Teamwork Feats

Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met.

Name Prerequisites Benefit
Allied Spellcaster Caster level 1st +2 bonus on level checks to overcome spell resistance.
Back to Back Perception 3 ranks Gain a +2 to AC against flanking opponents
Improved Back to Back Back to Back, Perception 5 ranks Grant adjacent ally +2 to AC against flanking opponents
Broken Wing Gambit Bluff 5 ranks Grant opponent bonus to hit you, but opponent’s attack provokes attacks of opportunity
Cavalry Formation Mounted Combat May share space with other mounts, charge through space occupied by allied mount
Combat Medic Heal 5 ranks May take 10 and not provoke attacks of opportunity when using Heal
Coordinated Charge At least two other teamwork feats, base attack bonus +10 You may charge the same foe when an ally does
Coordinated Defense - +2 bonus to CMD.
Duck and Cover - Take ally’s result on Reflex saving throw.
Enfilading Fire Point-Blank Shot, Precise Shot, 1 other teamwork feat When ally flanks opponent, you gain +2 on ranged attack rolls against opponent
Escape Route - You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Feint Partner Bluff 1 rank -
Improved Feint Partner Combat Reflexes, Feint Partner, base attack bonus +6 -
Lookout - Act in surprise round if ally can act.
Outflank Base attack bonus +4. Gain +4 bonus on attack rolls when flanking.
Pack Attack Base attack bonus +1 Ally’s attack allows you to take a 5-foot step
Shake It Off - Gain +1 to all saving throws per adjacent ally
Shield Wall Shield Proficiency Increase your shield bonus to AC.

Betrayal Feats

“Teamwork” is a relative term. Many villains don't concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies' expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way.

Dm's Note

relatively speaking, there is no alignment restriction for selecting these feats but just be true to your character, some of these feats also allow you to do it in a non villainous manner such as Ally shield These feats are still considered teamwork feats but where separated from the rest due to having the "betrayal" sub category to them.

Ally Shield Use an ally as cover and make them take the attack instead of you.
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