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Group Feats
Group Feats are a way to reflect in game the cohesive bond that is formed from an adventuring party living and fighting together. It shows teamwork and esprit de corps and allows the party some advantages in combat and non-combat encounters.
Group Feats are automatically gained once every 4 levels (4th, 8th, 12th, 16th and 20th).
(Note: The idea of group feats was taken from this website Dominion of Shadow )
Bonds of Friendship
Prerequisite: 4th Level
You and your allies have a tight friendship that has flourished over the adventures you’ve shared. Each time a member of your team is reduced to 0 or fewer hit points, all other members of the pool gain a +2 morale bonus on attacks and Will saves for the rest of the encounter. You do not gain this benefit if a member of the team caused the damage that reduced a member to 0 or fewer hit points.
Coordinated Actions
Prerequisite: 4th Level
Your group is so familiar with each member’s moods and actions that when one member detects danger, the others intuitively react. Before rolling for initiative, one member of the team may volunteer to suffer a penalty on initiative to grant other members bonuses. For every -2 penalty one member suffers, to maximum of -8, he may grant another member of his team a +1 bonus to initiative. These bonuses can be spread among the group or granted to a single team member. Only characters who are rolling for initiative may accept the penalty or bonus.
Reputation
Prerequisite: 4th Level
Your fellowship’s great (or infamous) deeds and adventures have earned you a measure of fame. When you present yourselves a group, word of your accomplishments and the confidence you derive from one another impress the people you meet. When all members of the team are together, they gain a +2 bonus on Diplomacy checks. Depending on the reputation, your group may substitute the Diplomacy bonus for an Intimidation bonus instead, also depending on the subject. Your group may purchase this feat more than once, gaining an additional +2 bonus each time.
Improved Cooperation
Prerequisite: 8th Level
After many weeks and months together, you and your friends have learned to coordinate your actions when working closely together. When members of your team work together on a skill check, they operate more efficiently. If a member of the team makes a skill check to aid another member’s check, that member grants him a +3 circumstance bonus to his result on a successful check, instead of a +2 bonus.
Improved Aid Another
Prerequisite: 8th Level
The many battles you and your teammates have survived have taught you all how best to complement each other’s skills. When using the aid another special attack action, a member of your team can grant a fellow member a +3 bonus to hit or a +3 bonus to AC against the target of his action, instead of a +2 bonus.
Warning Shout
Prerequisite: 8th Level
Your group has developed a deep sense of trust among the party. If a friend shouts a warning, you react to it without consciously thinking about your actions. Once per encounter, a member of the team may forgo his initiative roll in order to allow another member of the party who would otherwise be surprised to roll for initiative. Whoever surrenders their roll is considered surprised as normal.
Pack Tactics
Prerequisite: 12th Level
Your group has learned to coordinate its attacks when flanking an opponent. When two or more members of your team flank an enemy, they gain a +3 bonus to hit instead of +2.
Watching My Back
Prerequisite: 12th Level
Your group has learned to watch each other during combat and warn others of incoming attacks. Once per encounter one member may ignore one attack of opportunity by an enemy as long as one other member of the party is there to shout a warning.
Team Practice
Prerequisite: 16th Level
By practicing together, your group’s members pick up techniques and abilities from one another. Once per day, a member of your team may gain the benefits of any one feat from another character in your team that possesses for one round. You must possess the feat’s prerequisites as normal in order to use it.
Hasty Ambush
Prerequisite: 16th Level
Your group has mastered setting up ambushes and surprising an unsuspecting enemy. Anytime your group surprises an enemy, the attacking members get a full round action instead of a partial action during the surprise round.
