Taking Advantage of Flanking

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Hey all,
I'm playing a swordsage that recently got the Island of Blades stance, which makes it really, really easy to set up a flank, especially considering that our party is fairly melee-heavy (a druid (+ companion), a rogue, and some kinda psionic warrior-type build I frankly don't understand). We're all loving the +2 to hit, and the rogue is positively beside himself with joy over the sneak attacks, but I was wondering if there's any way for us non-SA-ers to push our flanking bonus higher?

I flipped through my books (Complete and Races of series, and a sprinkling of others) but couldn't find anything that helped.

Tl;DR: are there any feats (or whatever) out there that add to bonuses a character's attacks made while flanking? In particular, bonuses to attack bonus would be welcome. I'm really loving the swordsage class, and not willing to dump levels multiclassing or in prestige classes (so the obvious answer, multiclass into Rogue, doesn't help).

Thanks in advance!

EDIT: we're level 3, in case it helps.
Harry Potter and the Natural 20 Milo, a genre-savvy Level 3 D&D Wizard and Adventurer Extraordinaire is forced to attend Hogwarts, and soon finds himself plunged into a new adventure of magic, mad old Wizards, metagaming, misunderstandings, and munchkinry. Updates Sundays.
Races of the Wild has Wolfpack, a tactical feat with crappy prereqs that gives decent extras when flanking. I believe there's also an "Improved Flanking" feat somewhere.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
Well on the positive side I would get the other melee in the group to flank with you, also don't forget about rthe first level desert wind maneuver distracting ember. Its only one round but it will give bonuses for you
See the Uberflank build in my sig. I'm also working on writing up a revised build from.Andarious called Truberflank, but that won't be ready for a bit.

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The backstab feat (Dragon 340, p86) gives you an attack of opportunity once per round when an opponent you flank attacks someone other than you. It requires combat reflexes.


The vexing flanker feat (Player's Handbook II, p85) increases the bonus you get from flanking to +4. It requires combat reflexes.


The superior flanking feat (Dragon 343, p93) increases the bonus you get from flanking to +6 and the bonus your allies get from flanking with you to +3. It has improved flanking (the swashbuckler class feature) as a prerequisite, but since its benefits are identical to those of the vexing flanker feat, your DM might allow you to substitute that.


The dirty rat feat (Champions of Ruin, p20) gives you an extra +1 on attack rolls when flanking.


The assassination weapon special ability (Cityscape web enhancement) gives you an extra +1d6 damage while flanking.

Thanks, Maat; Vexing Flanker was the one I was thinking of as "Improved Flanking".
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
Vexing Flanker looks great! Thanks, guys! I'd get Assassination (when I get the cash, of course), except I think it'll make our rogue feel overshadowed. Also, I noticed the Helm of Tactics from MiC for +2 damage on flanking for the whole party. Epic! Keep it coming if there's anything else out there.
Harry Potter and the Natural 20 Milo, a genre-savvy Level 3 D&D Wizard and Adventurer Extraordinaire is forced to attend Hogwarts, and soon finds himself plunged into a new adventure of magic, mad old Wizards, metagaming, misunderstandings, and munchkinry. Updates Sundays.

I'd never noticed the helm of tactics before. I've added it to my list of “rogue items.”


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Assassination: This +1 weapon special ability is from Urban Tools – A Web Enhancement for Cityscape. The weapon deals an extra +1d6 when a foe is flat-footed, denied his dexterity bonus to AC, or flanked, removes the danger of poisoning yourself when applying poison to it, and increases the DC of poison applied to it by its enhancement bonus.

Bracers of the Hunter: These cost 8,500 gp and are from Secrets of Xen'drik, page 145. They improve your sneak attack damage by +1d6 and give you a +5 competence bonus on hide checks and a +2 competence bonus on initiative checks.


Bracers of Murder: These cost 8,000 gp and are from Drow of the Underdark, page 98. They grant a +2 profane bonus on attack and damage against flat-footed opponents, increase the DC of your death attack by +2, and allow you to reroll 1s on sneak attack damage dice.


Deadly Precision: This +1 weapon special ability is from Magic Item Compendium, page 32. Any sneak attack delivered with the weapon deals an extra +1d6 damage. (The Complete Adventurer version is +2 and deals an extra +2d6 damage.)


Deathstrike Bracers: These cost 5,000 gp and are from Magic Item Compendium, page 93. They allow you to deal sneak attacks and critical hits to creatures normally immune for 3 rounds per day.


Demolition Crystal, Greater: This costs 6,000 gp and is from Magic Item Compendium, page 65. A +3 or better weapon with this crystal attached can deal sneak attacks and critical hits to constructs, overcomes the DR of constructs as though made of adamantine, and deals an extra +1d6 damage to constructs.


Feycraft: This weapon template adds 1,500 gp to the cost of the weapon and is from Dungeon Master's Guide II, page 275. If applied to a light weapon, anyone who wields the weapon can use dexterity instead of strength on the attack roll, as if he had the weapon finesse feat.


Gloves of the Balanced Hand: These cost 8,000 gp and are from Magic Item Compendium, page 105. They give you the two-weapon fighting feat if you do not already have it. If you already have the two-weapon fighting feat, they instead give you the improved two-weapon fighting feat.


Helm of Tactics: This costs 2,000 gp and is from Magic Item Compendium, page 208. When activated as a swift action, it gives you and allies within 30 feet a +2 bonus to melee damage against flanked opponents. It can be used 3 times per day, and the effect lasts 10 rounds


Mantle of the Predator: This costs 8,000 gp and is from Magic Item Compendium, page 200. It causes you to deal an extra 1d6 damage when you attack a foe denied his dexterity bonus to AC and gives you a +5 competence bonus on hide and move silently.


Mutineer's Eye: This graft costs 4,000 gp and is from Dragon magazine 318, page 54. It improves your sneak attack damage by +1d6 but imposes a -2 penalty to spot checks.


Rogue's Vest: This costs 18,000 gp and is from Magic Item Compendium, page 130. It improves your sneak attack damage by +1d6.


Truedeath Crystal, Greater: This costs 10,000 gp and is from Magic Item Compendium, page 66. A +3 or better weapon with this crystal attached can deal sneak attacks and critical hits to undead, functions as a ghost touch weapon, and deals an extra +1d6 damage to undead.

I'd also include the fact that your party's Druid can assist in making an item that allows your rogue to use Vinestrike (Personal range), which would let him deal SA damage to plants.
"Today's headlines and history's judgment are rarely the same. If you are too attentive to the former, you will most certainly not do the hard work of securing the latter." -Condoleezza Rice "My fellow Americans... I've just signed legislation that will outlaw Russia forever. Bombing begins in five minutes." - Ronald Reagan This user has been banned from you by the letters "O-R-C" and the numbers "2, 3, 4, and 6"
User Quotes
56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
Resident Pithed-Off Dragon Poon Slayer of the House of Trolls
I can't use it, because my character is good, but I'm going to add to the list (for anyone else perusing), this:

Hellforged Template (1500 gp, DMG II): +1 damage while flanking, but a -1 to attack when used by a Good character.
Harry Potter and the Natural 20 Milo, a genre-savvy Level 3 D&D Wizard and Adventurer Extraordinaire is forced to attend Hogwarts, and soon finds himself plunged into a new adventure of magic, mad old Wizards, metagaming, misunderstandings, and munchkinry. Updates Sundays.
Hellbred ftw.
There is no discussion of flanking without mentioning the Short Sword of Subtlety.

Flanking qualifies you for Sneak Attack damage. Unless the target has Uncanny dodge, any time you flank, the +4/+4 bonus for the sword kicks in. That's as good as a Bane effect or better.

Combine with a Sun Sword for true damage awesome sauce. 

==Aelryinth  
Fighter vs Warblade analysis http://community.wizards.com/go/thread/view/75882/19573526/Analyzing_the_Fighter_vs_The_Warblade The Lockdown F/20 iconic build http://community.wizards.com/go/thread/view/75882/19856162/A_little_Lock_build_for_you
Doesn't the Sword of Subtlety only kick in when you can SA? My character doesn't get SA damage (although he could, I suppose, with multiclassing. There's a stance for it, but switching stances would negate the point). That said, I'll suggest it to the rogue. +4/+4 is pretty sweet.

Unless I'm missing something?
Harry Potter and the Natural 20 Milo, a genre-savvy Level 3 D&D Wizard and Adventurer Extraordinaire is forced to attend Hogwarts, and soon finds himself plunged into a new adventure of magic, mad old Wizards, metagaming, misunderstandings, and munchkinry. Updates Sundays.
When you flank, do you not qualify for sneak attack damage?

Anytime you could Sneak Attack, you get the bonus. Furthermore, it says nothing about actually having SA damage to inflict, although I'd personally make sure I had some, just in case the DM starts giving me the hairy eyeball...

Uncanny Dodge prevents you from qualifying.

Note that being IMMUNE to Sneak Attack damage is NOT the same as not qualifying to Sneak Attack. So, the sword of subtlety is perfectly useful against undead...your sneak attack damage against undead is 0, but you still qualify to SA them, and so the +4/+4 bonus of the sword kicks in.

QUite nice. If you have the feat combo where you can flank with yourself, you're styling. Except against them dem barbarians.

==Aelryinth
Fighter vs Warblade analysis http://community.wizards.com/go/thread/view/75882/19573526/Analyzing_the_Fighter_vs_The_Warblade The Lockdown F/20 iconic build http://community.wizards.com/go/thread/view/75882/19856162/A_little_Lock_build_for_you