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Combination Attack Feats

Animus

Explorer
I'm thinking of putting the following feats in my campaign. I would like to get some feedback on these.

Combination Attack
You know how to pull off a combination of attacks.

Prerequisites: Power Attack, Combat Reflexes, Base Attack Bonus +4

Benefit:
Once per round when using the full attack action, you have an opportunity to get another attack. When you score a threat, you get a free attack at the current attack bonus. This attack is resolved after the critical threat is resolved.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Combination Attack

You know how to do combination attacks against multiple opponents.

Prerequisites: Power Attack, Cleave, Combination Attack, Base Attack Bonus +8

Benefit:

You can perform a combination attack on more than one opponent. You can only do this once per opponent per round.
Special: A fighter may select this feat as one of his fighter bonus feats.

Greater Combination Attack
You know how to do combination attacks multiple times against multiple opponents.

Prerequisites: Power Attack, Cleave, Great Cleave, Combination Attack, Improved Combination Attack, Base Attack Bonus +12

Benefit:
You can perform a combination attack any number of times.
Special: A fighter may select this feat as one of his fighter bonus feats.

Powerful Combination Attack
You deal extra damage on your combination attack.

Prerequisites: Power Attack, Cleave, Combination Attack, Base Attack Bonus +8

Benefit:
When you do a combination attack, you deal and additional 1d6 points of damage. You do not multiply this damage on a critical hit.
Special: A fighter may select this feat as one of his fighter bonus feats.

Combination Critical Attack
You deal extra damage on your combination attack critical hits.

Prerequisites: Powerful Combination Attack, Base Attack Bonus +12

Benefit:
When you get a critical hit on a combination attack, you do an additional 1d10 points of damage. This damage is in addition to the extra damage from Powerful Combination Attack.
Special: A fighter may select this feat as one of his fighter bonus feats.

Epic Powerful Combination Attack
You deal extra damage on your combination attack.

Prerequisites: Power Attack, Cleave, Combination Attack, Powerful Combination Attack, Base Attack Bonus +21

Benefit:
When you do a combination attack, you deal and additional 3d6 points of damage. You do not multiply this damage on a critical hit.
Special: A fighter may select this feat as one of his fighter bonus feats.

Epic Combination Critical Attack
You deal extra damage on your combination attack critical hits.

Prerequisites: Powerful Combination Attack, Combination Critical Attack, Base Attack Bonus +21

Benefit:
When you get a critical hit on a combination attack, you do an additional 3d6 (or 6d6 for a critical multiplier of x3) points of damage. This damage is in addition to the extra damage from Epic Powerful Combination Attack.
Special: A fighter may select this feat as one of his fighter bonus feats.
 

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Thanks for the feedback.

So do you think that they're playable given I make stiffer prereqs? The current ones were just a starting point. And what do you mean by not balanced across different weapons? I don't understand what you mean by that.
 

The feats require Combat Reflexes and work like AoO in many ways; are they designed to use an AoO?

Animus said:
So do you think that they're playable given I make stiffer prereqs? The current ones were just a starting point. And what do you mean by not balanced across different weapons? I don't understand what you mean by that.

Not "balanced across different weapons", in this case, means that the feats are better for weapons with wider threat ranges than higher multipliers, ceteris paribus.
 

CRGreathouse,

I did not originally think to use up AoO's. I'll consider that. On the threat range thing, I understand. It doesn't really make any sense, because the whole threat thing pertains to hitting vital areas, while this combo attack chain is about opportunistic attacks. I think maybe just restricting it to a natural 20. That makes more sense and is more consistent on how I was viewing the feat(s) anyway.
 

I think the problem with them is that getting an extra attack is a pretty big deal. This seems likely to come up much more often than Cleave with the right character (18-20 or better threat range). Note that 3.5 nerfed Expert Tactician so it no longer gives extra attacks.

Let's see- they might be balanced if you had pretty high prereqs, but I don't think I would like or allow them. Too many ways to get extra attacks, imho. I'm satisfied with pthe ways there already are- haste, Cleave, Combat Reflexes, Rapid Shot. That's enough, imho.
 

Here's my rewrite of the above feats.

Combination Attack
You know how to pull off a combination of attacks.

Prerequisites: Power Attack, Combat Reflexes, Base Attack Bonus +8

Benefit:
Once per round when using the full attack action, you have an opportunity to get another attack. When you score a natural 20 on an attack, you get an extra attack at the current attack bonus. This attack is resolved after the critical threat is resolved. This uses up an attack of opportunity for the round. If you do not have any attacks of opportunity, you cannot perform this maneuver.
Special: A fighter may select this feat as one of his fighter bonus feats.

Improved Combination Attack

You know how to do combination attacks against multiple opponents.

Prerequisites: Power Attack, Cleave, Combination Attack, Base Attack Bonus +12

Benefit:

You can perform a combination attack on more than one opponent. You can only do this once per opponent per round. Each combination attack uses up an attack of opportunity for the round. If you do not have any attacks of opportunity, you cannot perform this maneuver.

Special: A fighter may select this feat as one of his fighter bonus feats.

Greater Combination Attack
You know how to do combination attacks multiple times against multiple opponents.

Prerequisites: Power Attack, Cleave, Great Cleave, Combination Attack, Improved Combination Attack, Base Attack Bonus +16

Benefit:
You can perform a combination attack any number of times on a single foe. Each combination attack uses up an attack of opportunity for the round. If you do not have any attacks of opportunity, you cannot perform this maneuver.

Special: A fighter may select this feat as one of his fighter bonus feats.

Powerful Combination Attack
You deal extra damage on your combination attack.

Prerequisites: Power Attack, Cleave, Combination Attack, Base Attack Bonus +12

Benefit:
When you do a combination attack, you deal and additional 1d6 points of damage. You do not multiply this damage on a critical hit.
Special: A fighter may select this feat as one of his fighter bonus feats.

Combination Critical Attack
You deal extra damage on your combination attack critical hits.

Prerequisites: Powerful Combination Attack, Base Attack Bonus +16

Benefit:
When you get a critical hit on a combination attack, you do an additional 1d10 points of damage. This damage is in addition to the extra damage from Powerful Combination Attack.
Special: A fighter may select this feat as one of his fighter bonus feats.

Epic Powerful Combination Attack
You deal extra damage on your combination attack.

Prerequisites: Power Attack, Cleave, Combination Attack, Powerful Combination Attack, Base Attack Bonus +24

Benefit:
When you do a combination attack, you deal and additional 3d6 points of damage. You do not multiply this damage on a critical hit.
Special: A fighter may select this feat as one of his fighter bonus feats.

Epic Combination Critical Attack
You deal extra damage on your combination attack critical hits.

Prerequisites: Powerful Combination Attack, Combination Critical Attack, Base Attack Bonus +24

Benefit:
When you get a critical hit on a combination attack, you do an additional 3d6 (or 6d6 for a critical multiplier of x3) points of damage. This damage is in addition to the extra damage from Epic Powerful Combination Attack.
Special: A fighter may select this feat as one of his fighter bonus feats.
 

You might want to look at Masters of Arms. It's a 3.0 OGL book, but it's completely based on a combination system (The author even included probablity calculus to prove his point!).


The book covers a wide range of weapons, including natural attacks (Alpha Beast: you can give monsters fighter levels!), Immovable Rod, and Rod of Lordly Might.

Many of the combinations include sacrifing previous attacks to gain an advantage (sac 2 attacks to gain a +5 to hit on the third, increase the threat range of a weapon by 1 with every successful hit, but lose the entire rounds worth of attacks if you miss, etc). ANother , Aiming, allows crossbowmen to take advantage of the ull attack action in one shot, but if they miss the combination is wasted.

Those are some of the more extreme examples (others include planting a Lordly Might ladder in a critters throat and twisting), but they give you an idea as to how the system works.
 
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Crothian,

I know about that feat because I own Complete Warrior, and that's where I got the inspiration for this set of feats ;) . I thought it would be a good idea so I'm trying to make it work. I was originally thinking that this would be an option for high level fighters, to give them something to do with those feats. In my experience, All those bonus feats are nice, but after about level 12 I'm usually set with what I wanted to do feat-wise anyway. Just a thought.
 

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