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So I was preparing an encounter for my game, and my players will be adventuring into an area where a clan of headhunters rule. A mix of ranged and melee rangers with favored enemy humans, dwarves, and elves. And bane arrows to match.
My question is the teamwork feat target of opportunity, how does it work with more than two people having the feat
Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack
Say I have a patrol of 5 rangers all with this feat, does that mean when the first one goes the other four may immediately make those attacks? Or can only one other ranger take an immediate attack?
Also I forget but are there a limit of the number of attacks a character can make in a round?
On a side note, other dm's out there, should I pair ranged rangers with melee rangers or barbarians? Either would bea nasty treat for my players.

Cheapy |

If they all had it, they'd all make an attack. However! It'd only be once per round, since it's an immediate action. With 5 rangers with this feat, you are looking at most 5 extra arrows per round.
A limit on the number of AoOs (which I think you were thinking of) wouldn't matter here, since this doesn't use an AoO. It's just an extra attack.

Mort the Cleverly Named |

So long as they are all within 30' of the target, they can all make attacks.
However, your other questions indicate you are not noticing the restriction on this. An "immediate action" is not just an action that happens immediately, it is a specific type of action that takes the place of your swift action on the next round (or current round, if used during your turn).
So, Ranger #1 will fire. The other rangers can all use immediate actions to also fire (one single, solitary shot each). They won't have an immediate action to fire again until they have had their turn, so they will only be getting one extra attack a round.

Tels |

So all your Rangers are 10th level with a surplus of Bane arrows against their hated enemies, which just so happen to be the very races the party is made up of I imagine?
Remind me not to play in your games :P
Ok, I've read it a few times, and RAW seems to say that if one guy has 4 shots, every time he hits, all allies within 30 feet of the enemy that also have the feet get a free attack. However, the key is the fact they use up an immediate action. An immediate action uses up your swift action on your next turn. So they can only get one free attack.
At first it seemed like the feat would be majorly broken. At first, I thought a scenario like this would evolve:
Guy A shoots four times, lands three shots, Guys B, C, D, and E buddies get three free shots.
Guy B shoots four times, lands two shots, Guys A, C, D, and E get two free shots.
Guy C shoots four times, lands 4 shots, Guys A, B, D, and E get 4 free shots.
An so on. I would call it the Pincushion Maneuver. However, because it uses an immediate action, they can only do it once per round. So...
Guy A fires first, B, C, D, and E get an attack, and A finishes his turn.
Guy B fires, Hits, and Guy A gets a free shot.
Guy C fires, and Guy B gets a free shot.
Guy D fires, and Guy C gets a free shot.
Guy E fires, and Guy D gets a free shot.
Guy A fires, and Guy E gets a free shot.
Rinse and Repeat.
The way that works is because Guy B took his turn after A, he regains use of his immediate action. Keep in mind, if they take the free shot, they do NOT get a swift action during their turn.
Hope this helps.

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Ah yes I like that little progression chart you did, will be helpful for keeping it all straight.
My games weren't always this brutal but I have a shield fighter(way over the top duel wielding his shield, stupid high ac), knife master rouge(d8's for sneak attack), healing focus cleric with epic channel healing, a ranger who has more types of arrows than the wizard has scrolls, and a buffing/control wizard. They are hard to come up with challenging encounters for lol. Plus they are lvl 12 and these npc's are only lvl 10.

Tels |

You realize the situation you have set up is possibility for a TPK right? I'm assuming these Headhunters will play intelligently and notice that squishy wizard over thar is easy to hit and drop. They could probably kill the wizard in the first salvo combo of Guy A's full attack and the 4 free attacks. If you scale this back to say 3 Archers, 3 Melee, it won't be as bad, but the Tank and/or Knife Master will be the subject of "focus fire". Possibly the Melee focus on the tank, and the Archers focus on the Knife, possibly dropping the Knife in the first round, then focus fire the Tank, or the cleric if he's healing like a fiend, or the wizard if he's being a nuisance.
The archers are going to be the biggest problem because they will be able to drop the wizard pretty quickly. Possibly forcing the Cleric into healing the wizard, while the Knife and Tank get whittled down.
I could easily see something like 5 Rangers, 3 of which only dabble in archery taking PBS and ToP while the other 2 are Archers that dabble in melee. So first round, 5 archers, possibly 2 rounds of archery. Then the 3 switch to melee and gang up on whomever gets close. I could Guy A triggering focus fire on the Tank or Cleric, then B C D and E each focus on a different person, with E and A focusing on whomever was hit subject to the initial volley. Following this, if they don't get a chance for another round of archery, the Melee close ranks, setting up a horseshoe maneuver (, ' ,) allowing the victim to be attacked on three sides with 2 of the Headhunters flanking. Meanwhile, the two archers are concentrating on distracting the wizard/cleric, whichever is more of a threat.
Optimally, the Headhunters would be attacking from the high ground hoping to get those extra few shots off. If high ground isn't an option, cover or concealment would be the next best choice.

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I realize the potential of the tpk and don't have to run for a week so I have time to adjust my encounter, but after their last feat of taking out a fiendish white dragon( young adult), 2 ice devils, and half a dozen ice golems at lvl 11 I have faith In them doing alot.
And they aren't going in blind, they decided they wanted to get rid of the clan for the good of humankind and recover the draconic artifact that they have in their possession. Honestly as long as I don't off him in a surprise round he will pull some spell out to protect himself. This is honestly the smartest group of players I have ever run for, it's a pain but fun at the same time.
Thanks for you suggestions though, they will be helpful. I like the idea of having the melee types start out with bows and switch.