Teamwork feats - do you use them?


Pathfinder First Edition General Discussion


Have you ever seen someone take a teamwork feat that wasn't granted by a class feature? I haven't. I'm wondering if they're really as unpopular as they seem.


The big issue is that to get anything out of them you need someone else to take them. Thing is, not everyone has a spot in their build to spend at the same time. So it amounts to a choice of "Get a feat that's useful to me NOW, or get one that does absolutely nothing until my buddy picks it up. And if he changes his mind, I'm SOL."

If somoene in your group is getting them through class features, it's a slightly better bet, but on the whole when it comes to builds it always comes down to it being better NOT to totally hang your hopes on what someone else does.

Silver Crusade

At most we've talked about it briefly then passed it over. It just interfered in other peoples' plans for their characters.

Grand Lodge

Never seen it, never had the interest.


The only time I've seen it considered is when the player can control more than one character's feat choices. As in, Int 3 animal companions picking up teamwork feats that play of the main character's choices.

I've yet to see anyone actually pick them between multiple characters. They make very good NPC choices though when building encounters.


I play in a group of six. Four of us (1 inquisitor) have Outflank. 3 of 4 of us have Gang Up and high crit weapons too. If we are "flanking" something, it won't survive for more than a round. It's devastating to our enemies. Anything on the ground never lasts long.

Beyond that particular feat... no, nothing else shines.


I like the feats.. though I tend to look at stuff from a GM perspective, it would be fun to take the feats with another player but in our group players do not always make it to the planned sessions, so that makes them useless if your counterpart is not there.

Scarab Sages

Never have seen it, never would take it. I'm a Pathfinder Society player which means that, a lot of the time at my table, there's either a new player that hasn't built a character yet or a person with an existing character, but who is a complete stranger to me. I basically don't know who I'm playing with until the game starts. Teamwork feats just aren't feasible in the Society environment.

Liberty's Edge

Too fiddly, not so powerful that it's easy to get people to take them, most of the rest of my gaming group isn't all that tactically minded-anyway.

I have not yet seen one happen.
-Kle.

Liberty's Edge

My girlfriend and I both play Cavaliers in PFS and use the teamwork feats. They work pretty nice, but I don't think I would spend anything other than a bonus feat on them unless I knew for a fact that at least one other was building the same way along side.


Some of them work great for the GM. Makes it easy to beef up large groups of weaker creatures without having to advance them. Any organization the GM wants to make more dangerous without a lot of extra work can benefit from these feats.


These things can be devastating if done right. My buddy has a game he does with some of his friends, and he had me build some NPCs for him. I only built two mechanically different NPCs. One, which represented the 8 soldiers in the group were 13th level fighters with NO magical equipment. The other was a level 16 Fighter/UrPriest/Holy Vindicator. He used this group of 9 NPCs, who, as I said had NO magic items to hold off a group of 5 fully decked out and well built level 20 player characters. From what I hear, they almost lost even!

It's pretty amazing what you can do with two rounds of clerical (urpriestian- and the ONLY non-pathfinder core thing I used) buffing and a group of fighters using sound tactics and circumstance bonuses.


Me and my wife both made good use of the switch paces feat. I was a cleric with tower shield proficiency, and my wife was a paladin. I would ready actions to go to full cover with a 5' step into her square. The Wife's pally was also packing a reach weapon so she could attack over me while I held the creature back. The tactic was absolutely devastating in small hallways.


Not quite. The Cavalier has the phalanx feat, but the other character with the feat is his cohort.

The party fighter in our CoT game will probably take the feat, though, as my Inquisitor wants to take it as the next feat (he has the quasi sneak attack one).

And yeah, I'm too lazy to look up proper names.


Umbral Reaver wrote:
Have you ever seen someone take a teamwork feat that wasn't granted by a class feature? I haven't. I'm wondering if they're really as unpopular as they seem.

A pair of players in our large group game have backstory together (they're brothers, naturally) and have therefore taken Precise Strike and are working towards Outflank. A third player in the group is an Inquisitor. This obviously impacts things on occasion.

The feats are sort of a gamble. Being dependent on another character having them is very difficult to utilize, particularly if that character is simply out of position. We've had that issue come up quite a bit.


I have seen them put to powerful use. In fact, i hate them, because ether destroy my mooks so handily. From the player perspective though, they are pretty sweet.

I think I just need to give them out to more of my mooks, give the PCs some of their own medicine... (insert evil GM laugh here).

Silver Crusade

Thinking about it some more, I actually would consider this with a cohort via Leadership. I wonder if the Leadership players in our current games have considered the same.


I've seen them effective in use, but granted by a cavalier, not taken as base feats.


Mikaze wrote:
Thinking about it some more, I actually would consider this with a cohort via Leadership. I wonder if the Leadership players in our current games have considered the same.

I have too. I especially like the concept of a wizard with a bunch of level 1 adepts who all have Allied Spellcaster forming a magic missile firing squad. Or an archer fighter with warrior followers who all use tower shields with Shield Wall to form your own mini tank. And then there's the cooperative crafting hijinks.

Sadly, however, I play infrequently enough that I haven't had time to actually try any of these things.


When I saw that they require more than one person to take them to use them, I skipped to the next section without really reading them.

I just can't imagine taking a feating that doesn't work unless someone else also takes it. I could maybe see if I was playing a fighter and there was another fighter in the party, since they have a couple of feats to spare, but any other class is too hard up for class related feats.

Also if the other person's character dies and they choose to make a new character I'm either sitting on worthless feats or begging the Dungeon Master to let me retrain.

So, I'm not saying their bad, just not my slice of pie.

Sovereign Court

I use them a lot- but only when DMing rather than playing really. I ran a game based in Ilizmagorti and using teamwork feats to help create the Blood Watch- gave them all the Shield Wall teamwork feat. I do think it helped make them a bit more interesting.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Teamwork feats - do you use them? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion