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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.

Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.

Feat Descriptions

Teamwork Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat NamePrerequisitesBenefits
Detonation ComboAny tier 1 weapon skill feats, BAB +5At the end of a round of combat, if you or an ally with this teamwork feat starts a chain by using 2 or more tier 1 weapon skill feats will activate this feat automatically, causing the target creature of the weapon skills to take 10 points of non-elemental damage per weapon skill used during the round, no save.
Fragmentation ComboAny tier 4 weapon skill feats, BAB +11At the end of a round of combat, if you or an ally with this teamwork feat starts a chain by using 2 or more tier 4 weapon skill feats will activate this feat automatically, causing the target creature of the weapon skills to take 20 points of non-elemental damage per weapon skill used during the round, no save.
Group Limit Break—Whenever you or your allies with this teamwork feat within 30 feet are at half health, you or your allies can initiate a Limit Break (regardless if you or your allies aren’t at half health, as long as one of you are).
Impaction ComboAny tier 3 weapon skill feats, BAB +9At the end of a round of combat, if you or an ally with this teamwork feat starts a chain by using 2 or more tier 3 weapon skill feats will activate this feat automatically, causing the target creature of the weapon skills to take 10 points of non-elemental damage and a -2 penalty on AC and saving throws per weapon skill used during the round for 1 minute, no save.
Liquefaction ComboAny tier 2 weapon skill feats, BAB +7At the end of a round of combat, if you or an ally with this teamwork feat starts a chain by using 2 or more tier 2 weapon skill feats will activate this feat automatically, causing the target creature of the weapon skills to take 10 points of non-elemental damage and 5 points of non-elemental damage per round per weapon skill used during the round for 1 minute, no save.
Magic BurstCaster Level 3rdWhen you cast a damaging spell on a target that has been effected by a combo burst in the same round, you deal additional damage equal to the weapon damage used for the combo burst and the DC of the spell (if any) is increased by 2. However, you must cast a spell which spell level matches, or is higher than the multiplier of the weapon damage of the combining combo finisher. For example; if two combo finishers was used that deals double weapon damage, you must cast a spell of 2nd level spell or higher to magic burst their combo burst. If it is triple weapon damage, you must cast a spell of 3rd level or higher to magic burst. You can magic burst multiple targets provided they have been effected by a combo burst the same round and the appropriate spell is used. The window for a magic burst is 1 round after a combo burst has been completed.
Magicked StrikeAble to cast 1st level or higher spells of the elemental school or proficiency with held weaponWhenever an ally with this teamwork feat declares intent to attack a target with their weapon (before they roll for attack), you may channel the energies of a spell you know that belongs to the elemental school (thereby expending the requisite MP as if casting normally) to augment their next attack with additional elemental damage as an immediate action. The type of elemental damage depends on the elemental branch of the channeled spell, with the amount of extra damage being equal to 1d6 per spell level of the spell (ex: channeling the Flare spell would add 6d6 fire damage to an ally's attack). The caster must be able see and be within 30 feet of the attack being made. A weapon can only benefit from one Magicked Strike effect at a time, with the effect being expended if the attack misses.
SpotterVargWhen you stand adjacent to an ally with this feat, you gain a +2 circumstance bonus to your ranged attacks. You also benefit from Point-Blank Shot, Far Shot, or Precise Shot, if your ally has the applicable feat.
TwincastAble to cast 1st-level spellsWhenever you and another caster with the feat are within 30 feet of each other, you both can each expend MP to cast a spell you know, but don’t have access to yet due to MP cost. This can only be used to cast spells a single spell level higher than you can normally cast. Only two casters can use this feat together, and when doing so, spend the most MP they can to cast the spell. The MP spent must at least equal out to the MP needed to cast the desired spell normally. For example, two casters with 2nd level casting can attempt to use this feat to cast a 3rd level spell. Both casters spend 2 MP to have one cast the 3rd level spell. Additionally, this can also be used to cast spells you have access to but don’t have the MP for, borrowing the MP of another caster to make up the difference. When using this feat, both casters are treated as casting the spell and provoke attacks of opportunity as normal. The user using this feat must know the spell desired to cast, while the other one does not.