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.
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.
|Combo Burst||Combo Finisher class feature||If you use a combo finisher on an enemy that has also been hit by a combo finisher by an ally within 30 feet that also has this feat in the same round and both attacks used the same amount of weapon dice (such as triple weapon damage or martial damage) you deal additional damage equal to your double weapon or martial damage to the target. This can happen on multiple targets if they have been hit by a combo finisher that also hits multiple targets as long as the amount of weapon damage matches. A combo burst can only happen once per round per target and happens immediately when it can. The window for a combo burst lasts until for 1 round after the first combo finisher is used.|
|Cooperative Finisher||Combo Finisher class feature||When using blitz/kenki/blade techniques, you or an ally with this teamwork feat can fulfill the requirements for a combo finisher by performing the exact steps in the combo finisher. For example, a monk performing Boot Shine, hits with Strong Kick, and then an ally with this feat hits with Knee Thrust, either the ally or the monk can perform the combo finisher on their turn or the next (for the monk). The combo finisher must use the same type of techniques to perform it.|
|Cross-Combo||Cooperative Finisher, Combo Finisher class feature||When using blitz/kenki/blade techniques, as long as both you and an ally have this feat, you and your ally may use any blitz/kenki/blade technique to substitute for any other equivalent blitz/kenki/blade techniques to finish a combo. For example, a samurai could perform Thrust, followed by a monk performing Knee Thrust, after which the monk could activate the Bootshine combo finisher.|
|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).|
|Magic Burst||Caster Level 3rd||When 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.|
|Spotter||Varg||When 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.|
|Twincast||Able to cast 1st-level spells||Whenever 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.|