| XMorsX |
The best options for controllng the battlefield are trip ata low lvls, pin down and dazing assault at mid lvls and staggering / stunning critical at highter lvls.
Dazing assault deserves special attention from every potential battlefield controller fighter.
Thicket of Blades + Dazing assault makes for an amazing controller.
Purple Dragon Knight
|
Someone suggested dropping the enemy's speed down so low they can't take a 5-foot step. That sounds like a job for Scorpion Style.
** spoiler omitted **
Since Scorpion Style requires Improved Unarmed Strike, you have the added advantage of always threatening adjacent squares when you use a reach weapon.
the question is, as long as your (reduced) speed is still 5 ft per round or more, can you make a 5 foot step? or does the "cannot make a 5 foot step" only triggered by environmental factors like difficult terrain?
| galahad2112 |
Grease. It's the word.
No, seriously, you get the 10 ft square of difficult terrain, you have a chance to knock them prone, it ignores SR, lasts for at least 10 rounds, has a chance to prevent movement COMPLETELY, and if they do successfully move, they provoke an AoO, which, coincidentally,they are flat-footed to (as they are using acrobatics when moving through grease). It's the cheapest spell to get (barring cantrips), ANY arcane caster can use it, and even if it doesn't work...it still works :)
| Cevah |
Gwen Smith wrote:the question is, as long as your (reduced) speed is still 5 ft per round or more, can you make a 5 foot step? or does the "cannot make a 5 foot step" only triggered by environmental factors like difficult terrain?Someone suggested dropping the enemy's speed down so low they can't take a 5-foot step. That sounds like a job for Scorpion Style.
** spoiler omitted **
Since Scorpion Style requires Improved Unarmed Strike, you have the added advantage of always threatening adjacent squares when you use a reach weapon.
That was me suggesting slowing someone down. :-)
In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally. (You can't take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)
Looks like no-5-foot-step is only for less than 10' per round. At 10' per round, you have a move speed of 5', and you can take a 5'-step.
/cevah
Purple Dragon Knight
|
Looks like no-5-foot-step is only for less than 10' per round. At 10' per round, you have a move speed of 5', and you can take a 5'-step.
/cevah
sweet... thanks for the clarification... so you can still take 5 ft step in the dark over a sheet of ice it seems... (half-speed in the dark if you fail Acrobatics DC 10, but 'always' half speed over ice I think... so speed 30 would be 15 would be 7.5.... speed 20 would go 10 would go 5.... so both still allowing 5 ft. step...)
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Acrobatics checks there increases by 5. A DC 10 Acrobatics check is required to run or charge across an ice sheet.
Darkness / Blindness:
In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.
Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.
BUT... GREASE IS STILL KING!
GREASE
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
| storyengine |
Pushing assault feat with a pole-arm sort of gets you there.
You ready a strike on the square 10 ft ahead of you. When the baddy enters, power attack him. And when he continues through the threatened square to attack you, take your normal AoO using pushing assault to push him back to the square 15ft ahead of you. If he continues to move forward take another pushing assault AoO when he attempts to leave the threatened square. Repeat to the limits of your dex and combat reflexes. If he is out of movement, then a 5ft step still leaves him 10ft away, so just step back and repeat.
Cleave, finishing cleave and great cleave help you to double and triple threat your targets in a similar manner. Lunge and Enlarge makes everything better. Furious focus and shield of swings get honorable mentions. The trip tree provides additional crowd control but, to save on feats, you can always trip a foe with a 5ft reach who is 10ft away and he cannot do anything about it (guisarme gives you a +2 trip bonus anyway).
A Bladed Belt item with the Keen attribute can change into any piercing or slashing melee weapon with a double critical threat range. Best item ever for a pole fighter who ends up base-to-base (you don't have to drop and swap or carry other weapons). By 3rd level you can swap to scimitar and crit on a 15! If you pick up TWF, improved shield bash and a spiked shield of bashing you become truly terrifying at reach and base to base (push em and 5ft step back to initiate the fun again).
The phalanx solider archetype can use a 2H pole-arm 1H and still use a tower or large shield. It's a solid class choice for this build. If you go that route, consider proficiency in the fauchard pole-arm. It's awesome.
| Cevah |
Cevah wrote:Looks like no-5-foot-step is only for less than 10' per round. At 10' per round, you have a move speed of 5', and you can take a 5'-step.
/cevah
sweet... thanks for the clarification... so you can still take 5 ft step in the dark over a sheet of ice it seems... (half-speed in the dark if you fail Acrobatics DC 10, but 'always' half speed over ice I think... so speed 30 would be 15 would be 7.5.... speed 20 would go 10 would go 5.... so both still allowing 5 ft. step...)
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Acrobatics checks there increases by 5. A DC 10 Acrobatics check is required to run or charge across an ice sheet.
You can move full speed in the dark, it is just hard and dangerous.
Since Ice costs 2 squares, you cannot 5' step on Ice.
Pushing assault feat with a pole-arm sort of gets you there.
You ready a strike on the square 10 ft ahead of you. When the baddy enters, power attack him. And when he continues through the threatened square to attack you, take your normal AoO using pushing assault to push him back to the square 15ft ahead of you. If he continues to move forward take another pushing assault AoO when he attempts to leave the threatened square. Repeat to the limits of your dex and combat reflexes. If he is out of movement, then a 5ft step still leaves him 10ft away, so just step back and repeat.
While Pushing Assault can push an enemy, I am not sure it actually stops the enemy's move action. Without doing that, the enemy only provokes once by movement.
/cevah
| storyengine |
Purple Dragon Knight wrote:Cevah wrote:Looks like no-5-foot-step is only for less than 10' per round. At 10' per round, you have a move speed of 5', and you can take a 5'-step.
/cevah
sweet... thanks for the clarification... so you can still take 5 ft step in the dark over a sheet of ice it seems... (half-speed in the dark if you fail Acrobatics DC 10, but 'always' half speed over ice I think... so speed 30 would be 15 would be 7.5.... speed 20 would go 10 would go 5.... so both still allowing 5 ft. step...)
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Acrobatics checks there increases by 5. A DC 10 Acrobatics check is required to run or charge across an ice sheet.
You can move full speed in the dark, it is just hard and dangerous.
Since Ice costs 2 squares, you cannot 5' step on Ice.
storyengine wrote:Pushing assault feat with a pole-arm sort of gets you there.
You ready a strike on the square 10 ft ahead of you. When the baddy enters, power attack him. And when he continues through the threatened square to attack you, take your normal AoO using pushing assault to push him back to the square 15ft ahead of you. If he continues to move forward take another pushing assault AoO when he attempts to leave the threatened square. Repeat to the limits of your dex and combat reflexes. If he is out of movement, then a 5ft step still leaves him 10ft away, so just step back and repeat.
While Pushing Assault can push an enemy, I am not sure it actually stops the enemy's move action. Without doing that, the enemy only provokes once by movement.
/cevah
It does not stop movement but the rules say you can attack someone when they leave a threatened square. I suppose it's debatable.
| Cevah |
It does not stop movement but the rules say you can attack someone when they leave a threatened square. I suppose it's debatable.
Nope. It's covered by RAW:
Attacks of Opportunity
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.
/cevah
| Remy Balster |
I like the idea of using Combat Patrol, personally, with a battlefield controller type. Yet another way to increase your threatened area.
A really fun trick with Combat Patrol is Ki Throw.
Combat Patrol increases your threatened area by 5' per +5 Bab you have, AND allows you to move to make these attacks.
Ki Throw kicks in when you make an unarmed trip, and lets you toss the target into any 'threatened' square you like.
So here you are with your 15-40ft radius area of threatening doom... and some fool triggers an AoO, you bum rush in, trip him, and toss him 50 ft back right in between your 2 waiting and now flanking buddies. And he is prone.
Iono, being able to move enemies to exactly the square you want them in is pretty amazing. You just got to make your trip check hard to beat. Tricky, but doable.
This strategy completely eliminates the idea of an enemy making 5ft steps in any tactical sense. I mean, it could very well take them many rounds to get to you if they only 5ft step to get there… assuming you remain motionless the whole time. And a whole lot of rounds to escape again…
So, while they still 'can' 5ft step... it doesn't accomplish much for them. And withdrawl isn't really a problem, because it only ignores the AoO for 'the first square' moved, not all of them...
Purple Dragon Knight
|
Gauss wrote:SWEETYou cannot take a 5' step in darkness.
CRB p189 wrote:You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness.
Now I'm thinking the Blinding Critical feat makes a whole lot more sense, as you are removing an enemy's ability to take 5 foot-steps...
Purple Dragon Knight
|
Purple Dragon Knight wrote:Now I'm thinking the Blinding Critical feat makes a whole lot more sense, as you are removing an enemy's ability to take 5 foot-steps...Gauss wrote:SWEETYou cannot take a 5' step in darkness.
CRB p189 wrote:You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness.
then i read the feat and saw you can prevent blindness with fort save DC 10 + BAB = 25 at fighter level 15?? laaaaaaaaaaaame... (better focus on those rogues n' wizardzzz fooooo! :) )
Purple Dragon Knight
|
Purple Dragon Knight wrote:then i read the feat and saw you can prevent blindness with fort save DC 10 + BAB = 25 at fighter level 15?? laaaaaaaaaaaame... (better focus on those rogues n' wizardzzz fooooo! :) )Purple Dragon Knight wrote:Now I'm thinking the Blinding Critical feat makes a whole lot more sense, as you are removing an enemy's ability to take 5 foot-steps...Gauss wrote:SWEETYou cannot take a 5' step in darkness.
CRB p189 wrote:You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness.
So for a wizard/sorcerer hunter build (low fort saves) this Blinding Critical has some merit... not only do casters rely on 5ft steps often, but they rely on sight to target their spells... interesting.... and less lame in this context perhaps...