Skills include k. Lore/ L science /phys science, medicine, craft chemical, gather info.
Feats include jack of all, ritualist, trance, equipment
Just need to hammer down the flavor a bit and hes good to go.
I was going over a bunch of stuff in my head and one of the things was if we were the first superhero, apart of some super heavy world, or the last of a great era. That's one question answered. Here's 3 biggies with some examples.
What sort of setting were you thinking? Earth Alternate(Past, Present, Future, Steampunk, ect.), An alien planet of some kind, Alternate dimension with it's own physics?
What sort of superpower sources were you thinking? Mutations, Tech, Magic, ect.
What is the major threat to the setting? Natural disaters, Man made disasters, Supernatural monsters, Aliens, un-checked crime/curroption, super villians, ect.
The Owl is Wise.
Bards get great debuff spells you would be better off saving your feats for things like; spell focus x, metamagic feats and expanded arcana. Use gear like tanglefoot bags, thunderstones, and Net's and use Spells or the UMD skill to impose what ever penalty you want on an oppenent from range and leave the up-close stuff to the full Bab classes.
Dirty Trick is Fun but it's not worth the feat investment you will need to make it workout, and even then it's to situational to rely on. By being creative with gear and spell selection you can RP the "Dirty Trick" without using the CMD system.
It's D&D death isn't scary past level 9.
But honestly your best off with finding a way to turn the party disention into a way to further the campaign. It sounds difficult to me but if your creative enough it can be done. If you can, then even if you don't find a way to prevent it you can still roll with what the party throws at you. After all it's the party that really controls the game.
2) You could give into the rogue suspisions and make her a clone and not the real one like they think she is. I feel this option would be a cop-out but you gotta do what you gotta do.
3) Try to convince the "player" to go with something less lethel, like Zone of Truth for a start. Or if he is set on his extreme ways then Imprisonment, Temporal Stasis, or good old fashioned manacles (Anti-Magic).
4) Have you NPC be guilt ridden with this clone thing and run of to deal with it. 16 year old's run away all the time right?
5) Last but not least something I call "The Mokuba Effect". You have her get kidnaped yet again.
The base familiars give you Skill Focus (Blank) or Improved (Save) and Alertness, Thats 2 Feats.
They can deliver touch spells, great for buffing allies and sometimes useful for debufing enemies.
You can cast any personal spell on them. That means POLYMORPH!!! Form of the Giant, Dragonform, Beastform and Elemental Body. It can become your personal flying mount or your meat-shield if you put the good buffs on it.
Most item creation feats require you to have a Caster Level not the ability to cast spells like the pre-req for Arcane Strike. Now spell trigger and spell completion are pointless with out actual spell casting ability, but Arms and Armor & Wonderous you don't need the spell you can increase the spellcraft check by 5 and still make the item.
So thats my reasoning for asking in the first place, i understand the difference but I don't see where you need actual spellcasting and not just caster level.
you would need to take rapid reload double barrel musket if you plan on going the double barrel musket route. it is different then the rapid reload you get as a musket master as a free feat. maybe gm would let you start with double-barrel though instead of the normal...
Musket Master gives you "Rapid Reload(Muskets)" and the firearms are listed as "Musket, Blank" and in the discription they all say "this Musket..." so to me it seems like they are all muskets.
Gnome with Master Tinkerer alternate racial trait. The trait will allow you to be prof. with any gun you make. Gnomes have spell-like abilities with caster level = to Hit Dice which means you can take the Craft Arms and Armor feat without taking Master Craftsman. Vital Stike will save you Ammo. You already have Gunslingers Init, and high dex no need for Improved Init. Don't take Point Blank Master just tumble away and Vital Strike, your a ranged fighter if your in melee your not doing it right.
Outside of combat the party will move as one. Each person will say i'm doing this or just keep doing what they were doing like walking or searching. You do that until someone causes somthing to react, say an ambush or a trap. They move as one so you dont have one person 30 ft away from everyone else when something happens. As far as an "Order" for actions goes its probably best to go around the table stating on one side of you and going around until everyone has gone. Usually when someone tells you their action try to keep it so a standard number of actions for a round like one move and one standard. Something like I go here and do this. That way everyone else has a chance to act as well.
Barbarian. Then make a new template or ragepowers for regen. Use elements from Lycanthropy and the Ring of Regeneration as a base for either.
since limb loss is so rare as a game mechanic you can cover it with "flavor" and have any healing effect that heals someone have that re-attach limbs. In the show/manga some can attach limbs and heal faster than others so in a pathfinder game it would be natural healing with limb tied to body and magic healing that happens immediatly.
Craft Alchemy needs only one rank to make Alchemical charges and still no craft check required.
I'm a fan of Catch off Guard. Use that Gun as a melee weapon at no penalty and allows for AoO and flank with buddy. Then again so does spiked armor.