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NeoSeraphi
2012-06-26, 01:42 PM
The (Minion) Descriptor
A Minion feat is labeled as (Minion) in the descriptor. Minion feats can only be taken by NPCs, and are completely inaccessible to a creature that is controlled by a player. Minion feats are likewise not for "Lieutenant", "Dragon (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon)" or "Boss" characters, and should only be for weaker NPCs whose main strength to challenge the PCs is in their number.


Pack Tactics (Teamwork) (Minion)
Prerequisites: Dex 13, Combat Reflexes
Benefit: When you and at least one other ally who share this feat threaten the same creature, that creature cannot take 5' steps. You treat your allies who share this feat as if they were flanking for the purposes of attacks of opportunity only. (So you get the +2 flanking bonus and may Sneak Attack on attacks of opportunity, etc).


Improved Pack Tactics (Teamwork) (Minion)
Prerequisites: Dex 13, Combat Reflexes, Pack Tactics
Benefit: When you and at least one other ally who share this feat threaten the same creature, that creature provokes attacks of opportunity from each one of you whenever it takes a move action. (This move action can be anything, from drawing a weapon, to moving its speed, to attempting an Acrobatics check to move without provoking, etc).


Pinball (Teamwork) (Minion)
Prerequisites: Str 13, Power Attack, Improved Bull Rush
Benefit: When you successfully Bull Rush a creature and force it to move into a square threatened by an ally who also has this feat, that ally may spend an immediate action to make a Bull Rush attempt against that creature (altering its direction, if the ally chooses). The ally gets a +4 bonus to its CMB for this Bull Rush attempt, but it may not move with the creature.


Improved Pinball (Teamwork) (Minion)
Prerequisites: Str 13, Power Attack, Improved Bull Rush
Benefit: When you use the Pinball feat and successfully Bull Rush a creature that has already been Bull Rushed, you gain a number of bonuses based on how much you beat the creature's CMD with your CMB check.

+1 or more: You may move with the creature, up to 5' per 5 points you beat the creature's CMD by (minimum 5').

+5 or more: The creature falls prone at the end of its movement.

+10 or more: If you move as far as you knocked the creature, it provokes an attack of opportunity from you when it falls prone.


Shared Vitality (Teamwork) (Minion)
Prerequisites: Con 13, Endurance, Diehard
Benefit: As long as you are within 30 feet of at least one other ally who shares this feat, the total hit points of each creature with this feat combine and none of you die until the total has dropped to a number of points below 0 equal to the lowest Constitution score among you.

If a creature leaves the 30' radius, falls asleep, becomes unconscious, or dies, its hit points are removed from the shared pool. It takes a number of points of damage equal to its "share" of the damage pool. That damage is "healed" from the newly shrunken damage pool.

For example, if there are seven kobolds with this feat, and their combined hit points are 84, and the lowest Constitution score among them was 13, none of them would die until the group had been dealt 97 points of damage. This damage can be dealt to any of them, for instance you could deal 100 points of damage to one kobold and they would all die, or you could do 40 points of damage to 3 kobolds and they would all die.

If the kobolds had taken 21 points of damage, and one of them moved out of the radius, and that kobold's maximum hit points was 17, the group's total hit points would drop to 67. The kobold in question would take 3 points of damage and his hit points would drop to 14, and the group's shared damage would drop to 18, putting them at 49.

Shared Vitality is an extraordinary, mind-affecting morale effect with the (emotions) descriptor. You cannot take Shared Vitality if you are immune to any of the above effects, and you lose the benefit of the feat if you become immune to one of the above effects, such as by being affected by the mindblank spell.

madock345
2012-06-27, 01:26 AM
I like these, they have the potential to turn what looks like helpless minions into a pretty high level battle, and that kind of surprise is always fun.
Maybe a few undead themed ones?
Like:
Skeletal Assembly
died together, and having spent uncounted eons laying together in a tomb, necrotic energy binds you together even after your second, final, death.
Prerequisites: Skeleton
this feat only functions if at least 4 skeletons with the feat were destroyed, in a manor that did not utterly destroy their remains (ie. Disintegrate) within 30ft of each other.
1d4 rounds after destruction, the skeletal pieces of your remains combine with the fallen around you, into a monster.
treat this creature as a Skeletal Abberation with HD equal to the total hit dice of the contributing undead.
if the undead were of medium size the size of the Abberation is calculated
4=Large 8=Huge 16=Gargantuan 32=Colossal