| GoldEdition42 |
Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
As you are ususally adjacent to one or two allies it can be equal in value to the 3 Feats that give +2 to each save type (unsure of the names).
Is there any better Feat to take in your vast experiences?
Thanks.
| TGMaxMaxer |
It's not bad, so long as you are going to stand side by side. Usually not the best combat formation, you want flanking to cover more ground and give bonuses.
My Favorites on a melee build.
Stealth Synergy. Use this, huddle next to the stealth monkey, then break and get in position.
Before combat, use your standard to change to-> Outflank.
The +4 to hit really makes up for the med BAB class, and lets you focus judgement to damage instead. Add a Menacing weapon (my favorite is an 8k spiked gauntlet or such) and bring that up to a +6 to hit for you, and +4 for your flanking partner.
Lookout is also good. If you and the guy next to you can both go, you get a full round not just the surprise round.
Escape Route. Allies adjacent squares don't provoke, so you can run by an enemy so long as you run between them and an ally (best for reach weapon allies. also fantastic against larger creatures, so long as you run up next to them)
Pack Attack. Free 5ft step when an ally hits.
Tandem Trip. If you are a maneuver focused character.
| Father Dale |
For a melee Inquisitor probably Seize the Moment is the strongest. It requires Improved Crit and Combat Reflexes, but you basically get an Attack of Opportunity anytime someone criticals something you threaten.
Outflank is very strong too, an additional +2 to flanking and if your flanking buddy crits you get an AoO. Get the Menacing enchantment on your weapon to get an additional +2 to flanking (its only a +1 enchantment) and to give everyone else flanking that creature a +2 to hit.
If you'll be doing a lot of flanking then Precise Strike for the extra damage is solid.
I like Escape Route too. You can move freely through the squares adjacent to or occupied by your allies without provoking AoOs. Depending on your party makeup this can be a very large area or a very small one. Works best with large melee allies, such as summoned creatures or enlarged fighter types.
Shake it Off, Lookout, and Stealth Synergy are really good more for out of combat than in combat. When you're doing a dungeon crawl and worried about traps or what not you can get a lot of benefit from shake it off, but once combat starts it can be hard to stay close together (wizard flies off, everyones trying to flank, etc..) These are good ones to switch to, so I probably wouldn't keep them as the permanent bonus feats.
Also, don't forget about the 3rd lvl Inquisitor spell Coordinated Effort. You grant a teamwork feat to your allies for 1 min/lvl, but only in relation to you. So you want a good one to share with everyone.
But think about how you typically will be fighting with your Inquisitor, and see which ones give the best benefits for that.
| Snowleopard |
I personally like the shield wall as a coorporative feat. One fighter in the front line with a tower shield can seriously aid his adjacent buddies.
But as an alternative Outflank is a good choice although less usable as it needs specific conditions while the shield wall can be formed automatically by moving in formation.
But that's my opinion.