
Flawed |
So the more I read teamwork feats the more I laugh maniacally at their power. Obviously it seems hard to justify in some builds, but in others it seems too much to not try it out.
Scenario: (4 players, p1, p2, p3, p4. Whole team having Improved Feint Partner. One person is higher dex for lots of AoO potential and pumps single hit damage and others have improved feint maybe one person goes crazy and gets moonlight stalker feint as well.)
p1.(Basher) charges
P2. move action feint, standard action feint
p3. move action feint, standard action feint
p4. move action feint, standard action feint, swift action feint
p1. 7 AoO's in one round + charge attack.
7 could be high for AoO's so you spread it round and have 2 guys charge and then each of them gets 5 AoOs each for 10 AoO total + 2 charge attacks. 3 charges + 9 AoO's. All in a single round of combat.
Even just looking at the applications of having 2 players using this makes TWFeint become even more devastating combination by giving up your best attack to feint and giving it to your ally and then getting your full attack followed by your ally providing the same to you. A couple rogues/ninja's/sneak attack class with this would become very powerful vs. things they could feint.
Scenario: 4 man party with this feat descend upon a creature each hitting and allowing the creature the bonus. Regardless of the ally that gets attacked everyone gets an AoO which equates to 4 charges + 3 AoO's before a monster gets a swing off. Coupled with most other styles this feat for front liners should aid in getting lots more AoO's.
Scenario: 3 or 4 allies with this ability can freely flank any creature without fear of provoking by moving through adjacent squares.
Mount + rider with this = move anywhere without provoking.
Makes the withdraw action look like a joke and combat positioning very simple.
Scenario: 2 players with Seize the Moment. One is a high crit modifier weapon and the other a high crit range weapon with butterfly's sting.
p1. confirms critical hit and allows the next ally to hit auto confirm a crit.
p2. AoO from the first confirmed crit which if it hits is an auto crit and then full attacks.
p1. AoO from p2 crit.
So with one guy confirming a crit he gave an AoO which is an auto crit which gives an AoO. One hit(crit passed on) + One AoO Crit + One AoO.
Obviously this one has prerequisites with higher BAB so it comes together later.
With all the AoO's you can get why not go for the +4 with all of them.
Increase your success with stealth by rolling as many dice as you have party members. Obviously niche if you have a party of stealthy individuals, but amazing if you do.
Got an ally with an ability to go in the surprise round? Take this and your whole party gets it.
Now your initiative doesn't matter if you have an ally with a good modifier you can all charge when they do.
Rogue (Bandit) Moonlight Feint line + Improved Feint
Sohei Monk
Paladin
Bard
Teamwork feats: Lookout, Feint Partner, Improved Feint Partner, Broken Wing Gambit, Coordinated Charge
Party always acts in a surprise round. Everyone can charge the same target at the same time if its in range. Bard holds charge and uses inspire courage, Rogue holds back and uses swift action feint, move action feint, standard action feint.