Synchronized Strike (3.5e Feat)
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Synchronized Strike [Cooperative, Fighter]
Double Inazuma Kiiiiiiiiick!Benefit: You can train with one ally up to 15 minutes to become synchronized. For the next 24 hours (or until you rest), you or your ally can ready themselves as a full round action to match up with their synchronized ally. If your ally attacks (or full attacks), you also attack (or full attack) the same target at the same time. You can only have one synchronized ally at a time, synchronizing with another removes the benefit of the previous one.
For each attack which is matched, use the higher of the two natural die rolls for both attackers attack roll (this means that if one person rolls a 20, both roll a 20). In addition, damage from both attacks is added together for the purposes of breaching damage reduction and resistance. If the attackers are flanking, they benefit from an additional +2 attack while synchronized striking. It's possible that not all attacks made are synchronized, such as if one attacker has more attacks than the other.
The initiative of the ally who readied themselves does not change.
Example: The fighter and rogue team up to flank a target, with the rogue readying herself. They gain +4 attack for flanking, and roll (4, 15) 15, (20, 3) 20, and (1, 10) 10. The fighter has a higher BAB and gets one more attack which is not synchronized.Special: If both attackers have this feat, they gain an extra attack at their highest attack bonus when performing a synchronized strike. This attack automatically breaches any damage reduction and hardness, is always of the type to bypass regeneration, and is always performed last. They do not need to train for 15 minutes to obtain the feats benefits.
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Eiji-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Identifier | 3.5e Feat + |
Prerequisite | None + |
Rating | Undiscussed + |
Summary | You and your ally strike at the same time to breach the enemy defenses. + |
Title | Synchronized Strike + |
Type | Cooperative + and Fighter + |