Solo Inquisitor


Homebrew and House Rules


I am going to be DMing a solo adventure with an inquisitor. Of course in the situation the teamwork feats will be completely useless. The player suggested that at 3rd level and 5 levels afterwards, he can get 1 power from a domain of his chosen god.
I thought it is different than the sub with any regular feat, and fluffy, but is it OP?


since you already get inquisitions/domains anyway, how about appropriate oracle revelations at -2 effective equivalent, only granting revelations instead of teamwork feats.

Grand Lodge

I have ran two solo campaigns. You can't really op the player. You can let them gestalt with 4 classes and have the best animal companion in the world. They still have very limited action economy and you still have to work hard at encounter design to not kill him.

Additionally, I don't think its op. The revelations would work as well. Besides, depending on the god theres not a lot of good domains (I think most gods only have 1-3 good ones). I'd let him pick up either a power from a domain that he qualifies for, or an inquisition power that he qualifies, or even a revelation.


Ditto. I'm running a campaign for a solo druid. I gave the player amazing stats, good gear for both her and her animal compaanion, and a cohort (early, even). Even so, she's had a few very, very close calls. An encounter can turn unexpectedly deadly very easily -- a few bad rolls of the dice, or an ill-advised tactical choice will do it.

There's just a lot less margin for error when you don't have a party of teammates backing you up.


Otherwise, you can just let him take one of the archetypes that replace teamwork feats, that's the simplest solution.


Yeah teamwork feats are already optional. The spellbreaker and the preacher should both be good.

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