Before humans came to dwell here, Mount Waterdeep was said to have been a dwarven citadel. The entire mountain is riddled with passages and tunnels which were occupied by dwarves, then drow, and finally, the mad archmage Halaster and his Seven apprentices. His subterranean empire is called Undermountain, and some insist he still walks its halls, tormenting all his visitors. An entire lawless city, Skullport, is also rumored to be down there somewhere. Both the Waterdeep sewers and the Dungeon of the Crypt (below North Ward, via the Gardens) are thought to link with Undermountain. Only one entry is known to exist, however, at Durnan’s Yawning Portal.
(Vannay) The Cult of the Dragon? Of course I’ve herd of them. Not so prevalent these days, however. These self-proclaimed Keepers of the Secret Hoard have not been seen or their presence felt in years. In the past they were known as a semi-religious group of introverted zealots that worship dragons, evil dragons in particular. I remember their network was especially powerful here in the North, where dragons are particularly abundant… I presume they acted as spies for their "masters", offering them riches as offerings for their master’s Hoard in return for positions of power. To their credit it was a viable system of patronage- indeed the cultists prospered, but that mattered little in the long lifespan of their evil conspirators.
Sunday, February 21, 2010
Friday, February 19, 2010
Manual of Bodily Health
Followers Ilmater also share Greengrass as a day of celebration; rather than a day of relaxation and the resurgence of spring. Sacred Ilmater doctrine marks the day as the end of holy suffering and righteous endurance over the winter months. A consecrated tome, bearing the names of individuals who by choice was killed or visited great suffering rather than denounce their religion, is brought out by the clergy and paraded around the city. During which the names are spoken with reverence and new ones are added- each a canonized saint in the embrace of Ilmater. It is a solemn procession that- at the end of its trek through Waterdeep, results in a magical tome of health and well-being. The codex is then unselfishly gifted to the clergy of Tyr, Torm or Helm.
Legacy of Norsinnow
Norsinnow ‘of the withering touch’, devoted his life to studying and manipulating creatures of fell or magical origins and the combining of the two into new species. He ventures out every couple of years to collect subjects and materials needed for his vile rituals and spells. Many superstitions and folklore came about because of Norsinnow and his experiments. One such legend speaks of an undying herd of Dire-Horses of such ferocity and destruction that barbarians flee before it, land wilts in its wake and terror succumbs any who bears to look upon its ceaseless thundering might.
Thursday, February 18, 2010
The Palaver
The Palaver is held in Waterdeep castle- ‘the eld’ Piergeiron (The Paladin-son) plus six masked lords hold public forum.
- Applicants and charters were processed to venture forth in the North.
- The late spring thaw comes the Blinkstone Companions annual campaign into the North and their plea for capitol and charter. Mastock joins the Blinkstone Companions.
- Amelior Amanitas, a mage of some measure from Secomber, to apply for charter for the formation of the Company of the Hippogriff to venture into the High Moor.
- Vote to approve winter-time city guard personnel numbers. Only Piergerion knows the actual number of guards as a matter of security.
- Orders are passed down that if probable cause can be found; city watch is allowed to search all travelers and citizens for the citys gemstones. Investigation is on-going that one or more people are smuggling out fistfuls of gemstones (armor and weapon crystals) from the city mines. Witness testified that these gemstones have surfaced in Balder’s Gate, Luskan, and Mirabar so far.
- Advisory Commissions were formed to argue the finer points of: The great horn peal that is herd throughout the North since the winter solstice and how to contain the shadow fey and fey wild tury war with minimal damage to city and people.
- Balazar the Terrible Agundar (and sons), announced that by church decree (Like stone tablets) issued by the church; from on-high, declare Talos is too god of all violent death.
- Basilius Blackthorn, a middle-aged, respectable dealer in wood and the boat building trade- has made himself known as a spokesman for One-Thousand Trade Kings. The group claims to noble in its goals to ensure fair market trade and distribution of the ore known as mithril.
- The Waterbaron of Yartar, calls for reinforcements to keep the village and roads nearby safe from giants and trolls raiding out of the Evermoors. Forced south by the unusually harsh winter, trolls have besieged the walls of Yartar for three weeks without letup.
- Bronwyn Caradoon presents Everlund’s petition for the construction and maintenance of a true road along the Evermoor Way between Everlund and Yartar. There was a protest filed and the petition was called into commission.
Wednesday, February 17, 2010
Fred

Fredric Jardeth of Waterdeep was born into service. He was a loose follower of Helm with lofty goals of paladin hood. However it was his shortcomings, to numerous to list that always seemed to start the conversations moving against him whenever he was considered for promotion. So when a position in the gardens opened with better pay he jumped at the opportunity. It was a lateral move in rank but he would prefer to guard the dead than deal with the sailors arriving late night on the docks.
His first night in the gardens he ran across some cultists. In his arrogance he attacked them alone without calling for backup. Another nearby patrol heard the combat but by the time they arrived only his blood and a few scraps of Fredric’s uniform remained. To this day no one has found any signs of his remains. Though some guards have sworn they could still hear his complaining on their patrols.
Random Cultist Items
Angel Statuette: This 24” tall statue of an angel is gold in color and handsomely crafted. Six red gemstones adorn the base of the statue (with an empty space for an seventh stone) and the wings are made of individual sheets of white metal that have been riveted to the angel’s back. The statuette is a representation of the angel of Zeal a domain of virtue. The statue is made of iron that has been plated in gold. The wings are crafted from thin mithril sheets and the gemstones are all perfect star rubies. Cursory examination estimates the value to be around: 2,600 gp (100 gp for gemstone, and 2,000 gp for statue).
Chest of Ancient Coins: A small, wooden chest with two dull metal locks and hinges made of the same material. The symbol of a snake is branded into the top of the chest. Opening the chest reveals a selection of 200 coins made of copper with electrum stamping of a crown on one side and a fist on the other and 40 silver coins with gold stamping of a lightning bolt on one side and an eye on the other.
The chest is common and the locks are average. The coins are hundreds of years old and the copper/electrum coins are “knights” while the silver/gold coins are “watchers.” Cursory examination estimates the value to be around: 575 gp, (15 gp for the chest, 2 gp for each knight, and 4 gp for each watcher.
Four Iron Keys: Four heavy metal keys on a metal ring. The keys are dirty and scratched. All four different: the first is double notched, the second is long and slender, the third is round and grooved and the fourth is flat and wide. If the locks that these keys work with could be found they would have actual value.
Knight’s Banner: A 36” tall, 18” wide banner designed specifically to be carried high at the front of the Parade of Champions before the Great Steaks race as well as to be hung in at the castle banquet hall, this banner is red and blue with an ancient religious symbol embroidered into it with gold-colored thread. The symbol is that of a long-dead deity. Cursory examination estimates the value to be around: 400 gp.
Masterwork Climber’s Kit: This is a climber’s kit in a fine leather pouch. After study it’s obvious that this kit is superior to standard climber’s kits. The various metal components are crafted from mithril while the leather of the pouch, gloves, and harness are all of supreme quality. This kit grants a +4 circumstance bonus to Athletics checks when attempting to climb. Cursory examination estimates the value to be around: 1,300 gp (80 gp for the climber’s kit, 20 gp for the fine leather pouch, and 1,200 gp worth of mithril).
Ornamental Goblet: A 12” tall, heavy metal goblet, with four black stones at each corner the ‘square’ lip. It’s finely crafted and an obvious art piece. The goblet is manufactured of silver and the four stones are onyx. Cursory examination estimates the value to be around: 255 gp (15 gp for the silver goblet, and 60 gp each onyx stone). The metal is old and tainted.
Platinum Hammer (holy symbol?): A shining hammer, polished metal that gleams in the sun. The handle is manufactured of the same material but is cove red in hundreds of tiny glittering stones, almost more like a fine powder than actual stones. Exquisite mountain runes and scroll works of rolling hills are carved into each side of the hammer’s head giving it an earthly design. The hammer is constructed of solid platinum and the glittering stones are finely crushed diamonds that have been mounted to the handle. The fine artistry on the head of the hammer also adds a little value to the ceremonial implement. Cursory examination estimates the value to be around: 40 gp
Skull Bowl: Made of a human skull, this bowl leaks slightly when used and has to employed from a certain side. The inside of the skull is stained with a dark, black color while the outside has been bleached white.
Spider’s Web Lantern: A polished metal lantern in the shape of a spider’s web. It is designed more like a torch than a lantern and the light projected from it is not shielded in any way. The metal of the lantern is silvercoated steel. The true value of this lantern comes from the beautiful artistry of the web. Cursory examination estimates the value to be around: 130 gp.
Superior Metal Chain: A 50 ft. length of metal chain. This masterwork chain is constructed of a mixture of steel and mithril. This chain has a hardness of 15 and 30 hit points and can only be broken with a Strength check (DC 35+). Cursory examination estimates the value to be around: 3,000 gp.
8300 total gold value
Chest of Ancient Coins: A small, wooden chest with two dull metal locks and hinges made of the same material. The symbol of a snake is branded into the top of the chest. Opening the chest reveals a selection of 200 coins made of copper with electrum stamping of a crown on one side and a fist on the other and 40 silver coins with gold stamping of a lightning bolt on one side and an eye on the other.
The chest is common and the locks are average. The coins are hundreds of years old and the copper/electrum coins are “knights” while the silver/gold coins are “watchers.” Cursory examination estimates the value to be around: 575 gp, (15 gp for the chest, 2 gp for each knight, and 4 gp for each watcher.
Four Iron Keys: Four heavy metal keys on a metal ring. The keys are dirty and scratched. All four different: the first is double notched, the second is long and slender, the third is round and grooved and the fourth is flat and wide. If the locks that these keys work with could be found they would have actual value.
Knight’s Banner: A 36” tall, 18” wide banner designed specifically to be carried high at the front of the Parade of Champions before the Great Steaks race as well as to be hung in at the castle banquet hall, this banner is red and blue with an ancient religious symbol embroidered into it with gold-colored thread. The symbol is that of a long-dead deity. Cursory examination estimates the value to be around: 400 gp.
Masterwork Climber’s Kit: This is a climber’s kit in a fine leather pouch. After study it’s obvious that this kit is superior to standard climber’s kits. The various metal components are crafted from mithril while the leather of the pouch, gloves, and harness are all of supreme quality. This kit grants a +4 circumstance bonus to Athletics checks when attempting to climb. Cursory examination estimates the value to be around: 1,300 gp (80 gp for the climber’s kit, 20 gp for the fine leather pouch, and 1,200 gp worth of mithril).
Ornamental Goblet: A 12” tall, heavy metal goblet, with four black stones at each corner the ‘square’ lip. It’s finely crafted and an obvious art piece. The goblet is manufactured of silver and the four stones are onyx. Cursory examination estimates the value to be around: 255 gp (15 gp for the silver goblet, and 60 gp each onyx stone). The metal is old and tainted.
Platinum Hammer (holy symbol?): A shining hammer, polished metal that gleams in the sun. The handle is manufactured of the same material but is cove red in hundreds of tiny glittering stones, almost more like a fine powder than actual stones. Exquisite mountain runes and scroll works of rolling hills are carved into each side of the hammer’s head giving it an earthly design. The hammer is constructed of solid platinum and the glittering stones are finely crushed diamonds that have been mounted to the handle. The fine artistry on the head of the hammer also adds a little value to the ceremonial implement. Cursory examination estimates the value to be around: 40 gp
Skull Bowl: Made of a human skull, this bowl leaks slightly when used and has to employed from a certain side. The inside of the skull is stained with a dark, black color while the outside has been bleached white.
Spider’s Web Lantern: A polished metal lantern in the shape of a spider’s web. It is designed more like a torch than a lantern and the light projected from it is not shielded in any way. The metal of the lantern is silvercoated steel. The true value of this lantern comes from the beautiful artistry of the web. Cursory examination estimates the value to be around: 130 gp.
Superior Metal Chain: A 50 ft. length of metal chain. This masterwork chain is constructed of a mixture of steel and mithril. This chain has a hardness of 15 and 30 hit points and can only be broken with a Strength check (DC 35+). Cursory examination estimates the value to be around: 3,000 gp.
8300 total gold value
Tuesday, February 16, 2010
We picked the evening up in the mausoleum, having just figured out the properties of our parcels. We emerged to the voices of our classmates , where they were also being presented with parcels, matched pairs like ours. They were presented to them by undead beings like those that led us to the Hall Of Heroes. Some recovered from their shock very quickly and showed talent with their gifts, namely Briar and Chadwick. We then spotted a man in the trees watching us, and it turned out to be the horse breeder we took our mounts from. The man is an Ilzimmer, my houses greatest rival. However, the courser is without compare, and his bloodstock will benefit our stables. In return for the stallion, I have agreed to race him in the Great stakes race. As commented by my brother, this will go over somewhat roughly with my father.
We travelled as a group to the haberdashery, Briar astride my newly won animal companion, Rusher, the rest of us walking. We saw a group of street thugs casing the haberdashery, and Eden became very emotional and described a rape perpetrated by this very bunch. We calmed everybody down, and split into two groups. The PCs along with Briar attacked the toughs, while the others secured the business. Though our cause was righteous, our anger got the best of us and two of the rapists were killed. Two got away, but one was subdued and forced to talk before I got back with the guard. The shop was secure, guarded by Edens father. He said he saw the gang members and didn't want to leave with them watching. As I was searching for a watchman my horse had discovered a pile of walnut shells where we staged our attack. We tracked them and they led to a dwarf speaking to 2 halflings. I introduced myself, made some inane small talk about "trouble with some street toughs" and left to bring a guard and justicar to the crime scene. Our captive told us the gang were agents of the Cult of the Dragon, and he was not a member. He claimed they were hired only hours ago by a dwarf ( yes, that dwarf) and they were to report any activity and tell him what happened. The two that got away were named as Darmom and Urid. The Cult made its lair in the Dungeon of the Crypt (entered by the sewers). The dwarf approached them in the Pampered Traveller. The prisoner was not involved in the rape, and eventually led away by the guard, and the investigator was satisfied that we were without guilt in the killing of the two rapists. We then decide to go see this dwarf at this bar. We thought we found him and his henchmen in a dark alley by the Pampered Traveller, but the joke was on us, as it turns out he is the owner of the inn, and a Guildmaster. His name is Mason Thorvald, and he claims to have noble intentions of safe guarding the wonders of Gond. He claimed to have no knowledge of their connections to the cult, and basically said he hired them to give them a job and minimize their damage.
That is all I remember of the meeting in the Inn and my notes are somewhat thin, so any one feel free to add or post notes. I do remember Damian shamelessly taking 3 more silver pieces than any one else got, but his brother explained to us that that was the behavior we should come to expect.
Plans
Ok guys, here's the score, I know those two skallywags Darat and Truemenhorn are looking to improve their station in life. They don't know it exactly but what they are looking for is respect, a name. I want to give them that opportunity. We can't be everywhere at once, if they don't do a good job, they get no respect. They do a good job, our families look like we got things under control. I'm going to offer them the chance to guard the habidashery. They get good at that and we've got plenty of other local interests. The other benefit is that people will have a hard time connecting them with us, so they may end up seeing more than our enemies would want us to see.
We need to track down those other two scum bags and punish them. You cross one of ours, you won't know when its coming, but we will strike like lightning. Hell they are practically begging for it, they reside in an area where the law can't protect them either. These two are more than just criminals, their faith threatens our interests. By bringing them to justice we will serve more needs than pure vengence but I admit until we do I will struggle to raise my eyes to Eden's. Had I known before today I would have sought them out and put them down.
I also plan to focus my weaponary studies on this new Glaive. Eventually, with a 10 foot reach, I can get quite vicious with trips and disarming, a skill which would be helpful in a civil society such as Waterdeep, since I could humble without greatly wounding or worse. I must admit our recent battle has wet my appetite and I know where enemies lay that we may fell!.
Thursday, February 11, 2010
The Sword and Shield
Each Watch patrol has a minor officer (the armar; sergeant) and its commander (the civilar; lieutenant or captain), who both answer to the commander at their guardpost (senior civilar). There are several guardposts in each ward. Senior civilars report to the captains in their ward, the ward civilars. The seven ward civilars report directly to the grand civilar who is equal in authority with Mage Civilar and Senior Armsmaster.
The watch undertakes daily and nightly patrols in Waterdeep, making sure all is in order. They can use lethal force against opponents, but as a rule do not. Watch officers who must kill in the line of duty are never charged, nor held financially responsible, for the deaths they bring about. An officer who kills often without clear cause will be dismissed. Any on-duty member of the Watch may, unless specifically forbidden by a Lord, enter any building or area in the city without hindrance or warning, and search any person, place or container at will.
The Watch also provides services such as finding a lost child, providing directions or basic medical aid, refereeing gambling disputes or helping right an overturned cart. All The uniform is black leather worn over gold chainmail, with green tabards and cloaks. The seal of the Lords of Waterdeep is either embroidered over the left breast of the tabard or worn as a metal cloak clasp, off-center over the left breast. The weapons of the Watch are dagger, short sword and rod. The Watch has access to the Guard armories in the Castle, Palace and wall-towers.
A Waterdhavian Guard is a soldier of the army of Waterdeep, dedicating his service to defending the Lords, people and property of Waterdeep. City guards, no matter what rank or type of duty, are warriors, fighters, or paladins. The Guard stands ready at all times to supplement the Watch in all matters, helping keep order within the city. They man the walls and watchtowers, the catapults, the jails and the gates of the city (a joint post with the Watch.) People can join the Guard after thorough physical and mental examinations, and initially enlist for two years, after which time they may resign their commission or stay for an additional two-year period. Guard uniforms are silver scale mail covered by a black tabard and cloak with gold trim and the gold Seal of Waterdeep on their chests. The size of the Guard is known only to Sai Piergeiron and possibly the Lords. Officers uniforms are the same as those of the regular guardsmen, with the addition of a badge of rank.
The Guard's Air Corps of griffin riders provide the city's aerial defense, while the mariners of the Guard's Naval Brigade keep watch on the harbor's islands and towers, man the raker fleet and coordinate anti-smuggling patrols. Both otherwise correspond to the description above.
The watch undertakes daily and nightly patrols in Waterdeep, making sure all is in order. They can use lethal force against opponents, but as a rule do not. Watch officers who must kill in the line of duty are never charged, nor held financially responsible, for the deaths they bring about. An officer who kills often without clear cause will be dismissed. Any on-duty member of the Watch may, unless specifically forbidden by a Lord, enter any building or area in the city without hindrance or warning, and search any person, place or container at will.
The Watch also provides services such as finding a lost child, providing directions or basic medical aid, refereeing gambling disputes or helping right an overturned cart. All The uniform is black leather worn over gold chainmail, with green tabards and cloaks. The seal of the Lords of Waterdeep is either embroidered over the left breast of the tabard or worn as a metal cloak clasp, off-center over the left breast. The weapons of the Watch are dagger, short sword and rod. The Watch has access to the Guard armories in the Castle, Palace and wall-towers.
A Waterdhavian Guard is a soldier of the army of Waterdeep, dedicating his service to defending the Lords, people and property of Waterdeep. City guards, no matter what rank or type of duty, are warriors, fighters, or paladins. The Guard stands ready at all times to supplement the Watch in all matters, helping keep order within the city. They man the walls and watchtowers, the catapults, the jails and the gates of the city (a joint post with the Watch.) People can join the Guard after thorough physical and mental examinations, and initially enlist for two years, after which time they may resign their commission or stay for an additional two-year period. Guard uniforms are silver scale mail covered by a black tabard and cloak with gold trim and the gold Seal of Waterdeep on their chests. The size of the Guard is known only to Sai Piergeiron and possibly the Lords. Officers uniforms are the same as those of the regular guardsmen, with the addition of a badge of rank.
The Guard's Air Corps of griffin riders provide the city's aerial defense, while the mariners of the Guard's Naval Brigade keep watch on the harbor's islands and towers, man the raker fleet and coordinate anti-smuggling patrols. Both otherwise correspond to the description above.
Teamwork Feats
I will print these out for next week but here they are pasted from the PDF.
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats
provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisites: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level dependent variables, such as duration, range, and effect.
Coordinated Defense ( Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Coordinated Maneuvers ( Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Lookout (Combat,Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally – 1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Outflank (Combat,Teamwork)
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Paired Opportunists (Combat,Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Precise Strike (Combat,Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shield Wall (Combat,Teamwork)
You are skilled at working together with those around you for protection.
Prerequisites: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally who also has this feat, the AC bonus
from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a
light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (see page 153 of the Pathfinder RPG Core Rulebook).
Shielded Caster (Teamwork)
Your allies are skilled at covering for you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If you ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy that is threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Swap Places Combat,Tactical)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of a normal movement (including a 5-foot step). At the same time, your ally moves into your previous space. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats
provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisites: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level dependent variables, such as duration, range, and effect.
Coordinated Defense ( Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Coordinated Maneuvers ( Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Lookout (Combat,Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally – 1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Outflank (Combat,Teamwork)
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it
provokes an attack of opportunity from your ally.
Paired Opportunists (Combat,Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Precise Strike (Combat,Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Shield Wall (Combat,Teamwork)
You are skilled at working together with those around you for protection.
Prerequisites: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally who also has this feat, the AC bonus
from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a
light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (see page 153 of the Pathfinder RPG Core Rulebook).
Shielded Caster (Teamwork)
Your allies are skilled at covering for you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If you ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy that is threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Swap Places Combat,Tactical)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of a normal movement (including a 5-foot step). At the same time, your ally moves into your previous space. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.
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