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Huge teamwork, so much teamwork - Just the most teamwork, really.


Advice


If the inquisitor was given two teamwork feats every 3 levels instead of one (don't ask why), which would you pick and why? Is there any way to build something impressive around this many teamwork feats?


This is the sheet for the character I'm currently playing, a halfling hunter. https://www.myth-weavers.com/sheet.html#id=1330408 The hunter gets the teamwork feat Outflank for free at level 2 and bonus teamwork feats every 3 levels. I planned out a build that works by giving bonuses when flanking and forcing the opponent to provoke Attacks of Opportunity from both hunter and companion.

But it works for her since hunters automatically share teamwork feats with their animal companions. If you don't have someone else to take those same feats, the build will be pretty useless. If I had been allowed to take 2 bonus teamwork feats instead of just one, I'd already have every feat I've planned already except for Precise Strike. Even without that, I was doing more damage than the big human barbarian.


Heather 540 wrote:

This is the sheet for the character I'm currently playing, a halfling hunter. https://www.myth-weavers.com/sheet.html#id=1330408 The hunter gets the teamwork feat Outflank for free at level 2 and bonus teamwork feats every 3 levels. I planned out a build that works by giving bonuses when flanking and forcing the opponent to provoke Attacks of Opportunity from both hunter and companion.

But it works for her since hunters automatically share teamwork feats with their animal companions. If you don't have someone else to take those same feats, the build will be pretty useless. If I had been allowed to take 2 bonus teamwork feats instead of just one, I'd already have every feat I've planned already except for Precise Strike. Even without that, I was doing more damage than the big human barbarian.

Sounds like you're recommending Sacred Huntsmaster. Can you give me a run down of the build, including teamwork feats you picked*, and any others you'd consider?

*Derp, you linked it but i missed it because it wasn't a link :)

Anyone else have any ideas on what they would pick / build?


Yeah, sorry, but I don't know how to make it a proper link here.


if you click on the <show> button beside "How to format your text" at the bottom of the page and use the format it show for "Go to [url=..."

Grand Lodge

For me the most important is to build the PC as being able to dish out without the AC as being forbidden to use it happens often (narrow dungeons and urban areas, to name a few), number of teamwork feats being irrelevant


So, apart from pointing out teamwork feats require nearby team mates and that non-situational feats are better... Anyone else want to weigh in? Can anyone:
1: Think of a good use for having so many?
2: Think of ways to maximise the effectiveness of a character with so many?
3: Suggest which ones I should actually pick up?

(I haven't got a particular build in mind yet, so creativity and suggestions are welcome)

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

It really depends on the party makeup. It would make sense to have Outflank and Precise Strike if the rest of your party consists of ranged attacks.

One thing to consider would be dipping a level in cavalier for the Tactician ability to share teamwork feats. A number of the better ones still require everyone in the situation to have the feat, such as Broken Wing Gambit.


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Most of the flanking feats function with Solo Tactics, I think, but certainly having an animal friend helps. They say teamwork is magic, or something like that.

If you have an animal companion, having that many teamwork feats is just fine. You can spend what, eight or so just on flanking, then there's some utility stuff like Lookout and Stealth Synergy. If you don't have the companion, you might not run out of picks, but I'm pretty confident you'll run out of good picks by L12.


IIRC, an Inquisitor can use Solo Tactics for all the Teamwork Feats he knows, not just the ones acquired as Bonus Feats.

I like the Combination of Paired Opportunist, Harder they Fall, and Coordinated Maneuvers, maybe Broken Wing Gambit, too, because, why not? This character would only have 5 levels of Inquisitor and the other levels would be in martial Classes. And this character would fight with Thunder and Fang, Shield Slam, and Greater Bull Rush, scoring a free Bull Rush with every Shield Bash with his Klar, prompting a round of Attacks of Opportunity for all his fellows, and he'd get an AoO, too because of Paired Opportunist. If other party members also had AoO builds, the Inquisitor could make his AoO another Shield Bash, triggering another round of AoOs, looping until the party's Combat Reflexes ran out. Klars don't do much damage on a Shield Bash: 1d6 and can't benefit from Virtual Size Increases such as Lead Blades or the Bashing Enchanment, so guess which weapon gets Bane? Harder they Fall would let him Bull Rush suspects that were over the Size limit.

An Inquisitor with Broken Wing Gambit and maybe Paired Opportunist gets an Attack of Opportunity whenever anyone attacks him. Technically, you don't even need to be an Inquisitor to do this: BWG is all you need.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

The problem with Broken Wing Gambit is that it absolutely requires two (or more) separate individuals with the feat for it to function. One has to leave themselves open to attack for the other to benefit. If you are the only one who has it, you do not have anyone to benefit from the attacks of opportunity if you leave yourself open, nor someone else to leave themselves open for you to potentially get attacks of opportunity.


Peevenator wrote:
The problem with Broken Wing Gambit is that it absolutely requires two (or more) separate individuals with the feat for it to function. One has to leave themselves open to attack for the other to benefit. If you are the only one who has it, you do not have anyone to benefit from the attacks of opportunity if you leave yourself open, nor someone else to leave themselves open for you to potentially get attacks of opportunity.

It absolutely does not require more than a single person with the Feat.

Broken Wing Gambit wrote:
Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.

You count as your own ally.

FAQ on Core Rulebook wrote:

Ally: Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

It is a common argument--This might not be your argument.--that since Broken Wing Gambit is a Teamwork Feat, that means, by definition, it is "otherwise stated", "makes no sense", and/or is "impossible." But unless there has been a recent update I am unaware of, that belief is best held by those who haven't actually read the description of Teamwork Feats.

Teamwork Feats wrote:
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

It is simply not true that you must always have allies who have your Teamwork Feat in order for you to be able to use your Teamwork Feat. "In most cases" means not in every case. There must be Teamwork Feats that do not require Allies who have your Teamwork Feat. I found me one. And I'm sharing it with you. I stand by my advice. Take it, or leave it, and God Bless.

I'm only offering the combination of Broken Wing Gambit and Paired Opportunist as an Inquisitor in the event the OP or another reader has an activist GM who wants to ignore the official rules and rulings. If your GM insists that "your allies" does not mean "you and your allies" even though the Pathfinder Design Team says it does, Inquisitors have a Class Ability,

Solo Tactics wrote:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats.

So, an Inquisitor with both Broken Wing Gambit and

Paired Opportunist which wrote:
Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them

does get an Attack of Opportunity according to the benefits of Paired Opportunist and Broken Wing Gambit, because Solo Tactics gives the Inquisitor all the Benefits as if all his Allies had both.

What if your activist GM decided to ignore the official rules for Solo Tactics as well? The the gentle readers should just take a level in Cavalier as well. Cavaliers have the ability to actually give all thier allies within 30' their Bonus Teamwork Feat.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

That's a fair point on yourself being considered an ally. I had forgotten about that ruling.

RPG Superstar 2012 Top 32

A party of (NPC?) cavaliers, each with a different teamwork feat, sharing all their teamwork feats with each other, might be scary.


Monster tactician.

There are teamwork that are good with solo tactics but there are also feats that are good when its not carving up your own flesh but just the ones of the monster you summoned, like wild flanking

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