Teamwork feats?


Pathfinder First Edition General Discussion


I had a design idea. Two characters that work together in combat and rely on each other to set up ideal battle conditions. Ideally, I like a rogue or ninja and a fighter who work in concert to destroy their opponents. However if you have any other ideas let me know.

Any idea on what teamwork feats or feats in generally might work really well together. Looking over the teamwork feats I am generally underwhelmed but perhaps someone else has attempted this.

Any ideas would be helpful.


If you can set up for it, Teamwork Feats are generally rather awesome... Some of them.

The biggest and most common set of teamwork feats used between a Sneaky and a Smashy are Butterfly's Sting (not a teamwork feat, but acts like one), and Sieze the Moment. Sneaky McStabbypants uses a high crit weapon, like a kukri or wakizashi. They score a crit, and pass it on to their Smashy who's wielding a X4 multiplier weapon, usually a Scythe, but some spring for a Tetsubo.

Beyond that... Well, I have yet to have someone willing to play a teamwork-feat set of characters with me. Except for the above. My fiance and I did that, with a Ninja (Wakizashi) and a Fighter (Tetsubo). Lots of things were very, very squished....

Edit: Oh, I once had a pair of NPC assassins (Knife Master Rogues) dual-wielding kukri. Between Outflank, Feint Partner (and Improved), Precise Strike, and Stealth Synergy... It just got even worse once the party was high enough level for me to add Seize the Moment to them. I would not suggest this vs a party you don't wish to slaughter.

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Paired Opportunists + Broken Wing Gambit is pretty good too.


What about teamwork feats between a spellcaster and a familiar?

Valet(familiar archetype) wrote:


Teammate (Ex)

A valet is considered to have all the teamwork feats its master has.

I had this concept for a wizard 9/fighter 1/Eldritch Knight 10 that specialized in Transmutation and keeps his familiar beefed up at all times. Then since he's as focused on Str as Int he and the familiar work off one another in combat. As the familiar advances in the archetype it can move, aid another, and move (7th level; lose speak w/animals of its kind) so I thought it could move, deliver aid, count as a teamwork buddy, and then move away.

So... what feats work there?


Lookout is quite nice with a familar, AC or party member who will be close at hand. If both of you have good perception you can both end up with a full set of action in a surprize round.


A cavilier with coordinated charge can grant it to a pouncing barbarian or wildshaped pouncing druid. Then the both the cav and the pouncer can charge twice in one round. Rhino charge makes it possible for pouncer to walk away then pounce again while ride by allows a cav to get past into his own next charge postion.

If the barb has a mount (mounted fury) then lots of mount stuff get added on.

The only issue is that the the free charge has to target the same creature that the the orginal creature targeted. How many thing live though a pouncing barb or cav lance charge?


I hadn't seen all the Teamwork feats in UC. I partiularly like paried opportunist and Broken Wing Gambit.

I think the coordinated charge ability might be way too awesome to even attempt.


Go with a the mounted fury and small teifling with plus to str and add in calvery formation and both characters and mounts can fit in a single square and do not interfere with each other. Mounted overrun and wheeling charge along with feather step or airwalk pretty much lets you charge anything.

I want to work up a full build at 11th level because the cav can bull rush on a charge as free action and that can free up the barbs movement.

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