Over time, individuals who band together might devise certain teamwork techniques. To qualify for a teamwork benefit, characters must jointly practice relevant techniques for at least 2 weeks. This training period must be repeated whenever a new character joins the group. Furthermore, certain conditions must exist. Team leader prerequisites must be met by at least one character of the party; team member prerequisites are lesser and must be held by all members of the party.
After a few adventures, the characters in an adventuring party tend to identify particular routines and tactics that work well for them. The wizard might select certain spells to complement the fighter’s tactics, while the cleric and the rogue figure out where to stand in a fight so that they can lend support while still allowing the fighter to shield them from the worst of the enemy attacks. In this manner, the party can develop concrete teamwork benefits that evolve from the experience of working together.
WHAT IS A TEAMWORK BENEFIT?
Experienced players understand the value of specific tactics that depend on teamwork. However, teamwork also provides a more general benefit. Once characters have trained with specific comrades for a time, they become attuned to the nuances of how their companions fight, move, and communicate. Thus, characters who have spent time working as a team can derive a benefit simply from having their comrades nearby. This teamwork benefit can grant an expanded use of a skill, a bonus on certain checks, or a battlefield action otherwise unavailable to the team members.
To qualify for a teamwork benefit, PCs must meet two broad categories of requirements: training time and prerequisites.
First, the characters must jointly practice techniques relevant to the desired benefit for at least two weeks before acquiring it. This training period must be repeated whenever a new character joins the group, so that the newcomer can become accustomed to the operating procedures of the veteran team members.
Second, some teamwork benefits have prerequisites such as skill ranks, base attack bonus, or feats. A prerequisite can take one of two different forms.
Task Leader Prerequisites: These requirements must be met by at least one character on the team. If the only character who qualifies leaves the team, the group loses the teamwork benefit until that character returns or is replaced by another who meets the same prerequisites. Since prerequisites for teamwork benefits vary widely, the character who assumes the task leader position might differ depending on the specific benefit.
In addition to the indicated prerequisites, a task leader must have an Intelligence score of at least 8. (While he need not be a genius or have a strong personality, he must be at least reasonably capable of communicating his thoughts to others.)
Team Member Prerequisites: Every character on the team must meet these requirements. Any new character who joins the team must also meet them, or the team can no longer enjoy the benefit.
For example, the cunning ambush teamwork benefit has a task leader prerequisite of 8 ranks in both Hide and Listen, and a team member prerequisite of 1 rank in Hide. So, at least one character in the group must have 8 or more ranks in both Hide and Listen, and every other character on the team must have at least 1 rank in Hide. Thus, when the team is sneaking around, the task leader directs her less adept comrades in stealth techniques, covers any extra noise with environmental sounds, and so on.
A team (see The Team Roster, below) gets one teamwork benefit for every 4 Hit Dice (House rule change, one benefit for every 3 Hit Dice) the lowest-level member of the team has. If that character’s level later drops below the required point (due to energy drain, for example), the team retains all its current teamwork benefits but can’t gain a new one until that character regains his lost level(s), plus enough additional levels to qualify for an additional benefit. Whenever a team gains a new teamwork benefit, it also has the option to swap out a benefit it previously had for a new one, as long as it meets the new prerequisites. In effect, the team can elect to lose one teamwork benefit to gain two others. Such swaps usually occur when the team roster has changed in such a way as to render a previously known teamwork benefit less useful than before.
Unless otherwise specified, each teamwork benefit can be taken only once. A teamwork benefit applies whenever the characters on the team can communicate with each other—be it verbally, through gestures, or by magical means.
THE TEAM ROSTER
Teamwork benefits are based on the notion that once characters have spent time training with their comrades, they can respond instinctively to subtle changes in body language and anticipate their teammates’ likely moves. A group of PCs or NPCs must train together for at least two weeks before the group can gain any teamwork benefi ts. The PCs will undoubtedly occupy most of the positions on the team, but cohorts, animal companions, paladin mounts, familiars, and recurring NPC allies can also be members of a team.
A team must have at least two members and no more than eight. To join a team, a character must have an Intelligence score of 3 or higher. A creature with an Intelligence score of 1 or 2 can be included on a team only if it learns the teamwork trick through some character’s use of the Handle Animal skill. A creature without an Intelligence score can never be part of a team.
To maintain their teamwork benefits, the characters on a team must train together for at least four one-week periods per year. These training periods need not be consecutive and can happen at the same time when the characters are training to earn the new class features for a given level, so in most cases PCs don’t have to spend additional time to keep their teamwork skills sharp.
Any new character added to a team after it has gained teamwork benefits must train with the other characters on the team for at least two weeks. During this time, she learns the team’s standard operating procedures and the nuances of her comrades’ behavior. This training can occur during the training time required to gain the benefits of a new level. A character can join an adventuring party without joining the team that includes the other members of the group. In this case, the new character doesn’t gain any teamwork benefits, but neither does her lack of prerequisites count against the team’s qualification for those benefits. A character can leave a team at her own option, or by consensus of the other team members.
List of Teamwork Benefits
|Name||Benefit||Task Leader||Task Member||Source|
|Awareness||Gain +2 bonus to spot and listen||Listen and Spot 12 ranks||Listen and Spot 2 Ranks||PHB 2|
|Camp Routine||Team members on watch gain spot and listen bonuses, and sleeping characters get listen bonus||Survival 8 Ranks or Self-Sufficient||Survival 1 Rank||PHB 2|
|Circle of Blades||+2 damage bonus when attacking same target as leader at same time||Weapon Specialization and BAB +6||Sneak Attack +1d6||PHB 2|
|Crowded Charge||Team members do not block charges||Jump 8 ranks||Jump 1 Rank||PHB 2|
|Cunning Ambush||Members can use leaders Hide check to camouflage positions for ambush||Hide 8 ranks and Listen 8 ranks||Hide 1 rank||PHB 2|
|Improved Cunning Ambush||When springing ambush, each member who was hidden can take a full-round action in surprise round instead of only one standard or move action as normal||Hide 12 ranks and Listen 12 ranks||Hide 3 ranks and Cunning Ambush||PHB 2|
|Expert Mountaineers||Team members aid each other as they climb||Climb 8 Ranks and Use Rope 8 Ranks||Climb 1 rank or Use Rope 1 rank||PHB 2|
|Foe Hunting||Each member flanking the leaders favored enemy gains damage bonus versus it||Favored Enemy (Any one) +4||Survival 1 rank and Base Attack Bonus +4||PHB 2|
|Group Trance||Only need to meditate 4 hours instead of sleep for 8||Elf Blood||Concentration 1 rank||PHB 2|
|Indirect Fire||Can use spotters to reduce miss chance from cover||Precise Shot and Base Attack Bonus +6||Spot 3 Ranks||PHB 2|
|Like A Rock||Bonus to resist bull rush or trip attempts||Stability (As Dwarf racial trait)||Balance 1 rank||PHB 2|
|Massed Charge||All team members can charge at once for added bonus||Balance 5 ranks||Balance 1 rank||PHB 2|
|Missile Volley||Fire at the same time for attack roll bonus||Far Shot and Precise Shot||Point Blank Shot||PHB 2|
|Steadfast Resolve||+2 against fear effects if in sight of team members||Concentration 8 ranks and Iron Will||Base Will save bonus +2|
|Superior Team Effort||Aid other checks easier to succeed on||8 ranks in a skill and skill focus for the same skill||1 rank in the skill that the leader has Skill Focus in||PHB 2|
|Team Melee Tactics||Aid another actions to grant bonus to attack rolls increase by 1||Combat Expertise and Dodge||Base Attack Bonus +6||PHB 2|
|Team Rush||Team moves overland at team leaders speed||Survival 8 ranks and Endurance||Survival 1 rank||PHB 2|
|Team Shield Maneuver||Members of the team can close ranks to protect a badly injured ally||Shield Specialization||Shield Proficiency||PHB2|
|Wall of Steel||Members can use their shield to block attacks against an ally||Tower Shield Proficiency and Base Attack Bonus +8||Shield Proficiency and Base Attack Bonus +2||PHB 2|
You and your allies have become so skilled at battlefield communication that you can keep track of what's happening around you without splitting your attention.
Training: By training alongside multiple allies, and against flanking foes, you learn to read your enemies' positions in the subtle shifting and movement of your comrades. (Campaign note) - At reasonably suited fighting companies this training could be arranged for a modest sum of gold. House Deneith's blademarks guild is a likely choice to look to to arrange for friendly combatants to play the enemy roles.
Team Leader Prerequisites: Sense motive 4 ranks, Spot 4 ranks, Uncanny Dodge
Team Member Prerequisites: Sense motive 2 ranks, Spot 2 ranks
Benefit: If one team member is flanked by foes, but he has at least one other team member adjacent to him, the enemy does not gain the standard +2 bonus on attack rolls due to the flanking. (Though other flanking related abilities, such as sneak attack, still function) The team leader need not be one of those adjacent but he must be within 40 feet.
Your team coordinates its attacks with great precision when surrounding a foe, gaining benefits beyond those of standard flanking maneuvers.
Training: You spend hours gathered in carefully placed groups co-ordinating attack after attack against a sparring partner. You focus specifically on taking advantage of openings in his defense caused when he moves to protect himself from one of your allies. You trade off flanking partners at random intervals, so as not to grow too accustomed to the specific patterns and techniques of any one of your allies. (Campaign Note) - Again this can be taught by companies such as the blademarks, but the sparring partner need not be supplied by a third party, it just speeds things up. Without a skilled third party assistant (At least fighter2) this takes 3 weeks instead of 2.
Task Leader Prerequisites: Sense Motive 8 ranks, Spot 8 ranks, Uncanny dodge, coordinated awareness teamwork ability.
Task Member Prerequisites: Sense motive 2 ranks, spot 2 ranks, coordinated awareness teamwork benefit.
Benefit: Your benefits increase based on the number of "flanking pairs" attack the same foe. If you have 2 pairs of flankers on a single foe, all 3 of you gain the +4 to hit instead of the standard +2. If you have 3 or more flankers the bonus increases to +6.
By taunting your enemies and projecting an air of menace, your team can send them fleeing from the field of battle.
Training: Intimidating enemies is more than an individual effort once the members of your team have practiced together enough to earn this teamwork benefit. Even in a fight, your collective body language exudes dangerous menace, and each team member responds to comrades’ telling blows with war cries and demoralizing taunts.
Task Leader Prerequisite: Intimidate 8 ranks.
Team Member Prerequisite: Cha 13 or Intimidate 1 rank.
Benefit: Enemies who can see at least two members of your team take a penalty on morale checks equal to 1 + one-quarter of the Hit Dice of the lowest-level member of the team.
Tips: If your team has acquired this benefit, you should be keenly aware of the conditions that force your enemies to make morale checks. Usually, individuals make morale checks when they fall to half their hit points or less, and the surviving members of units make morale checks when half their original numbers have fallen or fled. See Morale Checks, page 72, for more information.
Friendly Fire Evasion
By attuning yourself to minute, almost subliminal changes in your environment, you get just enough warning to avoid damaging area spells cast by your allies.
Training: During the training procedure for this benefit, the spellcasters on your team cast lightning bolts, fireballs, flame strikes, and other area spells in their arsenal, and other team members stand on the fringes of the spells’ area, their senses perked for the whiff of brimstone, the crackle of static electricity, or the barely audible hum that occurs an instant before such spells go off. Then you practice ducking, dodging, and covering so that you avoid the damage from those spells.
Task Leader Prerequisite: Spellcraft 4 ranks, evasion ability.
Team Member Prerequisite: Base Reflex save +2, Spellcraft 1 rank.
Benefit: You gain the evasion ability (see page 41 of the Player’s Handbook), but only concerning spells cast by your team members.
Tips: Use this teamwork benefit to keep tough characters in the front line despite allied damaging spells raining down around them. Of course, you still need a pretty good Reflex save bonus to take full advantage of this benefit.
Friendly Fire Evasion, Improved
You have further attuned yourself to the subtle precursors of the area spells your comrades cast, so you can usually avoid their worst effects.
Training: As described in Friendly Fire Evasion, above.
Task Leader Prerequisite: Spellcraft 6 ranks, improved evasion ability.
Team Member Prerequisite: Friendly Fire Evasion teamwork benefit, base Reflex save +3, Spellcraft 1 rank.
Benefit: You gain the improved evasion ability (see page 42 of the Player’s Handbook), but only concerning spells cast by your team members.
Tips: As with Friendly Fire Evasion, this teamwork benefit lets tough characters stay in the front line despite allied damaging spells raining down around them. A good Reflex save bonus isn’t as crucial to take advantage of this benefit, but it still helps.
Not only are you an accomplished equestrian, but your comrades are as well. You have extended your almost instinctive bond with your mount to the riders and steeds galloping at your sides. Your team can charge enemies with your steeds running shoulder to shoulder. This tight formation often sends your foes scattering—if they don’t panic and flee from battle entirely.
Training: At first, would-be heavy cavalry team members simply practice running across an open field, four abreast. But as the riders and mounts grow more accustomed to each other, they gradually reduce the space that separates one steed and rider from another. Once they’re galloping shoulder to shoulder, the team members practice sweeping turns and maintaining their formation despite difficult terrain.
Training often concludes with practice in trampling enemies. Good-aligned heavy cavalry might practice by running down livestock, illusory enemies created by friendly spellcasters, or wood-and-straw jousting dummies. Evil equestrians sometimes turn prisoners or slaves loose as “trample practice” for heavy cavalry.
Task Leader Prerequisite: Handle Animal 4 ranks, Ride 8 ranks, Mounted Combat, Trample.
Team Member Prerequisite: Ride 1 rank. The members’ mounts need not be members of the team.
Benefit: To close their formation, the team members and their mounts first line up in adjacent squares, then move closer together so that each takes up a square half as wide as usual. For example, a Medium character mounted on a horse or other Large creature normally takes up a 10-foot square, and a team of four such characters would occupy a rectangle 40 feet wide and 10 feet deep. By contrast, if the same team had trained together and acquired this teamwork benefit, they could compress their line into a unit only 20 feet wide and 10 feet deep, making it harder for anyone they overrun to dodge between the horses’ hooves.
All team members must act on the same initiative count, so some members must delay to match the initiative count of the slowest member in the team.
As long as the characters remain in a cohesive set of squares and move at least their speed every round, they gain the following benefits:
• They don’t take the –4 penalty on attack rolls and to AC for squeezing (described on page 29 of the Dungeon Master’s Guide).
• Opponents can’t avoid overruns from team members; they must attempt to block.
• The team members’ mounts count as one size category larger for purposes of resolving overruns. For example, a horse counts as a Huge creature (+8 bonus to overrun) rather than a Large creature (+4).
For the purposes of area spells and determining position on the battlefield, each Medium character on a Large mount is considered to be occupying a space 5 feet wide and 10 feet long.
Tips: If you have the heavy cavalry teamwork benefit, you’ll want to know the mounted overrun rules (see page 158 of the Player’s Handbook) backward and forward. Calculate the bonus for your Strength check in advance, keeping in mind that your mount gets an extra +4 bonus for counting as one size category larger than normal. In addition, have that hoof attack ready to go—you’ll get lots of use out of it—and know what prone characters can and can’t do (see page 311 of the Player’s Handbook). If all goes well, you’ll be facing a lot of prone enemies.
You are adept at moving silently and unseen. You point out noisy ground to your comrades, identify good hiding places for one another, and otherwise move as unobtrusively as possible. You dart ahead while your teammates watch for enemies, then you cover your comrades while they advance. While this teamwork benefit doesn’t help much amid the tumult of a pitched battle, you’re able to sneak behind enemy lines to attack enemy leaders, sabotage siege engines, and otherwise give your army the upper hand before the trumpets sound.
Training: Infiltration training involves hours of practice sneaking as a group. Elves and other woodland denizens often play elaborate games of hide and seek (with the seeking team getting useful practice as scouts). Subterranean races stalk the caverns and tunnels of their realms, practicing the art of hiding in a pitch-black environment. With practice, members of an infiltration team get good at sharing hiding spaces, darting from cover to cover, and timing their movements to be as silent and stealthy as possible.
Task Leader Prerequisite: Hide 8 ranks, Move Silently 8 ranks.
Team Member Prerequisite: Hide 1 rank or Move Silently 1 rank.
Benefit: Your team can move at full speed without taking a –5 penalty on Hide and Move Silently checks. Other penalties (such as from difficult terrain) still apply, and you take the normal penalties on Hide or Move Silently checks while attacking, running, or charging.
Team members are always visible to each other despite their Hide check results and the presence of anything less than total (although cover might still block line of sight between team members). If you move to a position where none of your comrades can see or contact you, you lose the teamwork benefit at the start of your next turn and don’t count as part of the team until you reestablish contact with at least one member.
Tips: If you’re part of an infiltration team, keep in mind that you can take 10 on your Hide and Move Silently checks whenever you aren’t being threatened or distracted. It’s often easiest to just tell your DM what the lowest Hide and Move Silently check results on the team are. Those check results set the DC for NPCs’ Spot and Listen checks.
If you’re aware of the presence of an unseen enemy, you can quickly move through an area and pinpoint your foe’s location.
Training: You practice finding invisible enemies by swinging your weapons through empty spaces and making sudden movements that an invisible foe wouldn’t anticipate. More important, you quickly develop a shorthand way of describing the location of an unseen enemy you have pinpointed: “At my 4 o’clock—10 feet out,” for example. Eventually, members of your team can quickly and effectively target a specific (apparently empty) square based on your verbal description.
Task Leader Prerequisite: Blind-Fight.
Benefit: Each team member can check for the presence of an invisible enemy by groping into four adjacent 5-foot squares within reach, making touch attacks into those squares as described on page 295 of the Dungeon Master’s Guide. Doing so is a standard action. If one team member pinpoints the location of an invisible enemy (whether through groping, Spot and Listen checks, or other means), every other team member within earshot also has that enemy pinpointed until that enemy moves into a different square. (Pinpointed invisible enemies still gain the benefits of total concealment; see page 152 of the Player’s Handbook.)
Joint Grapple Escape
You use nonverbal cues to time your struggles against a grappling enemy, applying force and leverage at just the right moment to escape the clutches of your foe.
Training: In a series of wrestling matches, you practice techniques of suddenly shifting your weight and applying maximum effort just as a comrade outside the grapple makes a similar effort—or at least distracts your opponent. Eventually, your timing improves to the point where you and your comrades are working in concert with split-second timing.
Task Leader Prerequisite: Base attack bonus +4 or Improved Grapple.
Benefit: If you successfully use the aid another action to assist an adjacent team member’s next grapple check or Escape Artist check to escape from a grapple, you provide your teammate with a bonus on that check equal to +4 or your Strength modifier, whichever is higher.
Joint Bull Rush
Shoulder to shoulder with your allies, you can blast into the ranks of your enemies, knocking them back with your combined force.
Training: You and your teammates practice charging wooden tackling dummies all at the same time, moving in lockstep and delivering a powerful push at the same moment. Eventually you get so good that you leave only splintered and sagging dummies in your wake.
Task Leader Prerequisite: Improved Bull Rush.
Benefit: To perform a joint bull rush, all the team members involved must ready the bull rush action until the turn of the member with the slowest initiative. Then all the bull rushing team members move to their target at the same time and make a single bull rush attempt using the Strength bonus of the strongest team member.
Each additional team member involved in the joint bull rush applies his or her Strength bonus (minimum +1). The team members must end their movement adjacent to one another, and they all provoke attacks of opportunity from the defender (although the defender can only make a single attack unless he has the Combat Reflexes feat).
Your comrades and you are practiced at bashing things down, applying maximum force at the moment of impact.
Training: To practice for this teamwork benefit, you have to wreck stuff together, practicing your timing and making sure you’re applying the utmost leverage to the target. Eventually, you learn to break down doors and crumble walls that would be impervious to individual efforts.
Task Leader Prerequisite: Improved Sunder.
Benefit: When your team is employing a ram to knock down a barrier or destroy another object, the ram deals an extra 2 points of damage for each team member wielding the ram.
In addition, if a team member is trying to break down a door or perform a feat of strength similar to ramming, she gains a +4 bonus on the check for every team member who assists with the aid another action. The DM should set limits for how many team members can usefully help break down a particular door (typically two Medium creatures for every 5 feet of the door’s width).
Because you’re attuned to the other archers on your team, you learn from the mistakes they make when targeting a far-off foe.
Training: When you collectively train on the archery range, you spend time watching each other’s form and providing pointers. After enough practice, you can see when your comrades miss a shot because they aimed too high or too low, and you can use that information to make your own shots more accurate.
Task Leader Prerequisite: Far Shot.
Team Member Prerequisite: **Base attack bonus +1.
Benefit:** When a team member misses with a ranged attack made against a target farther away than one range increment, subsequent ranged attacks any team member makes against that foe take only half the penalty for range (–1 per range increment). If the foe moves more than 20 feet, this benefit does not apply until a team member shoots at and misses the foe again.
Tips: If you have this teamwork benefit, consider ordering your ranged attacks so that the team member who is least likely to hit fires before the more reliable attackers do. This tactic helps ensure that the benefit will apply to later attacks. Also, having a more accurate attack follow a less accurate one almost always takes the enemy by surprise.
You know the timing of your comrades’ attacks so well that you can shift to the side for a moment, letting ranged attacks fly past you and into your enemies.
Training: You and the rest of the team watch each other shoot ranged weapons, memorizing how much time it takes to draw an arrow from a quiver, nock it, aim, and shoot. Then you internally count to measure the time between arrows, shifting yourself when you know an arrow is being fired so you don’t get in the way.
Task Leader Prerequisite: Base attack bonus +4, Precise Shot.
Team Member Prerequisite: Base attack bonus +2.
Benefit: The penalty for firing a ranged weapon into a melee is cut in half (from –4 to –2) if every ally in the melee is on your team. The AC benefit your foe gets from cover is likewise cut in half (from +4 to +2) if that cover consists solely of team members.
Your team is alert for the slightest disturbance in your environment. While one of you watches straight ahead, another scans to the side, while a third pauses for a moment to listen intently. By finding your enemies before they find you, your team can dictate the terms of an engagement—or perhaps avoid it entirely.
Training: Trainees divide their environment into arcs, with one soldier looking straight ahead, another checking to the left, a third watching the right, a fourth the sky, a fifth behind him, and so on. The soldiers concentrate their senses on those arcs, doing their best to block out distractions elsewhere. Eventually, each member of the team instinctively knows which arc he is responsible for and which arcs his comrades are covering, and he can switch arcs subconsciously when his comrades stop scanning for a moment.
Prerequisite: Listen 8 ranks, Spot 8 ranks.
Team Member Prerequisite: Listen 1 rank and Spot 1 rank; or Alertness.
Benefit: The team as a whole can make a free Spot check and a free Listen check at the end of each round, regardless of whether any members of the team have already made such checks that round. Use the lowest check modifier of any member of the team present, with a +1 bonus for every team member beyond the first. In the middle of a combat when actions are precious, this teamwork benefit gives the members detailed information about their immediate environment that they otherwise wouldn’t have.
Tips: If your team has this benefit, have your team’s Spot and Listen modifiers figured out in advance. It’s a good idea to designate one character to make the Spot and Listen checks at the end of each round; making it a specific character’s responsibility means the group is less likely to forget it.
You have a keen sense of the timing of the spellcasters on your team, so you can often protect them from enemies when their spells are about to go off.
Training: Over a period of weeks, you closely observe your comrades as they cast spells, noting the exact gestures and phrases they use when they are at their most distracted. You learn the idiosyncrasies of your allies’ spellcasting techniques so well that you know exactly where they are in the spellcasting process just by watching and listening to them, even if you don’t know what the words and gestures mean.
Task Leader Prerequisite: Combat Reflexes, Spellcraft 4 ranks.
Team Member Prerequisite: Dexterity 13 or Spellcraft 1 rank.
Benefit: If a spellcaster on your team provokes attacks of opportunity by casting a spell, a team member adjacent to the spellcaster can interpose herself between the spellcaster and one or more attackers at the last moment, taking upon herself attacks of opportunity meant for the spellcaster. The team member can intercept a number of attacks of opportunity equal to 1 + her Dexterity bonus. Resolve each attack as normal, using the interposing team member’s Armor Class. If the attack hits, it damages the interposing character but doesn’t distract the spellcaster.
Your team is good at harrying foes by surrounding them. If two of you get into flanking positions, you can both time your attacks to take maximum advantage of the enemy’s divided attention. Enemies get so distracted that every attacker benefits.
Training: This teamwork benefit happens only after all the members of the team spend countless hours practicing two-on-one, three-on-one, and other unbalanced melee combats. Eventually the team members develop split-second timing and a keen perception of where the enemy is concentrating his defensive efforts.
Task Leader Prerequisite: **Sneak attack +4d6.
Team Member Prerequisite:** Base attack bonus +3.
Benefit: Whenever two members of your team flank the same enemy, all members of the team can make melee attacks against that enemy as if they also flanked her. Creatures that can’t be flanked are unaffected.
Furthermore, if at least two members of your team are flanking a foe who has the improved uncanny dodge ability, add together the rogue levels of all team members engaged in melee with that foe to determine whether she can be flanked. If the sum of your teammates’ rogue levels is four more than the foe has Hit Dice, all members of your team can flank that foe.
Tips: If your team has this benefit, you get the +2 bonus for flanking on your melee attacks more frequently. You’ll want to study how to flank unusually large creatures (see page 153 of the Player’s Handbook).
The members of your team are particularly good at setting a good example for other troops, supporting each other and exuding an aura of competence and confidence.
Training: Most teams that acquire this benefit get it by acting as a cadre for less accomplished soldiers, teaching them the rudiments of military discipline and how to stay cool under fire. After you’ve dealt with enough recruits, you’re attuned to their fears and concerns. When recruits see the members of your team acting in unison in the face of danger, they naturally try to emulate your bravery.
Task Leader Prerequisite: Charisma 13, commander rating 2 (see page 75).
Team Member Prerequisite: Commander rating 1.
Benefit: Whenever a team member makes a rally check (see page 73), she gains a +1 bonus on the rally check for each other team member the demoralized troops can see or hear.
If a team member is successfully rallied by another team member’s rally check, the morale of the rallied teammate improves by two categories (such as from shaken to heartened).