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TEAMWORK FEATS

Allied Spellcaster

With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Assisted Ascension

You and your allies have practiced scaling heights together.
Prerequisite: Climb 5 ranks.
Benefit: When you succeed at a Climb check, allies within 20 feet who also have this feat can climb 5 feet along the same surface as an immediate action. You gain a +5 bonus on Climb checks to catch any falling ally who also has this feat.

Back to Back

Your ally’s eyes are your own, and yours are his.
Prerequisite: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. If you have at least 5 ranks in Perception, you can also spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.

Blades Above and Below

You attack high and your ally attacks low, denying your foe the chance to dodge your attacks.
Prerequisite: Base attack bonus +6.
Benefit: When you and your ally who also has this feat threaten the same enemy, you’re both considered to be flanking that enemy, regardless of your actual positioning. To gain this benefit, you and your ally must be of different size categories, and your target must be the same size category as either you or your ally.

Bonded Mind

You and your partner are so close that you can almost read each other’s minds.
Benefit: As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

Broken Wing Gambit

You feign weakness, making yourself a tempting and distracting target.
Prerequisite: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

Combat Medic

You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.
Prerequisite: Heal 5 ranks.
Benefit: Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feat.

Conduit Casting

Your magic flows through your ally.
Prerequisite: Spellcraft 3 ranks.
Benefit: Whenever you are within 30 feet of an ally who also has this feat, you can channel your magic through her when casting a spell or using a spell-like ability, provided that she has the spell on her class list or has the ability to cast it as a spell-like ability. The spell cannot have a range of personal. When you finish casting the spell, the ally may spend an immediate action to act as your conduit. Your ally must concentrate to act as the conduit for the spell, just as if she were casting the spell, and the spell is lost if a concentration check is required and she fails (such as from damage, or to cast the spell defensively). If successfully cast, the spell originates from the ally’s space instead of yours. You remain the spell’s caster for the purpose of determining the caster level, saving throw DC, and so on, but your ally selects the targets or area affected and makes any required attack rolls for the spell.

Coordinated Charge

You are an expert at leading your allies into the fray.
Prerequisites: Two or more teamwork feats, base attack bonus +10.
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.

Coordinated Defense

You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Coordinated Maneuvers

You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

Coordinated Reposition

You are skilled in coordinating combat positioning with your allies.
Prerequisite: Step-Up.
Benefit: Whenever an ally with this feat who is threatening a creature you are threatening takes a 5-foot step, you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity.

Courage in Numbers

Your allies give you courage when you face an enemy as one.
Prerequisite: Iron Will.
Benefit: You gain a +2 morale bonus on saves against fear for every ally within 10 feet who possesses this feat (maximum +8).

Covering Fire

You distract your enemies with ranged attacks to protect your allies.
Prerequisite: Sniper sphere.
Benefit: You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack. If the attack is successful, that ally gains a +2 bonus to AC against that opponent’s next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.

Darting Retrieval

As your ally disarms a foe, you knock the disarmed item out of the way.
Prerequisites: Int 13, Deft Maneuvers.
Benefit: When an ally who also has this feat disarms an opponent and the disarmed item lands within your melee reach, as an immediate action you can move the disarmed item to another square within your melee reach. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Using this feat does not provoke an attack of opportunity.

Distracting Charge

Your ally’s charge exposes an opening you can exploit.
Benefit: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Duck and Cover

Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

Enfilading Fire

Your ranged attacks take advantage of the flanking maneuvers of allies.
Prerequisites: Sniper sphere.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Escape Route

You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Extend the Bulwark

You can bolster a trained ally’s defenses by interposing your own armored body.
Benefit: If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you may give your ally a circumstance bonus to her AC equal to half the armor bonus provided by your armor. This bonus lasts for 1 round. During this round, you gain no bonus to your AC from your armor.

Feint Partner

A little diversion is all you need to slip through your foe’s defenses.
Prerequisite: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn. If your BAB is +6 or higher, that opponent also provokes an attack of opportunity from you.

Ferocious Loyalty

You have a powerful sense of responsibility for your allies.
Benefit: You gain a +1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a +2 morale bonus on attack rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first.

Friendly Rivalry

You fight harder when you’re trying to score a quick kill in single combat before your ally does.
Benefit: If you’re the only one threatening a foe and an ally within 30 feet who also has this feat is the only creature threatening a different foe, you gain a +2 morale bonus on your melee attack rolls against the foe that only you are threatening. You gain the bonus only if neither of the qualifying opponents is flat-footed, helpless or otherwise unable to act. You must be able to see your ally to gain the benefit of this feat. If another ally who is not threatening your chosen foe makes any sort of attack against that foe (such as a ranged attack or a spell), you lose this feat’s benefit for 1 round.

Harrying Partners

Your movements perfectly synchronize with your ally’s to greater effect.
Prerequisites: Any teamwork feat, base attack bonus +6.
Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.
Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.

Intercept Charge

You can get in the way of an opponent charging your ally.
Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.

Lookout

Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

One Mind

Your nearly supernatural mental connection with your allies keeps you in a constant state of readiness.
Prerequisites: Alertness, Sense Motive 3 ranks.
Benefit: Whenever you’re adjacent to an ally who also has this feat, if your ally is not flat-footed, you’re also not considered flat-footed before you act in combat (you might become flat-footed in other ways, however). Additionally, if your ally can see a creature that you can’t see, that creature doesn’t gain a +2 bonus on attack rolls against you from being invisible, nor do you take a –2 penalty to AC for being blinded if your ally can see.

Outflank

You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. If your BAB is +6 or higher, you are considered to be flanking that foe if you are adjacent to an unoccupied square from which you would be able to flank the foe with your ally.

Overwhelm

You can overwhelm large foes with sheer numbers.
Benefit: You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.

Pack Attack

You are skilled at surrounding your enemies.
Prerequisite: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.

Paired Opportunists

You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Precise Strike

You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. If your BAB is +4 or higher, you also deal 1 point of bleed damage. This bleed damage does not stack with itself.

Punch Through

You and your allies are adept at bypassing enemy defenses.
Prerequisite: Base attack bonus +6.
Benefit: As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target, all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat does not apply to damage reduction without a type (such as DR 10/-).

Secret Language

You and your allies have worked out a complex set of codes and phrases that allow you to secretly pass information back and forth.
Prerequisites: Bluff 1 rank, Linguistics 1 rank, Sense Motive 1 rank.
Benefit: You gain a +5 circumstance bonus on Bluff checks made to pass secret messages to other characters that have this feat, and can communicate as much information as you could normally say in one round as a swift action.

Seize the Moment

You and your allies are poised to pounce whenever one of you scores a telling blow.
Prerequisites: Combat Reflexes, Improved Critical.
Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

Shake It Off

You support your allies and help them recover from crippling effects.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Shield Wall

You form a unified defense with those around you.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.

Spell Chain

You help your allies bypass your foes’ magical defenses.
Prerequisite: Spell Penetration.
Benefit: Whenever you make a successful caster level check to overcome a target’s spell resistance, the next ally who also has this feat that attempts to overcome the same target’s spell resistance can roll twice when attempting his own caster level check, taking the better result. This benefit must be used within 1 round or else it is lost.

Stealth Synergy

Working closely with an ally, you are able to move like twin shadows.
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you may take the result of your die roll or that of one of your allies (your modifiers still apply to the roll, regardless of which result you take).

Swap Places

You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

Tandem Trip

You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

Target of Opportunity

You and your allies pelt your enemies with a deadly barrage of missiles.
Prerequisites: Sniper sphere, base attack bonus +6.
Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.

Trade Initiative

You’re an expert at helping your partner respond faster, and vice versa.
Benefit: After initiative is rolled but before enemies’ initiative is revealed, you may trade the results of your die roll (not including modifiers) with an adjacent ally who also possesses this feat.

Wounded Paw Gambit

Your enemy sees you as an easy mark, but doesn’t notice your allies poised to shoot.
Prerequisites: Broken Wing Gambit, Bluff 5 ranks.
Benefit: Whenever you use Broken Wing Gambit and an opponent attacks you as a result, each ally who has this feat and is within 30 feet of that opponent can attempt a ranged attack against it as an immediate action. The ally’s ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this attack possible. An ally who has this feat and Broken Wing Gambit can instead use Broken Wing Gambit to attempt an attack of opportunity against the foe, but cannot attempt both that attack of opportunity and this ranged attack.

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