Not really understanding the team work Feat (Look out)


Rules Questions


Can some one explain to me what I'd get out off Look out on a inqusitor I'm building
I want to know if it be worth taking

Archery build BTW

Shadow Lodge

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Nosta1300 wrote:

Can some one explain to me what I'd get out off Look out on a inqusitor I'm building

I want to know if it be worth taking

Archery build BTW

Inquisitor / Solo Tactics (Ex) 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. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Source Advanced Player's Guide pg. 164

Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Assuming none of your allies have this feat as well:

If you are surprised but an adjacent ally isn't, then you get to act in the surprise round (Single Standard or Move action only).
If you aren't surprised but all of your adjacent allies are, nothing special happens as your Solo Tactics class feature only helps you.
If you aren't surprised and an adjacent ally also isn't, then you get to treat the surprise round like a normal round, but your 'not surprised' ally is still restricted to a move or standard action only.

Whether or not you get anything useful out of it will depend on a lot of factors, but the big ones are probably:
A) Do you often see surprise rounds at all? They often just don't come up in actual play.
B) Are you likely to be adjacent to a perceptive teammate when a surprise round starts? If not, this feat is less likely to help you much as you really need your ally to not be surprised to get any real benefits.


Another factor to consider is inquisitors are a WIS based class with a decent number of skill points that gets Perception as a class skill. Since perception is usually the skill used to determine surprise, this often means inquisitors are rarely surprised.

Personally, I would probably not make this a permanent teamwork feat but could see situations where using it could be useful. Don’t forget that an inquisitor can change the latest teamwork feat several times per day. So, if you are going down into the dungeon next to the ranger with favored terrain underground it might be worth it.

Shadow Lodge

Mysterious Stranger wrote:

Another factor to consider is inquisitors are a WIS based class with a decent number of skill points that gets Perception as a class skill. Since perception is usually the skill used to determine surprise, this often means inquisitors are rarely surprised.

Personally, I would probably not make this a permanent teamwork feat but could see situations where using it could be useful. Don’t forget that an inquisitor can change the latest teamwork feat several times per day. So, if you are going down into the dungeon next to the ranger with favored terrain underground it might be worth it.

As an archer, being able to use a full attack during a surprise round is still pretty nice, even if you wouldn't have been surprised anyway, but what you get out of it is entirely dependent on how perceptive (or just plain lucky) your adjacent teammates happen to be: If they are all surprised, you don't gain anything from this feat.


If any of your allies have one of the several abilities to always act in the surprise round, then this could almost always allow you a full attack. So being next to a Divination Wizard or Sohei Monk at the start of combat could prove beneficial...


If you intend to be ambushing very often (such as a wilderness campaign like Ironfang) or are going to be in a intrigue campaign where you're likely to be at the mercy of who decides to break peaceful engagement first (such as War for the Crown), both of which are good campaigns for an inquisitor I might add, then this teamwork feat will be useful, even if only for you.

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