Also, I've got no idea on what the were-tiger's stats were anyway.
They were in HoV's character sheet. He had 50 hit points, AC 17 (15 from charging), and DR 10/silver. I thought he might actually survive due to the DR and the fact that I didn't get to activate the Dragonfire Inspiration bard, but they rolled pretty well.
So... now is a good time to re-evaluate my homebrew feats, since we've seen them in play.
Here are the relevant ones that let these 3rd level fighters attack up to 4 times per round.
Fast as Lighting:Requisites: Combat Experience class feature
Description: You can attack with blinding speed.
Benefits: As an immediate action, you can consume one of your daily uses of Combat Experience to perform a single attack at your highest attack bonus
Wolfpack Tactics [Combat] Benefits: This combat feat scales with your base attack bonus.
* BAB+0: If an ally is flanking an opponent you are in melee with, you are considered to be flanking that opponent also, and get all the normal benefits of flanking.
* BAB+1: Once per round you make make an Attack of Opportunity on an opponent damaged by one of your allies.
* BAB+6: If one of your allies is flanking an opponent, you are considered to be flanking that opponent also, even if you are using a ranged attack.
* BAB +11: You may change your initiative order to act on the same initiative count as one of your allies. This free action must be taken after initiative checks are rolled, but before regular rounds begin. It lasts for the entire combat, or until you ready or delay your action, just as if you had initially rolled this initiative roll.
* BAB +16: You may step in front of an attack directed at one of your allies that is within your reach as an immediate action. You take the damage from the attack instead of them, or if it is a non-damaging attack you are affected instead of them. Any resistances or immunities you have against the attack apply normally. This can work against rays, but not against area attacks.
Combat Alacrity!You are able to use your combat training to attack multiple times, even while moving.
Prereq: Fighter level 1, Dex 13.
Benefit: Whenever using a standard action to make an attack, you can make two attacks instead. Those attacks follow normal rules just like they were made during full-attack action.
So they get two attacks with a standard action, then they all get an AoO if any of those hit, and then they can make another attack by burning an immediate action + one use of Combat Experience. Individually, these don't seem all that bad, but together obviously it is quite nasty, especially if you've got group buffs. Anyone think it is unfair (compared to the Tome rules, and other stuff we're using)? These guys are nasty if you jump into melee with them, but they go down pretty easy to area affects in general (unless protected somehow).