Kiting Options


Advice


There are times when you can't just meet some opponents head-on; you will get trampled and squashed. A couple of golems picking on an already injured party is just an example.

Please help with some ideas for kiting or hit-and-run tactics. Spells, skills, feats - anything will do, especially if they stack with each other)

As for spellcasting, our party has a wizard and a druid, but I'm interested in all options.


I know that reach can do a lot with the right feats.

Mostly, I am thinking of lunge and pushing assault.

When an enemy gets up next to you, you can take a 5' step back, use your first attack for a pushing assault to push them 5' back, and then use lunge for the rest of your full attack.

That leaves enemies RIGHT outside of your reach...which means they ahve to eat an AoO to get to you, and they have to move 10' (which means a move action, and no full attack). So you get your full attack and an AoO (two if you have fortuitous), and they only get the one attack. And you can just keep doing thing as long as you have the room to move 5'.

You can also add in trip, so that one of your AoOs can just shut them down. Not entirely reliable though, obviously.

The lunge/pushing assault thing works against anything that doesn't have reach itself though (medium and below human like creatures, most animal like creatures that are large or below).


Goblins with stealth; thanks to the new power offered by skill unlock they are now stupidly good at sniping. For instance, at level 5 you can have 5 ranks of stealth + 3 class skill + 4 size bonus + 4 racial bonus + 1 trait + 6 dexterity bonus + 5 competence bonus (shadow armor) = 28 stealth. With skill unlock in stealth, sniping only takes -10 stealth penalty so our lovely goblin is still at +18. Every 10 feet of distance imposes a -1 penalty to perception checks, making him absurdly difficult to detect and locate.


lemeres wrote:
I know that reach can do a lot with the right feats.

Thanks! I will advise this to our fighter, since he has reach already. Also pushing assault can help with positioning for pits and snares.

Also, can't you just take 5' step after attack, removing the need for lunge?

Dasrak wrote:
Goblins with stealth.

I know stealth can do wonders, I abuse it myself in 5e, but it doesn't help the rest of the party, which will continue taking hits. Unless it's a goblin party)


Manve wrote:
lemeres wrote:
I know that reach can do a lot with the right feats.

Thanks! I will advise this to our fighter, since he has reach already. Also pushing assault can help with positioning for pits and snares.

Also, can't you just take 5' step after attack, removing the need for lunge?

I was describing a situation where the enemy was in an adjacent square (where most polearm based reach weapons can't hit). You do not need it if they are already at your attack range. I was just putting it int aht format since you can just make a kiting loop where you keep the enemy in that sweet spot 15' away.

Lunge is helpful with pushing assault because the latter pushes the enemy outside of your attack range...so you need to widen that to continue a full attack.

Lunge is also super helpful for reach in general. Normally, when you attack an enemy first, they end up at the range where they just need to take a 5' step to reach you (removing AoOs). So you either stand around waiting for them to come to you, or you lose your AoO.

Lunge makes it so that that they end up in the sweet spot, so that most HAVE to eat an AoO to get to you. Plus, again, the need to move 10', which means no full attacks for most types of enemies. That is a defense well worth the -2 AC.

Plus, there is the usual benefit of 'I can full attack anything in a 45' wide circle' (10' reach, 5' step, 5' lunge, and that is to your left and right; your 5' square in the middle). So overall, it is a great quality of life feat for reach users.

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