Teamwork Feats are just what they sound like, feats that allow two or more members of a team to work together for enhanced abilities between the two. Things such as increasing flanking bonuses, ranged attackers providing cover fire for their allies, and team mates being able to capitalize each others' lethal attacks.
For teamwork feats to be able to work, all parties involved in combat must have the feat. If only one team member has the feat, then it is useless to anyone. To properly utilize them at least two members must have the same feat.
Allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of Teamwork feats.
BETRAYAL FEATS
Some of the feats listed as Teamwork feats have the Betrayal descriptor. In the descriptions of the Betrayal feats the characters are listed as the "initiator" and the "abettor." The initiator is typically the one who is in possession of the feat and the abettor is his "ally" who becomes a pawn to the initiator. All parties involved do not need to possess a Teamwork feat with the Betrayal descriptor, only the initiator needs have it.
Betrayal feats are typically taken by characters with Chaotic and Evil alignments.
Teamwork Feats
Allied Spellcaster
Ally Shield
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Amplified Rage
Back to Back
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Barrage
Bonded Mind
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Broken Wing Gambit
Callous Casting
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Circling Offense
Combat Medic
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Coordinated Charge
Coordinated
Distraction
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Coordinated Shot
Covering Fire
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Distracting Charge
Duck and Cover
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Elemental
Commixture
Ensemble
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Escape Route
Exceptional Aid
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Feint Partner
Fighting Frenzy
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Friendly Fire
Great Teamwork
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Harder They Fall
Improved Back to
Back
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Improved Duck and
Cover
Improved Feint
Partner
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Improved Swap
Places
Intercept Charge
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Larger Together
Overwhelm
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Pack Flanking
Paired Opportunists
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Precise Strike
Punch Through
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Reckless Moves
Righteous Spirit
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Scion of the Land
Seize the Moment
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Shake it Off
Shielded Caster
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Swap Places
Tandem Trip
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Timely Coordination
Trade Initiative
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Wild Flanking
Wounded Paw Gambit
Description
Your allies can boost your spell penetration
Use an ally to block incoming attacks
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Raging with allies works you up into a greater frenzy
Gain a +2 AC bonus vs flanking opponents
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You and your allies concentrate fire on one target
Trade non-verbal messages with your ally
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You may yourself a tempting and distracting target
Injure your allies with your spells to demoralize your enemies
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Divert an opponent's attention when passing through his reach
Heal your allies in the heat of combat
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Lead your allies into the frey
You make it harder for enemy spellcasters to concentrate during combat
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Gain a ranged bonus against opponents your ally has engaged
You may raise an ally's AC with a ranged attack
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When your ally charges, expose an opening to attack
Use your ally's Reflex save to save yourself
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You and your ally can combine elemental spell effects
Multiple allies can use aid another for Perform checks
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Cover an ally's retreat
Increase your aid another bonus
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Bluff so your opponent looses his Dex bonus to AC vs all allies
Feed off the rage of your allies
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Risk hitting an ally to put your opponent on the defensive
Raise your flanking bonus
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Trip or rush opponents who are normally too large
Gain an additional bonus against flanking opponents
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Your ally's ability to protect you extends to area attacks
You can take even greater advantage of you allies' feints in battle
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When you swap places size no longer matters, nor do you draw an attack of opportunity
Intercept a charging foe
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Overwhelm your foes with sheer numbers and appear larger
You can overwhelm larger foes with sheer numbers
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You and your animal companion are adept at fighting together
You and your allies have improved attacks of opportunity
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When you flank with allies you inflict more damage
You can reduce an opponent's DR for your allies
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Use your allies for leverage
You and your allies gain divine defensive bonuses
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Allow your allies to leave no tracks
Take advantage of a teammate's critical hit
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The support of your allies helps you recover from damage
Defending allies help you maintain your concentration
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You and an ally exchange places
Your allies' presence increases your chances to trip
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You and your allies gain a bonus when working simultaneously
Trade initiative rolls with another teammate
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Gain bonus damage but put your ally in harm's way
When using Broken Wing Gambit, your allies can make ranged attacks
Prerequisites
Spellcaster level 1
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Rage or Frenzy class ability
Perception 3 ranks
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Point-Blank Shot, BAB +6
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Bluff 5 ranks
Spellcraft 1 rank
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Mobility, BAB +3
Heal 5 ranks
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2 Teamwork feats, BAB +10
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Precise Shot
Precise Shot or Dodge
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Spellcaster level 1
Perform 5 ranks
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Bonded Mind
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Bluff 1 rank
Rage or Frenzy class ability, Cha 13
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Precise Shot
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Combat Reflexes, Power Attack, Str 13,
Int 13
Back to Back, Perception 5 ranks
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Duck and Cover
Bluff 1 rank, Combat Reflexes, Feint Partner, BAB +6
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Swap Places
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Size Small or smaller
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Combat Expertise, Int 13, Animal Companion
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Great Teamwork, Dex 13
BAB +6
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Acrobatics 3 ranks
BAB +3, Good alignment
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Wilderness Lore 1 rank
Combat Reflexes, Improved Critical
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Power Attack, BAB +4
Broken Wing Gambit, Bluff 5 ranks