Making teamwork feats less niche


Homebrew and House Rules


There are a few teamwork feats like Enfilading Fire and Coordinated Shot that pretty much do nothing because they require a character to be in combat with an enemy or to flank an enemy. Generally speaking though the guys that are going to be in combat with the enemy won't have point-blank shot or precise shot which in the case of Enfilading fire are prerequisites.

Aside from just reworking how teamwork feats work I think it'd be a good idea to add a new feat that would allow an ally to provide the benefit of the teamwork feat to their ally who does have the feat while gaining no benefit themselves. Require the feat to spend some time every so often training with that ally and limit the number of feats they could provide benefits for.

This is an idea of how this may work.

Battle Buddy (Combat, Teamwork)

Benefit: By spending 8 hours training under an ally with a teamwork feat you may count as having that feat for the purposes of granting benefits to your allies, you can only grant benefits for a single teamwork feat, if you train to grant benefits for another you no longer grant benefits for the previous teamwork feat. At fourth level and every four levels thereafter you can grant benefits for another teamwork feat without losing the previous.


Use the existing feat sharing abilities, but make them move, swift or free actions. Standard action? Not happening.

Liberty's Edge

I suggested something similar here.

Obviously, I agree that the teamwork feat system could be greatly expanded and improved by making it possible for players to support each other without all having to take the same teamwork feats or one of the 'teamwork sharing' classes. Details of how that is accomplished are less important, and it would make sense to have several different options.


I agree that aiding teammates in combat should be easier... maybe even to the point of just expanding on what "aid another" can do, or reducing its action cost?


I most definitely agree with this. There's a lot of fun teamwork feats that encourage the party to think and work together, try out new tactics, and do more interesting things in battle. But the chances that all or most of the party takes the same feat? Slim to none.

Actually, that being said, out of all the campaigns I've ever been in (or watched over), this current one is the first one where two of my players are actually planning on taking the same teamwork feat. Pack Flanking and Circling Offense are the two they are considering, I believe.

But them aside, very underutilized. Some are very under-powered, too.

Bonded Mind, for instance. For the price of a feat, you can talk to someone else who has this feat with no chance of being overheard. Provided they are within sight of you. Personally, I'd house-rule that to be with anyone else with that feat that either you can see or that is within 100'. That at least makes it a tad more useful.

That being said, I'm tempted to give my players a set of bracelets that grant "Bonded Mind" as a slotless item. They'd love it, and it would be moderately priced chunk of their loot, but it isn't worth taking up an item slot, let alone a feat. And I'd be seriously considering having it spontaneously upgrade at some future point when they're exposed to some wild magic or something to gain the "Exceptional Aide" feat too.

Paizo Employee Senior Designer

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The thing is, Teamwork feats are actually "class features in disguise". A ton of them are really good for the right group on the right chassis. Coordinated Shot is a solid tool for ranged Hunters, and the same can be said for Enfilading Fire. They work really well for the characters they're actually designed for, namely Cavaliers, Hunters, Inquisitors, and anyone else with a good chassis for taking advantage of them. Similarly, Escape Route is amazing for mounted characters... I mean, there aren't many, if any, Teamwork feats that are legitimately bad, but they're all focused and balanced to avoid becoming too overwhelming.

I think the real issue is one of perception- they're feats, so anyone should be able to use them, but they're less than ideal if you're playing a class that wasn't designed for them. This is because they're feats that were designed as class features for a specific subset of classes.

I think teamwork oriented mechanics are a wonderful addition to play, but I'd be careful about exactly how you buff the Teamwork feat system, because it's already very powerful in the right hands, and you don't want to inadvertently raise that ceiling while you're attempting to lift the floor.


The problem with adding yet another feat is that feat economies are already so tight, even for class/race combinations that grant loads of feats.

Also you may introduce it in a campaign and discover "well I can copy a teamwork feat but no one else took at teamwork feat form e to copy!" or they took a terrible teamwork feat that they wouldn't want to synergise with. It wouldn't be the first thing in the world to simply give everyone a bonus feat which they could retrain in a certain amount of time to be any teamwork feat.

Grand Lodge

Or just allow them to work in your home game. No reason that someone who takes it cannot show their friends how to do it.


Ssalarn wrote:

The thing is, Teamwork feats are actually "class features in disguise". A ton of them are really good for the right group on the right chassis. Coordinated Shot is a solid tool for ranged Hunters, and the same can be said for Enfilading Fire. They work really well for the characters they're actually designed for, namely Cavaliers, Hunters, Inquisitors, and anyone else with a good chassis for taking advantage of them. Similarly, Escape Route is amazing for mounted characters... I mean, there aren't many, if any, Teamwork feats that are legitimately bad, but they're all focused and balanced to avoid becoming too overwhelming.

I think the real issue is one of perception- they're feats, so anyone should be able to use them, but they're less than ideal if you're playing a class that wasn't designed for them. This is because they're feats that were designed as class features for a specific subset of classes.

I think teamwork oriented mechanics are a wonderful addition to play, but I'd be careful about exactly how you buff the Teamwork feat system, because it's already very powerful in the right hands, and you don't want to inadvertently raise that ceiling while you're attempting to lift the floor.

This.

Teamwork feats are really just class features for the Inquisitor and Cavalier. And some others with archetypes and such, including the fighter since the Advanced Weapon Training options that basically gives Solo Tactics. Teamwork Feats aren't actually meant to be good for everybody, because they position requirements and requiring multiple people to have the feat restrict what are otherwise very strong benefits (in most cases).

So no, I'm strongly against anything that makes them easier to get/give access to because there are already a myriad of ways that do it.

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