Living Grimoire, Teamwork Feats, and Domains.


Rules Questions


Recently Horror Adventures was released with the Living Grimoire Inquisitor within. A quick skim and you see that it is an Int-based, prepared inquisitor. The same quick skim shows it is an awesome archetype thematically. But while it removes most of the wisdom-dependent class features (Monster Lore, Cunning Initiative, spellcasting, and True Judgement), it keeps the ability to change teamwork feats based on wisdom, as well as keeping wisdom-dependent domains. Was this an oversight (like Slayer) or is Living Grimoire supposed to be slightly more MAD? Or am I missing the lines where this is corrected?


The archetype has a line that allows you to use Intelligence for the effects and number of uses of domain abilities.

You are correct, however, that it does not change Teamwork Feat replacing. If you do not use a compatible archetype that replaces teamwork feats, it is probably in your best interest to have at least 12 Wisdom so you can swap the feats at least once a day.


Use the Preacher Archetype! Is good and he fits perfect with living grimoire concept.

You lose teamwork feats but gain some usefoul abilities

The Exchange Owner - D20 Hobbies

I love Living Grimoire and now love the Preacher archetype with it.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

Which book is the Preacher Archetype in?


Ultimate Magic, good archetype. But its a 1/day ability, 5/day ability at level 12. It's decent, giving you either an attack reroll, giving them +4 AC as an interrupt, or force enemies to reroll against an ally. What other Archetypes stack with Living Grimoire I wonder.

Monster Lore / Cunning Initiative / Bane / Bane Greater / 2nd Judgement / 3rd Judgement / True Judgement.

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