Our house rules for iterative attacks


Homebrew and House Rules


Hi, I just wanted to share our house rules for iterative attacks that we have been using for a while now and we think it works really great and makes combat much more dynamic.

Basically we have gotten rid of the full attack action and instead divided the iterative attacks into multiple actions.

At base attack +0 you can make one attack at your full BAB as a standard action.

When your base attack bonus is +6 you can use a move action to make an attack at a -5 penalty.

When your base attack bonus is +11 you can use a swift action to make an attack at a -10 penalty.

When your base attack bonus is +16 you can use a standard action to make an attack at no penalty and one additional attack at -15 penalty.

Primary natural attacks always use the full BAB, while secondary natural attacks are always made at -5 BAB (or -2 with the multiattack feat).

The two weapon fighting feat grants you one additional attack with your off hand weapon when making a standard action attack (at the normal penalties for two weapon fighting).

Improved two weapon fighting grants you an additional attack when making a move action attack (at the normal penalties for two weapon fighting including the penalties for making a move action attack).

Greater two weapon fighting grants you an additional attack when making a swift action attack (at the normal penalties for two weapon fighting including the penalties for making a swift action attack).

Other actions which requires a full attack are unchanged.

Other standard actions can be combined with these rules, f.ex if your BAB is at least +6 you can use a standard action to vital strike and a move action to make an additional regular attack at a -5 penalty or you could cast a spell with a casting time of a standard action and make an attack at a -5 penalty.


This is interesting and I may have to think about this. I like that it allows those who become really skilled in combat, high BAB, to take quicker attacks albeit at a penalty.

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An interesting idea, but this really hurts classes that already use their swift actions for their features. Ex. the Paladin and the Monk.


Hmm. an 11 Paladin could for example use a swift action and attack at +11, +6 and +1 normally while still using swift for lay on hands. However in this case they could do a +11, effective +6, then Either effective +1 or lay on hands... How much does this really hurt at the end of the day when the Paladin can now perform a standard action, casting a spell, swift lay on hands, or swift smite, then attack at an effective +6 BAB....Still seems beneficial.


Petty Alchemy wrote:
An interesting idea, but this really hurts classes that already use their swift actions for their features. Ex. the Paladin and the Monk.

Also, swashbuckler and warpriest are pretty swift-heavy. Cavalier and inquisitor can be too, depending on what class abilities and feats you pick up.


I like the idea, although I'm curious what the balance implications are. How has this affected the feeling of balance in your game?

Given that this rule increases combat flexibility a fair amount, I'm not sure I'd worry too much about swift action classes - the only attack they lose is the -15 attack, which is often unreliable as it is. I'm inclined to think that the gains from higher flexibility outweigh the potential problem of swift action conflict. (A paladin can now, for example, cast a buff spell on himself and still make at least one attack, albeit at a penalty. That's a bigger gain than potentially losing his -15 attack to use his swift.) Although, to be fair, there are some feats that normally use a swift action that I've already house ruled to free actions (arcane strike, arcane armor training, for example).

This does, however, seem to make the first TWF feat much more powerful, to the point that I'd heavily consider taking it even if I didn't plan on continuing the chain. Being able to make two strong attacks at a standard action seems like a big bang for your buck. Has this been a noticeable issue in your games?

Also, does rapid shot interact the same way as TWF? If so, it is likewise going to be fairly strong.

Lastly, how does the extra attack from haste effects interact with this rule? Does it come during your standard action? That would seem to make sense because that attack comes at its highest bonus.


I actually think two weapon fighting was kind of a weak option considering the steep investment needed to master that fighting style.

As for rapid shot, that feat grants an additional attack when you use a standard action to attack but all attacks you make that turn suffer a -2 penalty.

Haste grants an additional attack at full base attack bonus as a move action. This attack stacks with the attack gained at BAB +6.

I considered making the attack at BAB +11 a special free action you could make only once each turn, but I think the flexibility this system grants high BAB classes is worth the tiny nerf, at least our party's paladin hasn't complained as he finds the ability to cast a spell and still get of a couple of attacks more than worth the price.

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