Allied Spellcaster (Teamwork)
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.
Ally Shield (Combat, Betrayal, Teamwork)
You are willing to use your allies as shields to ward off attacks aimed at you. Or you are willing to allow yourself to be used as such.
Benefit(s): Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can initiate this feat to skillfully pull the abettor into harm’s way or dodge behind the abettor as an immediate action. You may use this feat after you learn the result of the attack roll.
You gain cover against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your armor class, the abettor becomes the target of the attack and the attacker must make a new attack roll (with all the same modifiers) against the abettor’s armor class.
Betrayal feats are somewhat unique amongst teamwork feats. While these feats can be taken and granted to other characters via teamwork granting abilities, allies who have been granted a betrayal feat can only use such feats as initiators, not as abettors. For example, a knight could not grant an ally the ally shield feat and then use his ally as a shield, but he could allow an ally to use him as a shield.
Back To Back (Combat, Teamwork)
Your ally’s eyes are your own, and yours are his.
Prerequisites: 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.
Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.
Prerequisites: 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.
Cavalry Formation (Combat, Teamwork)
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.
Prerequisites: Mounted Combat
Benefit: You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount’s rider has this feat, although the space from which you make your charge attack must comply with this feat’s other benefit or be unoccupied.
Circling Offense (Combat, Teamwork)
You are skilled at approaching large foes with an ally in a way that makes it difficult for your foes to find an advantage against you or your ally.
Prerequisites: Dodge, base attack bonus +3.
Benefit: You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature’s reach, provided the creature is of a larger size category than you and provided at least one other ally with Circling Offense is within the creature’s reach. If a creature that you’re receiving this dodge bonus against attacks you and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.
Combat Medic (Combat, Teamwork)
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.
Prerequisites: 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.
Coordinated Capture (Combat, Teamwork)
You work with allies to prevent foes from escaping.
Prerequisites: Base attack bonus +1.
Benefit: Whenever you and one or more allies with this feat threaten the same enemy, the enemy takes a penalty on Acrobatics checks and concentration checks to avoid provoking attacks of opportunity equal to the number of creatures with this feat that are threatening him (maximum +5).
Coordinated Charge (Combat, Teamwork)
You are an expert at leading your allies into the fray.
Prerequisites: You have at least two other 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 (Combat, Teamwork)
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 (Combat, Teamwork)
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
Covering Defense (Combat)
You are skilled at protecting yourself and your allies with your shield.
Prerequisite: Shield Focus, base attack bonus +6.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to reflex saves.
Special: If you have the Shield Arm combat art (Or another ability that functions similarly to Shield Arm) and the ally would have been struck if not for the cover bonus to AC your shield arm provided, your arm takes damage just as if it had protected yourself from an attack.
Deadly Pairing (Combat, Teamwork)
Through working together, you and an ally are capable of striking vital locations..
Prerequisites: Sneak Attack +1d6, Base Attack Bonus +3
Benefit: Whenever you and another ally flank a creature both you and that ally increase the critical threat range of your weapons by 1 (so a weapon with a 19-20 threat range would increase to 18-20) This additional critical threat range is not multiplied by abilities such as keen or the Improved Critical feat and is applied after abilities such as those are applied.
Note: This feat was initially published by Dreamscarred Press (Path of War pg. 20), but has been edited for use with the pathFinal Fantasy ruleset.
Duck And Cover (Teamwork)
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 (Combat, Teamwork)
Your ranged attacks take advantage of the flanking maneuvers of allies.
Prerequisites: Point-Blank Shot, Precise Shot, one other teamwork feat.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
Ensemble (Teamwork)
You can create an ensemble of skilled and amateur performers to aid you in your performance.
Prerequisites: Perform 5 ranks
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Special: If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.
Escape Route (Combat, Teamwork)
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Prerequisites: None
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Feint Partner (Combat, Teamwork)
A little diversion is all you need to slip through your foe’s defenses.
Prerequisites: 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.
Ferocious Loyalty (Teamwork)
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.
Got Your Back (Combat, Teamwork)
You protect an ally from attacks he doesn’t see coming.
Prerequisites: Int 13
Benefit: If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.
Normal: You can use aid another to grant an ally a +2 bonus to AC against the next attack from an adjacent foe.
Hammer Guards The Anvil (Teamwork)
Your allies cover you when your guard is down.
Benefit: Creatures threatened by an ally with this feat cannot make attacks of opportunity against you when you pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone.
Harrying Partners (Combat, Teamwork)
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.
Improved Back To Back (Combat, Teamwork)
After much practice, you and an ally have become adept at fighting in close proximity to one another.
Prerequisites: Back to Back, Perception 5 ranks.
Benefit: While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.
Improved Duck And Cover (Teamwork)
Your allies’ ability to protect you from damage extends to area attacks.
Prerequisites: Duck and Cover.
Benefit: Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally’s saving throw roll succeeds, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally’s evasion or improved evasion.)
Special: If you possess the active bulwark or improved living bastion abilities and are giving an ally improved evasion who would not otherwise have evasion or improved evasion, you cannot use this feat to transfer the damage to your ally.
Improved Feint Partner (Combat, Teamwork)
Knowledge of your companions’ tricks and techniques allow you to take even greater advantage of your allies’ feints.
Prerequisites: Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6.
Benefit: Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
Improved Swap Places (Combat, Teamwork)
When you switch places with your comrade, your sizes don’t matter.
Prerequisites: Swap Places.
Benefit: When you and your ally use Swap Places, your ally can be up to one size larger or smaller than you, and your movement into the ally’s square does not provoke an attack of opportunity. If your ally cannot fit into the space you had been occupying and there are no available adjacent squares to accommodate the rest of the ally’s space, the ally must squeeze. Alternatively, as part of its movement, the ally can attempt a bull rush combat maneuver against a creature that occupies a space your ally would occupy, but this bull rush cannot move the creature more than 5 feet.
Normal: Using Swap Places requires you and your ally to be the same size, and your movement into the ally’s square provokes attacks of opportunity.
Intercept Charge (Combat, Teamwork)
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 (Combat, Teamwork)
The speed at which you move makes it nearly impossible for opponents to strike you.
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 (Teamwork)
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 (Combat, Teamwork)
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.
Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.
Prerequisites: 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 (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Prerequisite: Base Attack Bonus +4
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 (Combat, Teamwork)
You know how to strike weaknesses while flanking
Prerequisite: 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.
Seize The Moment (Combat, Teamwork)
You and your allies are poised to pounce whenever one of you scores a telling blow.
Prerequisite: 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 (Teamwork)
You support your allies and help them recover from crippling effects.
Prerequisite: None
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).
Shielded Caster (Teamwork)
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.
If your ally is wielding a buckler or a light shield, this bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.
Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.
Prerequisites: 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.
Stealth Synergy (Teamwork)
Working closely with an ally, you are able to move like twin shadows.
Prerequisite: None
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Swap Places (Combat, Teamwork)
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 (Combat, Teamwork)
You know how to work together to trip your foes.
Prerequisite: None
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 (Combat, Teamwork)
You and your allies pelt your enemies with a deadly barrage of missiles.
Prerequisite: Precise Shot, 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.
Team Pickpocketing (Teamwork)
You distract a mark with friendly conversation while your partner robs the victim blind.
Prerequisite: Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.
Trade Initiative (Teamwork)
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.
Usurper's Guard (Teamwork)
You work with your allies to create a defensive guard to facilitate spellcasting.
Prerequisites: Base attack bonus +3 or caster level 3rd.
Benefit: When an adjacent ally with this feat attempts a concentration check to cast a spell or use a spell-like ability defensively, you can attempt a combat maneuver check as an immediate action to guard that ally. Your ally can use either the result of her own concentration check or the result of your combat maneuver check to determine whether she succeeds at casting the spell or using the spell-like ability.
Special: If you possess the active bulwark ability, you add the cover bonus to AC that ability would normally grant to your combat maneuver check for this purpose.





