
Wilfort Spindlethwaite |

I could use some help here.
Friend and I are making a new team for PFS. We intend to make heavy use of the teamwork feats. He is making a summoner that will take teamwork feats with his eidolon. He and his eidolon will be primarily melee combat. I believe he is going the natural weapon route for both and he said he wants to make his eidolon ‘dinosaur like’ for whatever that means. I will be the scout side of the team. I will take most of the same teamwork feats with my familiar. We will be primarily melee so that we can all be close enough together for the teamwork feats to function optimally.
Both characters will be Tieflings (yes, we got them started before the change). His character will be likable but dumber than dirt (his eidolon will likely be smarter than he is). My character will be unlikable but smart.
So the team concept we are working with here means that my character should have a low charisma. But be smart (either high wisdom or high intelligence is acceptable. I am thinking either an inquisitor with the animal domain for an animal companion (would take boon companion to get it at full value) OR a hunter from the ACG. They both have bonus teamwork feats that will help our mini-team concept.
The teamwork feats we were seriously considering are:
Shake it Off - as much as +3 to all saves? Yes please!
Lookout - surely one of the 4 of us will roll good on a perception check to all act in the surprise round.
Outflank - an extra +2 to hit with any weapon is much better than weapon finesse's +1 with a specific weapon with a whole team of flank buddies
Precise Strike - not sure about his build to know if he and his eidolon will be able to take this
Escape Route or Swap Places - either/or seem useful for getting someone out of a dangerous spot
Teamwork feats I like the sound of but we are less sure how useful they will be for all of us to have:
Broken Wing Gambit - not sure I like the idea of inviting extra damage on myself
Stealth Synergy - I wanted this, but he isn't enthused since it doesn't help his combat and he's not sure he will ever want to sneak
Paired Opportunist - sounds great, but if we are flanking a guy there won't be as many areas that we are both threatening.
I will be some sort of Tiefling, but don’t much care which one.
I will not fight with natural weapons. Since he is going that route, I don’t want to step on his toes.
I would like one of the classes that has bonus teamwork feats.
First priority for me and my animal will be stealth/scout, then combat, then spell casting (probably mostly buffs).
Was considering the bodyguard, racer, or totem animal companion archtypes.
I haven’t looked much into the new hunter class. Any thoughts on how well this will work for what I’m trying to do?
The inquisitor can obviously be a scout since they have lots of skill points. The archtypes don’t look appealing to me for this, but am I missing something? Any way to make it better?
Since his eidolon is going for the major damage, I would like to consider one of the animal companions that inflicts conditions (grab, trip, poison, etc…) if they seem worthwhile.
Which animal companion will be most able to stay sneaky with me and still be able to fight halfway decently? (Do any seem more fiendish for partnering with tieflings?)

Wilfort Spindlethwaite |

First pass on a hunter build.
Oni-Spawn Tiefling Hunter 11 (Pathfinder RPG Advanced Race Guide 0)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex)
hp 91 (11d8+33)
Fort +11, Ref +11, Will +6
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee +1 adamantine earth breaker +15/+10 (2d6+10/×3)
Ranged +1 composite longbow +12/+7 (1d8+5/×3)
Spell-Like Abilities (CL 11th; concentration +8)
. . At will—raise animal companion (neg level when cast)
. . 1/day—alter self
Hunter Spells Known (CL 11th; concentration +13):
. . 4th (2/day)—air walk, atavism{super}UM{/super} (DC 16), summon nature's ally iv, vermin shape ii{super}UM{/super}
. . 3rd (4/day)—communal resist energy{super}UC{/super}, ice spears (DC 15), mad monkeys{super}UM{/super}, stone shape, summon nature's ally iii
. . 2nd (5/day)—chameleon stride{super}APG{/super}, lockjaw{super}APG{/super} (DC 14), pernicious poison{super}UM{/super}, reduce animal, summon nature's ally ii, versatile weapon{super}APG{/super} (DC 14)
. . 1st (6/day)—entangle (DC 13), hide from animals, lead blades{super}APG{/super}, longstrider, negate aroma{super}APG{/super} (DC 13), snowball (DC 13), summon nature's ally i
. . 0 (at will)—detect magic, detect poison, guidance, mending, spark{super}APG{/super} (DC 12), stabilize
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Statistics
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Str 22, Dex 16, Con 16, Int 12, Wis 14, Cha 5
Base Atk +8; CMB +14 (+16 sunder); CMD 28
Feats Additional Traits, Escape Route[UC], Improved Spell Sharing, Lookout[APG], Outflank[APG], Power Attack, Precise Strike[APG], Shake It Off[UC], Spirit's Gift, Stealth Synergy[UC]
Traits beast bully, bruising intellect, unscathed, vagabond child (urban)
Skills Climb +11, Disable Device +23, Disguise -1, Escape Artist +8, Handle Animal +1, Heal +6, Intimidate +17, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +2, Knowledge (nature) +10, Perception +16, Profession (trapper) +6, Ride +10, Sense Motive +3, Spellcraft +10, Stealth +21, Survival +10, Swim +11
Languages Abyssal, Common, Infernal
SQ animal companion, hunter tactics, improved empathic link, prehensile tail, raise animal companion, animal focus, animal focuses (bat, bear, bull, falcon, frog, monkey, mouse, owl, snake, stag, tiger, wolf), swift tracker, track +5, wild empathy +8, woodland stride
Combat Gear cold iron arrows (50), jingasa of the fortunate soldier, ring of counterspells, ring of emancipation, robe of needles; Other Gear +1 glamered shadow slick mithral agile breastplate, +1 adamantine earth breaker, +1 composite longbow, belt of physical perfection +2, boots of the cat, cloak of resistance +1, gloves of reconnaissance, vest of escape, thieves' tools, masterwork, 15 pp, 150 gp
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TRACKED RESOURCES
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Alter Self (1/day) - 0/1
Cold Iron arrows - 0/50
Gloves of reconnaissance (10 rounds/day) - 0/10
Jingasa of the fortunate soldier (1/day) - 0/1
Raise Animal Companion (neg level when cast, At will) - 0/0
Robe of needles (6/day) - 0/6
Second Animal Focus (11 minutes/day) (Su) - 0/11
Shatter (3 uses) - 0/3
Teamwork Feat - 0/2
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Special Abilities
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Animal Companion (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Beast Bully You have learned how to exploit the fear felt by creatures of the natural world when they sense the shadow in your soul. You can make an Intimidate check instead of a Handle Animal check when trying to handle or push an animal.
Boots of the cat When falling, always land on feet and take the minimum damage.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Raise Animal Companion (Sp) Can bring animal companions back to life, but incurs 1 negative level.
Ring of counterspells Counters this spell when it's cast on you.
Robe of needles (6/day) Wearer may throw needle from robe (10 ft increment) for 1 piercing and 1 bleed damage.
Second Animal Focus (11 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +4 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Speak With Master (Ex) You can communicate verbally with your familiar.
Spirit's Gift (Battle, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.
Prerequisite: Animal companion class feature or familiar class feature.
Benefit: At the start of the day, you can choose to
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.
And his leopard animal companion
Female Leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +6
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Defense
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AC 25, touch 16, flat-footed 19 (+6 Dex, +9 natural)
hp 67 (+27)
Fort +8, Ref +12, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft., sprint
Melee bite +11 (1d6+5) and
. . 2 claws +11 (1d3+5)
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Statistics
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Str 20, Dex 22, Con 15, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +11; CMD 27 (31 vs. trip)
Feats Iron Will, Lookout[APG], Multiattack, Outflank[APG], Precise Strike[APG], Shake It Off[UC], Skill Focus (Stealth), Spell Sponge, Stealthy, Toughness
Tricks Attack, Attack Any Target, Come, Defend, Detect, Down, Exclusive, Flank, Heel, Hunt, Seek, Sneak, Track, Watch
Skills Acrobatics +10, Climb +9, Escape Artist +8, Linguistics -3, Perception +6, Stealth +17 (+21 in Undergrowth), Swim +9; Racial Modifiers +4 Stealth in Undergrowth
Languages Infernal
SQ attack any target, come, defend, detect, devotion, down, exclusive, flank, heel, hunt, multiattack / extra attack, animal focus, seek, sneak, track, watch, woodland stride
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TRACKED RESOURCES
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Sprint (1/hour) (Ex) - 0/1
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Exclusive [Trick] Takes orders only from its trainer.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Shake It Off Gain +1 to all saving throws per adjacent ally
Sneak [Trick] Creature stays hidden.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
Watch [Trick] Stands watch over designated area.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Regarding teamwork feats, Paired Opportunist & Broken Wing Gambit are great teamwork feats, but are unsuited to how you both intend to fight. Broken Wing Gambit works best in combination with Paired Opportunists. Paired Opportunists works best for a pair that both use reach weapons. E.g. If rider and mount both have reach and both have Paired Opportunists this gets them both +4 to hit on every AoO. Without reach, or some other way to generate AoOs, those feats are nearly worthless.

Wilfort Spindlethwaite |

The paired opportunist and broken wing gambit are what everyone keeps saying I should have as soon as I say I'm getting a teamwork feat. But I just don't see it giving us that much unless I take a large companion that has reach (and again will not be able to sneak) and I use a pole arm.
The leopard isn't really what I wanted. But it was one of the few that would still have a decent stealth skill to accompany me while scouting.