A team is far more effective than a mere group of individuals, and adventurers that can rely on each other can be even more effective in a hostile world though a mixture of heartened resolve and efficient tactics. This trust in one’s party is represented mechanically by a shared resource call Party Unity.
Party Unity allows the group access to up to two Teamwork Benefits and, at the end of each session, a supply of Action Points that can be freely distributed among the members of the Party. Unity can be increased when members act selflessly, or decreased by arguments and dissension, at the discretion of the DM. The maximum Unity score the party can achieve is double the number of players.
At the end of each session, or at other appropriate milestones, the group’s Unity score is converted into a supply of action points, which can be divided among all members of the group. Afterwards, the party’s unity Score resets to 6.
A party with a Unity score of at least 3 gains access to 1 Skill Benefit, and maintaining a score of at least 6 points grants an additional benefit, which can be chosen from either the Skill or Combat lists.
Some skills require that a member of the group is named the Task Leader; this bestows no privilege or benefit beyond enabling that character to initiate the benefit in question.
Readying a benefit, changing to a new one, takes 24 hours – it is assumed that the party spends a significant portion of that time practicing and honing their coordinated efforts, but the party is still free to engage in other activity during that time; they just can’t use the Teamwork benefit until they spend the time to ready it. If the party adds new members, the new characters cannot use the benefit until they have spent 24 hours training with the rest of the group. Animal companions, familiars, and followers cannot gain Teamwork Benefits.
If a party loses a Benefit by letting their Unity drop too low, they do not need to wait another 24 hours to regain it – as soon as the party recovers enough Unity to earn the benefit the party has access to it again.
Awareness: The group knows what to look for and how to cover all the angles. You are hard to surprise. Every member of the team gains a +2 circumstance bonus to perception, if at least one other conscious team member is within 30 feet.
Cunning Ambush: (Leader requirement: Stealth Training) When your team is adequately prepared, you can set up a devastating ambush. The Task Leader can make stealth checks on behalf of other party members, but hiding a team member takes 10 minutes of work. If the party successfully gains a surprise round, hidden party members can take a full round action.
Door Procedure: Your team is practiced at identifying and eliminating traps and other threats at doors. When listening at or searching a door or similar portal, a team member gains a +1 bonus to perception for each ally within 10 feet. The team can also take 20 on a perception check at a door in only half the normal time.
Expert Mountaineers: Your group has experience scaling difficult climbs, and you are used to watching each other’s backs. If a team member succeeds on an Climb check, other team members within 10 feet gain a +2 circumstance bonus on Climb checks to scale the same surface. The group can also perform accelerated climbs with only a -2 penalty (instead of the usual -5). Finally, a team member attempting to catch a falling comrade tests against the wall’s usual DC (instead of DC +10 as usual).
Field Medic Training: Your comrades can quickly stabilize a fallen ally’s wounds. If two team members attempt to stabilize the same dying creature in the same round, the second attempt automatically succeeds.
Group Trance: (Leader Requirement: Elf blood) Your group learns the ways of the elves, and can forgo normal sleep. When team members join hands, the Task Leader can create a link that enables all of them to meditate in the same manner as elves. Every member of the linked group gains the benefit of 8 hours of sleep after 4 hours of meditation.
Infiltration: Your group is adept at covert group movements. Your team can move at full speed without taking a penalty to Stealth checks. Other penalties (such as from difficult terrain) still apply, and you take the usual penalties on Stealth checks while attacking, running, or charging. Team members are always visible to each other despite their stealth checks and the presence of anything less than total concealment. If you move to a position where none of your teammates can see or contact you, you lose this benefit until you reestablish contact with at least one team member.
Like A Rock: (Leader Requirement: Stability racial trait) You learn from a dwarf ally how to keep your center of balance low. The Task Leader’s stability bonus against Trip or Bull Rush attempts extends to all adjacent team members. This bonus stacks with that provided by stability, if other team members already have that trait.
Snap Out of It: Because you know your teammates so well, you can help them shake off magical compulsions. If a team member is known to be under the sway of a compulsion effect, an adjacent team member can spend a full-round action to grant that team member a new save against the compulsion. No character can grant another team member more than one extra save against the same compulsion effect. However, multiple team members can all attempt to help the same character.
Steadfast Resolve: You take comfort in the presence of your allies, and it helps you shrug off the effect of fear. Any team member who must make a saving throw against a fear spell or effect gains a +2 circumstance bonus on the save if he can see or hear at least one team member.
Superior Team Effort: When your team works together on a task, your ability to assist each other is exceptional. When your team trains this benefit you must select one skill. All attempts to use Aid Another with that skill receive a +5 bonus (remember that if a skill must be trained to be used, you must also be trained to use Aid Another for that task).
Team Rush: Your team can travel quickly as a group. The efforts and assistance of the faster characters allow the slower ones to keep up. When the team is traveling overland on foot, each team member moves at the group’s second lowest speed (rather than the lowest). This bonus does not extend to mounted characters, or to short-term movement, such as during a combat situation.
Circle of Blades: By combining your attacks, your group can shred through a foe’s defenses and strike it’s vulnerable points. Team members who ready actions to attack on the same initiative count gain a +2 bonus to damage rolls, as long as they attack the same target in melee. This bonus is not precision (sneak attack) damage, so it still affects undead, constructs, and other creatures that are immune to critical hits and sneak attacks.
Crowded Charge: Your party knows how to avoid charging allies and step out of their way. Team members do not block movement for purposes of determining whether another team member can charge. However, a charging character must still end their movement in an empty space. This benefit also applies to mounted team members.
Friendly Fire Evasion: By attuning yourself to the familiar feel of your allies’ magic, you get just enough warning to avoid area spells cast by your allies. You gain the evasion ability against spells cast by your team members.
Foe Hunting: Your team is especially good at fighting a specific type of enemy. When you ready this Benefit, select one type of creature (as with the ranger’s Favored Enemy feature). When team members flank a creature of that type, they gain a +2 bonus to damage rolls against that creature.
Gaze Aversion: When facing a monster with a gaze attack, you are adept at helping your allies engage the target without risking eye contact. As long as at least one team member is looking directly at the gaze-attack enemy, any team members averting their eyes need not make a save against the gaze attack.
Indirect Fire: Your team is adept at communicating enemy positions to ranged attackers. If one member of the team (the spotter) has a clear line of sight to an enemy who has cover or concealment against other team members, the spotter can, as a move action, alert allies to the target’s position using hand-signals, body language, or verbal directions. If the target has cover, it gains only half the normal cover bonus to Armor Class against the teams ranged attacks. If the target has concealment (including invisibility, provided the spotter can see them), ranged attackers roll the miss chance twice to determine whether they hit.
Invisibility Sweep: If you are aware of an invisible enemy, you can quickly pinpoint your foe’s location to your allies. Each team member can use a standard action to search up to four adjacent 5’ squares and making touch attacks against any occupants. If one team member pinpoints a target in this way (either through the use of this ability, normal Perception checks, or through magic) all other team members within earshot can also pinpoint that enemy until the enemy moves to a new square, due to efficient short-hand communication.
Joint Grapple Escape: You use nonverbal cues to time your struggles against a grappling enemy, applying force and leverage at just the right time to escape. If you successfully use the aid another action to assist an adjacent team member’s CMB (or Escape Artist) check to escape a grapple, your teammate gains a bonus to their check equal to either your Dexterity or Strength modifier.
Massed Charge: When your team charges, it smashes into the foe as a single, implacable unit. Your team can ready an action to charge at the same time (normally, full-round actions cannot be readied). All members who charge the same opponent gain a bonus to the attack roll equal to the number of participating allies. This bonus increases by 50% for any charging team members who attempt a Trip, Overrun, or Bull Rush.
Missile Volley: Your team excels at firing as a group, unleashing a volley of arrows, bolts, and spells that leaves the enemy no where to dodge. Every member of the team who readies an action to fire a missile weapon (or a spell that requires a ranged attack roll) at the same time gains a bonus to the attack roll equal to the number of team members firing. All attacks must be made against the same target.
Ranged Precision: You know the timing of your comrades’ attacks so well that you can shift the side and let your allies’ attacks fly past you to strike your enemies. The penalty for firing a ranged attack into melee is cut in half (from -4 to -2) if every ally in the melee is on your team. The AC penalty your foe gets from cover is likewise cut in half (from +4 to +2) if that cover consists solely of team members.
Spell Barrage: By coordinating the release of your spells, your team can catch foes when they’re unable to evade the effects. This benefit is triggered when a team member casts a spell requiring a Reflex save. Whether they succeed or fail on the save, all enemies within its area take a -2 penalty to Reflex saves for each subsequent Reflex save attempted that round against an effect generated by another team member. This penalty stacks, so each spell increases the penalty to further Reflex saves by an additional -2.
Spellcaster Guardian: Your familiarity with you allies’ magical practices helps you protect them when their spellcasting leaves them most vulnerable. If a team member provokes an attack of opportunity by casting a spell, a team member adjacent to the caster can intercept the attacker, forcing the opportunity attack to target the defender instead. Each team member can intercept a number of opportunity attacks per round equal to 1+ their Dexterity modifier.
Team Flanking: When your team surrounds an enemy, they are so harried that the entire team can benefit. Whenever two members of your team flank the same enemy, all members of the team that can attack that enemy in melee also gain the benefits of flanking. Creatures that cannot be flanked are not affected by this benfit. Furthermore, when flanking enemies with the Uncanny Dodge abilty, the team’s rogue levels are added together to determine whether the enemy can be flanked.
Team Melee Tactics: Because you know each other’s fighting style, your team can render aid in combat with greater than usual efficiency. Whenever a team member uses Aid Another to grant an ally a bonus to their AC or attack roll, that bonus increases by 1.
Team Shield Maneuver: When your team fights as a group, team members can quickly close ranks to protect a fallen ally. When a team member’s hit points drop to 0 or lower, any adjacent team member can use an immediate action to push him out of harm’s way. The injured character can move up to 10’ before falling prone.
Wall of Steel: By closing ranks and locking shields, you and your teammates form a barrier to shield your more vulnerable allies. As a swift action, any member of the team can extend her shield bonus to AC to a single adjacent ally. This bonus stacks with the recipient’s shield bonus, if any.