Suggest some twin feats.


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Well, if they're flanking barbarians with power-attacking 2-handed weapons, that flanking bonus translates into +8 damage/attack, better than three levels in rogue.

Daniel
 


Complete Warrior:
Phalanx Fighting
Formation Expert [Tactical]

Complete Arcane:
Cooperative Spell

Complete Adventurer: (These are both just good for fighting with an ally)
Expert Tactician
Goad

DMG:
The Red Wizard's Circle Magic. Note: this requires a lot of set-up in order to work with sorcerers. You'd need the Arcane Preparation feat as well as the specialist sorcerer variant from Dragon #330. It'd be pretty cool though! :)

That's about all I can think of from 3.5 sources!
-blarg
 

There are a few in the Miniatures Handbook as well. Most of them are fairly worthless, but Distracting Attack is pretty good. Basically, if you attack somebody, all of your allies get +1 to hit that enemy for the next round. If two of you have it, you get a perpetual +1 to hit as long as you attack the same guy.
 

Boo!

Skill Focus (Intimidate). No, really. Or maybe Persuasive (+2 Bluff and Intimidate). Or both.

If both of you are armed (maybe with reach weapons) and you both threaten a single opponent, you can both use your Intimidate skill to Demoralize Opponent on the same dude. Since you're Sorc/Bbn, you have Intimidate as a class skill and a pretty good Cha. Or use your Sorc spells to cause a fear effect (Cause Fear, Scare, Fear, Spiritwall [Complete Arcane]) -- they often cause the opponent to be Shaken even if it makes its Will save.

"Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks."

Fear effects stack, so a creature who is Shaken by one fear affect and then Shaken by another fear effect becomes Frightened. "Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight."

Shaken + Shaken = Frightened
Shaken + Frightened = Panicked
Frightened + Frightened = Panicked

This is really good for a sorc/barbarian since you can both take attacks of opportunity on the dude as he's running away, then you can pelt him with spells or missiles as he returns a round or two later. Or you can spend the round(s) that your foe is gone casting spells on yourselves to get ready for his return.

Keep in mind that Intimidate/Demoralize Opponent only makes your opponent Shaken for one round, so this effect wears off just before the scarer's next turn. But even if an opponent is only Shaken, it's then an easier mark for your Sorc spells since it gets a penalty to its Will saves. Your scary twosome could have the first one in initiative order do an Intimidate/Demoralize Opponent then the second one follows up with a Fear spell.

Also note the HD limits on Cause Fear and Scare. You'll want to change those out for better spells as you become a higher level sorc.

At higher levels, you'll find more creatures that are immune to fear, but this same "scare team" tactic works surprisingly well.
 

I think that there's a [Tactical] feat in Races of the Wild called Wolfpack that gives some good cooperative bonuses. Or, you could play kenku from MMIII; they get +4 from flanking.
 

John Q. Mayhem said:
I think that there's a [Tactical] feat in Races of the Wild

To digress just one moment, how many tactical feats are in RotW? Are there any others anywhere other than Complete Warrior?

Thanks!
 

There are four tactical feats in RotW. Confound the Big Folk (requires Small or smaller, Tumble 10 ranks, Underfoot Combat feat), Winged Warrior (requires Hover feat, wings, BAB +4), Wolfpack (requires Dex 15, Dodge, Mobility, Spring Attack feats, BAB +6), and Woodland Archer (requires Point Blank Shot feat and BAB +6).

Races of Destiny features two tactical feats, Crowd Tactics (Hide 5, Dodge) and Roofwalker (Balance 5, Jump 5, Dodge, Mobility).
Races of Stone has no tactical feats, but has four Weapon Style feats.

I don't know for Races of Eberron.

Frostburn doesn't have tactical feats, I don't know for Sandstorm.

Complete Adventurer, Arcane, and Divine do not have tactical feats. No tactical feats either in Libris Mortis, I don't know for Lords of Madness.
 

The Races of Eberron tactical feats are all based on the new races. There're two for shifters, one for changelings, one for kalashtar, and maybe one or two more.

EDIT: 2 for kalashtar.
 
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