Pathfinder 1e
Archetype
Barbarian
Pack Rager
Barbarian rages can be a thing of savage beauty, exhibiting a lethal grace.
- Class
- Barbarian
- Kind
- Archetype
- Granted Spells
- —
- Choices
- 184 rage powers replaced (pack rager) · 89 bonus teamwork feat (pack rager)
Barbarian rages can be a thing of savage beauty, exhibiting a lethal grace. While such uncontrolled displays of carnage often disregard group tactics, there are those barbarians whose rages inspire and spur on their allies during the ferocious dance of death.
Replaces
Archetype Features
Bonus Feat Level 2
At 2nd level and every 4 levels thereafter, the pack rager can take a bonus teamwork feat. This teamwork feat must also be a combat feat. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Raging Tactician Level 7
At 7th level, while a pack rager is raging, she grants a single teamwork feat she knows to all allies within 30 feet who can see and hear her. She chooses the feat at the start of the rage, and cannot change it during the rage. An ally who moves more than 30 feet away from the raging pack rager loses access to the feat, but regains it again each time he moves back within 30 feet of the raging pack rager. Allies do not need to meet the prerequisites of these teamwork feats. At 13th level, the pack rager chooses two teamwork feats when she enters a rage, and grants her allies the use of both of those feats when they are within 30 feet of her. At 16th level, the pack rager grants these teamwork feats as long as her allies are within 60 feet of her. At 19th level, the pack rager chooses three teamwork feats when she enters a rage, and grants her allies the use of all three feats when they are within 60 feet of her. This ability replaces the damage reduction class feature.
Rage Powers replaced (Pack Rager)
Chosen as you gain archetype choices — 184 options.
Abyssal Blood
Once per day when you enter a rage, grow one size category larger (as enlarge person, even if not humanoid).
Abyssal Blood, Lesser
While raging, the barbarian gains two claw attacks.
Ancestor Totem
The barbarian's insight bonus to her chosen skill increases to +4.
Ancestor Totem, Lesser
When you enter a rage, choose a skill you can use while raging; gain a +2 insight bonus to it while raging.
Animal Fury
While raging, the barbarian gains a bite attack (1d4 + 1/2 Str, at full BAB -5 as part of a full attack) that can also be used to …
Armor Ripper
While raging, you gain a +2 bonus on combat maneuver checks made to sunder with any of your natural attacks.
Atavism Totem, Lesser
The barbarian gains a bite attack; if she already has one, it deals damage as if she were one size larger.
Auspicious Mark
Once per rage, as a swift action costing 2 rounds of rage, add a +1d6 bonus to one d20 roll she has just made (after seeing the result).
Autumn Rage
While raging, gain a +2 bonus on reposition and trip combat maneuver checks and on rolls to confirm critical hits.
Battle Roar
When you demoralize a foe with intimidating glare, you also deal 1d6 sonic damage to it.
Beast Totem
While raging, the barbarian gains a +1 natural armor bonus.
Beast Totem, Greater
While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge.
Beast Totem, Lesser
While raging, the barbarian gains two claw attacks.
Bestial Climber
While raging, the barbarian gains a natural climb speed equal to her land speed.
Bestial Leaper
While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move.
Bestial Swimmer
While raging, the barbarian gains a natural swim speed equal to her normal land speed.
Bleeding Blow
When she uses her powerful blow rage power, the barbarian also deals bleed damage equal to her bonus damage with the powerful blow.
Bloody Fist
While raging, the barbarian may attempt to punch through an opponent's flesh and rip out one of its vital organs.
Boar's Charge
While raging, when you hit with a gore attack as part of a charge, you automatically score a critical threat.
Boasting Taunt
While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize.
Body Bludgeon
While raging, a barbarian who pins a smaller foe can wield that foe as a two-handed improvised weapon; damage she deals is also dealt to the grappled creature.
Brawler
While raging, the barbarian is treated as if she has Improved Unarmed Strike.
Brawler, Greater
While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.
Breathtaker
While raging, a melee hit on a foe that is holding its breath makes it lose rounds of breath equal to your Strength modifier.
Celestial Blood, Greater
Once per rage, the barbarian can reroll one ability check, skill check, or saving throw she just made.
Celestial Blood, Lesser
While raging, the barbarian's melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction.
Celestial Totem
While raging, the barbarian shines with a righteous light.
Celestial Totem, Greater
While raging, the barbarian gains spell resistance equal to 11 + the barbarian's class level against spells with the evil descriptor.
Celestial Totem, Lesser
While raging, the barbarian benefits from increased magical healing.
Chaos Totem
While raging, gain a +4 bonus on Escape Artist checks and a 25% chance to ignore the extra damage from critical hits and sneak attacks.
Chaos Totem, Greater
While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level.
Chaos Totem, Lesser
While raging, gain a +1 deflection bonus to AC and a +1 resistance bonus on saves against lawful creatures and lawful effects, increasing by +1 per chaos totem …
Clear Mind
Once per rage, as an immediate action, reroll a failed Will save (taking the second result even if worse); usable at 8th level or higher.
Come and Get Me
Free action while raging: enemies gain +4 on attack and damage rolls against her until her next turn, but every attack against her provokes an attack of opportunity …
Contagious Rage
While she rages, willing animals and magical beasts within 30 feet gain the benefits of the rage spell (and are fatigued afterward).
Crippling Blow
When using powerful blow, the barbarian can forgo the bonus damage to instead deal 1 Strength or Dexterity damage per four barbarian levels (Fortitude half).
Cult Totem
Make an attack of opportunity against a creature in your reach that damages an ally with a melee attack.
Cult Totem, Greater
While raging, damage that would make you dying or dead leaves you conscious, raging and disabled until the end of your next turn.
Cult Totem, Lesser
While raging, morale and flanking bonuses on your attack rolls are added to your damage rolls instead.
Daemon Totem
While the barbarian is raging, her melee attacks impose a temporary negative level on her opponent on a successful critical hit.
Daemon Totem, Greater
While raging, killing an intelligent creature of CR at least half your level heals 5 hit points (or gives 5 temporary).
Daemon Totem, Lesser
While raging, the barbarian gains a +2 bonus on saving throws against acid damage, death effects, disease, and poison.
Deadly Accuracy
When she scores a critical threat while using surprise accuracy, she applies double the surprise accuracy bonus on the roll to confirm the critical.
Deathless Frenzy
While raging, ignore the effects of being at 0 or fewer hit points for 1 round, which can postpone even death.
Disemboweling Tusks
While raging, a confirmed critical hit with your gore attack also deals 1d4 points of Constitution damage.
Disruptive
When raging, the barbarian gains Disruptive as a bonus feat.
Dissipating Rage
While raging, the barbarian's heat burns or blows away fog, smoke, and similar effects around her.
Draconic Blood
Choose acid, cold, fire or electricity: while raging, gain resistance 5 to it and a +1 natural armor bonus.
Draconic Blood, Greater
While raging, use a breath weapon once per day: 1d6 per 2 barbarian levels of the chosen energy (Reflex half).
Draconic Blood, Lesser
While raging, the barbarian gains two claw attacks.
Dragon Totem
Choose a dragon color; while raging, gain +1 Perception and a +1 morale bonus on saves against fear, paralysis, and sleep, +1 more per additional dragon totem rage …
Dragon Totem Resilience
While raging, gain resistance to the dragon totem's energy type equal to twice her barbarian DR/-, increasing by 2 for each dragon totem rage power she has.
Dragon Totem Wings
When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her.
Eater of Magic
Once per rage, reroll a failed save against a spell or (su)/(sp) ability; on a success, negate it and gain temporary hit points equal to its caster level …
Eclipsing Rage
While the barbarian is raging, the light level within 10 feet of her lowers by one step.
Eclipsing Rage, Greater
Whenever the barbarian rages, the light level within 20 feet of her lowers by two steps instead of one.
Elemental Blood
While raging the barbarian gains energy resistance 10 against the energy type chosen when she took lesser elemental blood.
Elemental Blood, Greater
While raging, gain a move mode by element: burrow 30 ft. (acid), swim 60 ft. (cold), +30 ft. (fire), fly 60 ft. (electricity).
Elemental Blood, Lesser
While raging, up to three times a day as a swift action, add 1d6 energy damage to your melee attacks for 1 round.
Elemental Rage
While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire).
Elemental Rage, Greater
While raging, melee critical hits deal an extra 1d10 energy damage (2d10 with a x3 weapon, 3d10 with a x4), of the type chosen for elemental rage.
Elemental Rage, Lesser
As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.
Energy Absorption
While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage.
Energy Eruption
While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage.
Energy Resistance
While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1).
Energy Resistance, Greater
Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).
Fearless Rage
While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
Feast of Blood
After ripping out an organ, eat it (full-round action) to heal the owner's Hit Dice in hit points and gain halved energy resistances.
Ferocious Beast
While raging, your animal companion also gains the benefits of rage, at 1 or 2 extra rounds of rage per round.
Ferocious Mount
While raging and mounted or adjacent to her mount, the mount also gains the benefits of her rage, costing 1 extra round of rage per round.
Ferocious Mount, Greater
While raging and mounted, the barbarian's mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging.
Ferocious Trample
While raging and mounted, the barbarian's mount gains the trample special attack (1d8 to 2d8 by size, plus 1-1/2 Str; Reflex half).
Ferocious Trample, Greater
A barbarian's mount can affect creatures up to its own size with its ferocious trample.
Fey Blood
While raging, when the barbarian charges, she ignores difficult terrain (including magical terrain, but not other creatures).
Fey Blood, Greater
While raging, as long as the barbarian moves at least 10 feet, she gain the effects of blur for 1 round.
Fey Blood, Lesser
While raging, each confirmed critical hit forces a Will save or the target is confused for 1 round.
Fiend Totem
While raging, wicked barbs cover the barbarian; anyone hitting her with a melee, natural, or unarmed attack takes 1d6 piercing damage.
Fiend Totem, Greater
While raging, good creatures adjacent to the barbarian are shaken and take 2d6 slashing damage each round; neutral creatures adjacent to her are shaken only.
Fiend Totem, Lesser
While raging, the barbarian grows a pair of large horns, gaining a gore attack.
Flesh Wound
Once per rage, the barbarian can try to avoid serious harm from an attack.
Gearbreaker
Once per round while raging, ignore hardness equal to your barbarian level when you attack a construct.
Ghost Rager
While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons.
Good for What Ails You
While raging, taking a drink of alcohol grants a new save to suppress one of several conditions for the rest of the rage, or a bonus save against …
Greater Animal Fury
This power works as animal fury, but the barbarian's bite attack deals damage as if she were one size larger.
Ground Breaker
Once per rage, the barbarian can attack the floor around her as a standard action.
Ground Breaker, Greater
When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet.
Guarded Life
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage.
Guarded Life, Greater
When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage.
Guarded Stance
Move action (no AoO): gain a +1 dodge bonus to AC against melee attacks, +1 per 6 levels, for a number of rounds equal to her Constitution modifier.
Hive Totem
While raging, take half damage from vermin swarms and gain a +1 bonus per four levels (max +5) on Strength checks and to CMD against bull rush, drag, …
Hive Totem Resilience
While raging, the barbarian takes no damage from attacks by swarms of vermin, preventing harmful secondary effects of such attacks like poison or bleed.
Hive Totem Toxicity
While raging, animal fury bite damage goes up one die type and its attack penalty drops to -2; once per rage the bite delivers a Constitution-damage injury toxin.
Hurling
As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category.
Hurling Charge
While raging and charging, draw and throw a hurled weapon during the charge, gaining the +2 charge bonus on both the thrown attack and the melee attack.
Hurling, Greater
As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories.
Hurling, Lesser
Full-round action while raging: hurl an object as an improvised ranged touch weapon (10-ft. increment) dealing falling-object damage + Str, Reflex half.
Impelling Disarm
Once per rage, the barbarian can make a disarm attempt against a target in place of a melee attack.
Increased Damage Reduction
The barbarian's DR/- increases by 1 while raging; this rage power can be selected up to three times, and its effects stack.
Infernal Blood
While raging, the barbarian gains fire resistance 5, as well as a +2 bonus on saving throws against poison.
Infernal Blood, Greater
While raging, the barbarian gains a +4 bonus against enchantment and fear effects.
Infernal Blood, Lesser
While raging, up to three times a day as a swift action, the barbarian can infuse her attacks with hellfire for 1 round.
Inspire Ferocity
While raging, spend a move action to grant her reckless abandon bonus to all willing allies within 30 feet for a number of rounds equal to her Charisma …
Internal Fortitude
While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
Intimidating Glare
Move action: make an Intimidate check to demoralize an adjacent foe; on a success it is shaken 1d4 rounds, +1 round per 5 by which the check beat …
Knockback
Once per round, in place of a melee attack, make a bull rush that also deals damage equal to her Strength modifier and does not provoke.
Knockdown
Once per rage, in place of a melee attack, make a trip attack that also deals damage equal to her Strength modifier and does not provoke.
Lethal Accuracy
While using surprise accuracy, the barbarian's critical damage multiplier increases by 1 (x2 becomes x3, x3 becomes x4, and so on).
Linnorm Death Curse, Cairn
The character channels the power of a cairn linnorm.
Linnorm Death Curse, Crag
The character channels the power of a crag linnorm.
Linnorm Death Curse, Fjord
The character channels the power of a fjord linnorm.
Linnorm Death Curse, Ice
The character channels the power of an ice linnorm.
Linnorm Death Curse, Taiga
The character channels the power of a taiga linnorm.
Linnorm Death Curse, Tarn
The character channels the power of a tarn linnorm.
Linnorm Death Curse, Tor
The character channels the power of a tor linnorm.
Liquid Courage
While raging, gain +1 to her morale bonus on saves against mind-affecting effects per alcoholic drink consumed, to a maximum of +1 per four barbarian levels.
Lizard Stride
When the barbarian makes a charge or run action while raging, she can move across the surface of water without sinking.
Low-Light Vision
The barbarian's senses sharpen and she gains low-light vision while raging.
Mighty Swing
Once per rage, as an immediate action, automatically confirm a critical hit; usable at 12th level or higher.
Moment of Clarity
Swift action, once per rage: gain none of the benefits and none of the penalties of rage for 1 round (the round still counts against her daily total).
Moon Totem
While raging, gain half your level on Perception to pinpoint unseen creatures; unseen attackers get no bonus against you.
Moon Totem, Greater
While raging, the barbarian ignores the miss chance for concealment and treats total concealment as concealment.
Moon Totem, Lesser
While raging, the barbarian gains darkvision with a range of 30 feet.
Night Vision
While raging, the barbarian gains darkvision 60 feet; requires low-light vision from a rage power or racial trait.
No Escape
Once per rage, as an immediate action, move up to double speed to stay adjacent to a foe that uses the withdraw action to leave her (provokes as …
Overbearing Advance
While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.
Overbearing Onslaught
While raging, the barbarian can overrun more than one target per round, taking a -2 CMB penalty for each overrun check after the first.
Penetrating Bite
When using the animal fury rage power while raging, the barbarian's bite is able to pierce most resistances.
Perfect Clarity
While using moment of clarity, roll twice and take the better result on any miss chance or Will save to disbelieve an illusion.
Powerful Blow
Swift action before an attack roll, once per rage: gain a +1 bonus on that damage roll, +1 per four barbarian levels.
Primal Scent
While using scent, add half her barbarian level on Survival checks to track by scent and Perception checks to pinpoint unseen creatures; total concealment becomes concealment.
Quick Reflexes
While raging, the barbarian can make one additional attack of opportunity per round.
Raging Climber
When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Raging Flier
Once per rage, the character can fly up to her base speed as a move action.
Raging Flyer
When raging, the barbarian adds her level as an enhancement bonus to Fly checks.
Raging Grappler
While raging, a successful grapple check also deals damage, and maintaining a grapple can knock you, the target or both prone.
Raging Leaper
While raging, add her barbarian level as an enhancement bonus on Acrobatics checks to jump, and always count as having a running start.
Raging Swimmer
When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Raging Whirlwind
Immediate action after a melee crit: the target loses its Dex bonus to AC and falls prone unless it makes a Fortitude save.
Reckless Abandon
While raging, take a -1 penalty to AC to gain a +1 bonus on attack rolls; both increase by 1 at 4th level and every four levels thereafter.
Reflexive Dodge
While using her rolling dodge rage power, the barbarian may apply her dodge bonus to AC as a bonus on Reflex saving throws.
Regenerative Vigor
After using renewed vigor, gain fast healing 1 per six barbarian levels (maximum 3) until the current rage ends.
Renewed Life
While raging, the barbarian ignores the effect of one temporary negative level per four barbarian levels she has (maximum 5).
Renewed Vigor
Standard action, once per day while raging: heal 1d8 + Constitution modifier, plus 1d8 per four levels above 4th (maximum 5d8).
Renewed Vitality
While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10).
Roaring Drunk
While raging, gain a +1 morale bonus on Intimidate checks and to the save DC of her fear effects per alcoholic drink consumed, max +1 per four barbarian …
Rolling Dodge
Move action (no AoO): gain a +1 dodge bonus to AC against ranged attacks, +1 per 6 levels, for a number of rounds equal to her Constitution modifier.
Roused Anger
The barbarian can enter a rage even while fatigued and is immune to fatigue during it, but afterward is exhausted for 10 minutes per round raged.
Savage Dirty Trick
Once per round while raging, the barbarian can attempt a dirty trick combat maneuver in place of a melee attack.
Savage Jaw
While raging, the barbarian can open her jaw wide and latch her teeth firmly onto her opponent.
Scent
While raging, the barbarian gains the scent ability and can use it to locate unseen foes.
Sharpened Accuracy
When using her surprise accuracy rage power, the barbarian ignores the miss chance for concealment and treats total concealment as concealment.
Smasher
Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness.
Spell Sunder
Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check.
Spellbreaker
When raging, the barbarian gains Spellbreaker as a bonus feat.
Spire Totem
While raging, the barbarian takes no penalties for using a weapon to deal nonlethal damage.
Spire Totem, Greater
While the barbarian is raging, all allies within 30 feet gain a +2 morale bonus on Will saves.
Spire Totem, Lesser
While raging, gain +1 morale on attacks against any creature that attacked or harmfully targeted an ally in the last round.
Spirit Steed
While raging and mounted, the barbarian's mount gains DR/magic equal to 1/2 the barbarian's level.
Spirit Totem
While raging, protective spirits grant a 20% miss chance against ranged attacks and against melee attacks from non-adjacent (reach) creatures.
Spirit Totem, Greater
While raging, adjacent living enemies take 1d8 negative energy damage each round, and the spirit slam reaches 15 feet and deals 1d6 negative energy damage.
Spirit Totem, Lesser
While raging, spirit wisps make one slam attack each round (full BAB + Cha) against an adjacent living foe, dealing 1d4 + Charisma negative energy damage.
Spring Rage
While raging, ignore ability score penalties from aging and penalties from negative levels (the levels remain).
Sprint
Once per rage, use a full-round run action to move up to 6 times her speed, or a full-round charge to move up to 3 times her speed.
Staggering Drunk
While raging, gain a +1 dodge bonus to AC against attacks of opportunity per alcoholic drink consumed, to a maximum of +1 per four barbarian levels.
Strength Surge
Immediate action, once per rage: add her barbarian level to one Strength check, one combat maneuver check, or her CMD against one maneuver.
Summer Rage
A creature within your reach while you rage is fatigued unless it succeeds at a Fortitude save (DC 10 + 1/2 level + Con).
Sunder Enchantment
While raging, a successful sunder against a magic item suppresses its magical properties for 1 round, +1 round per 5 by which the check beat the CMD.
Superstition
Gain a +2 morale bonus on saves against spells and (su)/(sp) abilities, +1 per four levels; while raging she must save against every spell, even an ally's.
Surprise Accuracy
Swift action before an attack roll, once per rage: gain a +1 morale bonus on that attack roll, +1 per four barbarian levels.
Swift Foot
The barbarian gains a 5-foot enhancement bonus to speed while raging; can be selected up to three times, and its effects stack.
Terrifying Howl
Standard action while raging: shaken enemies within 30 feet must save (Will, DC 10 + 1/2 level + Str) or be panicked 1d4+1 rounds; requires intimidating glare.
Tyrant Totem
While raging, the barbarian can begin a grapple as a free action against any creature she hits with her bite attack.
Tyrant Totem, Greater
While raging, the barbarian gains swallow whole as per the universal monster rule.
Tyrant Totem, Lesser
While raging, the barbarian's bite attack deals damage as if the barbarian were one size larger than her actual size.
Ultimate Clarity
Once per rage, see through darkness, invisibility and illusions and pinpoint concealed creatures for 1 round.
Undead Blood
While raging, all of your melee attacks are treated as having the ghost touch special ability.
Undead Blood, Greater
While raging, the barbarian gains cold resistance 10, as well as DR 10/- against nonlethal damage.
Undead Blood, Lesser
While raging, a creature you hit with a charge attack is shaken for 1/2 your barbarian level rounds (minimum 1).
Unexpected Strike
Once per rage, make an attack of opportunity against a foe that moves into a threatened square, even if that movement would not normally provoke.
Water Sense
While you are raging and on land, opponents in the water gain only partial cover from you attacks, instead of improved cover.
Witch Hunter
While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities.
World Serpent Spirit
While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction.
World Serpent Totem
While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations.
World Serpent Totem Unity
While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone.
Bonus Teamwork Feat (Pack Rager)
Chosen as you gain archetype choices — 89 options.
Allied Spellcaster
You and an adjacent ally who also has this feat each gain +2 (or +4, if the ally has the same spell) on caster level checks to overcome …
Ally Shield
Use an adjacent ally as a human shield against an attack, granting yourself cover at the ally's expense.
Ambush Squad
Act during the surprise round when adjacent to an ally with this feat, even if you did not notice enemies.
Artillery Team
Team up with an adjacent ally to wield and reload a Large crossbow or firearm together.
Back to Back
+2 circumstance bonus to AC against flanking attackers while flanked and adjacent to an ally who also has this feat.
Barrage of Styles
Gain a +1 morale bonus on combat maneuver checks for each human ally with this feat within 30 feet.
Blades Above and Below
You and an ally with this feat of a different size category both flank any opponent you both threaten.
Broken Wing Gambit
Grant a foe you hit +2 to attack and damage against you; if it takes the bait, it provokes attacks of opportunity from your allies who have this …
Burn it Down!
Gain a +1 morale bonus on attack and damage rolls with fire weapons and alchemical fire for each fire started.
Callous Casting
Include an ally in an area-of-effect damaging spell to cause them to flee, shaken, and sickened nearby enemies.
Cavalry Formation
You and allied riders who also have this feat may share mount spaces (max two creatures per square) and charge through each other's mounts.
Choir of Blades
Gain the racial attack bonuses and weapon proficiencies of an adjacent ally of a different race who has this feat.
Combat Medic
Provide first aid, treat poison, or treat caltrop wounds on an ally who also has this feat without provoking, and you may take 10 on the check.
Concentrated Fire
Combine ready actions with an ally to shoot simultaneously, combining damage to overcome damage reduction.
Cooperative Disabling
When you fail a Disable Device check against a trap, an adjacent ally who also has this feat and aided you may retry the check as an immediate …
Cooperative Rend
Hit an opponent with a claw attack when an ally also hits to rend your foe.
Coordinated Charge
When an ally who also has this feat charges a creature no farther from you than your speed, you may charge that creature as an immediate action.
Coordinated Defense
+2 competence bonus to CMD (+4 against foes larger than both of you) while adjacent to an ally who also has this feat.
Coordinated Maneuvers
+2 competence bonus on combat maneuver checks (+4 to escape a grapple) while adjacent to an ally who also has this feat.
Coordinated Reposition
Take a 5-foot step as an immediate action when an ally takes a 5-foot step.
Coordinated Shot
+1 on ranged attacks (+2 if two allies flank) against a foe your ally who also has this feat threatens without giving it cover.
Crowd of Bullies
Failing a combat maneuver grants allies within 30 feet who have this feat a +2 bonus on the same combat maneuver.
Disarm Partner
Attempt a disarm maneuver as an attack of opportunity when an ally fails to disarm an opponent within your reach.
Distracting Charge
+2 on your next attack against a foe an ally who also has this feat charged and hit (before that ally's next turn).
Duck and Cover
Take an adjacent ally's Reflex save result instead of your own (falling prone if you do) and gain +2 cover AC vs. ranged attacks, while both of you …
Enfilading Fire
+2 bonus on ranged attacks against a foe flanked by one or more allies who also have this feat.
Ensemble
Allies within 20 ft. who also have this feat may aid your Perform checks (including bardic performance) as an immediate action, up to four allies.
Escape Route
Allies who also have this feat provoke no attacks of opportunity for moving through your space or squares adjacent to you.
Feint Partner
When an ally who also has this feat successfully feints a foe, that foe is also denied its Dex bonus to AC against your next attack.
Focusing Blow
An ally who also has this feat may deal you 5+ points of damage to let you reroll a save against a mind-affecting effect, +1 per extra 5 …
Friendly Fire
Shoot into melee through an ally; if you miss the foe, you can re-roll the attack against your ally to gain concealment.
Friendly Fire Maneuvers
Allies who have this feat do not provide soft cover to enemies against your ranged attacks.
Friendly Rivalry
You fight harder when you're trying to score a quick kill in single combat before your ally does.
Giantslaying Team
Gain an attack of opportunity against a giant that misses an ally with an attack of opportunity.
Got Your Back
Aid another on an ally with this feat protects them from being flanked or flat-footed against that foe.
Group Shared Spells
You and allies who also have this feat can cast personal-range spells on each other's familiars as touch spells.
Harder They Fall
When you aid an ally who also has this feat on a bull rush or trip, that ally may attempt the maneuver against foes two or more size …
Harrying Partners
Aid another bonuses to AC or attack rolls granted to or by allies with this feat last for 1 full round.
Horde Charge
When you charge in the same round as an ally who also has this feat, gain +2 on attack and damage rolls (first attack only) on top of …
Improved Back to Back
While adjacent to a flanked ally who also has this feat, spend a swift action for +2 AC against all flankers until your next turn.
Improved Disarm Partner
Do not drop your weapon when your disarm attempt from Disarm Partner fails by 10 or more.
Improved Duck and Cover
When you use Duck and Cover and your evasion-capable ally makes its save, half the damage you would have taken transfers to that ally.
Improved Feint Partner
When an ally who also has this feat successfully feints a foe, that foe provokes an attack of opportunity from you.
Improved Spell Sharing
Cast a personal-range spell on yourself and split its duration evenly with your adjacent companion creature that also has this feat.
Improved Swap Places
Swap Places now works with an ally one size larger or smaller and no longer provokes when you move into their square.
Intercept Charge
As an immediate action, move up to your speed into a charge aimed at an ally who has this feat, forcing the charger to stop and attack you …
Interweave Composite Blast
Ready an action so your simple blast triggers with another character's who also has this feat, combining into a composite blast.
Linnorm Hunter Coordination
While in Linnorm Hunter Style with an ally threatening the same foe, spend a full-round action for one attack that adds the damage of one of your ally's …
Linnorm Hunter Retreat
While in Linnorm Hunter Style, when an ally with this feat hits your shared target, step 5 feet as an immediate action without provoking it.
Linnorm Hunter Style
Once per round in this style, gain a +2 bonus on attacks of opportunity against a shared threatened target hit by an ally's melee attack.
Lookout
Act in the surprise round whenever an adjacent ally who also has this feat can; if you'd be denied, use the lower of your or the ally's initiative …
My Blade Is Yours
While adjacent to an ally who also has this feat wielding a blocking, disarm, distracting, or trip weapon, your weapon gains one of those features (your choice each …
Open Up
When you aid another's attack roll against an opponent, the ally's attack also ignores any AC bonus granted by the opponent's shield.
Out of the Sun
When you hit in melee, feint as a move action so an adjacent ally who also has this feat (not you) denies the foe its Dex bonus to …
Outflank
Your flanking bonus rises to +4 with an ally who also has this feat, and your critical hits on the flanked foe give that ally an attack of …
Pack Attack
While adjacent to an ally who also has this feat, spend an immediate action to take a 5-foot step before your first melee attack, even if you already …
Pack Flanking
You and your adjacent companion creature that also has this feat count as flanking a shared foe regardless of your actual positions.
Pack Intimidation
Gain a +2 bonus on Intimidate checks to demoralize for each adjacent ally who also has this feat.
Paired Opportunists
+4 circumstance bonus on attacks of opportunity against foes you and an adjacent ally who also has this feat both threaten, and you get an AoO whenever that …
Precise Strike
Deal +1d6 precision damage on melee attacks while flanking a foe with an ally who also has this feat (stacks with sneak attack; not multiplied on a crit).
Pursuit of Glory
Gain a +2 bonus on charge attacks and CMD against bull rush and trip when charging beside an ally.
Quah Bond
Double the morale bonus on attack rolls or skill checks granted by your Totem Spirit feat when an ally of your quah is near.
Reckless Moves
Gain a +2 bonus on Acrobatics checks to move across difficult terrain or through threatened areas by putting an ally off balance.
Returning Throw
Catch and immediately throw an ally's missed thrown weapon if it passes through your threatened area.
Ruthless Opportunist
Your timing and fierceness take the enemy by surprise.
Scarred Legion
Gain a +2 bonus on Intimidate and Will saves against fear, increasing to +4 when adjacent to an ally with this feat.
Scion of the Land
Extend your trackless-movement class feature to allies within 60 ft. who also have this feat; gain +1 on Knowledge (nature), Perception, and Survival when one reciprocates.
Seize the Moment
When an ally who also has this feat confirms a critical hit on a foe you threaten, make an attack of opportunity against that foe.
Shake It Off
+1 on saving throws per adjacent ally who also has this feat, to a maximum of +4.
Share Healing
Split the hit points from a healing effect you receive with your adjacent companion creature that also has this feat.
Shared Stash
Draw a weapon, potion, or alchemical item from an ally sharing your square as if it were on your person.
Shield Wall
Your shield's AC bonus increases by +1 or +2 (by the ally's shield type) while adjacent to a shield-wielding ally who also has this feat.
Shielded Caster
+4 competence bonus on concentration checks (more if the ally wields a shield) while adjacent to an ally who also has this feat.
Snapping Flank
Make a bite attack as a swift action against a foe you are flanking with an ally.
Spirit of the Corps
Designate one morale bonus granted to an ally within 10 feet to apply to you as well as an immediate action.
Splash Volley
Throw a splash weapon to an ally who catches and redirects it as an immediate action, adding 1d6 precision damage.
Stealth Synergy
You and allies you can see who also have this feat all use the highest Stealth roll among you, each adding your own modifiers.
Stick Together
When an adjacent ally with this feat moves, move up to your speed as an immediate action to end adjacent to them.
Suppressive Fire
Creatures damaged by your ranged attacks cannot make attacks of opportunity for 1 round.
Swap Places
While adjacent to a same-size ally who also has this feat, swap squares as part of your move; the ally moves as an immediate action without provoking.
Tag-Team Interrogation
An ally who also has this feat may attempt to shift a creature's attitude alongside you, and you take the better of the two Diplomacy/Intimidate results.
Tandem Trip
Roll twice and take the better result on trip attempts against a foe threatened by an ally who also has this feat.
Target of Opportunity
When an ally who also has this feat hits a foe within 30 ft. with a ranged attack, spend an immediate action to make one ranged attack against …
Team Pickpocketing
When an ally who also has this feat feints a foe you're adjacent to, spend an immediate action to pick its pocket with a +4 bonus on the …
Timely Coordination
+1 on attack rolls and skill checks made as readied actions triggered by an ally who also has this feat.
Tribal Hunter
You and an ally who also has this feat both count as flanking a larger opponent while both of you are adjacent to it.
Volley Fire
Gain a +1 bonus on ranged attack rolls (up to +4) for each ally with this feat who made a ranged attack this round.
Wild Flanking
Gain a +4 flanking bonus on attack rolls, but a missed attack can accidentally strike your flanking ally.
Wounded Paw Gambit
When a foe takes your Broken Wing Gambit bait, allies within 30 ft. who also have this feat may each make an immediate ranged attack against it.