Ways to prevent full attack?

Other than the slow spell (or things that duplicate it), what are some ways to prevent opponent from making a full attack? Or more generally, from taking full round actions.
 

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Pyrex

First Post
Solid Fog comes close. To prevent a full attack, make sure they need to move before they attack, Flaming Sphere works wonderfully for this.

What FRA's are you trying to prevent?
 

Enkhidu

Explorer
Joshua Randall said:
Other than the slow spell (or things that duplicate it), what are some ways to prevent opponent from making a full attack? Or more generally, from taking full round actions.

Put them in situations where they have to move. The various cloud spells do a pretty good job, but any spell/effect that forces a new save every round as long as they are in a certain area of effect will usually provide the right incentive too.
 

Pielorinho

Iron Fist of Pelor
Full attack is easier:
-Get out of the critter's way. Often this means moving back 15 or 20 feet and then readying an action to attack; alternately, you may attack and then move back. Note that this allows a creature 2 attacks at its full bonus; still, against many creatures, that's preferable to a full attack (e.g., a troll that makes an AoO and then a single attack doesn't get a chance to rend you). This is a basic tactic everyone should use.
-Trip or disarm or sunder: all of these, when successful, force the creature to waste a MEA before attacking; often the creature will incur an AoO in the process of recovering from your maneuver. When they fail, though, it's too bad, so sad.

Daniel
 

Lamoni

First Post
One other option is only available for monks. With the Sun School tactical feat from complete warrior, if you hit with your first two attacks in a flurry you can push your opponent back 5'. Then, instead of following him 5' you can forfeit your other attacks and take a 5' step back. This way you prevent a full-attack against you while still making 2 attacks each round. Of course this is dependant on two things. One, that the enemy closes with you on its turn and Two, that you are able to hit the enemy with your first two consecutive attacks.
 


Gort

Explorer
Lamoni said:
Then, instead of following him 5' you can forfeit your other attacks and take a 5' step back.

Why do you have to forfeit your other attacks? Make them, THEN step back.
 


Thanee

First Post
Slow, Ray of Exhaustion, Trip, Grapple (somewhat), Spring Attack, Attack+Move (better have a reach weapon to make it worthwhile).

Bye
Thanee
 

Pielorinho

Iron Fist of Pelor
Actually, in most cases, reach weapons DON'T make it better to do the attack and move. Assuming your opponent has closed to within 5' of you, you can't attack until you move back 5'. Unless you have Spring attack, you can either move back 5' and attack (in which case your opponent just moves forward 5' and full-attacks on you next round), or you move back 10+ feat (incurring an AoO), out of your reach range, and ready an attack on your opponent. If you do the latter, AND your opponent closes with you, you'll get the two attacks you're normally entitled to (one for reach, one for readied action). However, a smart opponent may choose instead to attack someone else, meaning you get no attacks at all compared to his freebie AoO on you.

Spiked chains need not apply to this analysis :).

Daniel
 

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