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Group Combat Feats!


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the Jester

Legend
Perhaps some of my homebrew feats...?

This more properly belongs in house rules, but here you are...


IMPROVED FLANKING (General, Fighter)

You are expert at covering opponents that you flank.

Prerequisites: Dex 13+, base attack +3, Combat Reflexes, Lock-Step

Benefit: Whenever an opponent you flank takes an attack of opportunity against any target other than you, you may immediately follow up with an attack of opportunity against that enemy.

IMPROVED TANDEM FIGHTING (General, Fighter)

Your combat teamwork makes you and your allies extraordinarily deadly.

Prerequisites: Base attack +5, Bluff skill, Combat Reflexes, Dual Strike, Tandem Fighting

Benefit: If you and an ally with the Tandem Fighting feat flank an enemy, each round you may feint in combat as a standard action in order to deny your foe his dex bonus against both your next attack and your ally’s next attack.


LOCK-STEP (General, Fighter)

You can move with your enemies to keep them threatened.

Benefit: When an enemy you threaten takes a 5’ step you can immediately take a 5’ step with it (in the same direction). Lock-step does not allow you to take a step in a round in which you have already done so. You cannot lock-step with a creature with a natural step greater than yours.



TANDEM FIGHTING (General, Fighter)

Your teamwork in combat allows you extra attacks.

Prerequisites: Base attack +5, Combat Reflexes, Dual Strike

Benefits: If you and an ally both have this feat and are flanking your opponent, you may each make one extra attack at the flanked opponent each round at your highest attack bonus. If you choose to do so, all your attacks for the round suffer a -4 penalty.


Dual Strike is in Sword and Fist.

Hope these help!
 


the Jester

Legend
Hypersmurf said:
Tandem Fighting - requires the Full Attack Action?

-Hyp.

Yes, though I've never given it any thought until now. (Nobody's taken the feat, because it takes at least two pcs to make it worthwhile.)
 


Hypersmurf

Moderatarrrrh...
Aargh, I've forgotten who wrote it... I came across a PrC from a former WotC employee, I think... it was focussed on daggers.

The niftiest ability was at about level 9 - he could make a Full Attack with daggers while simultaneously making a Move Action, so he could make his attacks at any point - or multiple points - along the path of the move.

That's fun, but the cool thing about it was that if he attacked the same opponent from two places directly opposite each other, the second attack got flanking bonuses...

Now, if he had Dual Strike and your Tandem Strike feat, then strictly speaking, both partners of the flank have the feats... :)

-Hyp.
 

Kemrain

First Post
That's grotesque.. I love it!

You'd only get the bonuses after moving, and having had flanked the target. Also, you couldn't use tandem fighting, because your first attack wasn't at a -4 penalty. Also also, moving around your opponent would provoke a few atacks of opportunity unless you're a creative tumbler.

Or am I wrong?

- Kemrain the Inquisitive
 

Hypersmurf

Moderatarrrrh...
Ah, here we go.

Some neat ideas. On the whole, horribly unbalanced, particularly the whole four-attacks-as-a-standard-action thing, but some neat ideas.

(It was one of Mearls', not an ex-WizO.)

-Hyp.
 

thalmin

Retired game store owner
Mark, at Creative Mountain Games, has a product called "Lexus - Group Combat Feats" which is currently being revised. I believe these rules were included in one of the Fiery Dragon counter sets. Here is his web site.
Creative Mountain Games
 
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andargor

Rule Lawyer Groupie
Supporter
Esiminar said:
Some time ago I came across some group combat feats, but I cant remember where!

Can someone point me to some?

I'm not exactly sure if these qualify, but these are those that affect your allies' combat capabilities:

Legend:

SB = Seas of Blood (Mongoose)
HVM = 7th Sea: Heroes, Villains, and Monsters (AEG)
SA = 7th Sea: Swashbuckling Adventures (AEG)
FS = Fading Suns: Core Rulebook (Holistic)
QF = The Quintessential Fighter (Mongoose)
QW = The Quintessential Wizard (Mongoose)
DP = Dinosaur Planet: Core Rulebook (Goodman)
S&F = Sword and Fist
KPG = Kingdoms of Klamar: Player’s Guide (Kenzer)
TA = Twilight of Atlantis (Avalance)
EVIL = Evil (AEG)
WAR = War (AEG)
DR### = Dragon Magazine (with issue number)
LD = Lords of Darkness
CA = Sovereign Stone: Codex Arcanis (Paradigm Concepts)
SSS = Sovereign Stone: Campaign Sourcebook (Sovereign)

Inspire Loyalty (SB 18)
Level (6+), Leadership
As long as you are alive and seen fighting, your crew will never fail a morale check during a boarding action. +4 on checks to avoid a mutiny.

Lead by Example (HVM 35)
CHA 12+, Leadership, Level (6+)
Twice per day, you may perform a skill roll or attack in front of others you wish to follow you. If you succeed, they gain you CHA modifier as a circumstance bonus to also do that task. If you fail, you lose your CHA bonus for the rest of the day and you may not
use this feat again today or tomorrow.

Orders (SA 139)
CHA 13+, Leadership or Tyrant
You can inspire soldiers to do more. You can issue the following orders, but only one order can be in effect at a time: 1) “Hold your ground”= All NPCs gain +4 temporary hit points; 2) “Stand
Strong”= All NPCs gain +2 morale bonus to saves; 3) “Attack”= All NPCs gain +2 morale bonus to attack; 4) “Wipe them Out”= +2 morale bonus to damage rolls.

Rabble Rouse (FS 103)
CHA 15+, Enthrall
You can use your Enthrall check to instead incite a group of peasants into a blaze of anger against someone. They will follow you.

Back Brother (SA 129)
Fighters may take this feat as one of their bonus feats. When you are fighting within 5 feet of another with this feat, you gain +2 morale bonus to attack, weapon damage, saves, checks, and
your AC. This is not cumulative if more people near you have this feat.

Combat Rotation (QF 36)
DEX 13+, Dodge, Mobility {1}, +3 Base Attack
Fighters may take this feat as one of their bonus feats. If you are not threatened, you may swap places with an ally within 5 feet of you. This is a standard action that does not provoke an attack of opportunity on your or your ally.

Combat Tactician (DP 41)
Knowledge(Strategy & Tactics) skill 1+
As a full round action, you can direct the actions of your level in allies. Make a Knowledge(Strategy & Tactics) check for each ally with DC (5 + their level - their CHA modifier). Each person affected gets a +1 circumstance bonus to attack and a +2 bonus to
initiative for all further rounds.

Combat Virtuoso (SA 130)
Weapon Focus, +6 Base Attack
Fighters may take this feat as one of their bonus feats. You can choose to forgo one attack every round for the rest of the combat (the one with the lowest attack bonus). If you do, your allies receive +1 morale bonus to AC and attack, and your opponents receive -1 morale penalty to AC and attack.

Dual Strike (S&F 6)
Combat Reflexes, +3 Base Attack
When you and an ally flank an opponent, you both get +4 to hit instead of +2 because you know how to combine your attacks.

Hammer and Anvil (KPG 86)
When you flank an opponent in melee combat along with another character that has this feat, the first of you to attack in a round gains +4 to hit and the other gains +2 damage this round. Does not apply against creatures that are immune to critical hits.

Phalanx Formation (TA 37)
+1 Base Attack, Proficiency with tower shield and hafted reach weapon
While wielding a hafted reach weapon (such as a spear), you ignore
penalties for attacking from behind friendly combatants.

Redirect Attacks (EVIL 59)
Dodge
When someone attacks you, you may bump an ally within 5 feet and give the opponent a +2 to hit that ally and a -2 to hit you. The opponent then gets to choose which person to attack. The ally
figures out what you are doing on an INT check of DC 20 and probably won't be happy that you set them up.

Side by Side (QF 40)
+3 Base Attack
Fighters may take this feat as one of their bonus feats.
When fighting next to an ally (within 5 feet), you can take the Aid Another standard action and automatically succeed in doing so.

Swarm Attack (WAR 48)
Smaller than medium sized.
You may occupy the same 5-foot square with another allied small sized creature. Each of you is free to attack or take other actions independently.

Swarmfighting (DR285 p33)
Small Size, DEX 13+, +1 Base Attack
You may occupy the same 5-foot square with another allied small sized creature that possesses this feat. When you attack a medium (or larger) opponent with a melee attack, you get a +1 morale bonus to hit for every ally in the same square as you. The maximum bonus is equal to your DEX bonus.

Tactical Leadership (CA 164)
DEX 16+, INT 15+, Dodge, Moblity, Spring Attack, Expert Tactician, Expertise, Avoidance, Know Terrain, Evasion ability, +3 Base Attack
You can share the benefits of your Avoidance and Know Terrain feats with another character for one round by spending a move equivalent action to talk with them.

Absorb Blast (QW 90)
Bodyguard, +1 Base Attack
When you and an ally are within the area of effect of an attack, you may swap your Reflex save with that person if they are in the area you threaten (without a reach weapon). You choose after you see the results. You cannot swap with someone that automatically succeeds, but you can swap with someone that automatically fails. You can only do this once per round, and only if you are not prone and have your DEX bonus to AC.

Bodyguard (QW 91)
+1 Base Attack
You may occupy the same square with an ally up to one size larger than you. You may grant your shield’s AC bonus to your ally, but if it is not a tower shield, you lose the AC bonus for yourself. You and your ally have a -2 penalty to attack since you are crowding each other. You can only protect one ally each round. If you and your ally become hostile, you must move at the first opportunity to your own square. You cannot use this feat when you are denied your DEX bonus or are prone.

Close-order Fighting (SSS 60)
+3 Base Attack
When two characters with this feat fight side by side, the one on the left gets one-quarter cover (+2 AC, +1 Reflex save).

Close Quarters Fighting (S&F 5)
+3 Base Attack
When an opponent attempts to grapple you, any damage done by your attack of opportunity on them is added to your check to avoid being grappled.

Draw Attack (QW 92)
+1 Base Attack, Bodyguard
When using the Bodyguard feat, you can ready your action to cause all melee attacks against your ally (even attacks of opportunity and readied attacks) to target you instead as long as the ally remains within the area you threaten (without a ranged weapon). You can limit this to just apply to a single enemy or set of enemies that fulfill a criterion. When the set is limited, you can also use this feat to force ranged attacks to target you instead. You cannot use this feat when you are denied your DEX bonus or are prone.

Guardian (KPG 86)
Instead of applying your shield’s AC bonus to yourself, you can provide it to an adjacent 5 foot square.

Leaping Defense (QW 92)
Alertness, Bodyguard, Absorb Blast, +1 Base Attack
Once per round, as a free action, you may make a standard move into an area of effect before using your Absorb Blast or Selfless Sacrifice feat. You cannot use this feat when denied your DEX
bonus to AC or when prone.

Phalanx Fighting (LD 189)
When using a large shield and a light weapon, you gain a +1 AC bonus that stacks with the armor bonus. If you are within 5 feet of an ally similarly equipped that also has this feat, you may form a shield wall. This provides one quarter cover (+2 AC, +1 Reflex saves).

Protective Parry (DR301 p38)
DEX 13+, INT 13+, Expertise, Parry
When a creature you threaten is attacked, you may use a parry attempt to parry an attack on that creature. You cannot protect the same creature more than once (unless you have Expert Parry).

Provide Cover (QW 92)
Bodyguard, Draw Attack, +1 Base Attack
You use your body as cover for the ally in the same space as with as per the Bodyguard feat. The amount of cover depends on the difference in your size categories (but this is not specified in the feat description so it’s up to the GM). You cannot use this feat when you are denied your DEX bonus to AC or when prone.

Selfless Sacrifice (QW 92)
Lightning Reflexes, Bodyguard, Absorb Blast, +1 Base Attack
Once per round, when you use the Absorb Blast feat, you can choose to grant automatic success to your ally, but you automatically fail. You cannot use this feat when you are denied your DEX bonus to AC or when prone.

Shield Other (QW 93)
Combat Reflexes, Bodyguard, Draw Attack, +4 Base Attack
When using the Bodyguard feat, you can perform a full round action to cause all attacks of any sort against your ally (even attacks of opportunity and readied attacks) to target you instead as long as the ally remains within your square. You cannot use this feat when you are denied your DEX bonus or are prone.


Andargor
 

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