Repositioning Strike + Repositioning Weapon Enchantment


Rules Questions


I was just reviewing somebody's character build. He is using an Urumi with the Repositioning Enchantment, and he has the Repositioning Strike Feat. In this way, he would gain 2 Reposition Combat Maneuvers off of a single Crit.

Is this legal? You don't normally get 2 things off of 1 thing.

For example, If I had Greater Bull Rush and other party members and I had Paired Opportunist, If I Bull Rushed someone, my allies would get an AoO because of GBR, then I would get an AoO because of PO. But I just got an Attack of Opportunity because of Paired Opportunist, not because of GBR, so doesn't everyone else get an AoO off of that, too?

The thing is, though, I'm not finding any specific rules about Crit Triggers like I do with AoO triggers.

I'm pretty sure that if you have Repositioning Strike and Bleeding Critical, when you crit, you do get to Reposition and Bleed, don't you? That suggests the 2 Repositions from Repositioning Enchantment and Repositioning Strike are kosher.

And if you had a Flaming Burst Repositioning Weapon, wouldn't both score on the Crit?

It just seems too good to be true, and I want to check this out with the community.


*scratches her head*
I don't know why they wouldn't stack? I'm also not really sure why it would be a problem if they did?
For one thing, neither of them guarantees a resposition - the enhancement is a free attempt, the feat only works if the confirmation roll beats their CMD. For two, repositioning strike explicitly doesn't provoke, so it seems like this isn't a great AoO generator. For three, this is a character with a bunch of feats sunk into this and a +4 or better weapon mostly devoted to this. That's a lot of resources. It seems like for this investment it probably ought to work.


I don't think he will get two reposition manuevers, but I do think he would get two reposition attempts and be able to take the better of them.

In essence, they would both 'reposition' based on where the target was when the triggering effect happened, and he could then choose which one he preferred to use.


The two effects in question.

Repositioning Strike:
Your critical hits can move your foes where you wish.

Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.

Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.

Normal: You must perform a reposition combat maneuver to reposition an opponent.

Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Repositioning:
This special ability can only be placed on melee weapons. A repositioning weapon grants the wielder a +2 enhancement bonus on combat maneuver checks to reposition a foe (Advanced Player’s Guide 322). If the wielder confirms a critical hit with the weapon, he can attempt to reposition his opponent as a free action. These reposition attempts still provoke attacks of opportunity as normal. A weapon cannot have both the anchoring and repositioning special abilities.

========

@Lucy_Valentine

I think that if you had Greater Reposition the movement from Repositioning Strike would still provoke, since such feats often refer to if the user of the feat provokes or not by taking the action.

========

@Dave Justus

While that is a reasonable houserule if they happened at the same time, the movement from Repositioning Strike happens as part of confirming the critical hit, while the maneuver from Repositioning is done as a free action after the critical hit is confirmed.


A reposition free action when you confirm and a reposition that occurs when you confirm are the same time as far as I am concerned. Two ways of saying the same thing. The both happen as part of the attack.

Bottom line, a reposition is moving someone from X squarewhere they are, to Y square where they are not.

Both repositions have the X square being where they are when they were hit, because the hit is the cause of the attempt being granted. You can't substitute the Y of one ability for the original X of another. Both abilities are trying to move the target from the same spot, only one can be successful.

Pathfinder sometimes does have a tendency to call things 'free actions' when they should be riders to another action that are not an action in and of themselves at all. It is a way for them to communicate that it doesn't cost any other type of action, but many of the rules of a free action don't really apply to them (for example, this type of 'free action' shouldn't limited based on having done other free actions in a turn.) In any event, since free actions don't take any time at all, it is hard to see how even if it was a regular free action that would make it occur at a different time.

Also, when someone is making an argument about how they believe the rules work, saying it is a 'houserule' is pretty unfair. I believe it is the rule. Certainly I could be incorrect, but just calling it a houserule isn't a convincing argument.


Dave Justus wrote:
Also, when someone is making an argument about how they believe the rules work, saying it is a 'houserule' is pretty unfair. I believe it is the rule. Certainly I could be incorrect, but just calling it a houserule isn't a convincing argument.

To be fair, your previous post didn't back up the statement in any way. I honestly thought you explained how you would rule it, since there wasn't any referring to precedents or rules.

But yeah, then it was quite rude. Apologies.

======

Dave Justus wrote:
Both repositions have the X square being where they are when they were hit, because the hit is the cause of the attempt being granted. You can't substitute the Y of one ability for the original X of another. Both abilities are trying to move the target from the same spot, only one can be successful.

I'm not convinced by this reasoning.

A reposition maneuver allows you to move an enemy relative to your reach. Nothing forces you to direct your maneuver at a specific square, such as the case with Overrun.


Wonderstell wrote:

@Lucy_Valentine

I think that if you had Greater Reposition the movement from Repositioning Strike would still provoke, since such feats often refer to if the user of the feat provokes or not by taking the action.

I disagree, because:

* the text for Reposition as a manoeuvre states the movement does not provoke.
* it's possible to take Repositioning Strike without taking Greater Reposition. If the user has RS without taking GR, the "no-AoO" text in RS is redundant.
* Similarly, if the user has RS and GR, and GR is supposed to over-rule the "no-AoO" text, then said text is again redundant.
Therefore, the only way that text has any value is if it's supposed to overrule GR in that regard.

However, I do acknowledge that PF has redundant text sometimes, and I don't think it would break anything to do it the other way.


Lucy_Valentine wrote:
However, I do acknowledge that PF has redundant text sometimes, and I don't think it would break anything to do it the other way.

Yup. Every single ability that somehow interacts with maneuvers seems to have to explain if they provoke or not. The default should just be that an ability doesn't provoke, and that exceptions are pointed out.

Here, compare Disarming Strike to Repositioning Strike. It's redundant and a waste of space, but they are actually referring to the user of the feat.

Disarming Strike:
Your critical hits can disarm your foes.

Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.

Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.

Normal: You must perform a disarm combat maneuver to disarm an opponent.

Special: You can only apply the effects of one of the following feats to a given critical hit


I would think to provokes 2 attempts to move the person from the original attack. With greater reposition and paired opportunist, you could get a free attack with the whole party, get a crit and start it over again.


Dave Justus wrote:
A reposition free action when you confirm and a reposition that occurs when you confirm are the same time as far as I am concerned. Two ways of saying the same thing. The both happen as part of the attack.

They don't happen at the same time, and they are not part of the same attack.

Repositioning Strike uses the Crit Confirmation Roll itself as the Combat Maneuver Check. I think he doesn't get the +2 bonus for having Improved Reposition when using RS.

Repositioning Strike wrote:
If your confirmation roll exceeds your opponent’s CMD, you may move your opponent as if from the reposition combat maneuver.

The Repositioning Enchantment grants a Free Action Reposition Attempt upon Confirming a Critical Hit. the RE check is a separate Attack Roll.

Repositioning Weapon Enchantment wrote:
If the wielder confirms a critical hit with the weapon, he can attempt to reposition his opponent as a free action.

I didn't notice that before.

FYI, I am not directly quoting the rules, but rather Wonderstell's quotation of the rules. And by the way,

Wonderstell wrote:
But yeah, then it was quite rude. Apologies.

Since when did you start apologizing for being rude? New Year's Resolution?


Just because they use different rolls to determine the result, doesn't mean that they don't happen at the same time. Both are as a result of the critical and happen at that time. You hit them which, because you have a special ability, might cause them to move. In this case you have 2 effects that might cause them to move, but the position they are 'repositioning' from is the same, so only one is going to be able to apply.

Both effects have to target the creature where he is when the hit that triggered them is made, so only one can apply. You can't both move me from your front to you right and move me from your front to your left, it has to be one or the other. And you can't wait for one to 'resolve' and move from there, because both effects have already triggered.


Dave Justus wrote:
Just because they use different rolls to determine the result, doesn't mean that they don't happen at the same time.

How are you measuring time, here? Measuring time in seconds and minutes is pretty much meaningless, since this is a fantasy-makebelieve game, and none of it really happens at all!

Dave Justus wrote:
Both are as a result of the critical

Yes.

Dave Justus wrote:
and happen at that time. You hit them which, because you have a special ability, might cause them to move.

That's Repositioning Strike. The Attack Roll (Maneuver Check) literally is the Crit Confirmation Roll.

Dave Justus wrote:
Both effects have to target the creature where he is when the hit that triggered them is made, so only one can apply.

But the other effect is triggered by something else. The first is triggered by the Threat Roll. RS says, "if the crit confirmation roll exceeds the opponent's CMD." It's an effect added to the crit confirmation roll, which is triggered by the Threat Roll.

The Repositioning Enchantment is actually triggered by the successful Crit Confirmation Roll. In game mechanics terms, it clearly happens after the Crit Confirmation Roll, and so the 2 effects are triggered by 2 separate events. They don't always have to both or neither happen, for example. If you made a successful Crit Confirmation Roll that was still lower than the target's CMD, the Repositioning Enchantment would get triggered, but Repositioning Strike would not.

Dave Justus wrote:
In this case you have 2 effects that might cause them to move, but the position they are 'repositioning' from is the same, so only one is going to be able to apply.

I do not see where the rules specify that a target cannot be repositioned if it has been repositioned before. I do not see where the rules state that all repositions that happen within a round must originate from the target's starting square.

Dave Justus wrote:
You can't both move me from your front to you right and move me from your front to your left,

I don't see where it necessarily is the case where you are moving your opponent from your front to your left then from your front to your Right. I see it as moving your opponent from your front to your right, then from your right then behind you or back in front again. Like this , maybe.

Dave Justus wrote:
And you can't wait for one to 'resolve' and move from there, because both effects have already triggered.

I do not see where the rules say you cannot wait for one effect that is triggered by one event to be resolved before executing another effect triggered by another event. Framing the pitch, there, sorry. But where I have seen specifications for a "casting time" for a Reposition Combat Maneuver done as a Standard Action, an Attack Action, a Free Action, and as part of a Critical Hit, I have not seen a "Duration" specified in the rules as to how long the target will have been in motion as part of the Maneuver. That doesn't make much sense in the real world, but we aren't talking about the real world.


Scott Wilhelm wrote:
How are you measuring time, here? Measuring time in seconds and minutes is pretty much meaningless, since this is a fantasy-makebelieve game, and none of it really happens at all!

I suppose if you want to go with the argument that it is all make believe so it isn't subject to analysis and we can't know anything about it I will have to bow out of the argument.

Assuming you are being genuine in your question though, while there are several ways of measuring time in the game, in this case I am talking about the action and its effects all being one thing that happens at the same time. The fact that the player is rolling dice in a sequence to determine the effect (making an attack roll then confirming a critical then rolling a miss chance then rolling weapon damage then rolling sneak attack damage and then rolling for a reposition as an example) doesn't mean that these things happen one after another in game. The total result of these sequential out of game steps are what is used to generate the effect of that discrete attack in game. A wolf doesn't bite you and then trip you, he trips you by biting you.

To move on you are mistaken in thinking that one is triggered by a threatened roll and one is triggered by a confirming a critical hit, and perhaps that is part of the confusion.

'Score a critical hit' means 'successfully confirms a critical theat' it is just two ways of saying the same thing.

Obviously you can reposition a target that has been repositioned before and obviously you can make multiple repositions in a round. If you just had one of those effects (to make it simpler) you could crit on your first attack, reposition them and then crit on a second attack and reposition them. No problem at all.

With 2 effects based one triggering action though, two effects that are intrinsically opposed (you are either moving them to square A or you are moving them to square B) you have to choose one. You can't reposition them to A and then to B with this, because both effects are based on moving them from square X (where they were when the hit occurred) and one would move them from X to A and the other for X to B. X to A to B isn't an option.

Anyway, that is how I see it. I won't respond further unless you indicate you would like me to explain something that isn't clear, rather than just disagreeing with it.


Scott Wilhelm wrote:
Wonderstell wrote:
But yeah, then it was quite rude. Apologies.
Since when did you start apologizing for being rude? New Year's Resolution?

Me? Rude?

You must be mistaking me for VVonderstell, that lowborn cur!
I'm like the poster boy for civil discourse; I've never offended anyone in my whole life!
cough cough

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Dave Justus wrote:
Anyway, that is how I see it. I won't respond further unless you indicate you would like me to explain something that isn't clear, rather than just disagreeing with it.

I don't think this discussion will go anywhere.

You've explained your reasoning but you've yet to provide a rule supporting your idea of intrinsically opposed effects, or that all effects happen at the same time. This makes it exceedingly hard to argue against, since all we're doing then is voicing opinions.


Ok, despite what I said I will try one more time, because there doesn't seem to be understanding my argument. If it is understood, but just not agreed with I apologize, but I haven't seen any refutation other than 'show me a specific rule that says you can't.'

First off, I will admit that Paizo has given no clarification on how this should interact if you have these two powers. It has to be interpreted. You are interpreting in one way, and I am interpreting it another.

Here is my contention in a nutshell.

You have two powers that both say when you confirm a critical you can attempt to move them from where they are to somewhere else (that it what a reposition is). The methods for determining if you succeed on the reposition are different, but the effect, a reposition, is the same. The 'where they are' is the same for both. Since you can't move them from 'where they are' to two different places, and neither one can change the 'where they are' for the other, since that is based on where they are when the abilities are triggered, you have to choose. You can't use the results of one as the 'where they are' for the second.

If you had an ability that said on repositioning you could do another reposition that would be fine, since the 'where they are' for the second would be based on their location after the first, but that isn't what you have.


Let's say we have a character with the Upsetting Strike and One-Handed Weapon Tricks feats. Both feats provide an AoO with the same trigger.
You can't make more than one attack "per opportunity", but that rule doesn't apply here since it's two different opportunities.

Upsetting Strike:
You can turn the tables on disoriented opponents.

Prerequisites: Dex 15, Combat Reflexes, Improved Shield Bash, Upsetting Shield Style, proficiency with bucklers.

Benefit: While you are using Upsetting Shield Style, if a foe is taking a penalty on attack rolls against you as a result of Upsetting Shield Style, and that foe makes a melee attack roll against you that misses your AC by 5 or more, that foe provokes an attack of opportunity from you. You can only make one attack of opportunity against an opponent in this manner each round.

Stylish Riposte:
When your AC exceeds the result of a foe’s melee attack against you by 5 or more, that foe provokes an attack of opportunity from you. Once you make such an attack of opportunity against a foe, you can’t again use this trick against the foe that day.

Since they have the same trigger, the enemy is provoking both AoOs simultaneously.

My opinion is that the character would be able to take both AoOs, and that the second attack would benefit from any conditions my first attack applied. So if I tripped the enemy with my first attack, the enemy would suffer a -4 penalty to AC against my second attack.
I say this because if I'm able to take both AoOs, then it is impossible for them to occur at the same time. So we have to decide in which order to make these attacks, and they are considered to have happened in a chronological order since that's how time usually works.

This is my opinion, and as you say, I can't provide a rule that supports or disprove my statement.

But this is why I believe you can make both repositions, since unless otherwise stated everything is done in a chronological order. After the first maneuver is over, you simply check to see if you still fulfill the conditions for making the second maneuver, and then roll to reposition.
That the enemy now has moved location doesn't matter, because this maneuver is made after the first one and we simply need them within reach to make our maneuver as per the normal rules.

========

While you've come to the conclusion that "both effects can't happen at the same time, so only one would remain", my own conclusion is that "both effects can't happen at the same time, so they don't".

It's pretty hard to go anywhere further after we've both stated those opinions, and I'm not gonna force you to share my view.


I actually agree with that. Once one is successful the other shouldn't be able to be used. The target has been repositioned.

The abilities just double the attempts. Which doesnt suck really.

I can also agree that there is little to back up either stance.


Dave Justus wrote:
Scott Wilhelm wrote:
How are you measuring time, here? Measuring time in seconds and minutes is pretty much meaningless, since this is a fantasy-makebelieve game, and none of it really happens at all!
I suppose if you want to go with the argument that it is all make believe so it isn't subject to analysis and we can't know anything about it I will have to bow out of the argument.

I'm not saying it isn't subject to analysis. I am saying it isn't subject to the laws of real-world physics, but rather is subject to game mechanics.

Dave Justus wrote:
I am talking about the action and its effects

So am I.

Dave Justus wrote:
all being one thing that happens at the same time. The fact that the player is rolling dice in a sequence to determine the effect (making an attack roll then confirming a critical... then rolling weapon damage then rolling sneak attack damage and then rolling for a reposition as an example) doesn't mean that these things happen one after another in game. The total result of these sequential out of game steps are what is used to generate the effect of that discrete attack in game. A wolf doesn't bite you and then trip you, he trips you by biting you.

Okay, assuming you are right that you are right that the 2 repositions would be happening at the same time, can you show me where the rules say that it is illegal for both repositions to happen at the same time?

Dave Justus wrote:
Obviously you can reposition a target that has been repositioned before and obviously you can make multiple repositions in a round.

Okay then.

Dave Justus wrote:
To move on you, are mistaken.... With 2 effects based one triggering action

The 2 Repositions do not have the same the same trigger. They are taken as separate actions.

Repositioning Strike wrote:
If your confirmation roll exceeds your opponent’s CMD, you may move your opponent as if from the reposition combat maneuver.

The effect of Repositioning Strike is part of the Crit Confirmation Roll. The extra Damage and this Reposition are indeed part of the same action. That Action is the Confirmed Critical Hit.

Repositioning Strike wrote:
score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack.

This means is that the Crit Confirmation Roll has to be successful in addition to the Roll having to be higher than the opponent's CMD. If the roll is higher than one but not the other, the Reposition won't happen. But the Reposition and the extra damage are both effects determined by the same roll: the Crit Confirmation Roll that is triggered by scoring a Threat.

Now, let's look at the Weapon Enchantment.

Repositioning Magic Weapon Enchantment wrote:
If the wielder confirms a critical hit with the weapon, he can attempt to reposition his opponent as a free action.

This is specifically a separate action from the Crit Confirmation Roll. It says here that it is a Free Action that happens if the wielder confirms a critical hit. Separate Action, separate Attack Roll. Also, separate trigger: every hit that is a Critical Threat triggers both the roll to attempt both the Crit Confirmation extra damage and the Repositioning. If the Crit Confirmation successfully scores extra damage, then the 2nd Reposition granted by the Repositioning Magic Weapon Enchantment is triggered.


Scoring a critical hit and confirming a critical roll is the same thing. How are they not? The only way to score a critical hit is to confirm a critical roll.


Cavall wrote:
Scoring a critical hit and confirming a critical roll is the same thing. How are they not? The only way to score a critical hit is to confirm a critical roll.

That is no what I'm saying at all!

Read my last post.


I'm all for starting a FAQ about actions that arguable happen at exact same time, such as the example with Stylish Riposte/Upsetting Strike.
But that's not what's happening here.

If the character had True Strike cast on themselves before making the critical hit, the confirmation roll reposition would benefit from the +20 bonus since it's part of the attack. The weapon ability reposition however, would never benefit from that True Strike bonus since it's a completely separate attack roll with it's own action made after the first reposition.
Saying anything else is arguing against both RAW and RAI, and I'm honestly not sure how this ever came to be questioned since it's right there black on white.

It's not a case of "the rules don't say I can't!" stubbornness, but the exact opposite. The rules explicitly allows us to make two repositions, and if you want to argue otherwise please provide a rule that supports your claim.


Wonderstell wrote:

I'm all for starting a FAQ about actions that arguable happen at exact same time, such as the example with Stylish Riposte/Upsetting Strike.

But that's not what's happening here.

If the character had True Strike cast on themselves before making the critical hit, the confirmation roll reposition would benefit from the +20 bonus since it's part of the attack. The weapon ability reposition however, would never benefit from that True Strike bonus since it's a completely separate attack roll with it's own action made after the first reposition.
Saying anything else is arguing against both RAW and RAI, and I'm honestly not sure how this ever came to be questioned since it's right there black on white.

It's not a case of "the rules don't say I can't!" stubbornness, but the exact opposite. The rules explicitly allows us to make two repositions, and if you want to argue otherwise please provide a rule that supports your claim.

Ah, that's why my advice to start with a Repostion was bad!

Critical Hit wrote:
“confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made.

I was thinking that since the Confirmation Roll was another Attack Roll, it didn't count for True Strike, but since it specifies you get all the other modifiers, you do. I had overlooked that as well. I stand corrected.

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