No idea on how to use Attacks of Opportunity

I am a new DM. My friends are new too to the game as well, so we are trying to get familiar with the rules.

One rule that we can’t get is the one on attacks of opportunity.

My friends say that you get one every single time a monster attacks because “If he attacks, then gets to lower his guard” but I find that unfair because they will get 2 attacks every single time.

D&D 3.5e understanding attacks of opportunity

I am currently assisting in the dming of the game as far as understanding rules. in the last game session we played i experianced a AoO for the first time as did the actual dm. A pc(1) was engaged in combat with an enemy another pc(2) standing next to him moved away from that fight does that provoke an attack of opportunity from the enemy. also i understand an AoO to be a free attack so does that mean it doesnt have to roll hit? then one last question in the aforementioned situation if an enemy is engaged with pc(1) and pc(2) attacks enemy does the enemy shift target to pc(2) and does the pc(2) take any negatives for attacking the enemy via melee like a ranged attack would.

thank you for any feed back

Can you interpose an Action Surge Dash between two attacks?

If a fighter has Extra Attack giving them two attacks, and they want to use one attack on one creature, and the next attack on a different creature that is farther than they can move using their normal move speed, can they Action Surge to Dash before using the second part of their Attack action?

For example, suppose the fighter is standing next to one mook. They take the Attack action and with their first attack, they kill the mook. The next mook is 60 feet away, and the fighter has a move speed of 30. The fighter would like to use his Action Surge to Dash up to the second mook, and then finish his Attack action with his second attack on the second mook.

Normally, you can use your movement between attacks. PHB p. 190:

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further [than just doing some before and some after, as described earlier in the section] by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet and then attack again.

The fighter’s Action Surge feature says (PHB p. 72)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take an additional action on top of your regular action and a possible bonus action.

The Dash Action is described on PHB p. 192:

When you take the Dash action, you gain extra movement for the current turn. This increase equals your speed, after applying any modifiers.

So, on the one hand Dashing adds to your movement for the turn, and you’re allowed to intersperse your movement, which you now have more of, in between your Attack action attacks. However, it’s unclear to me whether “using the Action Surge feature” is a thing which you can do in between parts of your Attack Action.

Do Lizardfolk unarmed attacks have a weapon specialization group?

The Lizardfolk ancestry grants an unarmed attack, and two more can be gained with ancestry feats. These three attacks are described as follows:

You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.

You gain a fangs unarmed attack that deals 1d8 piercing damage.

You gain a tail unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait.

Then the Iruxi Unarmed Cunning feat comes along and explicitly allows you to apply the critical specialization effect for the above attacks. It does nothing else, and it is concise enough to quote entirely:

You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack’s critical specialization effect.

Critical specialization effects are defined by the attack’s group, and there isn’t a default group. These Lizardfolk attacks don’t have a group, so there is nothing to apply.

So is this feat useless? Or is there a general rule that I don’t know, like "every weapon or unarmed attack with no group listed is in the brawling group"? What am I missing?

Further thoughts: Some spells or activities grant unarmed attacks and specifically state their group, and some don’t. The Advanced Player’s Guide replaces the Tusk Orc feat, which grants an attack without group or traits, with one that grants an attack WITH a group and traits – so somebody must have wanted to clear that up, but the Lizardfolk feats didn’t get an update. And then all weapons in the rule book have a group, but not all armors. It all seems like if Paizo wanted an attack to have a group, they would have said so.

Can an Invisible Blade Full Attack with all Sneak Attacks?

As far as I can see, rogues have no limit to their number of sneak attacks. Using the bluff skill to feint can make an opponent flat-footed, but since bluff only affects your next melee attack, and it takes a standard action, a rogue can only use this method to deal sneak attack damage once per round (once every other round if they don’t have a way to attack outside their turn)

Invisible Blade from CW, however, makes feinting a free action. Does this mean that, for example, a rogue 15/IB 5 can make a full attack, feinting once before each attack, to deal sneak attack damage four or more times?

Fantasy Grounds – Adding different attacks with one weapon

In the Fantasy grounds software: I am playing a ranger in PF2e and I am trying to understand how to apply my Hunter’s Edge: Flurry ability to weapons I own. I’ve imported a weapon into my inventory and it shows up in my action’s tab no problem. However since I’m looking to use this edge ability it doesn’t necessarily apply to all foes that I am fighting equally. So how do I apply two weapon-actions with different bonuses under my actions tab? and most importantly how do I link BOTH to the associated weapon without doing something silly like adding a "fake" weapon in my inventory?

You can see in the image that figured out how to add a second action, but it is not actively linked to the appropriate weapon. enter image description here

Alternately, is there just some toggle I can switch on and off to apply modifiers on the fly?

Effective sneak attacks with spells [closed]

Update: Turns out there was an FAQ in 2013 which states that spells like scorching ray only get sneak attack applied ONCE (or to one ray) instead of each ray getting the sneak attack. Due to this the build becomes basically worthless for what the goal was.End Update.

I am trying to build a caster who also does sneak attack damage with their spells. This is for a gestalt game but would like help on accomplishing it if it was normal.

The problems that I have encountered are:

  • There are very few spells which have multiple ray attack rolls and deal lethal damage such as Scorching Ray and Contagious Flame. I am trying to avoid spell/feat creation.
  • To deal sneak attack you have a limited setting in which it can be used
  • before they act in combat
  • flanking (but ranged touch attacks dont benefit from flanking)
  • sniping (which implies greater invisibility basically every combat)
  • arcane trickster prestige class
  • Sneak attack rules on spells a little vague, best examples come from arcane trickster.
  • AoE spells normally cant benefit (arcane trickster can allow this)
  • Single ray spells benefit once as expected
  • no attack roll but multiple rays like magic missile only get one sneak attack applied even if each hits a different target
  • Unclear how spells like Scorching Ray have it applied. Either each ray gets it or only one ray.
  • DoT spells like acid arrow, is it applied only on the first hit or is it dealt each round?

So while its entirely possible to do sneak attack damage with spells, the rather small selection of multiple ray attacks and the restrictive conditions required to benefit from sneak attack makes it very challenging to use reliably.

My plan was to take wizard or Arcanist on one side and rogue (or something) on the other. The arcane trickster while interesting, doesnt really help.

Range Touch Attacks, and Path of War Maneuvers?

Using Adamant Entertainment’s Warlock class School Ability – Arcane Bolt, a ranged touch attack.

Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.

Can it be used with interchangeably between melee and ranged attack maneuvers with the Path of War rules or is it strictly a ranged attack? If ranged only do I still need Point-Blank Shot and Precise Shot and Defensive Shot/Casting vs AOOs?

Firing Ranged Attacks past Other Creatures

I have recently come up against the problem that players want to fire ranged attackes through multiple enemies, or place AoE spells behind multiple enemies. The idea that one could fire an arrow past three or more other creatures (and yes, I understand that the creature does not occupy the whole 5ft square) seemed completely unrealistic to me. I consulted the rules, and found that (as I understand it), no matter how many creatures are between you and the target, they only get +2AC, and there is no restriction on AoE placement.

To solve this problem, I have come up with the following houserules (also includes some ruling clarifications for players, and rules from back section of DMG):

You can make a ranged attack against an enemy on the other side of an ally or enemy creature. However the following rules apply (based on how many creatures are between you and it):

  • One creature: Half-cover (+2 AC)

  • Two creatures: 3/4-cover (+5 AC)

  • Three creatures or more: Full cover (can’t target)

If you do not hit the AC of the creature you were trying to hit, but do hit the AC of one or more of the intervening creatures, then you hit the nearest one you hit the AC for instead. This includes allies.

For spells that specify targeting a location or creature ‘that you can see’, you can cast past one or two creatures, but not past three or more.

The above house-rules have not been playtested yet.

Does anyone have a better solution? Do the rules-as-written actually deal with the problem? Will these house-rules work?

I’m primarily looking for other people who have had a similar problem, and have play-tested house-rules (similar or different to these) to solve it.