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I've finally decided to go in and houserule the heck out of Pathfinder to get the game to fit what I want out of it. One thing I'm not satisfied with are a lot of the core feats. So I'm going through to see what can be done to make every feat an exciting and tantalizing choice to made and feel like a real power upgrade for the character. Every time a feat is written down on that character sheet it should feel like the moment when an Immortal in Highlander cuts another Immortal's head off.
Ah, whirlwind attack... what a cool looking maneuver! Unfortunately it doesn't see a lot of use in the game and over the years has gained a reputation for not being worth the investment.
First, a look...
Whirlwind Attack (Combat)
You can strike out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
The three main criticisms for whirlwind seem to be:
It requires too much investment. Dodge, Mobility, Spring Attack, Combat Expertise, and finally Whirlwind Attack. But also don't forget that you need a Dex and Int of 13, along with a BAB of +4. That's a lot of investment and funneling a character down very specific paths.
Its use is too situational. A medium creature could, with the right kit of gear, use it to attack two dozen foes that had packed themselves around the character. That sounds great, but the typical combat is going to involve 1-8 creatures and many will likely be outside of the zone where the whirlwind can practically be used.
It can be handy against mirror image spells, but that is still highly situational.
Great Cleave is better. It is also important to look at Whirlwind compared to the Cleave chain of feats. To get to Great Cleave, which serves a fairly similar function to WA, you only need a Str of 13, Power Attack, Cleave and a BAB +4. It's a far more efficient path with can create similar results to WA. Great Cleave needs only one good stat and three feats, where as WA needs two good stats and five feats and the feat can't combine with other effects.
With WA you gain the potential for more attacks in a very specific setup, but with Great Cleave you gain the ability to stack Power Attack, along with any other effects you wish, onto the attacks. WA however stipulates that you can not combine any other effects onto the attacks.
So when you combine the heavy investment with the situational nature of the feat, along with the fact that another feat chain can create a similar effect for far less investment, it ends up not being used very much in the game. Further, by the time characters can normally gain it, they are almost or at iterative attacks which helps the diminish the value of WA even more.
So what is to be done with Whirlwind Attack?
I'm kind of partial to just lopping off the spring attack chain, but keep the Dex requirement.
Thus the prerequisites for WA would be: Dex 13, Int 13, Combat Expertise, Whirlwind Attack, BAB +4
If you did this it would bring it more in line with the investment with Great Cleave. There would be five elements that needed investment for both feats.
With WA you'd have the flexibility of reach to gain more attacks, while with GC you'd have more punch with the extra attack you achieve. Diversity over focus.
What do y'all think?

Madcap Storm King |

One thing you do have to remember is the lunge feat, which increases reach by 5 feet, and that unlike great cleave whirlwind doesn't require targets to be adjacent. I haven't ever seen great cleave used, but then again the tendency of enemies to line up in my games is almost nonexistent.
I would suggest dropping combat expertise, since maneuvers can be subbed for attacks that encourages fighters to start doing things like trip everything in a 10-15 ft area, which hardly seems like it should be encouraged.

meatrace |

Whirlwind Attack guarantees 1 attack against everybody in your reach as opposed to Greater Cleave, Which stops when you miss (all you need is a 1).
Most warriors (especially fighters in PFRPG) already have a 13 or better Dex, which makes Dodge a natural for an additional point of AC.
but not mobility and spring attack, the latter can't even be used with Whirlwind Attack, and only specialized fighters use combat expertise and even then usually as a pre-req for imp trip.

Kierato |

Actually alot of fighters pick up Mobility to (+4 to some AoO), but still, that's fewer requirements you are going out of your way to get.
And I reiterate
Whirlwind Attack guarantees 1 attack against everybody in your reach as opposed to Greater Cleave, Which stops when you miss (all you need is a 1).

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Whirlwind Attack guarantees 1 attack against everybody in your reach as opposed to Greater Cleave, Which stops when you miss (all you need is a 1).
The imbalance though is that it is a lot easier to focus and massage Great Cleave to work effectively.
With WA you have to suffer from MAD, diving up your stats among Str, Dex, and Int in order to make it work. You end up having to water down all of your stats.
Whereas with Great Cleave you can focus exclusively on Str to channel a really high bonus. You can begin the game with a Str 20, getting +5 to hit right there. By the time you get Great Cleave you've got +4 BAB, and likely a masterwork weapon at least. That would allow a +10 to hit.
Meanwhile with WA you'll probably be straining your point buy to get even a 16 Strength, meaning you lose 2 points from attack rolls.
In terms of the situational use, WA is seemingly easier because everything is in reach, however you have to use a full round action to use the feat, so you need to spend a round getting into position, then the next round using the feat. That gives a round for enemies to clear out of your range.
With GC the feat is used as a standard action, which in many ways makes it easier to pull off a sold effect. You can spend a move action to jam yourself into a position and then strike.
In the end with WA you're paying more in feats, spreading out your stats and then not having a very flexible ability to use the feat. With GC you have a lot more control over how to use it to maximize its effects.

Helic |

Kierato wrote:Whirlwind Attack guarantees 1 attack against everybody in your reach as opposed to Greater Cleave, Which stops when you miss (all you need is a 1).The imbalance though is that it is a lot easier to focus and massage Great Cleave to work effectively.
It is? How so? With Great Cleave, you need targets adjacent to each other. Since you can't normally maneuver enemies around as you please, you can't really 'massage' Great Cleave to work.
With WA you have to suffer from MAD, diving up your stats among Str, Dex, and Int in order to make it work. You end up having to water down all of your stats.
Agreed, though almost every fighter will have STR and DEX to qualify for this anyways, so it's only INT that's the issue. In the chain of feats leading to Whirlwind Attack, only Combat Expertise can really be considered a sub-par choice (Dodge, Mobility and Spring Attack are all decent feat choices). And 13 INT is cheap. You'll have to lose like 1 point of STR to get from INT 10 to INT 13 (or INT 12, if you want to take the INT boost later in character building).
In terms of the situational use, WA is seemingly easier because everything is in reach, however you have to use a full round action to use the feat, so you need to spend a round getting into position, then the next round using the feat. That gives a round for enemies to clear out of your range.
Metagame thinking. You do not have a sign over your head saying "Possesses Whirlwind Attack, please spread out".
With GC the feat is used as a standard action, which in many ways makes it easier to pull off a sold effect. You can spend a move action to jam yourself into a position and then strike.
Great Cleave is a gamble; miss the first shot and you're done, though it's an inexpensive gamble (-2 AC). Potential to daisy-chain a few enemies is nice.
Whirlwind Attack is feat heavy, but reliable - you don't lose AC and you can attack everything you can reach.
This is something for somebody to number crunch; I'm sure there's a real tipping point with regards to number of enemies and required to hit roll where Great Cleave really becomes sub-standard with respect to Whirlwind Attack, where that is, however...

MaxAstro |

My solution, I think, would be to make Whirlwind Attack basically Grand Cleave. When you think about it, Mobility and Spring Attack have nothing to do with hitting multiple enemies at once; quite the opposite, in fact. Cleave and Great Cleave do, however, and Pathfinder is supposed to reward focused builds.
So I think I would actually make Whirlwind Attack follow Great Cleave.
Requirements: Str 13, Int 13, Combat Expertise, Power Attack, Cleave, Great Cleave, BaB +4.
This arguably pushes Whirlwind Attack back a bit, but it makes it follow feats that are thematically similar and reward fighters who build to hit multiple foes at once, instead of the strange dichotomy of "Do I want to hit lots of people with Great Cleave, or lots of people with Whirlwind Attack, since I can't do both?"

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The easiest fix I can see to houserule Whirlwind Attack is make it a standard action. As a full-round action it's very situational and only really works when you are getting swarmed by enemies and that's only if they go for you.
The problem there is that it would cast Great Cleave into oblivion. You'd be able to rush into a crowd of enemies with a reach weapon and spiked armor and before anything could happen you could make a dozen attacks. With a full round action you could still do that, but you need to wait a round for that crowd of enemies to get a shot at you, move, etc.
A standard action would just make it too good... as much as I want to push "awesomeness," that would just make it sickly sweet.

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My solution, I think, would be to make Whirlwind Attack basically Grand Cleave. When you think about it, Mobility and Spring Attack have nothing to do with hitting multiple enemies at once; quite the opposite, in fact.
Thematically the way I see it is that:
Great Cleave: With a mighty swing the barbarian cuts through one enemy and the swing carries on into the next opponent, and then the next.
Whirlwind: Is more like your typical martial arts fight scene where the hero is surrounded, he quickly attacks all around before he's overwhelmed. That's where the intelligence and dex merge together, because he's taking the initiative and lunging out for the attack, and as soon as he connects he spins around to lash out in another direction. There's a deliberate strategy in who he attacks when.
Pathfinder is supposed to reward focused builds.
I was actually writing about this today for a future post. One of the major design principles I'm following with these revisions is to specifically move away from specialization. A big reason is that rewarding focused builds is in the end actually a penalty for martial characters when compared to full spellcasters.
What I'm aiming for is a broadening of skills and abilities over time. So a lot of the changes to feats I'm doing is to allow for a larger toolkit for the player to use, rather than getting hemmed in to very specific strategies.

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I always viewed Whirlwind attack as the non musclebound version of great cleave. it fits a monk's archetype better than hulking brutes. like the scene from one of the matrix movies where neo plants the pole and spins around it kicking everyone once. Making it tree off of PA/cleaves means characters like monks (or even some rogues) are less likely to take it and changes who its ment for IMHO. Its punishing non str-based character by making them take feats they dont need rather than helpin str-based character who can great cleave and do almost the same thing if they can set it up.
Barbarians should be cleaving, monks should be whirlwinding.

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I'd like to see what you could do with the following:
Whirlwind Attack
As a full-round action, move up to half your move rate, making 1 attack against each enemy you threaten along your movement path. You provoke Attacks of Opportunity as normal for this movement.
Or, perhaps that last line could say "You do not provoke attacks of opportunity from any enemy you hit with an attack, but otherwise provoke attacks of opportunity as normal for this movement."
This follows the path of the rest of the feat chain better, and allows for lots of tactical decisions.

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I'd like to see what you could do with the following:
Whirlwind Attack
As a full-round action, move up to half your move rate, making 1 attack against each enemy you threaten along your movement path. You provoke Attacks of Opportunity as normal for this movement.Or, perhaps that last line could say "You do not provoke attacks of opportunity from any enemy you hit with an attack, but otherwise provoke attacks of opportunity as normal for this movement."
This follows the path of the rest of the feat chain better, and allows for lots of tactical decisions.
I like the idea. It does fit the theme of the chain better and gets the game away from the very static full attack routine.
The drawback I see is that it could take forever for min-maxers to plot out there attack squence, trying to optimize their flow of movement, minimize AoO, etc.
I guess I just need to sit down in front of the battle mat and play around with this.

Majuba |

With WA you gain the potential for more attacks in a very specific setup, but with Great Cleave you gain the ability to stack Power Attack, along with any other effects you wish, onto the attacks. WA however stipulates that you can not combine any other effects onto the attacks.
This had to be clarified: Whirlwind Attack allows other 'effects' to be combined with it; the only restriction is on any additional attacks granted.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
That's any bonus attacks or extra attacks, however an ability might describe them. Not "any bonus and any extra attacks". Simply, that wouldn't make any sense - that would mean weapon focus/spec wouldn't apply to it either.

mdt |

There was a class (that I liked very much) put out for 3.0 in a 3rd party product. Can't remember who did it, but it was in the book called 'City Works'. It was called an Acrobat. Basically a stage performer with monk like movement abilities and ac bonuses, but with a rogue like feel.
One of their abilities was, around 15th level I think, to make a full move and attack every target along their path without provoking an attack of opportunity. I think that would work for this as well. It was a full attack action that combined movement and attacks.

wynterknight |

There's a 6th-level Desert Wind maneuver (Desert Tempest, I think?) from Tome of Battle that lets you move up to twice your speed (I think) and attack every enemy you move past. Also, have you checked out Frank K's Tomes projects? I've got it saved on my computer as Tome of Awesome, but I'm not sure what it's really called... Anyway, the writers tweaked the feat idea so that every feat scales with your level--whirlwind attack starts out with the basic version, but as you level up you can do more stuff with it, like moving and attacking. I'm a huge fan of this idea and I'm steadily applying pressure to my GM to make it happen in our game.

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There's a 6th-level Desert Wind maneuver (Desert Tempest, I think?) from Tome of Battle that lets you move up to twice your speed (I think) and attack every enemy you move past. Also, have you checked out Frank K's Tomes projects? I've got it saved on my computer as Tome of Awesome, but I'm not sure what it's really called... Anyway, the writers tweaked the feat idea so that every feat scales with your level--whirlwind attack starts out with the basic version, but as you level up you can do more stuff with it, like moving and attacking. I'm a huge fan of this idea and I'm steadily applying pressure to my GM to make it happen in our game.
Frank and k's stuff definitely evoke a knee jerk reaction from people. you either love it or hate it.
some of it is really well done, but some of the stuff makes people scream Over powered. I'm not a big fan of a lot of their stuff *cough* samurai who can sunder walls of force *cough* but a lot of it has some good principals to it.

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Also, have you checked out Frank K's Tomes projects? I've got it saved on my computer as Tome of Awesome, but I'm not sure what it's really called...
Ah yes, this.
It's been awhile since I looked that over, but I really enjoyed the opening to the feats section called "Failure of Feats" which I completely agree with.
“How about instead of being able to travel anywhere in the multiverse, transform yourself into anything you can think of, stop time, and slay everyone you can see, we just give a nice +1 to hit with your secondary weapon? Deal?”
Feats were an interesting idea when they were ported to 3rd edition D&D. But let’s face it; they don’t go nearly far enough. Feats were made extremely conservative in their effects on the game because the authors didn’t want to offend people with too radical a change. Well, now we’ve had third edition for 6 years, and we’re offended. Feats are an interesting and tangible way to get unique abilities onto a character, but they have fallen prey to two key fallacies that has ended up turning the entire concept to ashes in our mouths. The first is the idea that if you think of something kind of cool for a character to do, you should make it a feat. That sounds compelling, but you only get 7 feats in your whole life. If you have to spend a feat for every cool thing you ever do, you’re not going to do very many cool things in the approximately 260 encounters you’ll have on your way from 1st to 20th level. The second is the idea that a feat should be equivalent to a cantrip or two. This one is even less excusable, and just makes us cry. A +1 bonus is something that you seriously might forget that you even have. Having one more +1 bonus doesn’t make your character unique, it makes you a sucker for spending one of the half dozen feats you’ll ever see on a bonus the other players won’t even mention when discussing your character.
I guess I'm trying to approach my project with a little more "judicial restraint" in that I don't want to do the extensive overhaul that Frank & K are doing. But there are lots of interesting ideas in there.

Knight who says Neek! |

Whirlwind is useful but you are right, the preq's are borderline psychotic. You have to be a human fighter to make it worth getting there, and you still come up a little limp because NONE of the preqs do improvements to damage or attack rolls directly. An expierienced player can use them for some good tactics, but they come up short in the power department. And they are off two different feat "trees" not just one simple sequence.
I say make it one preq feat, Dodge, and then make it +4 BAB, 13+ Dex, and leave it.