
Ziegander |

Does the Reposition combat maneuver ever see use in anyone's campaigns? Has anyone ever seen it put to good use? I can't see it having even the utility that Bull Rush does, and without building for it, Bull Rush has pretty limited utility. Is there any such build out there specifically tailored toward Repositioning foes in combat?

![]() |

It's always going to be a gimmick build, but I think the benefit over Bull Rush is that you have a lot more latitude over how you move your opponent. Losing Shield Slam hurts, though.
I haven't seen any builds with it, but it's very possible they're out there. In short, I think it can work, but it seems more like a support character.
With its utility in setting up flanks, I'd consider it in a party with a rogue, ninja, or vivisectionist. Since it requires Int, it could make for an interesting, if by no means optimal, vivisectionist build.
Greater reposition also ends up being a bit more useful than greater bull rush, because you have really fine control of how you trigger attacks of opportunity. It's dependent on the tactical situation and party makeup, but it can quickly make up the damage you're missing out on using the maneuver.
Depending on the campaign, you might be able to swing a reposition/Stand Still tank build, but ki throw is probably still better if you don't mind being a monk.
Cheers!
Landon

![]() |

Reposition is super fun as a Flowing Monk. I don't see the point if you're a class or archetype that can't use it as an immediate action. I LOVE DENYING FULL ATTACKS with it. Best feeling in the world. Denying full attacks for both me and my teammates. You want to swing 8 times at +20 attack value? Oh wait, let me reposition you outside of reach. kthxbye.
It's good for setting up flanks, or if someone did a 5ft step out of a flank, you can hopefully reposition them right back into flanking. Once you get Greater Reposition, moving them Provokes which gives you and allies some AoOs, and could really mess up an enemy.
Overall it's lackluster, but useful in certain circumstances. It's better left to a Flowing Monk though, imo.

Zhangar |

Getting good at reposition's a heavy investment (4 feats), but it's fun to have.
Tactical reposition can be hilarious, especially if you beat the target's CMD so badly you can actually whip them back and forth through a hazard.
Reposition can make it really, really easy to fling an enemy into a space where it's utterly doomed.

Ziegander |

So the consensus seems to be Flowing Monks can use it well, for everyone else it's mediocre?
What if I wanted to make an AoO Lore Warden specialist who used Reposition? Not possible unless I dip Monk? But damn, two levels of Flowing Monk are really good...
Alright, so looking at both archetypes together, I'd go LW 2/Monk 2/LW 18 (or something) picking up Agile Maneuvers, Weapon Finesse, and some other feat at 1st level (maybe Power Attack if there are no better suggestions), plus Combat Expertise and Dervish Dance at 2nd level, plus Combat Reflexes and Improved Reposition at 3rd level, plus I'm not sure what at 4th level...
Any thoughts about such a build?

LoneKnave |
Can you reposition someone into the air? It is in your reach, it is not intrinsically dangerous (or if it counts as, you can take the tactical reposition feat).
Falling could cause fall damage, and since it's movement inside your threatened zone, possibly provoke AoOs from you.
Also, the visual of air-comboing someone is edged perfectly between the silly and awesome for me.

Ziegander |

Well, it would only cause fall damage if you had 10ft reach or more, right? And is it even possible to reposition someone with a weapon? If it is, that would be a hilarious and fun build. Vault enemies into the air, effectively repositioning and tripping at the same time.
EDIT: Ooo! A repositioning, crit-fisher with lunge and repositioning strike?

LoneKnave |
I was thinking whip, because my first though it always whip when it comes to repositioning.
You can use any weapon with the Trip property for repositioning (whips!)
Building a fighter for this would be hard because you need really high CMB for it to work well, but you could do something like a Kensai Magus, Truestrike wand in one hand, Whip in the other, and then keep bouncing some poor guy up and down. Kensai is also good for the many, many bonus AoOs he gets from INT.

Ziegander |

I was thinking whip, because my first though it always whip when it comes to repositioning.
You can use any weapon with the Trip property for repositioning (whips!)
Huh. Really? That makes things much easier (although I had my heart set on a Dervish Dancer).
Building a fighter for this would be hard because you need really high CMB for it to work well.
Well, between Weapon Training (+4) and Lore Warden (+8), and Agile Maneuvers w/tons of Dex I imagine the character's CMB would reliably be pretty damn high (if we're using a tripping weapon anyway). And since Reposition requires so many feats to work right, I don't know that a Magus would really be that great at it until very high character level.
Kensai Magus, Truestrike wand in one hand, Whip in the other, and then keep bouncing some poor guy up and down.
That is hilarious though. Combine with Lunge (or some other way to increase reach---I'm sure Magus has a spell for that) for 2d6 damage per 5 you beat their CMD. Okay definitely not optimal, but still hilarious.
Is there any way to make the scimitar a light weapon or otherwise usable for weapon finesse? What about making a weapon into a trip weapon?

LoneKnave |
Scimitar doesn't need weapon finesse, if you take the dervish dancer feat you automatically get DEX to-hit and damage.
Don't think you could make it into a trip weapon, but I also don't think you should bother. Since it has the same reach as your unarmed strike you can just use that.
Okay, alternative build idea:
Brawler fighter with Maneuver master dip, Vicious stomp, and possibly wolf style.
They fall prone next to you, and you can keep getting AoOs and punching them back up into the sky.

Ziegander |

Scimitar doesn't need weapon finesse, if you take the dervish dancer feat you automatically get DEX to-hit and damage.
Oh, duh.
Don't think you could make it into a trip weapon, but I also don't think you should bother. Since it has the same reach as your unarmed strike you can just use that.
Well, I was trying to think of ways to incorporate your air combo idea into a dervish dance build.
Okay, alternative build idea:
Brawler fighter with Maneuver master dip, Vicious stomp, and possibly wolf style.
They fall prone next to you, and you can keep getting AoOs and punching them back up into the sky.
lol, another good, funny one.

Ziegander |

Just realized: reposition is a standard action. That kinda cuts down your options, as you can only reposition once/turn, and need quickened reposition to do it instead of an attack.
Bleh.
Still, you can have repositioning strike help out a bit.
Yeah. PF really cut out a lot of fun possibilities with combat maneuvers by forcing most of them to be standard action. The Quick maneuver feats are not great substitutes.
But, yeah, that's why I was saying you basically have to be a Fighter to do something like this. As a Human Fighter/Monk, by 6th level I can have Combat Expertise, Combat Reflexes, Improved Reposition, Greater Reposition, Quick Reposition, and Tactical Reposition and four more feats besides (Agile Maneuvers, Dervish Dance, and what else I don't know). From there I can start crit-fishing and picking up critical feats to add conditions to my repositioning crits (that also sicken on a successful reposition). The only issue with the build is lack of inherent reach, so I'll need to solve that with magic, but otherwise it seems like a lot of fun.
EDIT: Agh! Nope, I forgot about the 1 point of base attack bonus I lose from Flowing Monk levels. Drat! I would have to wait until 9th level to have both Greater and Quick Reposition. Rough.

![]() |

Reposition is not especialy practical (see above discussion), but you might look at Pushing Assault. It does not let you push someone into immediate danger, but it requires neither an action nor a CMB check. You give up a little damage and move your foe. There's no feat tax, since you want Power Attack anyway. The main point of it is to push foes from 10' to 15' distance, where you will get an AoO if they approach. It's a lesser effect, but it works automatically, costs less, and can accomplish much the same thing.