Mythic Teamwork Feats

Allied Spellcaster (Mythic, Teamwork)

There is eldritch power in numbers.

Prerequisites: Allied SpellcasterAPG

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your caster level for all level-dependent variables, such as duration, range, and effect. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4, and if you expend one point of mythic power you may cast the mythic version of the spell (if any).

Back to Back (Mythic, Teamwork)

You are linked so closely with your ally that you can anticipate their attacks, launching your own in response.

Prerequisite: Back to BackUC

Benefit: Add one-half your mythic tier (minimum 1) to the circumstance bonus to AC provided by this feat. You gain one-half this bonus when you are flanked and adjacent to an ally who does not have this feat. Enemies flanking you provoke attacks of opportunity from you whenever they attack an ally with this feat that is adjacent to you.

Broken Wing Gambit (Combat, Mythic, Teamwork)

Your feeble attacks draw your opponent in as you enable more allies to take advantage of their temptation.

Prerequisite: Broken Wing GambitUC

Benefit: When using this feat, you need only hit your target’s touch Armor Class to gain the benefits of this feat, though your attack deals no damage unless you hit the target’s normal Armor Class.

In addition, if your opponent attacks you using the bonus from this feat, you can expend one use of your mythic power as an immediate action to grant allow one ally per two mythic tiers (minimum 1) to make an attack of opportunity against your attacker if it attacks you, as if they had the Broken Wing Gambit feat.

Brutal Grappler (Combat, Mythic, Teamwork)

You and your allies can tear enemies apart when you tag-team them in a grapple.

Prerequisite: Brutal GrappleOG

Benefit: If you and an ally grapple the same creature, each of you adds one-half your mythic tier (minimum 1) to your ally’s combat maneuver bonus and CMD for the purpose of grapple checks. If your ally deals damage with a successful grapple check, they add your mythic rank or tier to the damage dealt. If you roll a natural 20 on your grapple check, you may choose to double this bonus damage or to deal no bonus damage at all but instead substitute a dirty trick, disarm, sunder, or trip combat maneuver with a bonus equal to one-half your ally’s mythic tier (minimum 1).

Cavalry Formation (Combat, Mythic, Teamwork)

The coordinated charges of you and your allies leave your foes especially vulnerable.

Prerequisite: Cavalry FormationUC

Benefit: When charging while mounted, you and your mount can overlap the space of other mounted creatures as normal for this feat even if their riders do not have this feat.

In addition, when you make a charge attack against a creature that has been the target of a charge attack by another creature with this feat since the end of your last turn, add one-half your mythic tier (minimum 1) to your attack and damage roll.

Combat Medic (Mythic, Teamwork)

You are able to patch up the wounded with startling ability.

Prerequisites: Combat MedicUC

Benefit: You do not provoke attacks of opportunity when making Heal checks while threatened, even if the creature you are aiding does not possess this feat, and you can use treat deadly wounds on a creature more than once in a 24-hour period if you expend a use of mythic power for each additional instance. If the target of your Heal check possesses this feat, you can treat deadly wounds on that creature as a swift action, adding your mythic tier to the number of hit points the creature heals on a successful check, and you add your mythic tier as a bonus on all other Heal checks made for that creature.

Coordinated Charge (Mythic, Teamwork)

You charge with allies into battle without impediment.

Prerequisites: Coordinated ChargeUC

Benefit: When an ally with this feat charges a creature that is no further away from you than your (or your mount’s) speed, you can charge that creature as an immediate action. You may move through allies’ squares and ignore difficult terrain with this charge. If you expend one use of mythic power, you can use this feat against a target whose distance from you is up to twice your (or your mount’s) speed.

Coordinated Defense (Combat, Mythic, Teamwork)

You and your allies keep on guard for unusual tactics.

Prerequisite: Coordinated DefenseAPG

Benefit: The bonus to your CMD provided by this feat is increased by 50% if you are adjacent to an ally that has the standard Coordinated Defense feat, and it is doubled if you are adjacent to an ally with the mythic Coordinated Defense feat.

In addition, you provide one-half the normal bonus to CMD for adjacent allies that do not possess this feat.

Coordinated Maneuvers (Combat, Mythic, Teamwork)

You can match your movements to anyone.

Prerequisite: Coordinated ManeuversAPG

Benefit: Whenever you are adjacent to an ally, you and the ally receive a +2 bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple. This stacks with the bonus for the coordinated maneuvers teamwork feat.

Special: Coordinated Maneuvers is a teamwork feat that only functions if you and your adjacent ally both have it.

Duck and Cover (Teamwork, Mythic)

You and your allies dive out of the way of danger.

Prerequisites: Duck and CoverAPG

Benefit: You gain a +1 bonus on Reflex saves for each adjacent ally with the Duck and Cover feat (either the mythic or non-mythic version) and they gain a +1 bonus on Reflex saves when adjacent to you. You gain a +2 bonus to your AC against ranged attacks even if your ally is not wielding a shield, and this bonus increases to +3 if your ally is wielding a buckler or light shield, +2 if using a heavy shield, and +4 if wielding a tower shield. In addition, whenever you are attacked with a ranged attack, you can drop prone as an immediate action, even if you are not adjacent to any ally. If an ally with the non-mythic Duck and Cover feat is adjacent to you, they can use this ability as well.

Enfilading Fire (Combat, Mythic, Teamwork)

Your allies’ diversions grant you the perfect opportunity to strike the enemy’s weakest point.

Prerequisite: Enfilading FireUC

Benefit: Add one-half your mythic tier to the bonus on ranged attacks granted by Enfilading Fire. When you confirm a critical hit, you may expend one use of mythic power to deal additional damage equal to your mythic tier, plus the mythic tier of each ally who has Enfilading Fire that is flanking the target. This damage is not multiplied on a critical hit.

Ensemble (Mythic, Teamwork)

You can draw other performers into a seamless symphony of sound.

Prerequisite: EnsembleUM

Benefit: Any creature within 20 feet with 5 or more ranks in any Perform skill or 1 level in the bard class is treated as if it had this feat for the purpose of being able to participate in your performance. Any number of allies within 20 feet can participate in the ensemble, though no more than 7 creatures can aid any one performer. Eligible creatures in the area beyond this number can aid a different performer; having multiple performances overlapping does not diminish their effects.

Escape Route (Mythic, Teamwork)

You and your allies dive and weave through each other’s swings, aiding each other’s attacks.

Prerequisite: Escape RouteUC

Benefit: When you move through the spaces or threatened areas of allies with this feat, you gain a +1 dodge bonus to AC for every square of an allied creature’s space or threatened areas through which you pass, up to a maximum dodge bonus equal to your mythic rank or tier. This bonus lasts until the beginning of your next turn. You may forfeit this bonus in order to gain an equal bonus on an Acrobatics check or overrun combat maneuver you make during your movement. You increase the bonus granted by this feat by 1 for each ally that has the Mythic Escape Route feat.

Feint Partner (Mythic, Teamwork)

A little diversion goes a long way.

Prerequisites: Feint PartnerUC

Benefit: Enemies made flat-footed by Feint Partner remain flat-footed against you until the end of your next turn. During this time, you can make a feint against that creature as a swift action.

Focusing Blow (Mythic, Teamwork)

You know just where to strike to bring your allies back to their senses.

Prerequisite: Focusing BlowARG

Benefit: You can use this ability to help allies who do not have this feat to shake off mind-affecting effects. If your allies are not hobgoblins, you must deal them at least 10 points of damage to use this feat, and the bonus you grant is equal to +1 for every 10 points of damage you deal. When you hit an ally with a Focusing Blow, you may expend one use of mythic power (two uses if your ally is a mythic creature) to treat the result of your attack as a critical threat. When you confirm a critical hit with a Focusing Blow, one-half of the damage is nonlethal, but you treat it as lethal damage for the purpose of this feat.

Horde Charge (Mythic, Teamwork)

You and your allies are savage in your onslaught.

Prerequisite: Horde ChargeARG

Benefit: The bonus granted by this feat is increased to +3 on attack and damage rolls, and if you charge a creature that has already been charged by an ally with this feat you gain the bonus of the Charge ThroughAPG feat during your charge. You also gain a +1 dodge bonus against attacks of opportunity during your charge for each ally with this feat within 30 feet that has charged since the end of your last turn. If you can make multiple attacks on a charge, the attack and damage roll bonus provided by this feat applies to all of your attacks.

Improved Back to Back (Mythic, Teamwork)

You dart through the battle, throwing your weight around and making your allies more difficult to hit.

Prerequisite: Improved Back to BackUC

Benefit: You may expend one use of mythic power to grant an additional +2 bonus to AC to each ally with Back to Back who is adjacent to you during any part of your turn. That bonus lasts until the start of your next turn.

Improved Feint Partner (Mythic, Teamwork)

Your companions leave your enemies open to fatal blows.

Prerequisites: Improved Feint PartnerUC

Benefit: When your ally feints the target, you can take an attack of opportunity if you threaten the target or you can make a ranged attack against that target as an immediate action if you are within 30 feet. You add your mythic tier to the damage dealt by your attack of opportunity or ranged attack and increase your critical threat range by 1, and if the attack is a critical threat you add your mythic tier on the attack roll to confirm the critical hit.

Lookout (Combat, Mythic, Teamwork)

You and your allies are alert for danger.

Prerequisites: LookoutAPG

Benefit: For purposes of using the Lookout feat, you count as adjacent to any ally with the Lookout feat you can see. Additional, you can expend a use of mythic power to grant an ally the Lookout feat for a number of hours equal to your mythic tier.

Outflank (Combat, Mythic, Teamwork)

You can help any ally outflank your foes.

Prerequisites: OutflankAPG

Benefit: Whenever you and an ally are flanking the same creature, the flanking bonus on attack rolls for both of you increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Normal: Outflank normally requires your ally to also have the Outflank feat.

Pack Attack (Combat, Mythic, Teamwork)

You circle around your foes and bring them down.

Prerequisites: Pack AttackUC

Benefit: When you are adjacent to an ally with this feat, the first time you attack an opponent you can take a 5-foot step as a free action even if you have already moved this round. In addition, any time an ally with this feat attacks a target you also threaten, you can take a 5-foot step as an immediate action (or as a free action if you expend one use of your mythic power).

Normal: You can only take a 5-foot step if you have not otherwise moved in the same round.

Paired Opportunists (Combat, Mythic, Teamwork)

You can use any ally to take advantage of a foe’s lax defenses.

Prerequisites: Paired OpportunistsAPG

Benefit: Whenever you are adjacent to an ally, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Normal: Paired Opportunists is a teamwork feat that only functions if you and your adjacent ally both have it.

Precise Strike (Combat, Mythic, Teamwork)

You can work with an ally to deal more damaging blows.

Prerequisites: Precise StrikeAPG

Benefit: Whenever you and an ally are flanking the same the creature, you both deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Normal: Precise Strike only works with allies who also have the feat.

Seize the Moment (Mythic, Teamwork)

You and your allies’ tactics can tear an opponent apart.

Prerequisites: Seize The MomentUC

Benefit: You add your mythic tier to the damage dealt by your attack of opportunity and increase your critical threat range by 1, and if the attack is a critical threat you add your mythic tier on the attack roll to confirm the critical hit.

Shake It Off (Mythic, Teamwork)

With your allies at your side you are unstoppable.

Prerequisites: Shake It OffUC

Benefit: Your bonus to saving throws applies when you are adjacent to mythic allies, even if those allies do not possess this teamwork feat. Each ally that possesses the Shake It Off feat grants you a +2 bonus on saving throws. The maximum saving throw bonus you can achieve is equal to +5, plus one-half your mythic tier.

Shield Wall (Combat, Mythic, Teamwork)

You can always benefit from an adjacent ally’s shield, and aid them with your shield.

Prerequisites: Shield WallAPG

Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield, the AC bonus to both your and your ally from your shields increase, depending on the shields wielded.

  • If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
  • If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
  • If you are wielding a buckler or a light shield, your ally’s shield bonus increases by +1.
  • If you are wielding a heavy shield or a tower shield, your ally’s shield bonus increases by +2.

If you or an adjacent ally uses a tower shield to grant total cover, the other also benefits if an attack targeting that character passes through the edge of the shield.

Normal: Shield Wall is a teamwork feat that only functions if you and your adjacent ally both have it.

Shielded Caster (Mythic, Teamwork)

You and your adjacent allies can also cover each other with shields while casting.

Prerequisites: Shielded CasterAPG

Benefit: Whenever you are adjacent to an ally, both you and the ally you receive a +4 competence bonus on concentration checks.

  • If your ally is wielding a buckler or a light shield, your bonus increases by +1.
  • If your ally is wielding a heavy shield or a tower shield, your bonus increases by +2.
  • If you are wielding a buckler or a light shield, your ally’s bonus increases by +1.
  • If you are wielding a heavy shield or a tower shield, your ally’s bonus increases by +2.

Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

Normal: Shielded Caster is a teamwork feat that only functions if you and your adjacent ally both have it.

Stealth Synergy (Mythic, Teamwork)

Closely aiding your allies, you sneak in silence as a group.

Prerequisite: Stealth SynergyUC

Benefit: When using Stealth Synergy, any Stealth checks from characters adjacent to the character making highest roll are treated as Aid Another checks for the character making highest roll. All creatures using this teamwork feat use the highest roll and add the bonuses from all the successful Aid Another checks (i.e., +2 per successful DC 10 Stealth check) before adding your individual modifiers to Stealth.

Swap Places (Teamwork, Mythic)

You and your allies weave a shifting tapestry on the battlefield.

Prerequisites: Swap PlacesAPG

Benefit: When you move through the space of an ally with the Swap Places feat (either the mythic or non-mythic version), they can move into your previous space as a free action. In addition, when you move through the space of any ally your size or smaller that does not have the Swap Places feat, you can use a swift action to enable them to move into your previous space as an immediate action as if they had the Swap Places feat. If you expend one use of your mythic power, you and one ally can do this using free actions instead.

Tandem Trip (Mythic, Teamwork)

You and your allies work together to keep your enemies down.

Prerequisites: Tandem TripUC

Benefit: Whenever you would benefit from Tandem Trip you add one-half your mythic tier (minimum 1) to your combat maneuver check to trip an opponent. If a tripped creature provokes an attack of opportunity from you before the end of your next turn, you also add this bonus on your damage roll if your attack of opportunity hits.

Target of Opportunity (Mythic, Teamwork)

You and your allies work together to hone in on enemies.

Prerequisites: Target of OpportunityUC

Benefit: Whenever you make an attack of opportunity due to Target of Opportunity, you add one-half your mythic tier (minimum 1) on the attack and damage roll.

Team Pickpocketing (Mythic, Teamwork)

You can use an ally’s distraction to rob a crowd blind.

Prerequisites: Team PickpocketingUC

Benefit: Whenever you would be able to make a Sleight of Hand check to pickpocket an opponent due to Team Pickpocketing, you may spend one point of mythic power to make a Sleight of Hand check to pickpocket every creature within reach.

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