Feats to stop opponent from moving?


Advice


Basically, are there any feats that can stop an opponent from moving? Or possibly taking any actions at all? Preferably ones that don't require being a spellcaster.


Anything that can knock an opponent prone or let you hold them in place with a grapple check (or pinning them) will do that. Find a way to stagger the opponent or make them nauseous in combination with prone or grappled condition wraps it up nicely.


The Improved and Greater "Be A Wizard or a Druid" feat line can stop enemies from moving.


You want Stand Still or Stunning Fist there may be other feats and class abilities that do this without magic, but these are the only ones i can think of right now.


Another feat not mentioned so far is Pin Down. An 11th level Fighter feat


Dazing assault, Dazing spell metamagic. Improved trip as AOO. Dazing critical, Stunning critical, Scorpion style reduces their movement to 5.

Silver Crusade

Wolf Style chain, Difficult Swings


Stand Still (already mentioned) is probably the most straight forward option. A few more:

Daze: Draconic Heritage (esoteric), Dazing Fist, Devastating Assault (at BAB 16+ though), Giant's Wallop (if GM allows to apply Racial Heritage (giant))

Stun: Stunning Irruption, Cudgeler Takedown, Linnorm Wrath


1 person marked this as a favorite.

Thanks all, I'll take a look at each of the feats.


1 person marked this as a favorite.

depend on the GM the sticky goo from Viscous Venom might prevent movement (it would still reduce to half movement even if not total prevent movement)

Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

(depend if the GM rule that the goo is an anchored entangle effect or not, i would rule that it is as it's sticky not only for the target but for the area it is used on so sticking the target and the floor = sticking the target to the floor. unlike, say a net, which only grab the target. more so when used in the following way).

this can lead into 'no need for save or to hit' entangling foes if you take the following feat of toxic spray as you make the area he start in sticky so in his turn he start in it and is entangled (also get what ever of the other spit venom feat tree you took that might effect him, as in Hemorhaging Venom, Spit Venom, Toxic Spray, Virulent Venom, Viscous Venom).

spit venom is normally a full round action, but a venomblade fighter get to use it with faster actions.

( i like to stack Venomblade with gloomblade archtype for a fighter who carry no visible weapon but can attack and stop elephants. i call it the 'Voom-Blade')

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Feats to stop opponent from moving? All Messageboards

Want to post a reply? Sign in.