Campaign of the Month: April 2013
Myyth Realm: Legacy
A team feat is a special feature that either gives a group of characters a new capability or improves one that they already have. For example, Chembal, Al’tor and Logan all attain third-level and choose the Tactician team feat. That feat grants an adjacent ally a bonus to attack rolls or Armor Class. When they all achieve sixth-level, the characters gain a new team feat and take Chain Attack. This feat allows them to cause additional damage during successive attacks.
Acquiring Team Feats
Unlike traditional feats, a team feat is a multi-character endeavor that is earned and selected by the group. The following rules apply:
• A team feat is earned at 3rd-level and every three levels thereafter (6th, 9th, 12th, etc.).
• A team feat is earned when a minimum of three characters belonging to the party reach or exceed the necessary level
• A team feat is selected together and cannot be changed once selected
• A character who did not acquire a previously selected team feat can choose any team feat earned by the party although prerequisites do apply
Example: Chembal, Al’Tor, Logan, Aldolar, and Terrin form the Party of the Rising Phoenix at 1st-level. Chembal is now 5th-level, Logan is 4th-level, and Al’Tor just made 3rd-level. Chembal, Al’Tor and Logan can now select Tactician as a team feat since three members of the party are third level or higher. Aldolar and Terrin, who are currently both 2nd-level, have to wait until attaining 3rd-level to gain the Tactician team feat already selected.
Example: Justice, Firebrand, Mason, and Lotar are an experienced party known as the Heroes of the Fallen. Justice and Mason are both 9th-level, Firebrand is 7th-level, and Lotar just made 6th-level. Justice, Mason, and Firebrand previously selected Tactician and Chain Attack as their team feats when they all attained or surpassed 3rd and 6th-levels respectively. The party has not selected their third team feat yet since Firebrand has not achieved 9th-level. Lotar recently joined the party and earned enough experience for 6th-level. Because Lotar was not a member of the party when they selected Tactician and Chain Attack, he did not gain those team feats; however, now that he is 6th-level, and neither team feat has a prerequisite, Lotar can select either team feat.
Example: Stiehl is the last surviving member of his party but founds a new group. He has multiple team feats, but they cannot be utilized until at least two members of his new party earn them, or they can select entirely new team feats.
Alternate Rule: At higher levels, a new member of an established party can learn a team feat already known, and employed, by the others at the rate of one per month or new level (whichever comes first). For example, Fenris joins the party as an 8th-level character. He was not a member of a previous adventuring party and has two open team feat slots. The new party knows tactician and chain attack. After one month of working with the new party, experiencing encounters, and practicing in his off time, Fenris learns the tactician team feat. Doing the same for an additional month, he learns chain attack. Fenris could also learn the team feat if he gained a level in less than a month (theoretically, he could gain both team feats as soon as he gains two levels, even if less than a month of game world time).
To earn some team feats the party must have already selected other team feats to meet the prerequisite. These are considered “tree feats” where the team feats become increasingly powerful but the party must select them in succession. Although these types of team feats grant significant bonuses, it is at the detriment of diversity and may only assist select members of the party.
Team Feat Descriptions
ALLY DEFENSE [GENERAL]
The party defends effectively when close together.
Benefit: A party member in an adjacent square can transfer up to +4 of their armor and/or shield bonus to another character, but loses the bonus themselves for that round and can only take a standard action as they focus on defending their ally. Both characters must have the Ally Defense team feat, effects are not cumulative, and the defense bonus must be declared at the beginning of the round or when the characters become adjacent.
ALLY SHIELD [GENERAL]
The party sacrifices to defend a member from harm.
Prerequisite: Ally Defense.
Benefit: Same as the Ally Defense team feat except the effects are cumulative, meaning multiple party members can transfer up to a +4 Armor Class bonus to a single character.
CARNAGE CHAIN [GENERAL]
The party deals devastating damage on successive first hits.
Prerequisite: Improved Chain Attack.
Benefit: A successful chain attack continues to deal + 2 bonus damage on successive first attacks against a single opponent in a round, but the d6 increases by one die per consecutive attack.
Example: First character initiates chain (no bonus), second character inflicts 1d6+2 bonus damage, third character inflicts 2d6+2, and so forth until the chain is broken.
CHAIN ATTACK [GENERAL]
The party deals bonus damage on successive first hits.
Benefit: Party members deal 1d6 bonus damage on successive first attacks against a single opponent in a round. The initiating character that makes a successful hit on their first attack does not get the bonus damage, but begins the chain attack. Consecutive characters that successfully hit the same opponent on their first attack receive the bonus damage on that attack only. Once a character misses on the first attack, or the opponent receives an action, the chain is broken. This feat applies to melee or ranged attack rolls (standard or full-attack actions only), as well as spells that meet these criteria cast within 30 feet of the opponent.
IMPROVED CHAIN ATTACK [GENERAL]
The party deals more bonus damage on successive first hits.
Prerequisite: Chain Attack.
Benefit: A successful chain attack deals 1d6+2 bonus damage on successive first attacks against a single opponent in a round.
IMPROVED TACTICIAN [GENERAL]
The party fights more effectively when close together.
Benefit: Party members in adjacent squares gain a +2 circumstance bonus to attack rolls and a +1 circumstance bonus to Armor Class.
IRON CIRCLE [GENERAL]
The party gains great tactical advantage fighting together.
Prerequisite: Improved Tactician.
Benefit: When three or more party members are in adjacent squares, they gain a +2 circumstance bonus to attack rolls, a +2 circumstance bonus to Armor Class, and a +5 morale bonus versus fear effects.
POWER SURGE [METAMAGIC]
The party gains magical might by combining powers.
Prerequisite: Cast arcane or divine spells.
Benefit: Two spellcasters in adjacent squares can amplify a single spell as the Empower Spell feat (PHB, p. 93). One caster is the lead and casts the amplified spell. Both casters must be successive in initiative order and for game purposes are considered casting simultaneously. The amplified spell does not cause the loss of a higher level spell slot (as per the Empower Spell feat); however, the assisting caster loses one daily spell half the level of the amplified spell (round odd numbers down and player chooses which spell is lost). Only spells that have a casting time of a full round or less can be amplified and the casting time for both casters is the greater of either spell. During a power surge, both characters are considered casting and if one fails to achieve the spell, both spells are lost.
PSIONIC SURGE [METAPSIONIC]
The party gains psionic might by combining powers.
Prerequisite: Manifest powers.
Benefit: Two manifesters in adjacent squares can amplify a single power as the Empower Power feat (EPH, p. 26). One manifester is the lead and manifests the amplified power. Both manifesters must be successive in initiative order and for game purposes are considered manifesting simultaneously. The amplified power does not increase the power point cost (as per the Empower Power feat); however, the assisting manifester loses half the power points of the amplified power (round odd numbers down). Only powers that have a manifesting time of a full round or less can be amplified and the manifesting time for both manifesters is the greater of either power. During a psionic surge, both characters are considered manifesting and if one fails to achieve the power, both powers are lost.
The party fights effectively when close together.
Benefit: Party members who maintain a position in adjacent squares for more than one round gain a +1 circumstance bonus to Armor Class.
Example: Creed is first in initiative order, monsters are second, and Tudor is third. Creed attacks, the monsters counterattack Creed, and Tudor then moves to be adjacent to Creed. A new round begins. Creed immediately receives the benefit of the Armor Class bonus in the new round. However, if Creed moves before, during, or after his attack so as not to be adjacent to Tudor, he loses the Armor Class bonus when the monsters attack, as does Tudor.