So I've decided to do a gnome illusionist for my next PFS PC, just because it's an old trope that I've never done before. I know with their charisma bonus, they make better sorcerers than wizards. But I've already done a couple of sorcerers, bards, and other spontaneous casters, and I kinda got bored of casting the same spells over and over. I want to do a prepared caster just for the wider variety of spells.
So I'm thinking of doing an actual illusionist, even though there are schools with better powers, just because I'm more interested in being unusual than uber-optimized. The powers are actually pretty good, even if they aren't the best of the best. But there's also the shadow subschool, which also has good powers, so I'm a little torn between the two.
So I've been looking over the spells, trying to decide on opposition schools.
I know the obvious is enchantment, because single target save or suck spells tend to be worthless if the enemy saves, so that's an easily skippable school. But for an ADHD Golarion gnome that wants to use a wide variety of spells throughout his career, enchantment does actually have some fun options. I just wouldn't make it my primary offense, but I could see mixing one or two enchantment spells into my prep once I have a lot of spell slots per day.
I keep looking at divination for an opposition school. Especially in PFS, where the adventures are short, and you don't need to use heavy duty divination to find the plot, this does seem like an easily skippable school, except for screwing up Read Magic and Detect Magic. But magic items are easily accessible in PFS, so wands could easily compensate for those. So I think this could work.
I was actually considering abjuration for an opposition school. That one has a lot more spells I'll want, but most of them are still pretty good as scrolls and wands. This would mean giving up on Dispel Magic, though.
Another possible opp school is necromancy. I see this guy as a fairly silly character, so while this school has a few decent spells, it might be too dark for him. And really, other than maybe Blindness/Deafness, what would I miss?
For feats, I obviously want Spell Focus and Greater in illusions, and I'll need Spell Penetration and Greater eventually. I may also want more Spell Focus feats for other schools that I use a lot, but I'll have to decide which those will be.
I'm also looking at some gnome and/or illusion related feats that could work well for him like Effortless Trickery, Shadow Gambit, and Threatening Illusion. All 3 of those look like they'd occasionally be useful, but aren't good enough to build a PC around, especially if I'm going for spell variety, rather than a sorcerer casting the same illusions over and over.
To go along with the silly gnome theme, I'm taking a trait to get bluff as a class skill with a +1 trait bonus, not dumping charisma, and getting a familiar with the Decoy archetype. So the skunk will also have bluff as a class skill, and be able to speak all my languages (mimicking my voice perfectly) starting at level 5.
That could be fun to play with. And yeah, skunks look like cool familiars, so I'm definitely going there. It's worth it for the +2 fortitude and a twice per day stink spray that can nauseate (or at least sicken, even if they make the fort save) an enemy.
I haven't decided on a second trait. I'm trying to decide if there's a spell I want to specialize in enough to take Magical Lineage. I was thinking maybe Major Image, and using that to put Threatening on it for free, but I just don't think it's worth that big an investment. I might just end up with a generic trait for +2 initiative or +2 concentration.
So, anyone have feat suggestions? Traits? Ideas about the oppositions schools, and spells worth using a lot, or making sure to avoid in opposition schools so I can always cast them?
Oh yeah, and I need a recommendation for good, silly names for a gnome and a skunk. And suggestions for random ADHD, bluff-addicted silliness to throw at the table. I'm going for VERY chaotic neutral on this one. I'm actually tempted to have him change his name before every adventure, and change the skunk's name every time, too, until the skunk can speak for itself at level 5.