Opportunity Attacks - no limit ?

Istar

First Post
To clarify, you can only make one OA during another enemy's turn. If two different enemies give you OA conditions, you can make one OA on each enemy's turn. So the OP's scenario, while very unlikely, is possible.

Not sure what you mean, it is highly likely that in this scenario the character will get a very high amount of OA's.
Correct not maybe 20, but certainly, the chance of getting a high amount of OA's in a single round is very high.
 

log in or register to remove this ad

What feats or items or powers can add to the useful ness of OA's.
As with Polearm Gamble and this TR and the mark this build will get a lot of at-wills and I want to max this out.

There is already the Sudden Roots feat which will slow all the enemy.
And I can see this warden moving well into the room and enemy move to attack, and get Threatening Reach OA's on them and slowed.
So effectively, unless using ranged, the party has a whole free first round of not being attacked, and being able to move into the room.

There is a Helm item that gives you plusages TH on OA's, what else is there that helps with OA's ??

Well, there are a couple feats that fighters can take, like Devoted Challenge (dwarf only, there are other similar feats). There is Heavy Blade Opportunity, Blade Opportunist, Agile Opportunist, actually there are 137 feats in Compendium that return on a search for "Opportunity". Most of them are pretty niche, but so it goes. Mainly you want to just up your accuracy and add on riders to your MBA.

Remember though, at a certain point it becomes self-defeating. Once a character's OAs are beyond a certain level of effectiveness the DM will simply stop provoking. It may crimp his style but if you dumped most of your build resources into lethal OAs you'll be a kitten the rest of the time. Super reach helps, but it can only do so much.
 

Mapache

Explorer
As its till end of next turn, so its 2 rounds

It's one round, because what matters is enemy turns, not your turns. You can't take OAs during your turn, so the end result is that you will have Threatening Reach for one of each of your opponent's turns (barring them delaying past your turn or something like that).
 

Aulirophile

First Post
It is worth noting that there is a small issue with OA's at the moment by RAW. They aren't MBAs anymore, but there is actually a power called "Opportunity Attack." The problem is it has a range of Melee 1.... and therefore Threatening Reach doesn't work by RAW atm, because while the provoking happens just fine, you can't hit anything because they are out of reach.

There is a thread asking for errata on it, heh.
 

abyssaldeath

First Post
It is worth noting that there is a small issue with OA's at the moment by RAW. They aren't MBAs anymore, but there is actually a power called "Opportunity Attack." The problem is it has a range of Melee 1.... and therefore Threatening Reach doesn't work by RAW atm, because while the provoking happens just fine, you can't hit anything because they are out of reach.

There is a thread asking for errata on it, heh.

That doesn't make any sense. "Opportunity Attack" can be melee 1 all it wants and threatening reach will work just fine. That's because threatening reach changes the range to your reach. There is no need for errata.
 

That doesn't make any sense. "Opportunity Attack" can be melee 1 all it wants and threatening reach will work just fine. That's because threatening reach changes the range to your reach. There is no need for errata.

Look at the RC p246. Obviously what happened is some nimnuts somewhere was told "reformat things as powers". Unfortunately someone went WAY too far with that. They formatted the triggering of an OA as a totally unneeded 'power'. It is an Opportunity Action, with Melee 1 range and the usual OA trigger condition. Its effect is that you get to make an MBA.

You see the problem here. The "Opportunity Attack" power isn't using the reach weapon. Even if your theory was correct, which I am not sure it is, it is moot because Opportunity Attack doesn't have a weapon keyword at all! In fact it has no keywords. It really is absolutely not something that should be a power at all and can be safely ignored. But so stands RAW, officially it is IMPOSSIBLE to have an OA beyond 1 square unless some other game element actually specifically overrides p246. All the stuff that did allow it when OA was just an MBA no longer functions by RAW.
 

What feats or items or powers can add to the useful ness of OA's.
As with Polearm Gamble and this TR and the mark this build will get a lot of at-wills and I want to max this out.

There is already the Sudden Roots feat which will slow all the enemy.
And I can see this warden moving well into the room and enemy move to attack, and get Threatening Reach OA's on them and slowed.
So effectively, unless using ranged, the party has a whole free first round of not being attacked, and being able to move into the room.

There is a Helm item that gives you plusages TH on OA's, what else is there that helps with OA's ??

Fighter. Glaive. Cleave. Longhand style (or whatever it's called). Heavy Blade Opportunity. Spear push. Polearm Momentum. Polearm Gamble.

This is textbook stuff - use a melee basic attack on an opportunity attack (Heavy Blade Opportunity - works with glaives but not other polearms). Make it Cleave and use Longhand Style to give cleave a Push 1. Make it a push 2 with Spear Push. Knock your target prone if you push it two or more squares (Polearm momentum). And Polearm Gamble for when you don't have threatening reach. So on an OA you push your foe two squares and knock them prone. Even when you don't have threatening reach you get an OA for anyone entering a square adjacent to you (Polearm gamble). Oh, and you get your wisdom modifier as a bonus to opportunity attack rolls (Fighter's Combat Superiority feature).

While I'm at it, it's not technically an opportunity boosting feat - but Superior Will and its ability to both shore up probably your weakest defence and to get a free saving throw against dazes and stuns (i.e. two things that prevent opportunity attacks) is worth its weight in gold to this build.
 

Dausuul

Legend
Well quite easy if you are a Stoneblessed Warden.
But its more than a round or two.
As its till end of next turn, so its 2 rounds...

No, it's 1 round. You get it for two of your own turns, but what good does that do you? Threatening Reach is only helpful on someone else's turn. It's the single round in between those two turns that matters.
 

the Jester

Legend
Look at the RC p246. Obviously what happened is some nimnuts somewhere was told "reformat things as powers". Unfortunately someone went WAY too far with that. They formatted the triggering of an OA as a totally unneeded 'power'. It is an Opportunity Action, with Melee 1 range and the usual OA trigger condition. Its effect is that you get to make an MBA.

You see the problem here. The "Opportunity Attack" power isn't using the reach weapon. Even if your theory was correct, which I am not sure it is, it is moot because Opportunity Attack doesn't have a weapon keyword at all! In fact it has no keywords. It really is absolutely not something that should be a power at all and can be safely ignored. But so stands RAW, officially it is IMPOSSIBLE to have an OA beyond 1 square unless some other game element actually specifically overrides p246. All the stuff that did allow it when OA was just an MBA no longer functions by RAW.

The melee basic attack still has the weapon keyword when you make it with a weapon.

The definition is fine IMHO because threatening reach is an exception to the general rule. I had a similar discussion with one of my players whose wizard acquired a staff of ruin, and he couldn't get over the fact that the item bonus applies to damage rolls only because he kept looking up the rules for dealing damage instead of the rules for staff of ruin. "No, it doesn't apply to magic missile, because there is no damage roll."

In other words, the books won't call out exceptions in the general case, only in the exceptions.
 

NewJeffCT

First Post
The players in my game used it once many times in one round. The party shaman had his spirit companion ("SC") near the back entrance to a room they were in, while the party turned & faced the opposite entrance.

The next round, a pile of 'mindless' undead types poured into the room and bore down on the PCs, going past where the SC was located on either side of it. Since it was a 'spirit' and not a living being, the undead just zoomed past the SC and each took an opportunity attack from it as they went by. I had ruled that since the undead were focused on the living, they would continue towards the living targets & ignore the SC. I think five or six went by on each side, so it got 10-12 attacks that round.

I think that has been the only time the SC has effectively attacked, as it mostly provides a healing bonus and works as a flanker.
 

Remove ads

Top