Combination Striker

==Combination Strikes==
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With precision timing, the assistant and initiator deliver tandem slashes at both sides of an opponent's flank, leaving them unable to defend against the combined assault.
*Assisting Maneuver 3rd level Mythral Current, Scarlet Throne, or Thrashing Dragon; Initiating Maneuver 3rd level Mythral Current, Scarlet Throne, or Thrashing Dragon
*Initiation Action Full-round
*Target One creature
*Conditions Assistant and initiator must be on opposite sides of target and must be able to charge at them
The assistant and initiator each make a charge attack against the target simultaneously. The assistant attacks first, dealing bonus damage equal to (1d8 times the level of maneuver expended). Whether or not they hit, the target is made flat-footed against the initiator's attack, which also deals bonus damage equal to (1d8 times the level of maneuver expended).
Using leverage, great strength, or some combination thereof, the assistant hurls the initiator with great force at their opponent, sending them crashing shield-first into their opponent.
*Assisting Maneuver 3rd level Broken Blade, Fool's Errand, or Primal Fury; Initiating Maneuver 3rd level Iron Tortoise
*Initiation Action Standard
*Target One creature
*Conditions Initiator must be in assistant's reach, cannot be larger size than the assistant, and must be using a light or heavier shield
The assistant makes a ranged attack with the initiator against the target, treating them as a thrown weapon with a range increment of 10 ft. If the attack hits, the initiator deals damage to the target equal to (a charging shield bash + 1d6 per combined level of maneuvers expended).
Using the assistant's shield as a springboard, the initiator is sent soaring through the air to their unsuspecting foe.
*Assisting Maneuver 3rd level Iron Tortoise; Initiating Maneuver Any 3rd level
*Initiation Action Full-round
*Target None or one creature
*Conditions Assistant must be using a light or heavier shield, initiator must be able to charge at assistant
The initiator must charges at the assistant, fulfilling all conditions of a charge. Rather than attack the assistant, they jump off of their readied shield. The initiator completes their charge as a great leap, making an Acrobatics check to jump with a running start, and a bonus equal to (the assistant and initiator's combined initiator levels). They move twice as far as the indicated result, to a maximum of (three times their movement speed - the distance they moved as part of the charge). If they land in a square where they threaten an enemy, they may attack that creature as if from a charge, dealing bonus damage equal to (1d6 times the combined level of maneuvers expended).
By summoning an aura of elemental water, the assistant momentarily turns the tide of battle in the initiator's favor, making any battlefield their watery domain.
*Assisting Maneuver 3rd level Elemental Flux; Initiating Maneuver 3rd level Surging Shark
*Initiation Action Swift
*Target None
*Conditions Assistant's active element must be water
For 1 round, the initiator is treated as an Aquatic creature who is currently underwater for the purposes of utilizing Call of the Deep. The next attack they make during this time deals an extra (1d6 times the highest level of maneuver expended) cold damage if it hits.
Category:Feats
Category:Combat Feats
Category:Teamwork Feats