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Background
Early in Act II, Daerred will open the doors of the Adventurer's Guild at Crossroad Keep (#1), which will allow you to go inside and learn teamwork feats.
Walkthrough
There are 12 teamwork feats. They'll only cost you 1000 gp each, but you won't be able to learn them all. You'll only be able to learn one feat per three character levels, so even if you grind your way to level 30 in the campaign, you'll only be able to learn 10 of the 12 feats.
To gain a teamwork feat, you'll need to have at least four characters in your party. One of these characters must be your main character, but the other three can be any characters, including companions. That means you can "cheat" and juggle your party around for each feat.
The teamwork feats, their requirements, and their quests (if applicable) are listed below. The requirements are for character base values, meaning that you can't use spells, feats or equipment to meet them.
Awareness
Leader Requirement: Listen 12 and Spot 12
Party Member Requirement: Listen 2 or Spot 2
Learned From: Juen
For this feat you'll need to travel to a House (#2) to the southwest of Crossroad Keep (#1) and play "hide-and-seek" (really, just seek) with three of Juen's halfling friends. To find the halflings, you'll just need to stand near them until they appear. This will require a certain amount of Spot (or Listen), but presumably you'll be able to complete the quest with a skill level of 12.
You'll find the halflings in the southwestern room, in the western room, and in the northern room. When you click on all three, you'll gain the Awareness feat plus 1100 xp.
Camp Routine
Leader Requirement: Survival 8
Party Member Requirement: Survival 1
Learned From: Maxil
Maxil will send you to a Destroyed Camp (#3) so that you can see "what happens when you act complacently or incompetently in the wilderness." When you click on the camp, you'll receive the Camp Routine feat and 700 xp.
Camp Routine, Improved
Leader Requirement: Survival 12
Party Member Requirement: Survival 2
Learned From: Maxil
Maxil will send you to a campfire in the Circle of the Mere (#4) and instruct you to rest there. When you do, you'll receive the Improved Camp Routine Feat and 1200 xp, but you'll also get attacked by a few ghostly druids.
Circle of Blades
Leader Requirement: Weapon Specialization (with any weapon) and BAB +6
Party Member Requirement: Sneak Attack +1d6 or Weapon Finesse
Learned From: Juen
Juen will tell you about a tricky necromancer living at the Illefarn Outpost (#5), and she'll send you to defeat him. The battle shouldn't be difficult at all, and when the necromancer dies you'll earn the Circle of Blades feat and 1000 xp.
Fearsome Roster
Leader Requirement: Intimidate 8
Party Member Requirement: Intimidate 1 or Charisma 13
Learned From: Daerred
Daerred will simply give you the feat when you pay him the fee. You won't receive any xp.
Fearsome Roster, Improved
Leader Requirement: Intimidate 12
Party Requirement: Intimidate 2 or Charisma 14
Learned From: Daerred
Daerred will simply give you the feat when you pay him the fee. You won't receive any xp.
Foe Hunting
Leader Requirement: Favored Enemy +4
Party Member Requirement: Survival 1 and BAB +4
Learned From: Candril
For this feat you'll need to travel to the Umber Hulk Cave (#6) and kill the four umber hulks that you'll find there. When the last one dies, you'll receive the Foe Hunting feat and 1300 xp.
Group Trance
Leader Requirement: Elf or Half-Elf
Party Member Requirement: Concentration 1
Learned From: Candril
For this feat you'll need to head over to an Elven Tower (#7) and meditate (which will just require you to click on the tower). When you do, you'll earn the Group Trance feat and 1000 xp.
Missile Volley
Leader Requirement: Weapon Specialization (with a ranged weapon)
Party Member Requirement: Point Blank Shot
Learned From: Candril
Candril will send you to a Keep (#8) where you'll have to defeat a "strange golem." The golem will retaliate (with 100 magical damage) each time you hit it with a melee attack, and so you should use ranged and spell attacks to kill it. When the golem dies, you'll earn the Missile Volley feat and 1000 xp.
Steadfast Resolve
Leader Requirement: Concentration 8 and Iron Will
Party Member Requirement: Base Will Save Bonus +2
Learned From: Maxil
Maxil will tell you about a red dragon with a "terrifying presence," and he'll ask you to kill it. You'll find the dragon in Sintalpandax's Lair (#9), located at the edge of the mountain to the north. Sintalpandax is roughly as difficult as the black dragons from
Dragon Hunt, and when you kill him you'll earn the Steadfast Resolve feat, the Dragon Slayer feat (if you didn't have it already), and 1600 xp. You'll also find some minor loot on Sintalpandax's remains.
Superior Flank
Leader Requirement: Sneak Attack +4d6
Party Member Requirement: BAB +3
Learned From: Juen
For this feat, you'll need to head to a Graveyard (#10) and take on a group of five assassins "who have mastered the technique." The assassins shouldn't prove particularly difficult to kill, and when you finish them off you'll gain the Superior Flank feat plus 1100 xp.
Team Rush
Leader Requirement: Survival 8 and Toughness
Party Member Requirement: Survival 1
Learned From: Daerred
Daerred will tell you about an uncommonly quick goblin who has been attacking merchants near New Leaf. You'll find the goblin at the Goblin Camp (#11). When you kill him, you'll earn the Team Rush feat and 1300 xp.
1 - Crossroad Keep
2 - House
3 - Destroyed Camp
4 - Circle of the Mere
5 - Illefarn Outpost
6 - Umber Hulk Cave
7 - Elven Tower
8 - Keep
9 - Sintalpandax's Lair
10 - Graveyard
11 - Goblin Camp