Teamwork Feats

December 25th, 2018

Joshua Zaback

Extraordinary Feats Archive

Teamwork makes everything else work. It’s why we have parties of adventurers instead of lone heroes. Where one might succeed, several almost certainly will. We even have a special kind of feat devoted to this wonderful thing we call teamwork. However, teamwork feats tend to be pretty standard fare as feats go, requiring very little actual teamwork beyond both characters possessing the feat. We seek to change this with the following new teamwork feats.


Anvil Smash [Combat, Teamwork]
You have practiced the art of forcibly maneuvering an enemy into a potent trap.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you use the bull rush combat maneuver and successfully move your target into a space threatened by one of your allies who also has this feat, as an immediate action that ally can make a single melee attack with a held weapon against the target. This attack can only be made once the target has reached the end of the movement caused by the bull rush. This attack is in addition to any attacks of opportunity the target might get, but can only be performed once each round, even if your ally can take multiple immediate actions in a turn.


Arrow Toss [Teamwork]
You can quickly pass projectiles of all kinds between yourself and a partner, allowing them the use of missiles in your possession.
Prerequisite: Snatch Arrows.
Benefit: As a move action, you may pass a number of pieces of ammunition equal to 1/2 your base attack bonus (rounded down), a single thrown weapon, or an alchemical item that can be thrown (such as an alchemist’s fire, or a tanglefoot bag) to an ally with this feat within 20 feet. You may pass large pieces of ammunition (such as rocks, boulders, and siege ammunition) if you and the recipient both have the rock catching universal monster ability, or a similar ability. Additionally, whenever you catch a projectile with your Snatch Arrows feat, you may pass it to an ally with this feat within 20 feet as a free action. That ally can then make an attack with the snatched projectile in your place. 


Cavalry Charge [Combat, Teamwork]
You have drilled to charge as a single brigade, decisively crossing the battlefield.
Prerequisites: Ride 5 ranks, Mounted Combat.
Benefit: As a full-round action, if you are mounted, you may ready an action to use the charge action. If at least 2 mounted allies with this feat within 30 feet of you have also readied an action to charge, then when you use the charge action while mounted, you may signal them as a free action. If you do, they may trigger their readied actions, even if they readied to charge in response to some other action. If at least 2 allies within 30 feet of you choose to charge in this way, you and those allies do not suffer a penalty to AC as a result of charging, and you and those allies gain an additional +1 circumstance bonus to the charge attack rolls for each character which charges in response to the signal, to a maximum bonus of +5.


Daring Distraction [Teamwork]
Your intense training with a magical partner allows you to share spells by channeling additional magic to your partner.
Prerequisite: Bluff 3 ranks.
Benefit: Whenever you successfully use the dirty trick combat maneuver against an opponent, each other ally within 30 feet with this feat gains a +4 bonus to Bluff checks made to feint against that opponent, Sleight of Hand checks made to rob that opponent or conceal an object that is observed by that opponent, and on steal combat maneuvers made against that opponent.


Martial Magic [Combat, Teamwork, Metamagic]
You practice using spells and sword in equal measure, dazzling your enemies with the coordination of magic and martial might that only you and your partner can pull off.
Prerequisites: Base attack bonus +3, ability to cast 1st-level spells.
Benefit: You may cast spells that require an attack roll (including a touch attack) against an opponent you are flanking with an ally who also has this feat. If you do, you may choose to use that ally’s base attack bonus in place of your own for the spell attack. Additionally, whenever an ally with this feat casts a spell which requires an attack roll against a target you are flanking with that ally, you gain a bonus on damage rolls equal to the level of the spell your ally cast on the target.
Level Increase: +1 (a spell modified by martial magic uses up a spell slot one level higher than the spell’s actual level.)


Pike Hedge [Combat, Teamwork]
You are used to operating in a block of pikes or similar weapons, devastating to onrushing opponents.
Prerequisites: Weapon Focus in a weapon with the brace special ability, base attack bonus +5.
Benefits: When you ready a weapon with the brace special ability against a charge attack, if you are adjacent to at least 2 allies with this feat at the time you make your readied attack, the attack deals an additional 1d6 points of damage for each point of critical multiplier of the weapon you are making the attack with.

Project Spell [Teamwork, Metamagic]
Your intense practice with another magician allows you to project spells through your partner, much in the same way some wizards can project spells through an illusion.
Prerequisites: Ability to cast 3rd-level spells, caster level 11th.
Benefit: You can cast a spell and have that spell originate from an ally who is within range of the spell and who possesses this feat; this works as though you were having the spell originate from the projected image of a project image spell. If the spell appears on a spell list the target has access to and is of a spell level she can cast, you may choose to treat the spell as if the ally had cast it. In this case, the target need not expend the spell slot, but treats the spell’s caster level as her caster level rather than yours, and she uses her own spell level and ability score modifier for determining the saving throw DC of a spell cast this way.
Level Increase: +2 (a projected spell uses up a spell slot two levels higher than the spell’s actual level.)


Shared Spell [Teamwork, Metamagic]
Your intense training with a magical partner allows you to share spells between you by channeling additional magic to your partner.
Prerequisite: Ability to cast 3rd-level spells.
Benefits: You may cast spells with a range of personal on another ally with this feat as though the spell had a range of touch.
Level Increase: +2 (a projected spell uses up a spell slot two levels higher than the spell’s actual level.)