Teamwork Feats

     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