Hold the line and reach weapons (simon STAY OUT!!!)

Mahali said:
Convince your DM to go with one AoO per provocation like they game designers intended instead of one per round.

really? where's the evidence that that's what they intended? it's mentions in several places that its one AoO per person per round. was it changed in d20 modern?

as i'm the DM, well maybe i'd allow that. but i probably won't...

as for Biggus Geekus... well, i could allow him to have some fun. but then whats the fun in being a DM? :p
 

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I and every other DM I know use the rule of one AoO per instance since using it any other way can get ridiculous. Just as an example, using the rule as-is, an opponent in your threat range can quaff a potion (drawing an AoO) and then proceed to pull down his pants and moon you and there's nothing you can do about it, since you've already made your AoO against him for that round.

Of course, without Combat Reflexes it's a moot discussion.
 

Apok said:
I and every other DM I know use the rule of one AoO per instance since using it any other way can get ridiculous. Just as an example, using the rule as-is, an opponent in your threat range can quaff a potion (drawing an AoO) and then proceed to pull down his pants and moon you and there's nothing you can do about it, since you've already made your AoO against him for that round.

Of course, without Combat Reflexes it's a moot discussion.

Well, pulling down one's pants and mooning you doesn't provoke an AoO anyway :D
 


I bashed the hell out of a charge-happy monk by using some advanced hobgoblins in formation:

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This is a 15'-wide corridor, which the party enters from the north.
Rank 1 is armed with halfspears and tower shields.
Rank 2 is armed with longspears.
Subsequent ranks are armed with bows, and ideally are standing on a slightly higher level.

When the party shows up, all the spear wielders ready to receive a charge.

If the monk charges, he takes at least four readied attacks. (If he's dumb enough to charge the center of the line, he takes six attacks.) Since they're piercing weapons readied against the charge, hits do double damage.

Then on their next turn, the shield-holders rotate their tower shields to obtain 90% cover, and everyone attacks. The monk gains cover from the shields as well, but the hobgoblins are more likely to get in a lucky hit, because of their greater numbers.

Things to note:
- Rank 1 gives the monk cover with respect to rank 2, so the monk gets +4 to AC against the longspears.
- Packed formations like this are easy meat for a Fireball. Either have half the archers ready to disrupt spellcasting, or place your favorite spell-disrupting effect on the hallway.
 

You could try Hold the Line combined with Improved Trip(or just with Improved Trip + a reach weapon like a glaive)...when he charges trip him and smack him while he's on the ground, if the trip works the monk has to attack from a prone position and I"d argue wouldn't get the double damage from Flying Kick, but even if you ruled he would get the double damage, a prone attack is made at a penalty.
 
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AuraSeer said:
This is a 15'-wide corridor, which the party enters from the north.
Rank 1 is armed with halfspears and tower shields.
Rank 2 is armed with longspears.
Subsequent ranks are armed with bows, and ideally are standing on a slightly higher level.

When the party shows up, all the spear wielders ready to receive a charge.

If the monk charges, he takes at least four readied attacks. (If he's dumb enough to charge the center of the line, he takes six attacks.) Since they're piercing weapons readied against the charge, hits do double damage.

Then on their next turn, the shield-holders rotate their tower shields to obtain 90% cover, and everyone attacks. The monk gains cover from the shields as well, but the hobgoblins are more likely to get in a lucky hit, because of their greater numbers.

Things to note:
- Rank 1 gives the monk cover with respect to rank 2, so the monk gets +4 to AC against the longspears.
- Packed formations like this are easy meat for a Fireball. Either have half the archers ready to disrupt spellcasting, or place your favorite spell-disrupting effect on the hallway.

Here's a question based on this idea a bit. Instead of spiked chain have a long spear. Have a readied action to plant the spear and attack anyone who charges you. Monk charges, you use the readied attack, bang you hit double damage from spears set ability. Now do you also get the AoO(I assume you do), and now will that also get the double damage for the spear being set? If so two x2 damages from a GMW's long spear, from a specialized long spear wielder with a big str is a lot of damage. Lets say 20 str,+3 GMW'd specialized=+12 damage(long spear damage don;t know lets say AVe 5) so17x2=34x2=68. That should be a big enough ouchie to give themonk second thoughts.
 

Great idea on setting the longspear Shard...seems to me you should get the x2 damage for the set spear ready action and one extra attack for the reach weapon's AoO. I'd say the AoO isn't at x2 though....you could still try to trip the monk with the second attack with Improved Trip too and if successful whack him while he's on the ground.
 

In that situation, you do get an AoO. The readied action is triggered when he enters one of your threatened spaces, and the AoO when he leaves that space.

However, the damage is not doubled for the AoO.
 

If you want to be really nasty have a group of long spear wielding goons set up formation around Mr. Big. But have all the goons be invisble. A single invisible circle spell should cover them.
 

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