TEXT: Mythic Minis 57 
  teaMwork Feats
  by Robert Brookes and Jonathan H. Keith
  
  By Robert Brookes and Jonathan H. Keith
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, five mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 57: Teamwork Feats 
  Mythic feats are most commonly associated with what a heroic character of 
  legendary stature can do for himself. However, an entire category of feats exists 
  dedicated to what heroes can do when working together. The following feats 
  encompass the mythic versions of a wide variety of teamwork feats drawn from 
  Pathfinder Roleplaying Game Ultimate Combat. 
  Back to Back (Mythic, Teamwork)
  You are linked so closely with your ally that you can anticipate their attacks, 
  launching your own in response.
  Prerequisite: Back to BackUC.
  Benefit: Add one-half your mythic tier (minimum 1) to the circumstance bonus 
  to AC provided by this feat. You gain one-half this bonus when you are flanked and 
  adjacent to an ally who does not have this feat. Enemies flanking you provoke attacks of 
  opportunity from you whenever they attack an ally with this feat that is adjacent to you.
  Cavalry Formation (Combat, Mythic, Teamwork)
  The coordinated charges of you and your allies leave your foes especially vulnerable.
  Prerequisite: Cavalry FormationUC.
  Benefit: When charging while mounted, you and your mount can overlap the 
  space of other mounted creatures as normal for this feat even if their riders do not 
  have this feat. In addition, when you make a charge attack against a creature that 
  has been the target of a charge attack by another creature with this feat since the 
  end of your last turn, add one-half your mythic tier (minimum 1) to your attack 
  and damage roll.
  Combat Medic (Mythic, Teamwork)
  You are able to patch up the wounded with startling ability.
  Prerequisites: Combat MedicUC. 
  Benefit: You do not provoke attacks of opportunity when making Heal checks 
  while threatened, even if the creature you are aiding does not possess this feat, and 
  you can use treat deadly wounds on a creature more than once in a 24-hour period 
  if you expend a use of mythic power for each additional instance. If the target of 
  your Heal check possesses this feat, you can treat deadly wounds on that creature as 
  a swift action, adding your mythic tier to the number of hit points the creature heals 
  on a successful check, and you add your mythic tier as a bonus on all other Heal 
  checks made for that creature.
  Coordinated Charge (Mythic, Teamwork)
  You charge with allies into battle without impediment.
  Prerequisites: Coordinated ChargeUC. 
  Benefit: When an ally with this feat charges a creature that is no further away 
  from you than your (or your mount’s) speed, you can charge that creature as an 
  immediate action. You may move through allies’ squares and ignore difficult terrain 
  with this charge. If you expend one use of mythic power, you can use this feat against 
  a target whose distance from you is up to twice your (or your mount’s) speed.
  Enfilading Fire (Combat, Mythic, Teamwork)
  Your allies’ diversions grant you the perfect opportunity to strike the enemy’s 
  weakest point.
  Prerequisite: Enfilading FireUC.
  Benefit: Add one-half your mythic tier to the bonus on ranged attacks granted 
  by Enfilading Fire. When you confirm a critical hit, you may expend one use of 
  mythic power to deal additional damage equal to your mythic tier, plus the mythic 
  tier of each ally who has Enfilading Fire that is flanking the target. This damage is 
  not multiplied on a critical hit.
  Escape Route (Mythic, Teamwork)
  You and your allies dive and weave through each other’s swings, aiding each other’s 
  attacks.
  Prerequisite: Escape RouteUC.
  Benefit: When you move through the spaces or threatened areas of allies with this 
  feat, you gain a +1 dodge bonus to AC for every square of an allied creature’s space 
  or threatened areas through which you pass, up to a maximum dodge bonus equal 
  to your mythic rank or tier. This bonus lasts until the beginning of your next turn. 
  You may forfeit this bonus in order to gain an equal bonus on an Acrobatics check or 
  overrun combat maneuver you make during your movement. You increase the bonus 
  granted by this feat by 1 for each ally that has the Mythic Escape Route feat.
  Feint Partner (Mythic, Teamwork)
  A little diversion goes a long way.
  Prerequisites: Feint PartnerUC. 
  Benefit: Enemies made flat-footed by Feint Partner remain flat-footed against 
  you until the end of your next turn. During this time, you can make a feint against 
  that creature as a swift action.
  Improved Back to Back (Mythic, Teamwork)
  You dart through the battle, throwing your weight around and making your allies 
  more difficult to hit.
  Prerequisite: Improved Back to BackUC.
  Benefit: You may expend one use of mythic power to grant an additional +2 
  bonus to AC to each ally with Back to Back who is adjacent to you during any part 
  of your turn. That bonus lasts until the start of your next turn.
  Improved Feint Partner (Mythic, Teamwork)
  Your companions leave your enemies open to fatal blows.
  Prerequisites: Improved Feint PartnerUC
  Benefit: When your ally feints the target, you can take an attack of opportunity 
  if you threaten the target or you can make a ranged attack against that target as an 
  immediate action if you are within 30 feet. You add your mythic tier to the damage 
  dealt by your attack of opportunity or ranged attack and increase your critical threat 
  range by 1, and if the attack is a critical threat you add your mythic tier on the attack 
  roll to confirm the critical hit.
  Seize the Moment (Mythic, Teamwork)
  You and your allies’ tactics can tear an opponent apart.
  Prerequisites: Seize The MomentUC
  Benefit: You add your mythic tier to the damage dealt by your attack of 
  opportunity and increase your critical threat range by 1, and if the attack is a critical 
  threat you add your mythic tier on the attack roll to confirm the critical hit.
  Shake It Off (Mythic, Teamwork)
  With your allies at your side you are unstoppable.
  Prerequisites: Shake It OffUC
  Benefit: Your bonus to saving throws applies when you are adjacent to mythic 
  allies, even if those allies do not possess this teamwork feat. Each ally that possesses 
  the Shake It Off feat grants you a +2 bonus on saving throws. The maximum 
  saving throw bonus you can achieve is equal to +5, plus one-half your mythic tier.
  Mythic Minis 57 - teaMwork Feats
  
  Tandem Trip (Mythic, Teamwork)
  You and your allies work together to keep your enemies down.
  Prerequisites: Tandem TripUC
  Benefit: Whenever you would benefit from Tandem Trip you add one-half your 
  mythic tier (minimum 1) to your combat maneuver check to trip an opponent. If a 
  tripped creature provokes an attack of opportunity from you before the end of your next 
  turn, you also add this bonus on your damage roll if your attack of opportunity hits.
  Target of Opportunity (Mythic, Teamwork)
  You and your allies work together to hone in on enemies.
  Prerequisites: Target of OpportunityUC
  Benefit: Whenever you make an attack of opportunity due to Target of Opportunity, 
  you add one-half your mythic tier (minimum 1) on the attack and damage roll.
  Team Pickpocketing (Mythic, Teamwork)
  You can use an ally’s distraction to rob a crowd blind.
  Prerequisites: Team PickpocketingUC
  Benefit: Whenever you would be able to make a Sleight of Hand check to pickpocket 
  an opponent due to Team Pickpocketing, you may spend one point of mythic power 
  to make a Sleight of Hand check to pickpocket every creature within reach.
  Credits
  Authors: Robert Brookes and Jonathan H. Keith
  Artist: Christopher Kimball
  Editor: Jason Nelson
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, 
  Matthew Goodall, Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, 
  Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, Tork Shaw, Mike Shel, Mike 
  Welham, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for 
  their excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
   
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  Mythic Minis 57: Teamwork Feats © 2015, Legendary Games; Author Robert Brookes and Jonathan H. Keith.
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