What are some good ways to make enemies provoke AoOs?


Advice


I’m asking because the combat patrol feat sounds like an amazing feat for an aberrant bloodrager. Hooray, even more reach!


Do you mean "what are good ways to force enemies to trigger AoOs?"

Because otherwise the answer is to walk through the enemies threatened square and you will provoke, triggering an AoO.

In order to make them trigger, it's more difficult.

I've seen people combo things with some trip feats that cause AoO when you trip them successfully, but can't recall the names of the feats.


Claxon wrote:

Do you mean "what are good ways to force enemies to trigger AoOs?"

Because otherwise the answer is to walk through the enemies threatened square and you will provoke, triggering an AoO.

In order to make them trigger, it's more difficult.

I've seen people combo things with some trip feats that cause AoO when you trip them successfully, but can't recall the names of the feats.

That’s what I meant. I’ve edited the OP title to reflect this more efficiently.


Claxon wrote:
I've seen people combo things with some trip feats that cause AoO when you trip them successfully, but can't recall the names of the feats.

Greater Trip makes the enemy provoke when you trip them. The Vicious Stomp feat makes someone who falls prone next to you provoke from you, and the attack has to be a boot to the head.


shaventalz wrote:
Claxon wrote:
I've seen people combo things with some trip feats that cause AoO when you trip them successfully, but can't recall the names of the feats.
Greater Trip makes the enemy provoke when you trip them. The Vicious Stomp feat makes someone who falls prone next to you provoke from you, and the attack has to be a boot to the head.

Tripping can be done as an Attack Action, so your could combine Great Cleave with Greater Trip and Vicious Stomp, attacking every adjacent foe and also every foe within Reach.

My favorite Tripping Weapon is not a popular one: I like Sickles. My thinking is that Tripping carries the danger of a catastrophically low roll resulting in your getting Tripped yourself. That means to me that the best thing about a weapon with the Trip Quality is that in the event of such a catastrophic Trip Roll, you can elect to drop your Weapon rather than get Tripped yourself. But if your Trip Weapon is something big and important like a Halberd or Horsechopper, you will miss that weapon when it's gone. But if your Trip weapon is a Sickle or Light Flail, when you are forced to drop that, you just shrug your shoulders and pull another one off your belt. If you take the Quickdraw Feat, a catastrophic Trip Roll doesn't even have to interrupt your 'Cleave.

Another potential Trip Weapon I was thinking of is the Throwing Shield. Since it is a Ranged Weapon, you kind of already dropped it just by using it. If you get a Blinkback Belt, it instantly returns to your belt. If your Throwing Shield were also a Quickdraw Shield, you can then re-draw it as a Free Action to attack with it again, given you have attacks available to you. You can't normally Cleave or make Attacks of Opportunity with a Ranged Weapon. To do that, you need to take Snap Shot Feats. But now I'm talking about a very Feat-intensive combination of effects. This would be your whole build.


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Spells that compel movement (Command, Unnatural Lust, etc.) work well.


Scott Wilhelm wrote:
My favorite Tripping Weapon is not a popular one: I like Sickles. My thinking is that Tripping carries the danger of a catastrophically low roll resulting in your getting Tripped yourself. That means to me that the best thing about a weapon with the Trip Quality is that in the event of such a catastrophic Trip Roll, you can elect to drop your Weapon rather than get Tripped yourself. But if your Trip Weapon is something big and important like a Halberd or Horsechopper, you will miss that weapon when it's gone. But if your Trip weapon is a Sickle or Light Flail, when you are forced to drop that, you just shrug your shoulders and pull another one off your belt.

I would tend to disagree on this. I would say your first weapon should never be unimportant. For most PCs, that's where you store your enhancement bonuses (that help with trip attempts!) Plus, my philosophy on the matter is more along the lines of "if you need an 11 or better to trip with this attack, you probably shouldn't be tripping that enemy." If you can ever fail by 10 or more, you've got at least a 50% chance of wasting your action (and at least a 5% chance of debuffing yourself.) As such, iteratives or attacks vs. oversized quadrupeds might fall back on hitting for damage. The target number's lower, and (barring fumble rules) there's no penalty for failure.

Dark Archive

http://www.d20pfsrd.com/feats/combat-feats/broken-wing-gambit-combat-teamwo rk/

Silver Crusade

Murderous Command. Make sure the target has to move to get to its' allies.

Grand Lodge

Xenocrat wrote:
Spells that compel movement (Command, Unnatural Lust, etc.) work well.

For command if your ready your action until the enemy is within you allies reach, then cast the spell, you can rob the enemy of their attack action and force them to provoke.


Unnatural Lust potentially provokes two AOOs, one for movement, another for the attempted kiss or embrace, which arguably is like a grapple or unarmed attack that would provoke without an appropriate feat. Combat Kiss hasn’t been published yet.


Xenocrat wrote:
Unnatural Lust potentially provokes two AOOs, one for movement, another for the attempted kiss or embrace, which arguably is like a grapple or unarmed attack that would provoke without an appropriate feat. Combat Kiss hasn’t been published yet.

Pretty sure that would be "Improved Kiss", and have Combat Expertise as a prerequisite. You might be able to get away with calling it a Dirty Trick, though.


Mr.Nightray wrote:
http://www.d20pfsrd.com/feats/combat-feats/broken-wing-gambit-combat-teamwo rk/

Broken Wing Gambit is a favorite of mine. Some GMs would say that since it is a Teamwork Feat, they wouldn't let you use it without other party members taking the Feat or without special features in your character builds, Solo Tactics or Tactician, for example.

Another Teamwork Feat that needs to be mentioned is Harder they Fall, since a Tripping Build was suggested. You can't Trip someone who is more than 2 Sizes bigger than you, but with Harder they Fall, you can. Although not Teamwork Feats and not exactty Tripping Feats, Tangle Feet and Punishing Kick might be good to take for certain Tripping builds.

Another potentially powerful way to finesse Attacks of Opportunity from your opponents is Snake Style Feats. With Snake Fang, you get an Unarmed Attack of Opportunity and an Unarmed Immediate Action Attack every time you are missed in Combat. This would stack with Broken Wing Gambit: you would get 1 AoO for being Attacked (with that +2 Bonus) and another if the Attack misses. There is a problem with this Feat Tree: you need 9 levels in Sense Motive to take Snake Fang which means you can't possibly take it before level 9.

A Style Feat Tree you could pluck fruit from at quite low levels is the Panther Style Feat Tree. Panther Claw gives you Free Action Unarmed Strikes whenever you trigger Attacks of Opportunity by Moving out of Threatened Squares. These are not Attacks of Opportunity, either, but that means they stack with the AoOs you might get from BWG and Snake Fang. Also, since you are drawing lots of attacks with this character, it would behoove you to take Dodge and Mobility, and then you might as well take Whirlwind Attack. This character might benefit from Vital Strike Feats as well. I'm starting to think the MOMs Monk might not suck after all.


I have an idea for an AoO build I've never had time to play up. I was thinking if you were an Inquisitor with some levels in Fighter, Ranger, and/or Paladin, you might fight Thunder and Fang style and also take the Shield Slam Feat, getting a free Bull Rush with every hit of your Klar.
If you then took Greater Bull Rush, you would give all your Allies Attacks of Opportunity with every Shield Bash. And if you took Paired Opportunist, you would get that AoO, too. If you had a Flanking buddy or something, your Attack of Opportunity could be yet another bash with the Klar, triggering more Attacks of Opportunity, looping AoOs for as long as your Combat Reflex held out.

Since the Bashing Enchantment gives no love to the Klar anymore, your Klar will be the thing you put Bane on. Get a Wand of Lead Blades anyway to make your Earthbreaker do 3d6.

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