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View Full Version : Like PHB2 Teamwork, but better



Prometheus
2008-08-31, 08:41 PM
So the idea is to do more with the teamwork and joint attacks. So I present to you "collective efforts" they are just like feats except that you get to pick a collective effort whenever you get to pick a general feat or receive a bonus feat that is on the list of fighter bonus feats (ie. inclusive of combat style and the like). In addition, I took off flanking bonuses, passing through an allies space, aid another actions, and feeding an unconscious ally a potion and instead made them collective efforts that have no prerequisites. The collective efforts only work in conjunction with an ally that has the very same collective effort (unless stated otherwise), so in the descriptions bellow "ally" really means an "ally with the same collective effort as the one described here".

This has the net effect of making the Fighter slightly stronger. Oh well.

There's a lot but I'd really appreciate your input on them.


Flank
You receive flanking bonuses.

Pass
You may pass through an ally's space without losing 15 feet of distance.

Aid Another
You may take an aid another action

Down Assist
You may expend a standard action to give a dose of a potion an ally within your reach. This ally need not have Potion Assist in order to receive this benefit.


Improved Pass
Prerequisite: Pass, Dex 13
You may charge through an ally's space if you at least one size category smaller.

Share Inventory
Prerequisite: Pass
Adjacent allies access your inventory as though it was theirs, including finding items and drawing weapons. In addition they may take your weapon or shield, should you desire it, as a move action. But of course, they cannot use any item that is equipped without you first unequipped it.

Shield Other
Prerequisite: Aid Another
You may divide your shield bonus among adjacent allies (this stacks with the shield bonus of your allies) against foes to which you are both adjacent. If you are using a tower shield, you may grant you and another ally each cover against an adjacent foe instead of total cover for yourself.

Taking the Blow
Prerequisite: Shield Other, Aid Another, Wis 13
You may use one of your attacks of opportunity in a round to receive a melee or ranged attack for an adjacent ally. That attack is made against your AC instead, and if successful, you receive the damage. You fall prone in your ally's space.

Improved Combat Aid
Prerequisite: Aid Another
The benefits of aid another last for a round, rather than until the next check. Your aid another action may instead grant a +2 bonus to disarm checks, grapple checks, bull rush checks, overrun checks, trip checks, feint checks, or sunder checks. If your ally has Point Blank Shot, you may grant a +2 bonus to a ranged attack from an ally within 30 ft.

Tracer Shot
Prerequisite: Improved Combat Aid, Flank
When you make a ranged attack against a foe with a miss chance due to concealment, who has been attacked by an ally with a ranged attack with a lower miss chance due to concealment, you may use that miss chance instead (this includes guessing which space an invisible foe occupies).

Combat Solidarity
Prerequisite: Shared Inventory, Improved Combat Aid
When an adjacent ally fails a bull rush, disarm, or trip attack from an adjacent foe you may choose to make one in addition. If you pass, treat it as though your ally had succeeded. If you fail on a disarm check you are disarmed and if you fail on a trip attempt you are tripped. If you fail a bull rush check the opponent gets to choose where he or she wants to knock you prone where you stand or push you into a position with the same relation relative to him or her and your pushed ally.

Disarming Hand-off
Prerequisite: Shared Inventory, Improved Combat Aid
When you disarm a foe and exceed the check by five or more, you give the weapon the weapon to an adjacent ally (who is also adjacent to the foe) who has a free hand on the same side as you (facing the opponent).

Improved Disarming Hand-off
Prerequisite: Disarming Hand-off
The ally to which you hand the weapon need not be adjacent to you or have a free hand on a particular side, they need only be adjacent to the opponent. If they are adjacent to you with a free hand on the same hand as you when you succeed , you may have them hold a weapon that you wield in a free hand and you take the weapon that you disarm.

Pike Formation
Prerequisite: Flank, Improve Combat Aid, Pass
If you an adjacent ally are both wielding 10ft reach weapons you may threaten and attack the any space that you is 15 ft in the direction of your ally.

Boost
Prerequisite: Improved Pass, Aid Another, Str 13
An ally may make a Jump check while sharing a space with you and receives a bonus to that Jump check equal to your reach + your Str bonus.

Throw Ally
Prerequisite: Boost, 6 ranks in Tumble
You may ready an action to throw your ally on when that ally uses Boost. If that ally makes an attack before the end of the turn and immediately upon landing, the target of that attack is considered flatfooted, and is dealt an additional 3d6 plus your Str bonus.

Improved Flank
Prerequisite: Flank
If you and two allies surround a foe with improved uncanny dodge that you would otherwise flank, you may ignore that foe's improved uncanny dodge. In addition, if you and an ally are adjacent to each other, you are both granted improved uncanny dodge. Add one to your flanking bonus if you and an ally are wielding the same weapon against the foe you are flanking.

Gang
Prerequisite: Improved Flank or Combat Solidarity, 4 ranks in Intimidate
If you an allies surround a foe in such a way that you would receive a flanking bonus, you each receive a +2 bonus to Intimidate and Slight of Hand checks against that foe for each ally arranged in such a way.

Encircle
Prerequisite: Improved Flank, Aid Another, Dex 13
So long as you and another ally are flanking a common foe, and the space adjacent to that foe is empty of all except your allies with Encircle, that foe must succeed on an opposed dexterity check against either you or one of your allies (foe's choice) to move.

Clothes-line
Prerequisite: Improved Flank, Improved Combat Aid, 6 ranks in Use Rope
You may hold a thick rope or chain between you and an ally. Whenever anyone who attempts to pass by the line you create, you may use an Attack of Opportunity to attempt a joint trip attack (see below). You may also ready an action to walk past an opponent with your ally and perform a joint trip attack.
In a joint trip attack, the higher of your two trip attacks is used, you cannot be tripped back, you do not have to drop your rope or chain to avoid being tripped back, and any size bonus that your opponent receives relative to the both of you is reduced by one size.
If on your turn you and another allies flank an opponent and our carrying a thick rope or chain between the two of you, you may ready your action to perform a joint grapple attack. You both must make a ranged touch attack and if you both succeeded use the higher of your two grapple attacks and any size bonus that your opponent receives relative to the both of you is reduced by one size. If either of you succeed you both join the grapple, but if you fail your both disarmed of your rope or chain.

Battery of Shields
Prerequisite: Shield Other, Improved Flank, BAB +6
If you and an ally flank a foe, you ready a shield bash that triggers when that ally shield bashes that foe, and at least one of each of your attacks succeed, you deal double damage with your shield bash and may attempt a free trip, disarm, or bull rush attack.

Den of Knives
Prerequisite: Improved Flank, Improved Combat Aid, Pass
When you attack a foe with a light, piercing weapon, your attacks receive a bonus to damage equal to the number of light piercing weapons with which allies who flank that foe have successfully attacked that foe in the past round.

Chop
Prerequisite: Improved Flank, Improved Combat Aid
When you and ally both wield a handaxe, battleaxe, or dwarven waraxe against a common foe that you flank, your threaten a critical range one higher (after any doubling due to other effects).

Ally Lift
Prerequisite: Down Assist
You may carry a helpless ally (who need not have Ally Lift) as though they weighed half as much or an ally who is not helpless (and has Ally Lift) as though they weighted a quarter as much. This does not include any equipment the ally is carrying.

A Hand Up
Prerequisite: Ally Lift
You don't provoke attacks of opportunity from getting up from prone if an ally is adjacent. You may use a move action (that doesn't provoke an attack of opportunity) to help an adjacent ally up from a prone position.

Travel Familiarity
You receive a +4 insight bonus on Track checks to find your allies that you have traveled with for 6 months or more. In addition, you receive half the benefit of the Endurance feat so long as you travel together, which stacks with the Endurance feat.

Improved Skill Aid
Prerequisite: Aid Another, Travel Familiarity
If you are present, you may always use the aid another action for the skill check of an ally who you have traveled with for 6 months or more. You do not have to roll higher than 10 and you do not count towards the normal limit of aides.

Animal Familiarity
Prerequisite: Travel Familiarity, Aid Another, Dex 13
An ally who you have traveled with for 6 months or more may ride the same mount as you with no penalty (other than encumbrance on the mount). Trained creatures will understand tricks from this ally as though it were from you.

Silent Signals
Prerequisite: Travel Familiarity
When you spot an enemy, allies who you have traveled with for 6 months or more immediately spot the enemy as well (if there is a surprise round, they are included). In addition, you may wake up all such allies within 30 ft without making an audible sound. When you receive a +8 bonus when using the Bluff bonus to transmit a secret message only among such allies.

Coordinated Strike
Prerequisite: Silent Signals, Improved Combat Aid, Improved Flank
Once per encounter you when delay your turn so that you attack concurrently at least two other allies you may chose one for you and those allies: haste for that round, enemies are flatfooted to attacks for that round, immune to fear effects for rounds equal to the number of allies (existing fear effects are suppressed), +4 dodge bonus to AC, or +2 to attack and +2 to damage. You may take this collective effort multiple times in order to deliver one more Coordinated Strike per encounter but you cannot select the same bonus twice.

Teach Effort (collective effort)
Chose a collective effort that you have, all allies (anyone you choose) are considered to have that collective effort if they meet all the prerequisites for it.