“Teamwork” is a relative term. Many villains don’t concern themselves with collateral damage and make their plans with exceeding ruthlessness. Presented below are several teamwork feats with the common theme of reaping a benefit at your allies’ expense. All of these feats refer to an initiator and an abettor. The initiator is the one activating the feat (also referred to as “you”) and the abettor is an ally who also has the feat and whose presence and (perhaps unwilling) sacrifice allows the feat to take effect. Choosing one of these feats effectively grants consent for an ally with the same feat to harm you in combat, and vice versa, but evil characters are often willing to take big risks to get the upper hand. Some recruit devoted minions specifically to use in this way. Characters with class abilities granting allies access to teamwork feats (such as cavaliers or inquisitors) can select these teamwork feats normally, but allies who are granted these feats can use the feats only as initiators, not as abettors. An inquisitor could not grant an ally the Ally Shield feat and then use the ally as a shield, for example, but he could allow that ally to use him as a shield.

Betrayal Feats

  • Ally Shield: You are willing to use your allies as shields to ward off attacks aimed at you.
  • Callous Casting: You don’t care if your allies are harmed by your spells. The smart ones know this and start running.
  • Friendly Fire: Your ranged attacks startle your enemies, partly because you’re not even trying to avoid hitting your allies.
  • Reckless Moves: You and your teammates push and pull each other to maintain your balance in precarious circumstances.
  • Splash Volley: Your allies are used to being in the splash zone of your hurled weapons, and try to ensure that at least your opponent gets hit.
  • Wild Flanking: When flanking, you use your position to rain grievous blows upon a trapped foe, though you have little regard to the well-being of your flanking partner as you wildly hack away.