Stopping 5 foot movement [Archive] - Wizards Community

Post/Author/DateTimePost
kettle

03-16-08, 06:44 PM
Hey everyone,

I am working on a new character for my wife's D&D game and have decided to make a Crusader. I am taking the stand still feat that allows me to stop the movement of a bag guy if they provoke an attack of op with movement.

I was wondering if there was a feat that allowed me to get an attack of op when an enemy moves only 5 feet. or maybe a feat that allow me to follow an enemy who only moves five feet. Not sure, but i thought i saw something like this once.

My wife is strict on character concepts so using a spiked chain or other reach type weapon will not work for my knight concept. So I need a feat that will allow me to use stand still efectively with a sword.

If you can provide the name of the book or magazine for any feats you suggest that would be helpful.

Thanks,

Kettle
Radijs

03-16-08, 06:53 PM
Tarbaby works. You already mentioned a crusader. I know there's a stance that says that makes 5 ft steps provoke.
dman11235

03-16-08, 06:57 PM
There is a feat that allows you to follow someone if they take a 5' step I believe. Maybe it was a stance though. Try searching various sources.

Now, why can't you be a knight who uses a spiked chain? Also, there is a stance that grants reach. And the stance that makes 5' steps provoke.
mplindustries

03-16-08, 10:18 PM
Thicket of Blades stance from Tome of Battle causes 5' steps to provoke.

And the Devoted Spirit tactical feat in Tome of Battle lets you follow someone. I don't remember the name, but if you actually have the book, you should be able to find it easily.
Nathreet

03-17-08, 01:13 AM
You do realize that it takes 3 5 foot steps and therefore 3 rounds to get past you that way.

Round 1: Enemy moves in front of you and to the right, diagonal from your square. He can't move further without provoking an AoO because you threaten that square.
Round 2: He takes a 5' step. He is now to your right.
Round 3: He takes a 5' step. He is now behind you and to your right.
Round 4: He still can't leave his square without provoking an AoO. He either needs to withdraw or take another 5' step.

If he's not dead by then, can't you just take 5' steps back?
dman11235

03-17-08, 10:15 AM
The point is that he can't keep the guy there. What's to stop him from going around you in the begining?
Orenmir

03-17-08, 10:45 AM
There is a feat called Exploit Adjustment. If someone takes a 5' step from a square you threaten to another square you threaten, they provoke! Combine that with reach and you're golden.
DerelictDroid

03-17-08, 11:26 AM
No spiked chain? Perhaps Guisarme then?

Also the feat you speak of is Evasive Reflexes I believe. It allows you to take a 5' step instead of an AoO. It's in Tome of Battle.
edventure

03-17-08, 11:54 AM
There is a feat called Exploit Adjustment. If someone takes a 5' step from a square you threaten to another square you threaten, they provoke! Combine that with reach and you're golden.

I don't see that in the feat index. What's the source?
HARLEYDUDE

03-17-08, 12:35 PM
There is a feat called Exploit Adjustment. If someone takes a 5' step from a square you threaten to another square you threaten, they provoke! Combine that with reach and you're golden.

What book is that in?
HD
dman11235

03-17-08, 05:12 PM
Apperently it's in Dragon 340: here. (http://realmshelps.dandello.net/cgi-bin/feats.pl?Exploit_Adjustment,all)
Orenmir

03-17-08, 11:35 PM
Indeed. And, I was apparently slightly mistaken about its usefulness. An AoO is provoked only if the 5' step is from an adjacent square to another adjacent square. I guess if it was from any threatened square to any threatened square, that might be too powerful. Darn!
kjenks

03-17-08, 11:53 PM
There is one feat that pretty much guarantees that your opponent can't take a 5 ft. step: Quickdraw. Let me explain.

During a full attack, as your last iterative attack (you know, the one that almost never hits anything), instead of attacking with your melee weapon, take a 5 ft. step back, use Quickdraw to get out a tanglefoot bag and use your last iterative attack to lob it at your opponent. Since you're making a ranged touch attack, you still have a pretty good chance at hitting your opponent.

Sure, he'll make the wimpy DC 15 Reflex save, but his mobility is still reduced for 2d4 rounds, making 5-ft. steps impossible. He'll also have some spiffy penalties.

Quickdraw has many other uses, too.
Orenmir

03-18-08, 12:15 AM
Sure, he'll make the wimpy DC 15 Reflex save, but his mobility is still reduced for 2d4 rounds, making 5-ft. steps impossible. He'll also have some spiffy penalties.

I think you're making an assumption that the "hampered movement" created by a tanglefoot bag qualifies as "difficult terrain."

In difficult terrain, you can not make a 5' step. Nowhere in the tanglefoot bag description does it say the target is experiencing difficult terrain. It only claims the target is reduced to half speed. You can still take a 5' step if you are reduced to half speed, granted you don't take a move action.

Even though you're slightly breaking the RAW, I will give you kudos for a very ingenious combat maneuver. As a DM, I might even rule 0 in your favor, simply for creativity! ;)
changing-winds11

03-18-08, 12:33 AM
There is one feat that pretty much guarantees that your opponent can't take a 5 ft. step: Quickdraw. Let me explain.

During a full attack, as your last iterative attack (you know, the one that almost never hits anything), instead of attacking with your melee weapon, take a 5 ft. step back, use Quickdraw to get out a tanglefoot bag and use your last iterative attack to lob it at your opponent. Since you're making a ranged touch attack, you still have a pretty good chance at hitting your opponent.

Doesn't this require your DM to count the tanglefoot bag as a weapon for it to work? (Quick Draw only works with weapons according to the feat itself.) Or does it count as a weapon? If so, can someone point this out to me, because this is a great idea if really allowed.

Sure, he'll make the wimpy DC 15 Reflex save, but his mobility is still reduced for 2d4 rounds, making 5-ft. steps impossible. He'll also have some spiffy penalties.

Why does the opponent's speed being halved automatically make 5-foot steps impossible? Unless the enemy's speed is reduced to 5 feet or less from being halved, he can still take 5 foot steps. Unless, of course, it states in the PHB/DMG that the enemy treats his reduced movement as due to difficult terrain - in which case, this cool trick does indeed work :D (Please say that the book is different from the Hypertext SRD on this one, because I REALLY want this to work.)

Quickdraw has many other uses, too.

Could you answer my questions, if you read this?

ARGH, Ninja'd!
Wih

03-18-08, 12:57 AM
Don't bother with a Spiked Chain, use a reach weapon with Spiked Armour. Guisarmes and Glaives are still Knightly weapons, and if she's really strict, use a Lance while on foot - that's a reach weapon and it's the epitome of Knighthood.
Thicket of Blades, a 3rd level Devoted Spirit stance will let 5ft steps provoke AoOs, and the feat Stand Still from the SRD (http://www.d20srd.org/srd/psionic/psionicFeats.htm) will let you not do damage on your AoO to instead make the enemy stop moving if they fail a high DC reflex save (which they will).
Not only will you get the AoO on anyone in your area, but they can't move out of your area, it's much better than a tanglefoot bag.
Wheldrake

03-18-08, 04:52 AM
No spiked chain? Perhaps Guisarme then?

Bohemian earspoon? Glaive-glaive-glaive-guisarme-glaive?

http://www.giantitp.com/comics/oots0136.html

JUst hadda do it, --- Wheldrake
McPoyo

03-18-08, 09:22 AM
3rd level class feature of the Knight Class (PHB 2, pages 24-30) is called "Bulwark of Defence". It's on the top left of page 28, and basically states that anyone who starts in a threatened square treats all threatened squares as difficult terrain.

Combine that with spikes and a Glaive or some other reach weapon (Halberd, perhaps?), Hold the Line, etc, and you've pretty much guaranteed that you'll be beating them about while they are within your reach.

Then again, the level 5 class feature allows you to add your class level to the DC to tumble passed you without provoking an AoO.
kjenks

03-18-08, 12:37 PM
Doesn't ((using Quickdraw to draw a tanglefoot bag)) require your DM to count the tanglefoot bag as a weapon for it to work? (Quick Draw only works with weapons according to the feat itself.) Or does it count as a weapon? If so, can someone point this out to me, because this is a great idea if really allowed.

Yes, it does require your DM to count the tanglefoot bag as a weapon for it to work.

A tanglefoot bag seems to be a special case of a splash weapon.

SRD
===
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target.
===

The tanglefoot bag only affects the target, inflicting no actual damage and having no effect on creatures within 5 feet of the target, but seems to follow the other rules for splash weapons. So I'm pretty sure it's a weapon. I don't know why your DM would think otherwise. You should ask.

Why does the opponent's speed being halved automatically make 5-foot steps impossible? Unless the enemy's speed is reduced to 5 feet or less from being halved, he can still take 5 foot steps. Unless, of course, it states in the PHB/DMG that the enemy treats his reduced movement as due to difficult terrain - in which case, this cool trick does indeed work (Please say that the book is different from the Hypertext SRD on this one, because I REALLY want this to work.)

Checking the rules again, I'm not sure if moving at half speed when hampered by tanglefoot goo does prevent a 5-ft. step.

SRD
===
Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
===

SRD
===
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 + the spell’s level) or lose the spell.
===

SRD
===
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness.
===

So, if you have goo stuck to your feet, your movement is hampered. But it isn't hampered by difficult terrain, just by goo. On the other hand, a creature flying with a Fly spell would be unaffected by tanglefoot goo because it's not walking around on the terrain with goo on its feet. So this looks like a DM call.
dirkformica

03-19-08, 03:06 AM
As has been stated, you don't need a Feat for the provoking AoO's from movement. Thicket of Blades stance from Devoted Spirit on p. 61 means every form of movement known in the game provokes an AoO. That and Stand Still will be terrific together.

Reach has been suggested so you threaten a bigger area in order to provoke more AoO's. I think there is a sword that functions similarly to a Spiked Chain, but I don't know what book it's in. It does, however, have an Asian feel to it so I don't know if that will fit the Knight theme.

Finding a way to gain larger size would be helpful to expand your threat range such as by Enlarge Person, Expansion (Psionics,) etc. If you wanted to dip a bit into Cleric and later Ruby Knight Vindicator you could make use of Righteous Might as well, or just take the Strength domain for Enlarge Person.
Nathreet

03-19-08, 03:34 AM
http://www.d20srd.org/srd/combat/actionsInCombat.htm#draworSheatheaWeapon

Drawing a weapon-like object, like a wand, it counts as drawing or sheathing a weapon (move action). Likewise if a weapon is stored away, it counts as retrieving a stored item (standard action). I'm not 100% sure but I think you can quick draw a weapon-like object. Maybe if you tie the tangle-foot bag to a stick, quick draw the stick, and chuck the stick (together with the bag)?
McPoyo

03-19-08, 09:03 AM
http://www.d20srd.org/srd/combat/actionsInCombat.htm#draworSheatheaWeapon

Drawing a weapon-like object, like a wand, it counts as drawing or sheathing a weapon (move action). Likewise if a weapon is stored away, it counts as retrieving a stored item (standard action). I'm not 100% sure but I think you can quick draw a weapon-like object. Maybe if you tie the tangle-foot bag to a stick, quick draw the stick, and chuck the stick (together with the bag)?

Tanglefoot-Flail? :P
Mr_Teapot

03-19-08, 02:28 PM
3rd level class feature of the Knight Class (PHB 2, pages 24-30) is called "Bulwark of Defence". It's on the top left of page 28, and basically states that anyone who starts in a threatened square treats all threatened squares as difficult terrain.

Combine that with spikes and a Glaive or some other reach weapon (Halberd, perhaps?), Hold the Line, etc, and you've pretty much guaranteed that you'll be beating them about while they are within your reach.

Then again, the level 5 class feature allows you to add your class level to the DC to tumble passed you without provoking an AoO.

Both these abilites are worse than Thicket of Blades, though, and the character is already going to be a Crusader. Thicket of Blades makes all movement (even tumbling) provoke AoOs, which is better than increasing the DC of the Tumble. And Bulwark of Defense only applies to characters who start their turn in your threatened area, whereas Thicket of Blades applies all the time. So Knights can't stop someone charging them, but a Crusader with a reach weapon and Stand Still could stop the charger before they get adjacent to the Crusader.
McPoyo

03-20-08, 11:45 AM
I was just throwing some other options out there in case Crusader wasn't allowed, I misread the part involving playing playing a Crusader was a definite.