Teamwork Abilities

Teamwork abilities represent training and coordinated effort. The team leader and all team members gain the listed benifits, provided they meet the prerequisites and spend at least two weeks training. There must be at least one team leader and two other team members in order to use these abilities. The team must re-train each time they wish to add another team member. You gain teamwork abilities by taking ranks in Profession (soldier).

Back to Back
Your team has practiced fighting back-to-back in closed formations.
Training: Your team must spend two weeks practicing closed formation drills while under attack from all sides.
Team leader Prerequisite: Perception 4 ranks.
Team Member Prerequisite: Perception 2 ranks.
Benefit: While you are flanked and adjacent to a member of your team, you receive a +2 circumstance bonus to Defense against attacks from opponents flanking you.

Bivouacking
Your team can set up a camp with an eye toward defensibility.
Training: Your team must spend two weeks establishing specific duties and responsibilities for each member (setting up tents, concealment duties, meal preparation, setting a watch schedule, etc…), and practice setting up and breaking camp quietly and at a moment’s notice.
Team leader Prerequisite: Survival 5 ranks
Team Member Prerequisite: Survival 1 rank.
Benefit: The team member on watch gains a +2 bonus to Perception skill checks. Sleeping characters gain a +2 bonus on rolls to awaken on a predetermined signal, and may draw any weapon if it is in the same space as they are as a free action.

Close Ranks
Your team has learned to close ranks around a wounded or disabled ally.
Training: Your team must spend two weeks learning to push aside a wounded team member before he falls to the ground and moving him out of harm’s way.
Team leader Prerequisite: Shield Proficiency 5 ranks, Base Attack Bonus +1.
Team Member Prerequisite: Shield Proficiency 4 ranks
Benefit: When a team member’s hit points drop to -1 or lower, any teammate adjacent to him who carries a shield may use an immediate action to push him out of harm’s way. The injured team member moves 10 feet before falling prone.

Coordinated Attacks
Your team has learned to anticipate and react with each other, allowing them to coordinate their attacks against an opponent’s weak spots.
Training: Your team must spend two weeks training with each other as a group against many different combinations of foes. You may do this by either training the whole group against mock combatants, or by breaking the team into smaller groups and rotating members so that everyone trains with each member.
Team Leader Prerequisites: Sneak Attack, Base Attack Bonus +3
Team Member Prerequisites: Sneak Attack.
Benefit: Any team member who readies an action to attack when another team member signals (either by attacking or by use of another predetermined signal) gains a +2 bonus to their damage rolls for the remainder of the round.

Coordinated Charge
Your team had learned to step out of each other’s way in combat.
Training: Your team must spend two weeks learning to fight in dispersed formations. You may do this by either training the whole group against mock combatants, or by breaking the team into smaller groups and rotating members so that everyone trains with each member.
Team Leader Prerequisites: Jump 7 ranks.
Team Member Prerequisites: Jump 1 rank.
Benefit: Other team members do not block movement for the purpose of determining whether a team member can charge. A charging team member must still end their move in an unoccupied space.

Enfilading Fire
Your team's ranged attacks take advantage of the flanking maneuvers of allies.
Training: You team must spend two weeks firing at specific target clusters.
Team Leader Prerequisites: Ranged Combat, Base Attack Bonus +2.
Team Member Prerequisites: Ranged Combat.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Fireteam Rush
With coordinated fire and move, your team has gained the ability to penetrate enemy defenses with astounding efficiency.
Training: Through exhausting rushes up and down hills, through fields of rocks and briars, with simulated enemy fire and maneuvering, you learn to coordinate movement and attack to the point that you do not even need to communicate out loud in order to know where to go and what to do.
Team leader Prerequisite: Acrobatics 5 ranks, Base Attack Bonus +3.
Team Member Prerequisite: Base Attack Bonus +1.
Benefit: If one team member offers suppressive cover, another team member can rush, gaining one extra move act per round. In order to provide cover, a team member needs to take a full-round action to attack at least one enemy with a ranged weapon, ranged spell, or other ranged offensive effect. If taking a full attack with a ranged weapon, it is carried out normally. If casting, using a magic item or a breath weapon, or anything else, it now requires a full-round action to function. Effects that take longer than a full-round action to operate cannot be used to cover for a rushing team member. If there are no foes present that threaten the rushing team member, the covering team member must ready an action to utilize his covering action in order for the rusher to gain his benefit.

Improved Cooperation
Your team has learned to support each other in a superior fashion to other teams.
Training: Your team must spend two weeks coordinating their actions in structured drills.
Benefit: When team member uses an "Aid Another" action on another team member, they give a +3 bonus instead of the normal +2.

Indirect Fire
Your team has learned to make use of a forward observer (or “spotter”) to improve battlefield intelligence.
Training: Your team must spend two weeks aiming at unseen targets using directions from allies.
Team leader Prerequisite: Ranged Combat and Base Attack Bonus +3.
Team Member Prerequisite: Perception 3 ranks.
Benefit: This benefit denies opponents some of the protection granted by cover or concealment. If the spotter has an unobstructed line of sight to the covered or concealed target, he can, as a move action, use hand gestures, spoken directions, and body language to alert allies using raged weapons to the target’s position. If the target has cover, it gains only half the normal bonus to Defense against the team’s ranged attacks. If the target has concealment, the attacking team member rolls the miss chance twice and may choose the roll he wishes to use to determine if his attack hits.

Invisibility Sweep
//Your team has learned to coordinate their searches to look for invisible opponents, making sure that no area is overlooked.
Training: Your team must spend two weeks sweeping the area for very small targets using directions from allies.
Team leader Prerequisite: Blind-Fight.
Benefit: Each team member can check for the presence of an invisible enemy by groping into four adjacent 5 foot squares within reach, making touch attacks into those squares as described on page 295 of the Dungeon Master’s Guide. Doing so is a standard action. If one team member pinpoints the location of an invisible enemy (whether through groping, Spot and Listen checks, or other means), every other team member within earshot also has that enemy pinpointed until that enemy moves into a different square. (Pinpointed invisible enemies still gain the benefits of total concealment; see page 152 of the Player’s Handbook).

Joint Bull Rush
Your team has become practiced in bull rushing opponents in a coordinated way.
Training: Your team must spend 3 weeks coordinating their bull rushes against a variety of targets and in a variety of formations.
Benefit: To perform a joint bull rush, all the team members involved must ready the bull rush action until the turn of the member with the slowest initiative. Then all the bull rushing team members move to their target at the same time and make a single bull rush attempt using the Strength bonus of the strongest team member. Each additional team member involved in the joint bull rush applies his or her Strength bonus (minimum +1). The team members must end their movement adjacent to one another, and they all provoke attacks of opportunity from the defender (although the defender can only make a single attack unless he has the Combat Reflexes feat).

Joint Grapple:
Your team has become practiced in grappling opponents in a coordinated way.
Training: Your team must spend 3 weeks coordinating their grapples against a variety of targets and in a variety of formations.
Team leader Prerequisite: Base Attack Bonus +2.
Benefit: If you successfully use the aid another action to assist an adjacent team member’s next grapple check or Escape Artist check to escape from a grapple, you provide your teammate with a bonus on that check equal to +4 or your Strength modifier, whichever is higher.

Joint Ram
Your team has become practiced in using a battering ram.
Training: Your team must spend to weeks practicing with the ram on a variety of objects.
Team leader Prerequisite: Base Attack Bonus +1.
Benefit: When your team is employing a ram to knock down a barrier or destroy another object, the ram deals an extra 2 points of damage for each team member wielding the ram. In addition, if a team member is trying to break down a door or perform a feat of strength similar to ramming, she gains a +4 bonus on the Aid Another action. The Games Master should set limits for how many team members can usefully help break down a particular door (typically two Medium creatures for every 5 feet of the door’s width).

Lethal Ambush
Your team has been trained by the most brilliant guerilla tacticians, and have learned how to completely annihilate unwary foes.
Training: The team must practice digging in, hiding in natural and unnatural terrain, remaining motionless for long periods of time, and coordinating a rapid series of surprise attacks.
Team leader Prerequisite: Combat Reflexes, Stealth 8 ranks, Craft (Trapmaking) 4 ranks, Base Attack Bonus +5.
Team Member Prerequisite: Stealth 2 ranks, base Reflex save +1.
Benefit: The team must take 10 minutes to hide, choosing strategically advantageous positions that utilize the terrain and cover all entry and exit points. At that time, all combatants will choose their designated position. This does not have to be the square that they are hidden in (although there is nothing wrong with that), but must be adjacent to it (if a character plans to hide behind the statue, he can designate the front of the statue in the open hallway—one square away—as his designated position, or he could designate his hiding place behind the statue if he foresaw some strategic advantage to it).

Next, team members must choose to be designated as either ranged or melee combatants, and the ambush squares must be chosen. For melee combatants, the ambush squares are all adjacent squares to his designated square. Ranged combatants get to pick any 8 squares within 30 feet of their designated squares. From this point on, any foe within an ambush square of any team member is treated as flat-footed until it leaves the square. If it merely moves to another ambush square, it remains flat-footed. Once battle has opened, all ambush squares are treated as difficult terrain for foes (costing 2 squares of movement to cross, and denying run and charge actions). Further, during any round in which a foe takes damage in combat while in an ambush square, he or she takes a -4 penalty to attacks, initiative, saving throws, and skill checks. Creatures that are immune to stunning attacks are unaffected by this penalty. Creatures that are normally unaffected by difficult terrain are not penalized movement.

Massed Charge
When your team charges, it smashes into the foe with extra power.
Training: Your team must spend two weeks learning and drilling to charge in formation.
Team leader Prerequisite: Acrobatics 5 ranks.
Team Member Prerequisite: Acrobatics 1 rank
Benefit: The team may make a special charge attack. All team members move on the same initiative count, and each must charge and attack the same target. Each team member gains a bonus on his attack roll after the charge equal to the number of team members participating.

Missile Volley
Your team excels at firing in a group, saturating an area with a wave of arrows or javelins.
Training: Your team must spend two weeks firing at specific target clusters.
Team Leader Prerequisite: Ranged Combat.
Team Member Prerequisite: Ranged Combat.
Benefit: Every member of the team who readies an action to fire a missile weapon when the team leader does gains a bonus on the attack roll equal to the number of team members firing. All these attacks must be made at the same target.

Pack Tactics
Your team has learned to perfect their flanking attacks to better damage their opponents.
Team leader Prerequisite: Base Attack Bonus +3.
Team Member Prerequisite: Base Attack Bonus +1.
Training: Your team must spend two weeks practicing coordinated attacks on stationary targets.
Benefit: When a team member flanks an opponent with another team member, he gains a bonus to his attack and damage roll equal to the number of team members that have attacked that opponent this round.

Patrol
Your team is adept at moving through potentially hostile territory without dropping their guard.
Training: Your team must spend two weeks practicing immediate action drills, patrol formations, and recon operations.
Team leader Prerequisite: Improved Initiative, Perception 6 ranks, Stealth 6 ranks, base attack bonus +3.
Team Member Prerequisite: Perception 2 ranks, Stealth Silent 2 ranks, base attack bonus +1
Benefit: Each team member that is within 60 feet of another team member gains a +2 bonus to initiative rolls, and Perception checks, as long as the team is moving at or below the base land speed of the slowest member. For every two members of the patrol team, the bonus increases by +1. The team can stop for indefinite periods of time, and still retain the benefits of Patrol, so long as one team member remains 100% alert. The other members can rest, read, search for traps, pick locks, and do other quiet activities.

Spellcaster Guardian
Your team has learned to guard their spellcaster to help his spells reach completion.
Training: Your team must spend two weeks working on deflecting attacks against a stationary target.
Team leader Prerequisite: Improved Initiative,Arcana 4 ranks.
Team Member Prerequisite: Arcana 2 ranks.
Benefit: If a sorcerer on your team provokes attacks of opportunity by casting a spell, a team member adjacent to the sorcerer can interpose herself between the sorcerer and one or more attackers at the last moment, taking upon herself attacks of opportunity meant for the sorcerer. The team member can intercept a number of attacks of opportunity equal to 1 + his Dexterity bonus. Resolve each attack as normal, using the interposing team member’s Defense. If the attacks hits, it damages the interposing character but doesn’t distract the sorcerer.

Team Rush
Your team has coordinated their overland movement, allowing them to avoid stragglers.
Training: The team must spend three weeks running in tight formations over a variety of landscapes.
Team leader Prerequisite: Survival 6 ranks.
Team Member Prerequisite: Survival 1 rank.
Benefits: When the entire team is traveling overland on foot, each team member moves at the task leader’s speed. This benefit does not extend to combat and similar short term movement situations, or to mounted characters

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