Guide to Attacks of Opportunity


Advice

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I just finished making my first-ever guide. The topic is abusing attacks of opportunity. If you have any feedback/advice it would be much appreciated :) I just wanted to give back to the community a little bit after spending so much time poring over everyone else's guides and I felt like AoOs were a little-discussed subject that could benefit a lot of builds.

Attacks of Opportunity: The Redheaded Stepchild of Pathfinder.


You need to include more Attack of Opportunity Triggers.


Not sure why two weapon fighting is one of the best as you can't use two weapon fighting with AoOs.

"Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round."

So while two weapon fighting joined with crit fiend build is amazing, I don't think it's the best with AoOs. A two handed crit fiend build is better in damage.


You missed snake style.


SiuoL wrote:

Not sure why two weapon fighting is one of the best as you can't use two weapon fighting with AoOs.

So while two weapon fighting joined with crit fiend build is amazing, I don't think it's the best with AoOs. A two handed crit fiend build is better in damage.

The two weapon fighting is one of the best because you get more chances to crit each turn, and each crit provokes an AoO from your entire team. The fiend himself is not the one doing most of the damage, his friends are.


Scott Wilhelm wrote:
You need to include more Attack of Opportunity Triggers.

Good idea, maybe I should make a new section for them. I was trying not to be too wordy :)


Scott Wilhelm wrote:
You need to include more Attack of Opportunity Triggers.

There are many ways to trigger AoOs. One is movement. When target moves into one of your melee threaten squares and move out of it, you get one AoOs, after that, they get no more unless you are able to stop his movement there and he decide to make another one. Two ways you can make it happen:

-one is stay far enough and make sure no clear path for the target to charge at you, then when the AoOs got triggered by it's movements, you can pushing assault to make it stay as far away from you as you can while still in your reach. Now if it runs out of movement and decide to make another one, so you are within it's reach, you get the second AoO.
-two is use combat maneuvers as your AoOs. If you are able to trip the target, you get another AoOs if it decides to move again. If you have Vicious Stomp, you can make other other AoO but has to be unarmed.
One AoOs per movement unless you have an ability that says otherwise, and no AoOs against charge.

Second is action. If your target stood up from your trip, drinking potion, attack with unarmed strike or ranged weapons without some feats that stop them from triggering AoOs, casting spells that is a standard action or longer, using Spell like abilities, using some skills (not all), Deliver coup de grace, reading scroll... There are so many of them, you have to look it up. However, it doesn't have to be their actions, it can be your actions that cause them to trigger attacks of opportunities. Tripping is the most common and effective way. When one bullrush a target towards his allies and they get AoOs because he took the feat greater bullrush, others can make an AoO against that target. If one of them has greater trip and trip the target instead, everyone gets a AoO again. If another has it, the chains will just keep going until the target dies or the group runs out of AoOs.


Tsutsuku wrote:
SiuoL wrote:

Not sure why two weapon fighting is one of the best as you can't use two weapon fighting with AoOs.

So while two weapon fighting joined with crit fiend build is amazing, I don't think it's the best with AoOs. A two handed crit fiend build is better in damage.

The two weapon fighting is one of the best because you get more chances to crit each turn, and each crit provokes an AoO from your entire team. The fiend himself is not the one doing most of the damage, his friends are.

Sorry, still don't get how your crit triggers attacks of Opportunities with two weapons fighting.

Add on: I get the idea of more AoOs, more chance to crit, therefore more damage. However, if I have a hand free or using two handed weapon that has just as much crit range(15-20), what is the difference? I don't understand it because you can still only make one melee attack per AoO.

Add add on: I get that opportune parry and riposte means you can just parry and make a AoOs, however, it only works one as it used up your immediate action of the round. Also, can it still work if I just use one light or one handed weapon with nothing on the other hand? Why must it be dual wielded? That's what I don't understand and would love to learn.

Add add add on: I still don't see how you can do this without Tripping Strike and Greater trip. With those two feats then it makes sense, other than that, I'm clueless... =(


Wolfism & SiuoL, you and I are thinking along the same lines.

Snake Fang is my personal favorite. That creates a motivation to raise the AC of the character, and that's always a good thing. In addition, this character might now want to provoke attacks of opportunity from others, because the more he is attacked, the more he attacks!

A way to do that might be to combine Panther Style feats with Snake Fang. With Panther Claw, whenever you provoke attacks of opportunity by moving out of threatened squares, you get a Free Action attack due to Panther Claw, and Snake Fang gives you an Attack of Opportunity when that attack misses!

I multiclass a lot, though, so rather than do that, I usually like to just take a level in Alchemist for the Mutagen. Depending on the character, it might be better to use the Strength Mutagen and increase the attack and damage bonus of all those AoO's by +2, or it might be better to take the Dex Mutagen, gaining a +4 AC instead of a +2, and getting 2 extra Attacks of Opportunity. But under the influence of the Dex Mutagen, your Wisdom goes down 2 points, meaning 1 few Retaliatory Strike granted by Panther Claw. So bear that in mind. That being said, I recently created a Goblin Build that combines Roll with it, Tangle Feet, Snake Fang, and Panther Claw. I'm itching to try it.

I've posted that one and a couple of other AoO builds on this thread:

Interesting Tank Builds

Another one I would add is the combination of Greater Bull Rush and Paired Opportunist. With Greater Bull Rush, all your allies get attacks of opportunity for the target moving out of the threatened square. With Paired Opportunist, you do too. I prefer to get Paired Opportunist via a level in Cavalier or 3 levels in Inquisitor: Tactician gives your allies Paired Opportunist, and Solo Tactics lets you act as if your allies did. Bull Rushing usually requires a Standard Action. You could take Quick Bull Rush to do it as an attack action, but I really like the idea of Shield Slam which lets you make a free Bull Rush with every Shield Bash Attack. If you position things well with a buddy, you can loop attacks of opportunity, you bash, bull rush, trigger an AoO for your ally, then you get one too, which can then be another Shield Bash... I like doing this with Thunder and Fang. Maybe then get the Bashing Enchantment on my Klar. 2d6: cool!

I was thinking one might make an AoO build using Broken Wing Gambit.


You may want to reread Holy Tactician. It's a standard action to grant a teamwork feat. It's a swift action to change it. Unless d20pfsrd is wrong.


SiuoL wrote:
Tsutsuku wrote:
SiuoL wrote:

Not sure why two weapon fighting is one of the best as you can't use two weapon fighting with AoOs.

So while two weapon fighting joined with crit fiend build is amazing, I don't think it's the best with AoOs. A two handed crit fiend build is better in damage.

The two weapon fighting is one of the best because you get more chances to crit each turn, and each crit provokes an AoO from your entire team. The fiend himself is not the one doing most of the damage, his friends are.

Sorry, still don't get how your crit triggers attacks of Opportunities with two weapons fighting.

Add on: I get the idea of more AoOs, more chance to crit, therefore more damage. However, if I have a hand free or using two handed weapon that has just as much crit range(15-20), what is the difference? I don't understand it because you can still only make one melee attack per AoO.

There is a Feat out there that whenever you score a critical hit, you can forego the extra damage to allow your allies who threaten your target to take an AoO. So, the crit fishing TWF character isn't actually trying to score crits for extra damage; the character is trying to score crits so all his buddies can take free swings at the target.

So, if you're fighting something with three buddies, every crit you score, instead of being double damage with that one attack, results in three extra attacks from your team.


Found it, but I actually had two Feats mixed up. Here's the Feat in question:

"Seize the Moment (Combat, Teamwork)

Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent."

So, all the melee types take this Feat, and one of them be a TWF that specializes in 18+ threat range weapons, preferably with Keen or Improved Critical. The TWF crit guy isn't there to deal extra damage himself, but to give AoO's to his buddies with Seize the Moment.

If coupled with Paired Opportunist, I believe that the allies taking the AoO would also grant an additional AoO to the original person who scored the crit that triggered Seize the Moment.

Obviously, in this kind of team build, everyone would want Combat Reflexes and a decent Dexterity.

Hehe. Imagine a group of 3-4 decent Dex characters all wielding TWF Wakisazhis or Kukris attacking the same target with these Feats. They'd be granting each other AoO's with alarming regularity.


Don't forget about the Elven Branched Spear. +2 on AoOs is nothing to sneeze at, and if you have the money to buy an Agile enhancement your reach monster is now dex SAD.


Saldiven wrote:
SiuoL wrote:
Tsutsuku wrote:
SiuoL wrote:

Not sure why two weapon fighting is one of the best as you can't use two weapon fighting with AoOs.

So while two weapon fighting joined with crit fiend build is amazing, I don't think it's the best with AoOs. A two handed crit fiend build is better in damage.

The two weapon fighting is one of the best because you get more chances to crit each turn, and each crit provokes an AoO from your entire team. The fiend himself is not the one doing most of the damage, his friends are.

Sorry, still don't get how your crit triggers attacks of Opportunities with two weapons fighting.

Add on: I get the idea of more AoOs, more chance to crit, therefore more damage. However, if I have a hand free or using two handed weapon that has just as much crit range(15-20), what is the difference? I don't understand it because you can still only make one melee attack per AoO.

There is a Feat out there that whenever you score a critical hit, you can forego the extra damage to allow your allies who threaten your target to take an AoO. So, the crit fishing TWF character isn't actually trying to score crits for extra damage; the character is trying to score crits so all his buddies can take free swings at the target.

So, if you're fighting something with three buddies, every crit you score, instead of being double damage with that one attack, results in three extra attacks from your team.

Yes, I realized that. Thank you. However, it wasn't in his guide. And only thing I found was tripping strike with greater trip. So are there anything else out there? I'm still clueless because it wasn't in the guide.


Hrm. It's true that the guide could be more fully explained, rather than just a rating for each Feat, for example. Milking out AoO's isn't something that is a common build, especially since it often involves Teamwork Feats that are generally considered sub-optimal.


Saldiven wrote:
Hrm. It's true that the guide could be more fully explained, rather than just a rating for each Feat, for example. Milking out AoO's isn't something that is a common build, especially since it often involves Teamwork Feats that are generally considered sub-optimal.

Indeed, however, I love a group with all the same class and just work together to AoOs everything. It's much more fun when Mythic got introduced, Combat Reflex, Mythic is awesome! I found working as a team is far more fun than I do my own thing in RPG. Otherwise might just as well play by myself. =)


SiuoL wrote:
Saldiven wrote:
Hrm. It's true that the guide could be more fully explained, rather than just a rating for each Feat, for example. Milking out AoO's isn't something that is a common build, especially since it often involves Teamwork Feats that are generally considered sub-optimal.
Indeed, however, I love a group with all the same class and just work together to AoOs everything. It's much more fun when Mythic got introduced, Combat Reflex, Mythic is awesome! I found working as a team is far more fun than I do my own thing in RPG. Otherwise might just as well play by myself. =)

I admit I feel this way myself, but it's hard to find a group that is willing to seriously sit down and build each character as a communal effort with character synergy built into every choice. Usually, the most cooperation you get is in determining who is going to play the healer.

Grand Lodge

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A couple things you should look into. Paired Opportunists doesn't work with the Fortuitous weapon enchant. Fortuitous allows you to make a second AoO. Paired Opportunists makes it so that if something provokes for you, it provokes for your allies. But Fortuitous doesn't make anything provoke again--you just get a second hit for something that already provoked.

For a hunter (or any class really, but it works better with a hunter so you don't have to enchant your own weapon with it) throw a Menacing Amulet of Mighty Fists on your companion for a +6 to hit while flanking (+4 from Outflank +2 more from Menacing) for both you and your pet.

Also check out THIS build. I screwed up with some bad advice and don't technically qualify for Pack Flanking as it isn't a combat feat, but the altered Wayang build further in the thread is totally legit. I'm holding my breath that the ACG errata coming out within a month will fix that, though. (I mean seriously, it has a combat feat as a prereq and the whole purpose of the feat deals with flanking and flanking is a combat-only thing. It's totally a combat feat in everything but the label).

I'd also move Pack Flanking to blue for hunters.
(and nigh useless for everyone else unless you
1) use a horsemaster's saddle
2) use a Hand of Glory slotted with a Ring of Tactical Precision (costs 20k combined for both and there are much better uses for that ring)
3) be a cavalier and take it as one of your Tactician feats and then share it with all allies (so that would include your pet) within range. Any archetypes that pretend to be cavaliers (with regard to tactician) for any other class would obviously work, too.)

I'm sure I'm missing some, but those are what I can think of offhand.

Also I'm not sure where you got your info on Seize the Moment (don't get me wrong, I think you rated it well based on how late you can get it and how useful it is vs other feats that you can get even earlier). It doesn't have three feats as prereqs and it doesn't require worshiping Desna.

Seize the Moment (Combat, Teamwork) - Ultimate Combat p. 117 wrote:


You and your allies are poised to pounce whenever one of
you scores a telling blow.
Prerequisites: Combat Reflexes, Improved Critical.
Benefit: When an ally who also has this feat confirms a
critical hit against an opponent that you also threaten, you
can make an attack of opportunity against that opponent.

So what's really holding it back is the necessity for Improved Critical. I'm guessing you're just working off an outdated version of the feat.

And like others have mentioned, you placed too great an emphasis on Two-Weapon Fighting without going into detail on why it's so good. Likewise, you placed way too great an emphasis on wakizashis which are exotic weapons when a scimitar/rapier which are just martial weapons work amazingly well and you can spare a bunch of feats that you'd rather spend on teamwork feats on actual teamwork feats instead of weapon proficiency and two-weapon fighting feats and just put a shield in your other hand.


SiuoL wrote:


Sorry, still don't get how your crit triggers attacks of Opportunities with two weapons fighting.

The way it works is that you have a friend with the Outflank feat. Thus, whenever you and your friend flank a target, each time you crit you provoke an AoO from your friend. If you pair that with the paladin aura granting Paired Opportunists, it becomes an AoO for your entire team including yourself.

Add on: Greater Trip/Overrun/Bull Rush etc is a great way to get more of them, and I strongly recommend it, it just isn't featured in that particular build.


claudekennilol wrote:

A couple things you should look into. Paired Opportunists doesn't work with the Fortuitous weapon enchant. Fortuitous allows you to make a second AoO. Paired Opportunists makes it so that if something provokes for you, it provokes for your allies. But Fortuitous doesn't make anything provoke again--you just get a second hit for something that already provoked.

...

I suppose I should mention that Fortuitous is a grey area for DM interpretation. You're right on the technicality. As for Pack Flanking, I've updated it now.

For Seize the Moment, for some reason it was showing as having Butterfly's Sting as a prereq for me. Not sure why, its fixed now.

When I have time, I'm going to make a section on AoO triggers that should go more into why the two-weapon build is so strong. I just got hit in the face with a ton of RL stuff and haven't been updating as much as I should :(


Saldiven wrote:
SiuoL wrote:
Saldiven wrote:
Hrm. It's true that the guide could be more fully explained, rather than just a rating for each Feat, for example. Milking out AoO's isn't something that is a common build, especially since it often involves Teamwork Feats that are generally considered sub-optimal.
Indeed, however, I love a group with all the same class and just work together to AoOs everything. It's much more fun when Mythic got introduced, Combat Reflex, Mythic is awesome! I found working as a team is far more fun than I do my own thing in RPG. Otherwise might just as well play by myself. =)
I admit I feel this way myself, but it's hard to find a group that is willing to seriously sit down and build each character as a communal effort with character synergy built into every choice. Usually, the most cooperation you get is in determining who is going to play the healer.

That's actually what makes the Holy Tactician (and a bit of the Cavalier) such a strong build. Following up on several suggestions, I'm going to make another section detailing how you can get most of the benefits with the lowest feat investment possible for your team.

A short summary here: Holy Tactician can give everyone in your party the Paired Opportunists feat. This means that only one other person needs to get the Outflank feat for everyone on the team to gain the benefits of it, thus having a total investment of 3 feats for your full group, 2 of yours and 1 of someone elses.


Tsutsuku wrote:
SiuoL wrote:


Sorry, still don't get how your crit triggers attacks of Opportunities with two weapons fighting.

The way it works is that you have a friend with the Outflank feat. Thus, whenever you and your friend flank a target, each time you crit you provoke an AoO from your friend. If you pair that with the paladin aura granting Paired Opportunists, it becomes an AoO for your entire team including yourself.

Add on: Greater Trip/Overrun/Bull Rush etc is a great way to get more of them, and I strongly recommend it, it just isn't featured in that particular build.

Great! Now I sort of get it! If you can put those example in the guide it would be great! Because AoOs sometimes is hard to understand.


Dot


Why do you rate Seize the Moment so low when it work wondrous with outflank since both are separate trigger like how Vicious Stomp and Greater Trip work.

Let's say your ally score a crits.

Seize the Moment let you makes an AoO with not mentioned of enemy provoking, so your ally attack is the trigger.

Outflank makes the enemy provokes after getting hit by crits from your ally so the enemy itself is the trigger.


I was wondering for a while, what animal companion or eidolon would be best for a crit-fishing ally. Both could get some weapon proficiency through feats/evolutions, but the invest is heavy.
Yet a Holy Tactician VMC Summoner with an Angel eidolon carrying a Scimitar sounds appealing.

Eldritch guardian Fighter with Mauler Familar might work, too.

Grand Lodge

Cleru wrote:

Why do you rate Seize the Moment so low when it work wondrous with outflank since both are separate trigger like how Vicious Stomp and Greater Trip work.

Let's say your ally score a crits.

Seize the Moment let you makes an AoO with not mentioned of enemy provoking, so your ally attack is the trigger.

Outflank makes the enemy provokes after getting hit by crits from your ally so the enemy itself is the trigger.

Because Seize the Moment requires both Improved Critical and BaB +8. There are feats you can get that do almost the exact same thing but you can get them way earlier. So why pick that when you can pick a near exact feat that you're going to get anyway for an AoO build that you get earlier?

Grand Lodge

It's also not really clear whether both Seize the Moment and Outflank can trigger off the same crit. "Confirm a critical" and "score a critical" are the same triggering event.


Ellioti wrote:

I was wondering for a while, what animal companion or eidolon would be best for a crit-fishing ally. Both could get some weapon proficiency through feats/evolutions, but the invest is heavy.

Yet a Holy Tactician VMC Summoner with an Angel eidolon carrying a Scimitar sounds appealing.

Eldritch guardian Fighter with Mauler Familar might work, too.

Eidolons and familiars are a little more of a trade-off compared to animal companions. Animal companions get the superior pack flanking and almost universally qualify for the Horsemaster's Saddle. Eidolons would have trouble doing both the scimitar and the saddle, and familiars lose out in terms of feat investment. However, the increased critical range on your flank buddy might be worth sinking a few of its feats, that's kind of a personal preference things.

VMC is also a fairly feat-intensive way of doing it, although you should be able to cover the teamwork feats as bonus from Holy Tactician.

Grand Lodge

Markov Spiked Chain wrote:

It's also not really clear whether both Seize the Moment and Outflank can trigger off the same crit. "Confirm a critical" and "score a critical" are the same triggering event.

Relevant FAQ LINK

Quote:

Critical Hits: Is there a difference between "scoring a critical hit" and "confirming a critical hit"?

No, they mean the same thing. However, the preferred rules language is "confirming a critical hit." (Similarly, the preferred rules language for a rolling a critical threat is "threatening a critical hit").

That being said, I'm not sure where you're confusion is about Outflank + Seize the Moment.

The way it works is this. You and I are flanking. We both have both feats. I attack and crit. Via Outflank you get an AoO. Because we have Seize the Moment and you got an AoO, now I also get an AoO. If either of us crit on our AoOs, then we continue to get more AoOs because the crit causes the monster to provoke again. This lasts until either one of us doesn't crit or we run out of available AoOs we can make.


Something else that I've just been taught (I think it was you Markov) is a Bard with Battle Song of the People's Revolt to give your entire party Paired Opportunist.


Jodokai wrote:
Something else that I've just been taught (I think it was you Markov) is a Bard with Battle Song of the People's Revolt to give your entire party Paired Opportunist.

Thanks for the tip, added that into the guide with credit to you :)

Grand Lodge

Quote:
Because we have Seize the Moment and you got an AoO, now I also get an AoO.

That's not what Seize the Moment does, I think you're thinking of Paired Opportunists? Seize the Moment give you an AoO when an ally confirms a critical hit.

Outflank gives you an AoO when an ally "scores" a critical hit.

I was saying you can't (or at least it's very questionable) get two AoOs when an ally scores a critical hit because the same action is triggering it. Unlike Vicious Stomp and Greater Trip, where there are two separate triggers.


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Relavant


Tsutsuku wrote:
Jodokai wrote:
Something else that I've just been taught (I think it was you Markov) is a Bard with Battle Song of the People's Revolt to give your entire party Paired Opportunist.
Thanks for the tip, added that into the guide with credit to you :)

You don't need to actually perform using the skill (or the instrument) to use the Masterpiece. The Dawnflower Dervish Bard mixes well with this allowing you to get DEX to damage and to hit at level 1 and add twice your Inspire Courage to attack and damage if you only use it for yourself, and access to at potential 15-20 crit range weapon helping out with Outflank. Add the Bodyguard feat and any time a party member gets attacked and they all get AoO's, assuming you're using the Battle Song.


Jodokai wrote:
Add the Bodyguard feat and any time a party member gets attacked and they all get AoO's, assuming you're using the Battle Song.

I don't think it actually works that way because the Bodyguard feat actually converts an AoO into the Aid Another action instead of having you take it. Paired Opportunists can be interpreted one of three ways, usually:

1. Whenever an enemy provokes from your ally, you get to take an AoO (RAW)
2. Whenever an ally gets to take an out-of-turn attack against your enemy, you get to take an AoO (possibly RAI, fills corner cases like Fortuitous weapon enchants)
3. Whenever an ally does anything that uses up an AoO, regardless of whether or not it attacks, you get to take an AoO

1 and 2 make sense to me since both of them involve hitting a target who is off-guard due to an unexpected attack. For 3, I personally don't see how that would work but you're right in that it does cover the Bodyguard feat. I'll put it down as an "ask your DM" thing.


There's a FAQ that says confirming a critical hit and getting a critical hit are the same thing. People have applied that to Attacks of Opportunity. I agree though it is an "Ask your GM" thing.

Grand Lodge

Markov Spiked Chain wrote:
Quote:
Because we have Seize the Moment and you got an AoO, now I also get an AoO.

That's not what Seize the Moment does, I think you're thinking of Paired Opportunists? Seize the Moment give you an AoO when an ally confirms a critical hit.

Outflank gives you an AoO when an ally "scores" a critical hit.

I was saying you can't (or at least it's very questionable) get two AoOs when an ally scores a critical hit because the same action is triggering it. Unlike Vicious Stomp and Greater Trip, where there are two separate triggers.

You're right, I was misremembering and thinking of Paired Opportunists.


Updated guide to include Sacred Huntsmaster Inquisitor and more Style feats.

Grand Lodge

Finish the Fight (trait) is only for attack rolls. Also I still stand by what I said about the second AoO from Fortuitous--your DM may allow it, but as written other people don't get an AoO from paired opportunists because of it. I'm glad to see you're still adding stuff to your guide.


claudekennilol wrote:
Finish the Fight (trait) is only for attack rolls. Also I still stand by what I said about the second AoO from Fortuitous--your DM may allow it, but as written other people don't get an AoO from paired opportunists because of it. I'm glad to see you're still adding stuff to your guide.

Noted and fixed :) Thanks for all your help


In your guide, you seemed to be conflating Crane Riposte with Snake Fang. They are significantly different.

Crane Style Feats only work when you are fighting defensively or using total defense. Snake Style Feats don't have that limitation. Crane Riposte never grants more than 1 attack of opportunity/round. Snake Fang doesn't have that limit.


Scott Wilhelm wrote:

In your guide, you seemed to be conflating Crane Riposte with Snake Fang. They are significantly different.

Crane Style Feats only work when you are fighting defensively or using total defense. Snake Style Feats don't have that limitation. Crane Riposte never grants more than 1 attack of opportunity/round. Snake Fang doesn't have that limit.

Ah, you're right. It wouldn't make any sense for "using the Snake Style feat" to only apply when you'd taken your immediate action as I'd thought, or the second half of Snake Fang wouldn't work at all. Thanks for the tip :) I've included it now


Panther Style.

If you are going to have a section for style feats it seems like an oversight to leave one of the best styles for AoOs off the list.


Besides combat reflexes is there a way to increase the total number of available AoOs a round?

Grand Lodge

Lord Phrofet wrote:
Besides combat reflexes is there a way to increase the total number of available AoOs a round?

Specific classes/archetypes can such as a kensai magus. But for any generic character no.

Kensai, Magus, d20pfsrd wrote:


Superior Reflexes (Ex)

At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.
This ability replaces improved spell recall.


Yeah building a ripost/parry based swashbuckler and was looking for a few more AoOs a round. Figured the "guide to AoOs" would be the place to look!


Gregory Connolly wrote:

Panther Style.

If you are going to have a section for style feats it seems like an oversight to leave one of the best styles for AoOs off the list.

Interesting. Technically, Panther Style feats grant Free Action Retaliatory Strikes rather than attacks of opportunity, but they LOOK like attacks of opportunity, and they trigger on others' attacks of opportunity, and for that bass-ackwards reason do technically count as attack of opportunity feats! Meanwhile, since they stack with attacks of opportunity, they are a potentially awesome addition to an AoO build.

Good Choice, Gregory!


Tsutsuku,

I really appreciate that you are giving credit to the people contributing ideas to your guide. If you keep that up, I feel comfortable with your incorporating my ideas and builds into this project. In fact, I'd write up something special, an article or something, for you if you gave me a byline.

Grand Lodge

I'm curious if you looked at the build I posted further up thread (LINK again). Any thoughts you've got on/about it?


Here's an AoO build I came up with in consultation with Gregory Connelly that uses Bull Rushing and Thunder and Fang.

Level 1, Fighter 1: Weapon Focus Earthbreaker, Weapon Focus Klar, 2 weapon
2F2: Thunder and Fang.
3F2Ranger1: Freebooter, Power Attack
4F2R2: Ranger Combat Style Feat: Shield Slam
5F3R2: Improved Bull Rush
6F4R2: Greater Bull Rush
7F4R2Cavalier1: Tactician 1/day, Paired Opportunist, Combat Reflexes

Not very good at level 1, admittedly. Level 1 is something to be survived.

Starting at level 2, he will use an Earthbreaker in 1 hand and a Klar in the other. He can attack with the Klar and retain his shield bonus to AC. Hard to beat for raw damage with weapons. Put the Bashing Enchantment on the Klar, and your Klar will do 2d6* alongside your Earthbreaker. With even 1 level in Ranger, you can use a Wand of Lead Blades, so the Earthbreaker will do 3d6. In Pathfinder Society Play, a level 1 Wand is easily acquired at the cost of 2 Prestige Points.

With Shield Slam, he gets a Free Bull Rush with every Shield Bash. With Greater Bull Rush, all his allies get Attacks of Opportunity with every Bull Rush, and with Paired Opportunist and Tactician, he gets an AoO, too.

This guy can play another trick. Normally, you can't bull rush a guy into a wall or into another creature, but you can Shield Slam there. And when you do, the poor bastard gets knocked Prone. So, you and your buddy flank your victim or back him up against a wall. You Greater Shield Slam him; you and your buddy get your Attacks of Opportunity. For your attack of opportunity, you Shield Slam him again, precipitating another round of AoO's, and another Shield Slam, looping attacks of opportunity for as long as your Combat Reflexes lasts.

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