage - Changes the time cost for an action or sequence of actions.
    • Buff Advantage/Disadvantage - Changes the attack, AC or DC of an attack or other action
    • Position Advantage/Disadvantage - Changes the location of either the character or the enemy
    • Attrition Advantage/Disadvantage - Changes the Damage done by or to the player (other than by improving AC).

    Advantage/Disadvantage is generally taken from the point of view of the character. Something that creates an Advantage for the enemy is a Disadvantage for the Character.

    Most Combat Actions have a combination of these different types of Advantages and Disadvantages. Most of them do not include all the types, and if that type is not stated, then that Action does not have that particular type of Advantage or Disadvantage.

    Please also note that terrain effects, like Cover and Concealment, and purely positional effects, like Flanking are not included in this particular list.

    I think that next week I'll take a look at Skills, as I suspect that will be a fairly short list.

    Sczarni

    2 people marked this as a favorite.

    COMBAT ACTIONS, SPECIAL ATTACKS, COMBAT MANUEVERS, AND SPECIAL INITIATIVE ACTIONS

    Fighting Defensively:
    • Combat Action
    • Standard Action
    • Buff Advantage - +2 to dodge AC when attacking.
    • Buff Disadvantage - -4 to attack

    Total Defense:
    • Combat Action
    • Standard Action
    • Action Disadvantage - You can't attack or make AoOs.
    • Buff Advantage - +4 to AC.

    Crawling:
    • Combat Action
    • Move action
    • Action Advantage - You don't have to use a Move Action to stand up.
    • Action disadvantage - Provokes an AoO. No ranged attacks (except crossbow)
    • Buff Advantage - +4 AC vs. ranged
    • Buff Disadvantage - -4 to attacks and -4 to AC vs. melee

    Draw or Sheath a Weapon:
    • Combat Action
    • Move Action
    • Action Advantage - Any character with BAB of +1 or better, which is basically everyone above 1st level, can Draw a weapon as part of another Move Action, which makes the Quckdraw Feat of limited utility.

    Manipulate an Item:
    • Combat Action
    • Move Action
    • Action Disadvantage - May provoke an AoO.

    Mount or Dismount:
    • Combat Action
    • Move Action
    • Action Advantage - Make a DC20 Ride check to do a Fast Mount/Dismount as a Free Action.

    Run:
    • Combat Action
    • Full Round Action
    • Position Advantage - Move quickly (up to 4 times Combat Speed) into a better position.
    • Buff Disadvantage - No DEX bonus to AC

    Withdraw:
    • Combat Action
    • Full Round Action
    • Action Advantage - Enemy doesn't get AoO
    • Position Advantage - Move quickly (double move) away from opponent.

    Aid Another:
    • Special Attack
    • Standard Action
    • Buff Advantage - successful Aid check gives ally +2 on attack, AC, saving throws, or Skill check

    Charge:
    • Special Attack
    • Full-round Action
    • Action Advantage - Effectively gives you 2 Move Actions + 1 Standard Action instead of 1 Move Action + 1 Standard Action
    • Buff Advantage - +2 to Attack
    • Buff Disadvantage - -2 to AC

    Bull Rush:
    • Combat Manuever
    • Standard Action
    • Action Advantage - If your CMB is high enough, and your enemies are stacked up behind one another, you can potentially push back several opponents with a single action.
    • Action Disadvantage - Provokes AoO.

    Disarm:
    • Combat Manuever
    • Standard Action
    • Action Disadvatage - Provokes AoO
    • Buff Advantage - Effectively de-buffs enemy, reducing his ability to hit or damage you.
    • Buff Disadvantage - Critical Fumble. If your CMB + d20 vs. their CMD is less than 10, you become Dis-armed instead.

    Grapple:
    • Combat Manuever
    • Standard Action
    • Action Advantage - Enemy gets no two-handed actions and can't make AoOs
    • Action Disadvantage - Provokes AoO, and you get no two-handed actions and can't make AoOs.
    • Buff Advantage - Enemy takes -4 to DEX, -2 to attack or CMB (except Grapple) and must make Concentration check when Spell casting.
    • Buff Disadvantage - You take- 4 to DEX, -2 to attack or CMB (except Grapple) and must make Concentration check when Spell casting.

    Grapple - Move, Damage, Pin, Tie Up :
    • Combat Manuever
    • Standard Action
    • Special attacks actions that are part of a continuing Grapple's Standard Action

    Move
    • Position Advantage - You can move your enemy to a more dangerous location.

    Damage
    • Attrition Advantage - enemy loses HP

    Pin
    • Action Advantage - Enemy can't move or attack (except Grapple), or use somatic or material components when casting Spells
    • Action Disadvantage - You get no two-handed actions and can't make AoOs.
    • Buff Advantage - Enemy gets no DEX bonus to AC and takes an additonal -4 to AC to enemy, must make Concentration check when casting Spells casting
    • Buff Disadvantage - You get no DEX bonus to AC.

    Tie up
    • Action Advantage - Enemy can't attack or make any Move actions requiring hands (or feet if those are tied as well).
    • Action Disadvantage - Requires an ally to spend an Action to do the actual tying or you take a -10 penalty on CMB for the attempt.

    Overrun:
    • Combat Manuever
    • Standard Action
    • Action Disadvantage - Provokes AoO
    • Position Advantage - If your CMB + d20 vs. their CMD is more than 5, your target is knocked Prone, otherwise successful attack puts you in a potential Flanking position.

    Prone
    • Action Disadvantage - Move Action required to stand up provokes AoO. No ranged attacks (except crossbow)
    • Buff Advantage - +4 AC vs. ranged
    • Buff Disadvantage - -4 to attack and -4 to AC vs. melee

    Sunder:
    • Combat Manuever
    • Standard Action
    • Action Disadvantage - Provokes AoO
    • Buff Advantage - Enemy's equipment becomes Broken or destroyed.

    Broken
    • Weapon - -2 to attack and DAM
    • Armor - cut by 1/2
    • Wand - Takes 2x the number of charges per spell
    • Tool - -2 to Skill check

    Trip:
    • Combat Manuever
    • Action Disadvantage - Provokes AoO
    • Position Advantage - Target is knocked PronePosition Disadvantage - Critical Fumble. If your CMB + d20 vs. their CMD is less than 10, you are knocked Prone instead.

    Prone
    • Action Disadvantage - Move Action required to stand up provokes AoO. No ranged attacks (except crossbow)
    • Buff Advantage - +4 AC vs. ranged
    • Buff Disadvantage - -4 to attack and -4 to AC vs. melee

    Feint:
    • Special Attack
    • Standard Action
    • Buff Advantage - Enemy losses DEX bonus to AC.

    Mounted Combat:
    • Special Attack
    • Full Round Action
    • Action Advantage - If your mount is Combat Trained your Full Round Action for ranged attacks or Spell casting can include 2 Move Actions or 1 Full Round running action in addition to the ranged attack or Spell casting Standard Action.
    • Combat Disadvantage - If your mount is not Combat Trained, and you fail a DC20 Ride check, your Full-round action is limited to 1 Move Action.
    • Buff Disadvantage - -4 to -8 to ranged attacks when using double move or running. Concentration checks to Spell casting when using double move or running.
    • Position Advantage - +1 to melee attacks for height advantage. Ability to move quickly (at mount's move rate). to better position.
    • Attrition Advantage - Double DAM when using Lance for Charge attack when mounted.

    Throw Splash Weapon:
    • Special Attack
    • Standard Action
    • Action Disadvantage - Using lighted oil flask as a Splash Weapon requires 1 Full Round action to prepare fuse
    • Buff Advantage - Ranged touch attack is typically against lower AC
    • Attrition Advantage - Area effect of Splash Damage, possible continuing damage.

    Two Weapon Fighting:
    • Special Attack
    • Full Round Action
    • Action Advantage - You can trade a Move Action for a second attack, which would normally be a Standard Action.
    • Buff Disadvantage - -6 to attack with primary weapon, -10 to attack with second weapon, unless second weapon is light and/or you have the Two Weapon Fighting Feat.
    • Attrition Advantage - Additional DAM from second weapon.

    Delay:
    • Special Initiative Action
    • Free Action
    • Action Advantage - May allow you to avoid an AoO. Also can change the Initiative order, which may allow you to make the first strike, if the enemy can't reach you this round.
    • Action Disadvantage - If you Delay too long, you may lose this round's actions.
    • Buff Advantage - May allow ally to provide you with an important Buff before you get close to the enemy
    • Buff Disadvantage - May prolong period when you are considered Flat-footed and get no DEX bonus to AC
    • Position Advantage - May allow an ally to make ranged attack with fewer penalties, or may keep charge lanes clear for allies with superior melee capabilties.

    Ready:
    • Special Initiative Action
    • Standard Action
    • Action Advantage - Changes the Initiative order,which may allow you to make the first strike. Allows you to interrupt allies or enemy actions, especially enemy Spell casters.
    • Attrition Advantage - Allows you to Brace weapons to receive a Charge so that you can do double DAM.


    @arni carni: sunder is an attack maneuver , not a standard action. You can now use it for Attacks of Opportunity even. Otherwise great list.

    Sczarni

    Grizzly the Archer wrote:
    @arni carni: sunder is an attack maneuver , not a standard action. You can now use it for Attacks of Opportunity even. Otherwise great list.

    It requires a Standard Action to use it, as it replaces your normal attack. So, since you get one Move Action and one Standard action in a round, you can only do a Sunder attack manuever or your normal weapon attack. I hope that if you have a multiple attack Full Round action (like with Two Weapon Fighting, or a high enough level) that one of your attacks could be an attack maunever, and the other could be a normal attack.

    I am glad to hear that it can be used just like anyother attack as an AoO. Hopefully this logic also applies to Grapple and the other Combat manuevers.

    So, now comes the next installment. Pathfinder Skill Actions.

    A lot of the Skills are not useful in combat situations, mainly due to the length of time involved in using the Skill. Craft, Perform, and Profession are escpecially difficult to use in combat, as they are Daily or Weekly Actions. If you've ever been tempted to "set a trap" in game time, check out my calculation of how long it takes to dig a pit trap using Craft Traps.

    Some of the other Skills have a shorter time frame, but don't do anything really useful during combat. Appraise leaps top mind.

    Acrobatics and Ride are typically the most advantageuos combat Skills, followed by Bluff, Intimidate, and Handle Animal.

    Since the foucs is supposed to be on ACTION, I included all of the skills, with the primary focus being on how long it takes to use each Skill, and any combat advantages to be had, using the same format as before: Action Advantage, Buff Advantage, Position Advantage.

    Also, I found out that I left out the 4 Combat Manuevers from the APG in the last list: Dirty Tricks, Drag, Reposition, and Steal. However, I am not going to post an edit unless I see a lot more interest on this board.

    Next week, I will attempt to tackle Feats, and then I think I am going to hang this thread up to dry for a while.

    Sczarni

    2 people marked this as a favorite.

    Pathfinder Skill Actions

    Acrobatics:
    • Move Action
    • Action Advantage - move past or through opponent without provoking AoO.
    • Action Disadvantage - Reduces move speed by half
    • Position Advantage - Puts character in Flanking position.

    Appraise:
    • Standard action per item appraised
    • Full round action to determine most valuable item in a pile or hoard.

    Bluff:
    • Bluffing during role-play (not in combat) is a Full-round Action (or more)
    • Bluffing during combat is a Standard Action, also known as Feint, which is on the Combat Action list.

    Climb:
    • Move Action]
    • Action Disadvantage - It takes both hands to climb, and at least one hand to hold on without moving. No Two-handed or Two Weapon Fighting, and no ranged attacks with bows or slings.
    • Position Advantage - +1 to melee attacks from higher ground.

    Craft:
    • Weekly Action
    • Can't be used in combat or in-character role-playing.
    • A combat oriented action would be to build a trap during a "rest" period. Per the rules on trap building, even the simplest DC 20 pit trap requires a weekly skill check of 20 or better to "make progress" on the 250GP=2500SP cost of the trap. Let's say you have a Craft Traps skill of 10. If you "take 10" to build the trap, then you get your roll of "20" x the trap DC of 20, for a total of 4000 towards the 2500 you need to finish the trap in a week. So it takes you 5/8 of a week, or 4.375 days to dig a pit trap. If you want to build the trap in a day, you would need to have a die roll x DC of 7000 or better, requiring a 35 on your die roll, or a nat 20 + 15 skill bonus. We are talking about a honking big pit, 5ft square and 10 ft. deep, so the time element is not too unrealistic for this example, but what's the cost of a simple tripwire?

    Diplomacy:
    • Multiple Full-round Actions, up to several hours if looking for information
    • Usually can't be used in combat, combat being one of the possible results of a failed Diplomacy check.
    • Action Advantage - Successful negotiations can eliminate all of your opponents' combat actions by by-passing combat enitrely.
    • Action Disadvantage - Attempts to negotiate remove any option for a Surprise round.

    Disable Device:
    • One or more Full-round Actions.
    • Attrition Advantage - fewer HP lost to traps.

    Disguise:
    • 10-30 minutes to create a disguise, unless a spell is used.

    Escape Artist:
    • Standard Action to escape a Grapple
    • Full Round Action to escape a net, or net-like spell
    • 1 minute or more to escape restraints or squeeze throguh a tight space.

    Fly:
    • Not a separate action. Usually is a type of Move Action.

    Handle Animal:
    • Handling is Move Action (Free Action for Druids)
    • Pushing is a Full Round Action (Move Action for Druids)
    • Training is a Weekly Action.
    • Action Advantage - You trade your Move Action for the animal's Full Round Action, or for a Move Action/Standard Action by the animal.

    Intimidate:
    • Demoralizing an opponent during combat is a Standard Action.
    • Intimidating a NPC during role=play takes 1 minute.
    • Action Advantage - demoralized opponents are Shaken

    Shaken
    • Buff Advantage - –2 penalty on attack rolls, saving throws, skill checks, and ability checks

    Knowledge:
    • Not an action, unless library use is involved.
    • Buff Advantage - Gives characters the ability to recognize opponent's magical nature or special resistances so that an appropriate method of attack or defense can be used.

    Linguistics:
    • Deciphering a page of text takes 1 minute (10 Rounds).

    Perception:
    • Reactive checks are Free Actions
    • Active checks are Move Actions
    • Action Advantage - May give the character a free Surprise round action.

    Perform:
    • Daily or Weekly Action - except for Bard Special Abilties.
    • Can't usually be used in combat.

    Profession:
    • Weekly Action
    • Can't usually be used in combat.

    Ride:
    • Mounting/dismounting is a Move Action
    • Guide with Knees - Not an Action. Action Advantage - Allows the use of Two-handed Weapons, Two Weapon Fighting, Spell Casting, and Two-handed range attacks while moving.
    • Stay in Saddle - Not an action - Position Advantage - Keeps you from falling off your mount and ending up Prone
    • Fight with Combat-trained Mount - Free Action. Action Advantage - Both you and your mount get attack actions.
    • Cover - Immediate Action to duck, Move Action to recover. Action Disadvantage - No attacks or spell casting allowed. Position Advantage - mount counts as Cover.
    • Soft Fall - Not an action. Attrition Advantage - No damage from falling off your mount.
    • Leap - Part of mount's Move Action.Position Advantage - move past obstacle.
    • Spur Mount - part of mount's Move Action. Position Advantage - Move quickly (+10 ft. for 1 round) into a better position.
    • Control Mount in Battle - Move Action to control untrained mount in combat. Action Disadvantage - You only get one Standard Action this round, and you can't do anything else this round if you fail.
    • Fast Mount/Dismount - Free Action. Action Advantage - Mount/dimount is normally a Move Action.

    Sense Motive:
    • Using vs. Bluff checks is not an action.
    • Attempts to find out information or sense enchantments takes 1 minute or more.

    Sleight of Hand:
    • Using vs. Perception checks for concealed weapons is not an action
    • Pick-pocketing or drawing hidden weapons is a Standard Action.
    • Action Advantage - No AoO.
    • Buff Advantage - Enemy may lose equipment or magic items giving AC, resistance, or other bonuses.
    • Pick-pocketing is not allowed in combat if your opponent can see you.

    Spellcraft:
    • Not an action
    • Buff Advantage - Gives characters the ability to recognize magical so that an appropriate method of attack or defense can be used.

    Stealth:
    • Part of character's Move Action
    • Action Advantage - May give the character a free Surprise round action. Successful sneaking can eliminate all of your opponents' combat actions by by-passing combat entirely.
    • Action Disadvantage - Move at half speed.
    • Position Advantage - Opponents who don't detect you treat you as if you had Concealment

    Survival:
    • Tracking is a Full Round Action
    • Action Advantage - May give the character a free Surprise round action.
    • Buff Advantage - Gives characters the ability to recognize monsters so that an appropriate method of attack or defense can be prepared.

    Swim:
    • Move Action for 1/4 normal speed.

    Use Magic Device:
    • Part of action required to activate the device.


    Arni Carni wrote:
    Grizzly the Archer wrote:
    @arni carni: sunder is an attack maneuver , not a standard action. You can now use it for Attacks of Opportunity even. Otherwise great list.
    It requires a Standard Action to use it, as it replaces your normal attack.

    No, it requires what I defined earlier as "an attack action," e.g. one of your iteratives.

    It's therefore like Trip and unlike Grapple, which is a standard action even if you get twenty-five iterative attacks....


    Arni Carni wrote:
    COMBAT ACTIONS, SPECIAL ATTACKS, COMBAT MANUEVERS, AND SPECIAL INITIATIVE ACTIONS

    Nice list. We'll be debugging it for a few days, but that's a lot of hard work and very appreciated.

    Followup question, though. How do we want to deal with issues like feats changing action costs and so forth? E.g., if you have Improved Grapple, it no longer provokes, and if you have Greater Grapple, it's now a move instead of a standard action? I fear the list will get very very long if we incorporate every variant.

    Sczarni

    Thank you!

    I love all of you who take the time to build guides, compile information, and just generally make my life easier. Kudos.

    Sczarni

    Orfamay Quest wrote:
    Arni Carni wrote:
    COMBAT ACTIONS, SPECIAL ATTACKS, COMBAT MANUEVERS, AND SPECIAL INITIATIVE ACTIONS

    Nice list. We'll be debugging it for a few days, but that's a lot of hard work and very appreciated.

    Followup question, though. How do we want to deal with issues like feats changing action costs and so forth? E.g., if you have Improved Grapple, it no longer provokes, and if you have Greater Grapple, it's now a move instead of a standard action? I fear the list will get very very long if we incorporate every variant.

    And well might you ask, as I have been deeply immersed in just such arcane lore for the last several days.

    Unfortunately, the Feat list is growing out of control, and is almost as long as the Spell lists. I only made it through the CRB and the APG, and I limited it to Action Advantages only.

    This will be my last list. Now we digest this mass of stuff. Boil it down a bit and condense it to basic principals.

    The purpose of the various lists was not so much to categorize everything, as it was to categorize enough of it to find the kinds of categories that existed.

    Sczarni

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    Feats with Action Advantages

    Acrobatic:
    • Single Feat
    • +2 to Acrobatics checks
    • Avoid AoOs more often when using Acrobatics skill to move through threatened zones.

    Additional Traits:
    • Single Feat
    • Additional Traits does not give any action advantage itself, but may enhance action advantages derived from skill use during combat, such as Acrobatics or Ride checks that deny AoOs or damage to mounts.

    Alertness:
    • Single Feat
    • +2 to Perception checks
    • Reduced chance of being Surprised by opponents.

    Animal Affinity:
    • Single Feat
    • +2 on Handle Animal and Ride checks
    • Increases probability of successful additional actions by mounts and animal companions.

    Aspect of the Beast:
    • Single Feat
    • Wild Instinct - +2 to initiative checks, which gives an improved chance to Move or Attack before your opponent.

    Bouncing Spell:
    • Single Feat
    • Reuse a failed spell as a Swift action.

    Combat Casting:
    • Single Feat
    • +4 to Concentration checks for defensive casting
    • Reduces chance of spell being interrupted by opponent combat actions.

    Combat Expertise:
    • Feat Chain
    • Combat Expertise does not give an action advantage, but subsequent Feats in the Combat Expertise Feat chain do.
    • Improved Disarm – No AoOs on Disarm attempts.
    • Greater Disarm – Weapon is removed from opponents reach, requiring additional Move actions by enemy to recover weapon.
    • Disarming Strike – Free Disarm attempt following confirmed critical melee attack. Does not provoke AoO.
    • Improved FeintFeint is a Move action instead of a Standard action.
    • Improved Trip – No AoOs on Trip attempts.
    • Greater Trip – Tripped opponents provoke AoOs from falling.
    • Tripping Strike - Free Trip attempt following confirmed critical melee attack. Does not provoke AoO.
    • Whirlwind Attack – Requires Spring Attack Feat as a prereq. Make one melee attack against all foes in reach. Multiple attacks, which would normally each be a Standard action are a single Full Round Action. You lose any other additional attacks from other Feats and Abilities.
    • Improved Dirty TrickDirty Trick does not provoke AoO.
    • Greater Dirty TrickDirty Trick effects last 1d4 rounds. Since Dirty Trick typically gives an attack advantage, that advantage is multiplied by this Feat.
    • Improved RepositionReposition does not provoke AoO.
    • Greater Reposition – Enemies you move by Reposition provoke AoOs from movement.
    • Repositioning Strike – Free Reposition attempt following confirmed critical melee attack. Does not provoke AoO.
    • Improved Steal - Steal does not provoke AoO.
    • Swift Aid – Aid as a Swift action instead of a Standard action.

    Combat Reflexes:
    • Feat Chain
    • Make additional AoOs equal to your DEX bonus.
    • Make AoOs when [i Flat-footed[/i].
    • Stand Still – Prevent enemy from taking a Move action past you.
    • Combat Patrol – Requires Mobility as a prereq. Increases your threat radius, allowing for more AoOs.

    Command Undead:
    • Single Feat
    • Use a Standard action to take control of one or more [i/Undead[/i] creatures each of which gets one or more actions that you direct.

    Critical Focus:
    • Feat Chain
    • Critical Focus does not give an action advantage, but subsequent Feats in the Critical Focus Feat chain do. All Critical Focus Feats require a confirmed critical hit.
    • Staggering Critical – Enemy is Staggered and loses a Move action or a Standard action.
    • Stunning Critical – Enemy is Stunned and loses any items held and a Full Round action.
    • Tiring Critical – Enemy is Fatigued and cannot Run or Charge.
    • Exhausting Critical – Enemy is Fatigued and can only move half speed.
    • Crippling Critical – Enemy speed is reduced to half.

    Dazing Spell:
  • Single Feat
  • Opponent damaged by spell is also Dazed and loses all actions for a number of rounds equal to the spell’s level.[/list]
  • Deep Drinker:
    • Single Feat
    • Gives extra Ki points which can be used for additional Attack actions.

    Disruptive:
    • Feat Chain
    • In place of an AoO, you make spell casting more difficult for adjacent enemies.
    • Spellbreaker – Spell failure provokes an AoO on the caster.

    Dodge:
    • Feat Chain
    • Dodge does not give an action advantage, but subsequent Feats in the Dodge Feat chain do.
    • Mobility- Mobility does not give an action advantage, but subsequent Feats in the Dodge Feat chain do.
    • Spring Attack – As a Full Round action, you get to Move/Attack/Move, which is a bonus Move action after the attack. Also, movement does not provoke AoOs.
    • Improved Sidestep = Requires Sidestep as prereq. Make 5 ft. step immediately after opponent misses melee attack, and don’t lose 5 ft. step in following round.

    Eagle Eyes:
    • Single Feat
    • Ignore up to -5 in Perception penalties due to distance.
    • Reduced chance of being Surprised by opponents.

    Enforcer:
    • Single Feat
    • Get a Free Intimidation check following successful non-lethal melee attack. If attack is a critical hit, then opoonent is Frightened and must flee if possible.

    Endurance:
    • Feat Chain{*] Endurance does not give an action advantage, but subsequent Feats in the Endurance Feat chain do.
    • Diehard – You get additional actions after you would normally be unconscious at 0 HP or less.

    Extra Ki:
    • Single Feat
    • Gives extra Ki points which can be used for additional Attack actions.

    Fast Drinker:
    • Single Feat
    • Drinking alcohol to gain Drunken Ki is a Swift action instead of a Standard action.

    Fight On:
    • Single Feat
    • You get extra temporary HP when your HP drops below 0. You get additional actions after you would normally be unconscious at 0 HP or less.

    Fleet:
    • Single feat
    • +5 to speed. Faster movement means fewer Move actions required.

    Improved Initiative:
    • Single Feat
    • Improved chance to Move or Attack before your opponent.

    Improved Unarmed Strike:
  • Feat Chain
  • Improved Unarmed Strike does not give an action advantage, but subsequent Feats in the Improved Unarmed Strike Feat chain do.
  • Improved Grapple – Grapple attempts do not provoke AoO.
  • Greater grapple – Maintaining Grapple is a Move action instead of a Standard action.
  • Scorpion Style – Reduces enemy speed to 5 ft.
  • Gorgon’s Fist – Enemy is Staggered, and loses a Move Action or Standard action.
  • Medusa’s Wrath – Make 2 extra attacks against a hindered foe.
  • Stunning Fist – Opponent is [i]Stunned and loses any items held and a Full Round action.
  • Touch of Serenity – Successful hit causes opponent to lose all spell or attack actions for 1 round.[/list]
  • Ki Throw:
    • Feat Chain
    • Ki Throw does not give an action advantage, but subsequent Feats in the Improved Ki Throw Feat chain do.
    • Improved Ki Throw – Throw opponent into occupied square as a Bull Rush attack. If successful, resulting collision will knock both opponents Prone .

    Leadership:
    • Single Feat
    • Adds cohort and followers that each get their own actions.

    Mounted Combat:
    • Feat Chain
    • Make Ride check to negate one attack on mount. Opponent’s Attack action is wasted.
    • Ride by Attack - As a Full Round action, you get to Move/Charge/Move, which is a bonus Move action after the Charge attack. Also, movement does not provoke AoOs.
    • Unseat - Requires Power Attack and [Improved Bull Rush[/i] as prereq. A successful attack makes your opponent Prone.
    • Trick Riding – Negate 2 hits on mount instead of one.
    • Mounted Skirmisher – If you mount move full speed or less, you get a Full Round attack action.

    Nimble Moves:
    • Feat Chain
    • Ignore 5 ft. of difficult terrain when moving. Fewer Move actions needed.
    • Acrobatic Steps – Ignore 20 ft. of difficult terrain when moving. Fewer Move actions required.
    • Light Step = Move normal speed in difficult terrain. Fewer Move actions required.

    Point Blank Shot:
    • Feat Chain
    • Point Blank Shot does not give an action advantage, but subsequent Feats in the Point Blank Shot Feat chain do.
    • Shot on the Run – Requires Dodge/Mobility as a prereq. Allows Move/Range Attack/Move, which is a bonus Move Action after the Range Attack.
    • Parting Shot – Gives extra Attack action during Withdrawal.
    • Rapid Shot – Make an extra ranged Attack.

    Point Blank Master:
    • Single Feat
    • Requires Weapon Specialization with ranged weapon. Firing one type of ranged weapon does not provoke AoOs.

    Power Attack:
    • Feat Chain
    • Power Attack does not give an action advantage, but subsequent Feats in the Power Attack Feat chain do.
    • Cleave – Make an additional Attack if first attack succeeds.
    • Great Cleave – make an additional Attack for each successful attack.
    • Improved Bull RushBull Rush does not provoke AoOs.
    • Greater Bull Rush – Enemies you move by Bull Rush provoke AoOs from movement.
    • Bull Rush Strike – Free Bull Rush attack following successful critical hit with melee attack. Does not provoke AoO.
    • Improved OverrunOverrun does not provoke AoOs.
    • Greater Overrun – Enemies you move by Overrun provoke AoOs from movement.
    • Charge Through – Can do an Overun attack as part of a Charge attack.
    • Improved SunderSunder does not provoke AoOs.
    • Sundering Strike – Free Sunder attempt following confirmed critical melee attack. Does not provoke AoO.
    • Dazing Assault – Opponent loses all actions for 1 round. .
    • Stunning Assault – Opponent is Stunned and loses any items held and a Full Round action.
    • Dreadful Carnage – Requires Furious Focus as a prereq. Make an [I[Intimidate[/i] check as a Free action after knocking an opponent down.
    • Improved DragDrag does not provoke AoO.
    • Greater Drag - Enemies you move by Drag provoke AoOs from movement.

    Quick Draw:
    • Single Feat
    • Drawing a weapon is a Free Action instead of a Move action.
    • Drawing a concealed weapon is a Move action instead of a Standard action.
    • Note: Drawing a weapon can always be combined with another Move action, as a Free action if your BAB is +1 or better, even without this Feat.

    Quicken Spell:
    • Single Feat
    • Cast a spell with up to a Full Round casting time as a Swift action, allowing other actions, including casting other spells, to be performed in the same round.

    Rapid Reload:
    • Feat Chain
    • Reloading a hand or light crossbow is a Free action instead of a Move action.
    • Reloading a heavy crossbow is a Move Action instead of a Full Round action.
    • Rapid Reload only applies to one kind of crossbow, but can be taken multiple times.
    • Crossbow Mastery – Requires Rapid Shot as a prereq. Reload any crossbow as a free action. Reloading crossbow type selected for Rapid Reload prereq. No longer provokes AoO.

    Run:
    • Single Feat
    • Can Run at 5 times speed instead of 4 times speed. Fewer Move actions required.

    Shared Insight:
    • Single Feat
    • Give friends +2 bonus on Perception checks
    • Reduced chance of being Surprised by opponents.

    Sharp Senses:
    • Single Feat
    • Gives additional +2 bonus on Perception checks
    • Reduced chance of being Surprised by opponents.

    Shield Proficiency:
    • Feat Chain
    • Shield Proficiency does not give an action advantage, but subsequent Feats in the Shield Proficiency Feat chain do.
    • Bashing Finish – Requires Shield Mastery as prereq. Free bash attack following critical hit with melee weapon.
    • Shield Slam – Requires Improved Shield Bash as a prereq. Free Bull Rush attack with Shield bash attack.

    Skill Focus:
    • Single Feat
    • Skill Focus does not give any action advantage itself, but may enhance action advantages derived from skill use during combat, such as Acrobatics or Ride checks that deny AoOs or damage to mounts.

    Step Up:
    • Feat Chain
    • Take a 5 ft. step as a Free Action instead of as part of a Full Round attack. In certain circumstances, this could be the equivalent of a free Move action.
    • Following Step – Move up to 10 ft. as a Free action.
    • Step Up and Strike – Follow adjacent creature and attack as an Immediate action.

    Turn Undead:
    • Single Feat
    • Cause enemy Undead to Panic. The enemy loses any items held and spends a Full Round action moving away at full Run speed.

    Two Weapon Fighting:
    • Feat Chain
    • Two Weapon Fighting does not give an action advantage, but subsequent Feats in the Two Weapon Fighting Feat chain do.
    • Improved Two Weapon Fighting – Gain an extra off-hand attack.
    • Greater Two Weapon Fighting – Gain a third off-hand attack.

    Sczarni

    1 person marked this as a favorite.

    Let us take a brief pause now for a Requiem.

    Arni died last night in his debut scenario. His last wish was to get the list above published and make this forum thread a monument to the great tactical truth that no plan survives first contact with the enemy.

    Now, back to Feats.

    Most Feats do one of 2 things in regards to providing Action Advantages:

    • Provide extra attack actions
    • Remove AoOs from combat maneuvers.

    There are additional Feats in Ultimate Magic, and Ultimate Combat that I didn't even get to, but I did glance over them, and found most of them to be pretty much variations on Extra Action and No AoOs.

    I noted which feats were part of a Feat Chain, and which were Single Feats (not part of a prerequisite chain. I also included some feats that don't have Action Advantages, but which lead to Feats that do.

    There ought to be some kind of graphic we can use to help show the relationships between Feats, like a family tree, or a "Feat Tree".
    I also think the "Feat Tree" needs some trimming and a bit of re-organization. A lot of the Feats outside of the CRB can be considered as part of a Feat chain from the CRB. Besides the Feat chains, by which I mean Feats that have prerequisite Feats of a similar nature, there are more nebulous Feat connections, like the Ki pool Feats and the Metamagic Feats.

    As far as Combat Feats go, the list above makes it pretty obvious that Combat Expertise and Power Attack are the basis for a lot of other Feats, and most of these give an Action Advantage, but not necessarily at low character levels.

    As I said above, this is the last list I'm going to do, and I don't think that a more comprehensive study is necessary at this time.

    Let's do a brief recap.

    What we have learned from the study in tactics so far is that there are 4 basic types of Combat Advantages:[list]

  • Action Advantages
  • Buff Advantages
  • Attrition Advantages
  • Position Advantages

    [list]

  • An Action Advantage gives you more actions, or takes actions away from your enemy.
  • A Buff Advantage gives you a bonus to a Skill, Attack roll, AC, or Saving Throw, or reduces the same for your opponents.
  • A Attrition Advantage increases your Damage, or reduces your enemies Damage.
  • A Position Advantage has an effect that would allow it to be classified as one of the other 3, but it is obtained primarily due to battlefield terrain or combatant proximity or position, and is not inherent in the character, like a Class Ability, Skill, or Feat is.

    We have looked at what kinds of Abilities, Skills, Combat Maneuvers, and Feats give which kinds of advantages. Our primary focus has been on Action Advantages, and while we have discussed Buff Advantages to a limited extent and have not really discussed Position Advantages or Attrition Advantages in any depth at all.

    Where do we go from here?

    This is Tactics 101, and a lot the stuff that I have compiled here, like the Feat list, is more relevant for 4+ level play, and what we need to do is teach players how to survive that long.

    Of all the lists I compiled, that one that looks to be the best place to start training new players with is the Combat Maneuver list. This is the heart and core of the game, and most noobs' eyes start to glaze over with character generation sugar shock before they get to this part of the CRB.

    In regards to this, I would like to see more depth on Position Advantages, including Combat Terrain effects, in conjunction with Action Advantages. These 2 types of Advantages are the key to which Combat Maneuver you can attempt at any given time. The Buff and Attrition Advantages mainly affect how well you do what you were going to do anyway.


  • Dotted.


    Dotting for reading later.

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