Inquisitor Minus Teamwork Feats


Homebrew and House Rules


Not sure if this should be in homebrew or in advice.

I have a player that doesn’t want the inquisitor teamwork feats. he feels they are worthless. He would like to trade them in for something else. Personally, I think that is a lousy idea. To me, the bonus teamwork feats along with solo tactics are one of the strongest features of the class. {shrug} But whatever.

I’m inclined to allow it, just not sure what or how much.

My first thoughts were:

A bonus combat feat at 3, 9, and 15. This replaces the teamwork feats.

Does that seem reasonable? Does it seem like enough without being too much?


The easiest way is to tell him to take one of the archetypes that get rid of solo tactics and teamwork feats. There are some. The preacher does not exchange anything else, for example.

Your option might work, too. But I'm always hesitant to replace a class feature with bonus feats.

Scarab Sages

You're right that the Inquisitor's solo tactics and teamwork feats are one of the class' strongest features; I do agree with Umbranus though on being disinclined to just throw bonus feats out in pace of them though. I, personally, would probably make the same suggestion as Umbranus and encourage the player to choose an archetype that trades out those features.

Silver Crusade

If he wants to play a suboptimal inquisitor, he might want to try this new class called the warpriest. ..

Seriously, combat feats as replacement isn't bad. I think he'll be hard pressed to find combat feats that match or exceed what he's giving up.


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Kydeem de'Morcaine wrote:

Not sure if this should be in homebrew or in advice.

I have a player that doesn’t want the inquisitor teamwork feats. he feels they are worthless. He would like to trade them in for something else. Personally, I think that is a lousy idea. To me, the bonus teamwork feats along with solo tactics are one of the strongest features of the class. {shrug} But whatever.

I’m inclined to allow it, just not sure what or how much.

My first thoughts were:

A bonus combat feat at 3, 9, and 15. This replaces the teamwork feats.

Does that seem reasonable? Does it seem like enough without being too much?

I cannot recommend the Preacher archetype enough. You essentially get to yell "LOOK OUT, FOOL!" and your party members can dodge an incoming attack, making the monster roll its attack roll twice and take the lower. It also works in reverse, letting you take the best of two rolls on an attack roll. Limited uses per day, but hilarious and very useful.


I decided to allow him to switch out as I stated above.

But I also suggested he check the preacher archtype. I don't know which he will chose.

Shadow Lodge

I saved the party sorcerer from a potentially nasty crit with the Preacher archetype.


Preacher is the shiznit, especially in combination with teh Tactics Domain.

"Bro, pay attention, there's a fight coming." (Roll Init twice, Tactics).

*Sees enemy swinging at ally* "OOGA BOOGA BOOGA" *Enemy is startled, misses* (Warning)

"Dammit, me, pull it together!" (Aggression)

"Well, that was a close one." (Defense)

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