Ways to get non-standard AoOs?


Rules Questions


I have an AoO focused character, and I'm looking for feats or abilities that will allow him to take AoOs off of actions that don't normally trigger them.

Examples:

A 4th level Tetori Monk gains the ability to take AoOs against anything trying to initiate a Grapple against them.

The Come Get Me rage power allows a Barbarian to take an AoO whenever they are attacked.

Snake Style allows a character to take an AoO against an enemy whenever that enemy misses them.

Help me compile a list of abilities like these, please. Whatever you can think of, add it to the stack.


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Step Up & Strike allows an AoO when someone 5' steps away from you. Third feat in a chain, requires BAB 6.

Spellbreaker allows an AoO when someone fails a concentration check while you're adjacent. Requires Fighter 10.

Teleport Tactician allows AoOs when someone teleports into or out of your threatened area. Requires Fighter 12.

I've got a fighter with all three of those; NPC casters hate him for about 12 seconds (which is about how long they live...)


That's snake fang you mean, not snake style.

Snapping turtle clutch lets you start a grapple when someone misses you.

Outflank and/or seize the moment are teamwork feats which trigger AoOs from one character when the other scores a crit. Paired opportunists may also be relevant to you.

Swashbucklers use AoOs to parry.

False opening is a feat which does weird things to enemy AoOs.

Broken wing gambit and wounded paw gambit are more teamwork feats which give an enemy bonuses to attack you, and AoOs to friends with the same teamwork feat as a result.

Panther style lets you retaliate when you provoke AoOs for movement. The last feat in the chain lets you get your retaliation in before the AoO.


The Bodyguard feat lets you use aid another on your allies as an AoO (to increase AC).

Combat Patrol kinda fits. It increases your threatened area but not your reach, but it allows you to move as part of the AoO in order to get within reach. This means you can use AoOs to move. It does take a full-round action to set up though (in effect you'd only get AoOs for your turn).

Snap Shot lets you make AoOs with a ranged weapon (and threaten with a ranged weapon). Improved Snap Shot increases the threatened area.


+1 for combat patrol, also Grater Trip + Vicious Stomp


It's not ideal, but the Duelist prestige class gets a version of the Swashbuckler's Parry and Riposte (as well as gaining Combat Reflexes for free).

Dark Archive

Just a note on Panther style the retaliatory strikes it grants are not actually AoOs. The good news is that they then don't count against your total number of allowed AoOs per round in this case it means none of those would benefit from some of the other feats related to AoOs.


This is great stuff. Thanks for the help folks, keep it coming.

Brutal Pugilist Barbarians gain the ability to make AoOs against people initiating a grapple (even if they have Improved Grapple or Grab)

Stalwart Defenders can stop an enemy's movement if they hit with an AoO.


Oh yeah, stand still also takes an AoO & stops the enemy moving.


Are there any feats that make it harder for an enemy to use Acrobatics to avoid your AoOs, or that let you take AoOs against enemies who 5' adjust?


Doomed Hero wrote:
Are there any feats that make it harder for an enemy to use Acrobatics to avoid your AoOs, or that let you take AoOs against enemies who 5' adjust?

I son't k ow about feats, but anything that increases your CMD will make it harder to use acrobatics around you. Deflection/dodge/insight/luck/etc bonuses all add to your CMD, and depending on your character a 1 level dip into Monk (regular/scaled fist, Unchained for the +1BAB) could add to that.

As for 5 foot steps, AdAstraGames already mentioned Step Up and Strike, but there could be others.


There's at least one teamwork feat which increases CMD for that purpose though I forget the name. There's a few feats which outright prevent 5' steps - difficult swings & pin down that I know of.


Pin down makes creatures still threaten when using the withdraw or 5-foot step action. If you hit you deal no damage, but stop their movement instead.

Intrepid rescuer lets you make an AoO whenever a threatened enemy attacks a helpless, prone or stunned ally. If you hit they get a -4. Combine with monkey style for shenanigans.


avr wrote:
There's at least one teamwork feat which increases CMD for that purpose though I forget the name.

Crowd Control


I really want to like Stand Still, but it seems like a poor trade. I guess that's what make the Stalwart Defender special. They can do the same thing without giving up their damage to do it.

Aren't there feats that expand on Combat Patrol? A new Style chain?

The Exchange

Opportunist (Rogue talent) allows you 1 AoO per round when an opponent hits a creature you are adjacent to with a melee attack that deals damage.

Grand Lodge

Pin down (fighter level 11)


Has anyone mentioned the Greater maneuver feats yet?
Bull Rush/Drag/Reposition becomes pretty good once you make the movement provoke attacks, especially with Paired Opportunist.

There's also the infamous Improved Disarm Partner/Paired Opportunist cheese build, which becomes rather fun if you add Shield Snag and Arm Bind to it.

*

avr wrote:
Outflank and/or seize the moment are teamwork feats which trigger AoOs from one character when the other scores a crit. Paired opportunists may also be relevant to you.

I made a character recently that used both feats to get two AoOs per critical hit, as I argued that the feats were the triggers for AoOs.

Do you believe having both feats is redundant?


Quite a few feats to get there, but if you wield a buckler there is upsetting vengeance


That is a weird feat, baba. I'm not even sure how it works after reading the chain.

Scarab Sages

Stylish Riposte from One-Handed Weapon Trick gives you an AoO the first time each enemy misses you (edit: by 5 or more). Just once per enemy per day, but most don’t last more than a couple of rounds anyway.


Ok, the style chain Baba mentions is nuts. Feat 1/Upsetting Shield style; the highly dexterous (Pre req: Dex 13) PC must be able to use a buckler but can use it in a Shield Bash like a Light Shield for that attack. If they successfully deal damage with said Shield Bash, their opponent takes a -2 penalty on all attack rolls against the PC until the start of the PC's next turn.

Feat 2/Upsetting Strike; Pre reqs go to Dex 15, Combat Reflexes, Improved Shield Bash, Upsetting Shield Style. Now the PC can smack an enemy with their buckler as if it were a Light Shield, and inflicting the -2 penalty as above. If however said foe with the penalty is adjacent to the PC that hit them, attacks THAT PC that just used this Shield Bash on them while the penalty is still running, and misses the PC by 5 or more... the PC gets to hit them with an AoO.

Feat 3/Upsetting Vengeance; so long as you have all the pre-reqs above and also Upsetting Strike you can take this feat. You make your Shield Bash as before, impose your -2 penalty as before, however now that -2 penalty applies to ANY attack against ANY target, so your PC hits a bad guy with a Shield Bash, that bad guy is now -2 to attack any member of the party. While that enemy is suffering that -2 penalty you get an AoO on ANY attack the bad guy makes if it misses by 5 or more.

The only downsides are that the PC with the Style feats needs to stay adjacent to the foe being penalized, the foe has to miss by 5 or more, and you can only make ONE attack of opportunity that result from these feats, per round. Still this makes for a great tanking, sword-and-board type character!

The added bonus is that, with Upsetting Shield Style, your buckler can work in conjunction with any feats/abilities that would normally apply to Light Shields. You do a little extra damage, inflict a minor penalty, AND by the time you get to the 2nd and 3rd feat in the chain you don't sacrifice your Shield bonus to AC while you pick up a chance to AoO your foe.


don't forget that getting swallowed should help your attacks as the soft tissue inside has a lower AC than the hard outer shell... usually... *-<8^)


Jeebus. That might be the most circumstantial feat chain I've ever seen.

If you're next to them, and you hit them with a specific, underpowered attack, and they stay next to you, and they attack you on their next action, and miss you by at least 5, you get an AoO on them.

Who came up with that nonsense? Three feats for an AoO that requires five different boxes checked to occur?

Am I missing something? How did that make it through development?


It's...not that bad? Assuming you're going for the TWF version of sword n' board (which you should be if you're taking this feat chain) and you don't kill the enemy in the first round, and that attacking the enemy provokes them to attack you back you've got the first 4 conditions covered. These seem like things that will happen in most combats. Getting the enemy to miss you with at least one attack is a matter of luck or a good AC.

It only takes 2 of the feats in that line to get the AoO. The third feat makes it easier to get the AoO because it applies whoever the enemy attacks.


Doomed Hero wrote:
Aren't there feats that expand on Combat Patrol? A new Style chain?

Not really.

"Vanguard Hustle", the third feat in the Vanguard Style chain, is the only other feat with combat patrol as prerequisite, and the style primarily focuses on using AoOs to give bonuses to allies instead of attacking enemies.

Vanguard Hustle just extends the protection the style offers from "adjacent" to "within reach of Combat Patrol" (and allows you to use Bodyguard and Saving Shield at the same distance), but you still have to spend a full round setting it up, and only extends defensive uses.

If you want to play a meat wall protecting your allies, it allows your allies to spread out a bit, but it doesn't expand Combat Patrol in general.


Rajnish Umbra, Shadow Caller wrote:
Doomed Hero wrote:
Aren't there feats that expand on Combat Patrol? A new Style chain?

Not really.

"Vanguard Hustle", the third feat in the Vanguard Style chain, is the only other feat with combat patrol as prerequisite, and the style primarily focuses on using AoOs to give bonuses to allies instead of attacking enemies.

Vanguard Hustle just extends the protection the style offers from "adjacent" to "within reach of Combat Patrol" (and allows you to use Bodyguard and Saving Shield at the same distance), but you still have to spend a full round setting it up, and only extends defensive uses.

If you want to play a meat wall protecting your allies, it allows your allies to spread out a bit, but it doesn't expand Combat Patrol in general.

That was the one I was thinking of. Thanks.

As a tangent, I really wish there was some way to tie Combat Patrol and the Dimensional Agility feat line together.

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