[RPG] What teamwork feats work with the Inquisitor (Reaper of Secrets) archetype for a ranged Inquisitor

archetypeinquisitorpathfinder-1e

I'm creating a crossbow-focused Inquisitor with the Reaper of Secrets archetype. The Reaper of Secrets grants a class feature called Mind-Game Tactics (replacing Solo Tactics) which essentially allows you to treat foes as if they have Teamwork feats you possess.

However, with many Teamwork feats the result of doing so is nonsensical or offers no advantage whatsoever. For example, most Teamwork feats stipulate "when adjacent to an ally"…which when combined with Mind-Game Tactics can be translated to "when adjacent to a foe"…but an archer wants to avoid being adjacent to enemies as much as possible!

Which Teamwork feats work well with Mind-Game Tactics and a ranged Inquisitor? Thanks for your insights!

Mind-Game Tactics (Su): At 3rd level, a reaper of secrets can read other creatures so well she can use their reactions to gain a tactical advantage. She treats any creature targeted by her soul-piercing gaze as if it were her ally and possessed the same teamwork feats as she does for the purposes of positioning and threatening when she determines whether she receives a benefit from her teamwork feats. She cannot use this ability to benefit from any teamwork feats that require particular actions from allies, such as Swap Places.

For example, a reaper of secrets with the Precise Strike feat gains the bonus from that feat if she and the target of her soul-piercing gaze occupy flanking positions relative to the creature she attacks.

This ability replaces solo tactics.

Best Answer

Any teamwork feats that serve for "the purposes of positioning and threatening when she determines whether she receives a benefit from her teamwork feats".

In other words, you have to look for feats that require specific positioning or that your allies to be threatening the same target as you or similar effects. Once they become a (temporary) "ally", they simply have to be in the correct position or to be threatening the required target. To threaten, you must be armed and the target must be within your reach.

To list a few:

  • Cooperative Rend (for trolls), requires both of you to be threatening the same target.
  • Coordinated Reposition, whenever your ally take a 5-foot step while threatening the same creature, you can also take a 5-foot step.
  • Seize the Moment, whenever your ally confirms a critical hit against a target that you both threaten, you gain an attack of opportunity. There is little chance that your "ally" will attack their own ally, but it can happen (see the confusion spell).
  • Coordinated Shot, asks for that ally to be threatening your opponent to grant its bonus.
  • Tandem Trip only requires your ally to be threatening the target, meaning that even a ranged trip attempt should work.
  • Enfilading Fire also should work, as it only requires two of your allies to be flanking the target.
  • Friendly Fire Maneuvers is related to positioning (soft cover) should work both to ignore soft cover against your target and to gain +4 reflex bonus by spells cast by your "ally".

Feats that have a vague text and could not work:

  • Cooperative Distraction, it doesnt necessarily specify what this enemy is, could be your enemy, or an enemy to both creatures. Depending on the case, the feat will not work because your enemy is not necessarily their enemy as well.

The major problem that I see with your idea is that most ranged weapons do not threaten enemies (see the Snap Shot feat), and most of these teamwork feats will require you to threaten an enemy.

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