Combat questions

Re: additional question

Voadam said:
Another spellcasting question

Say a spellcaster with improved unarmed is casting a normal casting time spell. Somebody next to the spellcaster without improved unarmed tries to punch him or grapple him with a readied action. Either option provokes an AoO from the caster. Can the spellcaster use his AoO and still cast his spell (assuming he makes his concentration skill check if the readied action hits him and does damage).

Yes. Caster provokes an AoO, oppent attackes and provokes and AoO in the process, caster makes an attack (if he can), oppent attacks, caster tries to finish spell (concentration).

This works for archers too, wearing spiked gauntlets, armor spikes, using arrows, or having unarmed strike. Archer in melee prokes AoO by trying to shoot. Melee combatant tries to grapple. Archer punches melee combatant with spiked gauntlet. Resolve grapple and archer shot if you still can.
 

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Oooh...
Combat Reflexes lets you take multiple AoO, but still only one per target. Is there any way to get around that limitation? For instance, if someone in your threatened area casts Haste and then fires a bow, is there a feat that'd let you take two attacks on him?

If so, things could get really complicated. According to the FAQ, characters attacking with gauntlets (spiked or not) are still considered "unarmed" for purposes of drawing AoO.

So put that archer next to a monk, and give them both this hypothetical ueber-reflexes feat:
Archer attempts to fire, and provokes AoO.
Monk uses AoO to attempt grapple, provoking return AoO.
Archer uses AoO to strike "unarmed" with spiked gauntlet, provoking AoO from "armed" opponent.
Monk uses AoO to try and grab the bow, provoking AoO for a Disarm attempt.
Archer uses AoO to try and smash the monk's Ring of Magic Fang, provoking AoO for striking a worn object.
And so on.

For two characters with high Dex, you could make one combat round require an awful lot of dice rolling. :)
 

That is exactly why you can't get multiple AoOs on a single target. Karmic Strike from OA has a similar ruling. Karmic strike lets you take a -4 to your AC to allow you to take an AoO on a person who hits you melee. If two opponents use this at the same time, HP goes away fast if you could take that many AoOs.
 

There is a feat called Perfect Reflexes somewhere (something not WotC, but was made for D+D) that allows you to take multiple AoOs agianst one opponent. It is a rather powerful one, and I have a feeling that many DMs would not allow it.

If I remember correctly, the prerequisites are Base Reflex Save +6, Combat Reflexes, and Lightning Reflexes.
 

Voadam said:
My number 3 question perhaps was less clear than it should have been.

A spellcaster casting a full round spell is next to someone who provokes an AoO, can the spellcaster make an AoO and continue with his spell or does that interrupt the spellcasting and if so would he lose the spell.

The caster would have to stop his casting, and so would loose the spell, basically choosing to put his concentration into other things.
 

Voadam said:
Stalker,

in the reach and kick, if one is used for full attacks and the other is only used for AoO then the character is never using two weapons (the polearm and the kick) at the same time. When he makes the AoO he is striking with only one weapon, the two weapon fighting penalties do not stick for a full round like power attack and expertise do. Two weapon penalties only apply when striking with two weapons in the same action.

I'm glad this issue came up, because I want everyone elses opinion of it.

Normally, if you are "arming" an offhand attack, then you are using two handed fighting. An example would be if you have a defending weapon in your offhand. By activating the AC bonus of the weapon, you suffer two-weapon penalties, even if you never actually swing the weapon.

If you want to have the benefit of the kick for AOO, then you must suffer two-weapon penalties.

That's my opinion, but I would enjoy everyone else's take since its come up before but never seemed to get resolved.
 

Stalker,

Here are some examples:

longsword in primary, nothing in secondary, no two weapon penalties.

longsword in primary, shield in offhand, no two weapon penalties.

longsword in right hand, wand of lightning bolts in left hand, no two weapon penalties.

Longsword in one hand, dagger in other hand, throws dagger, no two weapon fighting penalty.

longsword in right hand dagger in left hand, if the dagger is not being used there should be no two-weapon penalty.

During an AoO a two weapon fighter is striking with only one weapon.

Here is all the relevant information I could find from the srd in the combat modifiers section.

Two Weapon Fighting

If a combatant wields a second weapon in the off hand, that combatant can get one extra attack per round with that weapon. Fighting in this way is very hard, however, and a combatant suffers a -6 penalty for regular attacks with a combatant's primary hand and a -10 penalty to the attack with a combatant's off hand. A combatant can reduce these stiff penalties in three ways:

* If a combatant's off-hand weapon is light, the penalties are reduced by 2 each. A light weapon is one that's smaller than a weapon a combatant could use in one hand. Its size category is smaller than a combatant's. (An unarmed strike is always considered light.)

* The Ambidexterity feat reduces the off-hand penalty by 4.

* The Two-Weapon Fighting feat reduces both penalties by 2.

On the other side, penalties to your attacks that last the whole round specifically state so in the condition

from the srd:

A combatant can choose to fight defensively when taking the attack action. If a combatant does so, the combatant takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Expertise [General]

Prerequisite: Int 13+.

Benefit: When the character uses the attack action or full attack action in melee, the character can take a penalty of as much as -5 on the character's attack and add the same number (up to +5) to the character's Armor Class. This number may not exceed the character's base attack bonus. The changes to attack rolls and Armor Class last until the character's next action. The bonus to the character's Armor Class is a dodge bonus.

Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.

Power Attack [General]

Prerequisite: Str 13+.

Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.
 

spellcasting and taking AoOs

Here is the relevant rules info I could find on taking actions while casting spells

from the srd:

Cast a spell(1-action) [Standard][AoO: Yes]

Description: Casting a spell with a casting time of 1 action is a standard action. A combatant can move and then cast the spell, or cast the spell and then move.

A combatant may attempt to cast a spell while on the defensive. Casting a spell while on the defensive does not provoke an attack of opportunity. It does require a Concentration check (DC 15 + spell level). Failure means that the combatant loses the spell.

Cast a spell(full-round) [Full][AoO: Yes]

Description: The spell will take effect just before the caster's action in the next round.

A combatant can take a 5-foot step before, during, or after casting such a spell, but cannot otherwise move.

A combatant may attempt to cast a spell while on the defensive. Casting a spell while on the defensive does not provoke an attack of opportunity. It does require a Concentration check (DC 15 + spell level). Failure means that the combatant loses the spell.

Concentrate to maintain or redirect a spell [Standard][AoO: No]

Description: Anything that could break a combatant's concentration when casting a spell can keep a combatant from concentrating to maintain a spell. If a combatant's concentration breaks, the spell ends.

Magic Partial Actions
Concentrate to maintain a spell 5-ft. step No

Concentration

To cast a spell, the character must concentrate. If something interrupts the character's concentration while the character is casting, the character must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell the character is trying to cast, the higher the DC is. (The DC depends partly on the spell level because more powerful spells require more mental effort.) If the character fails the check, the character loses the spell just as if the character had cast it to no effect.

Injury: Getting hurt or being affected by hostile magic while trying to cast a spell can break the character's concentration and ruin a spell. If while trying to cast a spell the character takes damage, fail a saving throw, or are otherwise successfully assaulted, the character must make a Concentration check. The DC is 10 + points of damage taken + the level of the spell the character is casting. If the character fails the check, the character loses the spell without effect. The interrupting event strikes during spellcasting if it comes between when the character starts and completes a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to the character casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If the character is taking continuous damage, half the damage is considered to take place while the character is casting a spell. the character must make a Concentration check (DC 10 + one-half the damage that the continuous source last dealt + the level of the spell the character is casting). If the last damage dealt was the last damage that the effect could deal, then the damage is over, and it does not distract the character. Repeated damage, does not count as continuous damage.

Spell: If the character is affected by a spell while attempting to cast a spell, the character must make a Concentration check or lose the spell being cast. If the spell affecting the character deals damage, the DC of the Concentration check is 10 + points of damage + the level of the spell the character is casting. If the spell interferes with the character or distracts the character in some other way, the DC is the spell's saving throw DC + the level of the spell the character is casting. For spells with no saving throw, it's the DC that the spell's saving throw would have if it did allow a saving throw.

Grappling or Pinned: The only spells the character can cast while grappling or pinned are those without somatic components and whose material components (if any) the character has in hand. Even so, the character must make a Concentration check (DC 20 + the level of the spell the character is casting) or lose the spell.

Vigorous Motion: If the character is riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, the character must make a Concentration check (DC 10 + the level of the spell the character is casting) or lose the spell.

Violent Motion: If the character is on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, the character must make a Concentration check (DC 15 + the level of the spell the character is casting) or lose the spell.

Violent Weather: If the character is in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell the character is casting. If the character is in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell the character is casting. The character loses the spell if the character fails the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above.

Casting Defensively: If the character wants to cast a spell without provoking any attacks of opportunity, the character needs to dodge and weave. The character must make a Concentration check (DC 15 + the level of the spell the character is casting) to succeed. The character loses the spell if the character fails.

Entangled: If the character wants to cast a spell while entangled, the character must make a Concentration check (DC 15) to cast the spell. the character loses the spell if the character fails.
 


from the srd:

Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and a combatant can only make one per round. The combatant does not have to make an attack of opportunity if the combatant doesn't want to. A combatant can make the attack of opportunity at a combatant's normal attack bonus - even if the combatant has already attacked this round.

I have not been able to find a rules reference on whether taking an AoO disrupts concentration.

The closest analogy seems to be being jostled.
 

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