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<blockquote data-quote="Sound of Azure" data-source="post: 3017698" data-attributes="member: 40749"><p>Been thinking a little, and came up with this one.</p><p> </p><p><strong>Way of the Wolf</strong> (tactical)</p><p>You have trained to work well with others, and can support your allies in a variety of ways.</p><p><strong>Prerequisites:</strong> Base attack bonus +6, Cha 13+, Int 13+, Combat Expertise, Point Blank Shot, Precise Shot, Bluff 3 ranks, Spot 3 ranks.</p><p><strong>Benefit:</strong> The Way of the Wolf feat enables the use of three manoevres.</p><p></p><p><em>Ranged Assist:</em> To use this manoevre you must be within 30 feet of an allied character in melee with a foe and be using a ranged weapon. If you are within 30 feet of both your ally and the foe, you may make an attack roll against AC 10 as a standard action. If you succeed, your ally gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters with this manoevre can aid assist the same friend, and similar bonuses (such as the aid another action) stack.</p><p></p><p><em>The Clever Wolf outwits its prey:</em> To use this manoevre, you and an ally must be flanking an opponent in melee. You may increase the bonus your ally receives for flanking by an amount equal to the amount you reduce yours by (limited by your actual flanking bonus, usually 2). If you reduce your flanking bonus to 0, you may not use attacks that rely on flanking, though you continue to grant your ally the ability to make such attacks.</p><p>For every ally in melee with an opponent beyond the first, you gain an additional +1 bonus on attack rolls due to flanking.</p><p></p><p><em>The Pack brings down the quarry:</em> To use this manoevre, you and at least one ally must be in melee with an opponent. You may use the Aid Another action to assist you allies' trips, disarms, and feints.</p><p> If an ally makes a trip attempt against your opponent before your next action, you grant them a +2 bonus on their opposed strength check instead of on the initial touch attack. If you have the Improved Trip feat, this bonus increases to +4.</p><p> If an ally makes a disarm attempt against your opponent before your next action, you grant them a +2 bonus on their opposed attack roll. If you have the Improved Disarm feat, this bonus increases to +4.</p><p> If an ally makes a feint attempt against your opponent before your next action, you may add half your ranks in bluff as a circumstance bonus to your ally's bluff check. If you have the Improved Feint feat, you also benefit from the result of your ally's feint attempt, if successful.</p><p></p><p>---</p><p>A little unsure of these specifics, as it is a blend of a ranged and melee style, but all three relying on teamwork. Comments?</p><p> </p><p>Edit: Made The Pack manoevre a bit more open, fixed an omission from Ranged Assist (sorry!), gave a bonus for additional allies for The Clever Wolf, altered prerequisites a bit.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3017698, member: 40749"] Been thinking a little, and came up with this one. [B]Way of the Wolf[/B] (tactical) You have trained to work well with others, and can support your allies in a variety of ways. [B]Prerequisites:[/B] Base attack bonus +6, Cha 13+, Int 13+, Combat Expertise, Point Blank Shot, Precise Shot, Bluff 3 ranks, Spot 3 ranks. [B]Benefit:[/B] The Way of the Wolf feat enables the use of three manoevres. [I]Ranged Assist:[/I] To use this manoevre you must be within 30 feet of an allied character in melee with a foe and be using a ranged weapon. If you are within 30 feet of both your ally and the foe, you may make an attack roll against AC 10 as a standard action. If you succeed, your ally gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters with this manoevre can aid assist the same friend, and similar bonuses (such as the aid another action) stack. [I]The Clever Wolf outwits its prey:[/I] To use this manoevre, you and an ally must be flanking an opponent in melee. You may increase the bonus your ally receives for flanking by an amount equal to the amount you reduce yours by (limited by your actual flanking bonus, usually 2). If you reduce your flanking bonus to 0, you may not use attacks that rely on flanking, though you continue to grant your ally the ability to make such attacks. For every ally in melee with an opponent beyond the first, you gain an additional +1 bonus on attack rolls due to flanking. [I]The Pack brings down the quarry:[/I] To use this manoevre, you and at least one ally must be in melee with an opponent. You may use the Aid Another action to assist you allies' trips, disarms, and feints. If an ally makes a trip attempt against your opponent before your next action, you grant them a +2 bonus on their opposed strength check instead of on the initial touch attack. If you have the Improved Trip feat, this bonus increases to +4. If an ally makes a disarm attempt against your opponent before your next action, you grant them a +2 bonus on their opposed attack roll. If you have the Improved Disarm feat, this bonus increases to +4. If an ally makes a feint attempt against your opponent before your next action, you may add half your ranks in bluff as a circumstance bonus to your ally's bluff check. If you have the Improved Feint feat, you also benefit from the result of your ally's feint attempt, if successful. --- A little unsure of these specifics, as it is a blend of a ranged and melee style, but all three relying on teamwork. Comments? Edit: Made The Pack manoevre a bit more open, fixed an omission from Ranged Assist (sorry!), gave a bonus for additional allies for The Clever Wolf, altered prerequisites a bit. [/QUOTE]
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