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Full Round Action for Low Level Fighter Types

Romotre

First Post
Ok your 4th level fighter is in melee with some enemies. What is you favorite action? Since you don't have multiple attack, your attack only takes up a standard action. What do you do with the move action? I know there are some cool full round attack routines, what are they? I think I remember a full round action to line up a single attack. Does that exist? Where is it?
 

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If I kill the guy I like to reposition myself. Heck, even if not half the time I'll take the AoO to move. We use the map and chits to determine where people are might as well use it to my advantage.
 

Yet more feats

From my new feats page:


Improved Aimed Shot [General, Fighter]

You can maximise your chances of scoring a single-shot hit with a ranged weapon.

Prerequisites: Base attack bonus +6, Point-Blank Shot.

Benefit: As a full-round action, you can make a single ranged attack (but not a ranged touch attack) as an aimed shot. You gain an insight bonus to your attack roll equal to 3 + one-fifth your base attack bonus. You suffer a –4 dodge penalty to AC until the start of your next turn.

Touch attacks don't benefit from this action because a large part of it lies in targeting weak points in an opponent’s armour, which touch attacks bypass automatically.

Normal: As a full-round action, a character without this feat can give up all her attacks to make one ranged attack (but not a ranged touch attack) at a +2 insight bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn. A character making such an attack loses any spells she is maintaining, and any touch spells she has in hand.
It’s possible to make an aimed, called shot with the one attack.


Improved All-Out Attack [General, Fighter]

You are experienced at making furious attacks in melee.

Prerequisites: Base attack bonus +6.

Benefit: As a full-round action, you can make a single melee attack (but not a melee touch attack) at your normal attack bonus. You gain a bonus to your attack roll equal to 3 + one-fifth your base attack bonus. You suffer a –4 dodge penalty to AC until the start of your next turn.

Touch attacks don’t benefit from this action because much of the benefit lies in battering through a target's armour, which touch attacks bypass automatically.

Normal: As a full-round action, a character without this feat can give up all her normal attacks to make one melee attack (but not a melee touch attack) with a +2 bonus. She suffers a –4 dodge penalty to her AC until the start of her next turn.

A character who makes an all-out attack can't use the defensive fighting option, the Expertise feat or any skill or ability that requires patience or concentration. She loses any spells she is maintaining, and any touch spells she has in hand. Spells and effects that nullify strong emotions (such as calm emotions) prevent those affected from making all-out attacks.

Special: A charge or partial charge is a form of all-out attack that channels your momentum into your blow. The bonuses and penalties from a charge or partial charge don't stack with those from an all-out attack.

Special: A barbarian while raging is effectively making all-out attacks each round. The effective bonuses and penalties from raging overlap (don't stack) with those from an all-out attack or an improved all-out attack.
 



hong said:


Are you implying that I have a mind like a toilet?


Hong "the soul of decorum" Ooi

lol. No.

It's just if you want people to notice something that probably wouldn't be the best place to place your referance in this case. Just the irony. :rolleyes: (Problem being people not looking there in the first place)

Yeah. I know.. It's just a quote.


(Not taking any chances. People are sensetive :D)
 
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There not many options unless you took a crap feat like Dirty Fighting or something else that loses its charm at level 6.
Generally I move if I drop em, but not much else. The only full round attack option at that level I ever see is charge.
 


1. Make that 5'-step ahead of time to prepare for the cleave
2. Spend your time calculating out the appropriate power attack (do I go for the full -4 to hit +4 to dmg?)
3. Make a trip attack so a party member can get a +4 to hit the prone foe (or to stop the enemy from getting multiple attacks)
4. Disarm your foe and use the a ME to pick up his weapon.
 

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