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You can make additional attacks of opportunity.
Benefits: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Without this feat: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Attacks of Opportunity
Sometimes a combatant in a melee lets her guard down or takes a reckless action(like moving). In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.
https://steamcommunity.com/sharedfiles/filedetails/?id=1902510094
You can only make 1 AoO per trigger. Opponent moves out of threatened zone you make 1, your teammate who also has outflank crits you make another and so on. More likely scenerio to achieve so many AoOs is multiple targets moving out of threatened zone being frightened.
You can also spend potential Attacks of Opportunity on Divine Guardian’s Bodyguard ability to give another character + 4 AC against an attack.
Even solo QStaff Master gets Disarm etc
You clowns got me banned. Isn’t that enough?
Responding to a question isn’t necroing.
I know a lot of people do it but you’re missing out on a lot of the fun of this particular game.
Tripping is probably the most effective combat maneuver, but Owlcat kinda went out of their way to make it very build intensive: you’ll want to take every bonus you can get to make it easier on yourself. You’ll probably want the feat Fury’s Fall (add both Dex and Str mod to trip attempts), and you may also want to take the Pummeling Bully feat (lets you make a free action trip as part of a full round attack). If you’re really invested in tripping, it’s a heavy build investment, but you might also want to consider 7 levels of Spawn Slayer, which effectively cancels out the size bonus to CMD of anything larger than Medium. Also if you can find any potions or scrolls of aspect of the wolf, that lets you trip as a swift action, which with your standard/Pummeling Bully trip should let you make attempts against two targets per round. If you want to forgo flurrying, there’s a very good fauchard that gives you a +5 to CMB and lets you deal damage as though you were attacking with it on a successful combat maneuver.
You’ve probably already decided on a race, but if you really want to go all in, Hungerseed tieflings get a +2 racial bonus to CMB and CMD.
That… wasn’t the fun I was talking about. A lot of things you can do with different combinations of characters for different challenges. Unlike BG the companions get EXP even when they’re not in the party so you’re not restricted to a set lineup.
Trip has more support (with the two Trip specific Feats) but it has it’s limitations and gives a malus to ranged attacks that already suffer from lack of Outflank. Ranged gets a lot of iteratives since it doesn’t have to move as much as melee and those have even lower AB.
Disarm generates (many) more AoOs and can defang some of the biggest threats.
Dirty Trick is a Standard Action in PnP for a reason (the other's just replace an attack). Blind is a great condition for both offense and defense and Entangle/Sicken are relatively rare effects on the few things immune to Blind. Ghosts notably are not.
Bull Rush can generate AoOs for the whole team even if they aren’t standing in Trip range but Sunder doesn't do anything against Natural Armor.
Since CMs are a Standard action you can move + CM on turns you need to Move to set up full attacks on the following turn.
Obviously classes like Monk get ways to work them in to full attax and even Pounce with Pummeling.
“Splashing” seven levels of Spawn Slayer will destroy your main class and unnecessary with Enlarge effects on your side. There's enough bonuses there (along with True Strike from Jub as needed) already to land them, or you can specialize in attacking low CMD characters like casters.