| RSPK |
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Are you sure?
Escape Route reads...
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
So if you replace "ally who also has this feat" with "enemy", which is what Soul-Piercing Gaze & Mind-Game Tactics are intended to do, it reads...
Benefit: An enemy provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
So it says nothing about ME not provoking. It says my ENEMY wouldn't provoke.
Therefor I think it's a no-go for this build.
I'm absolutely sure. The narrative fiction of how Escape Route normally works between two allies is that one of you is actively warding away enemy attacks in order to cover the other's advance. With Mind Game Tactics, you're not only treating a targeted enemy as though they're an ally to garner a benefit from your own teamwork feat, but you're also garnering the benefit of their "bestowed" teamwork feat. As Ryan Freire pointed out, you gain a benefit from either or both perspectives, the enemy gets nothing. This could be expressed narratively by you noticing an opening in an enemy's stance or positioning and exploiting it. Your movement is so abrupt or hard to track he's having trouble leveraging attacks against you. Either his feeble attempts at attacking you are inadvertently keeping his allies at bay, or they are afraid of hitting him by accident. This fulfills the mechanical benefit of not provoking an AoO for movement from anyone within those 5 feet.
Just tried running the Reaper of Secrets in the game I was invited into, and... I think Mind-Game Tactics just flat-out doesn't work narratively.
I get the mechanical idea...but as far as role-playing a convincing narrative of "I'm your ally, share my teamwork feat", it only really works if I role-play with a sentient NPC in advance of fighting them.
The DM vetoed my attempted use of it during a surprise round, and frankly I agreed with him. Narratively, it just doesn't make sense.
It would help if you're more specific. Which Teamwork or Betrayal feat were you attempting to use in this instance? What was the situation that caused the narrative to not follow the fiction?
As others have pointed out, Betrayal feats don't really work with this ability or Solo Tactics by RAW, but when they do it's by exception and very limited due to the technicality. YMMV if you are trying to leverage Betrayal feats in this way. To be honest, there are a few cases where I can narratively imagine the Betrayal feat Wild Flanking working in the manner you are attempting to use them. Either way Mind-Game Tactics specifically calls out:
She cannot use this ability to benefit from any teamwork feats that require particular actions from allies
Your targeted "ally" is not and can not be a willing participant. That's the main crux of why Betrayal feats as a whole do not work here, and may be why your group is running into trouble. It's the same reason the Betrayal feat Ally Shield doesn't work but the regular teamwork feat Back to Back does while being generally similar by narrative. Or why Swing About, Swap Places and Reckless Moves wouldn't work, but Escape Route and Stick Together would.
The narrative gist of the archetype's key ability is that you are so adept at reading your enemies' body language and intent that you can use the chaotic nature of a battle/situation to subtly manipulate and exploit them. With you always one step ahead, they cannot help but aid your efforts while impeding one another despite themselves.