You don't ask your GMs before making a character, even online, how they run their games and the races in it? I do not play with one group only, and in truth play with multiple GMs myself, so... I'm not sure how that would not be something you'd discuss at that time too? However, it is a fair fix, if it means they can technically be played with those classes they were rather Immune to before. It also means they'll be most likely be PSF legal as well, with this adjustment, for those that have been wanting it. Honestly, I don't find it game breaking.
It's fairly sad that you make it sound like the end of the universe that they changed up some player races so that people could do with them what the people wanted... you guys know, you can't honestly have it both ways unless you or if not you, the GM you game with, already rules it fair game, right? That's actually a RAW in the Core Rule Book that all groups have the right to ignore whatever rules do not fit their gaming style and groups... it's a very important rule no less and can solve these problems you seem to have about these specific adjustments that you don't like. Honestly, I'd be more surprised if your groups do not already have little things that your GM changed to fit what they were going for, what's one more thing if it makes the game run smoothly and players happier? Frankly, nothing is going to be written to make everyone perfectly happy, and they knew that, that's why they put that caveat in.
The point buy thing aside - my group doesn't do point buy, we just roll for random stats - and the hybrid/occult classes (understandable on the occult classes, the mythic paths do not fit them), your first mistake with his character was allowing his stats to be so hugely and wildly different from the rest of the group, even if he was using that race? It sounds like he padded the points a bit more than you can before even taking mythic traits and abilities. The arguing and bad behavior, refuse to pay him attention, tell your decisions to the group as a whole and stick by them. If he has a fit, stop running, ask him to leave as he's not letting anyone have fun when he acts like that. Now, that's just for his behavior in general, but adding in the cheating with the abusiveness, either you work around it, give him secret penalties and make things harder for him to steamroll, or you tell him that you know he's doing it and that it is not welcome in your group, tell, do not ask, him not to come back.
Now, you can offer him a second chance but if you do, don't do more than one. And lay down all the ground rules as a group and in the open so he cannot claim you did not say that.
I currently play a Treesinger Druid right now, with a very limited, specific Wildshape list, animal companion options, and at 13th level, I am both capable of turning my plant companion and my treeshaped self into very potent melee fighters with a few buffs, and still have enough spell power to heal the party and cast damaging things like plant growth on a Thorny Entanglement - that I cast previously in the round... It took me a Year to get this level. I've a nasty, lovely weapon, that I never really even use. I never actually used it very much at levels 1-5. Depending on what sort of campaign you are going to be playing in, you should really work out the minute details of what you can do With your Companion and Spell List, since you can change those whenever you rest as needed.
Also. Every class has flaws. That's part of the fun of playing them, nothing should ever be perfect, that gets so boring, so fast. But, if you want something more combat only, they are right, a Hunter plays like a Fighter with 1-6lvl spells, and an Animal Companion.
And no, as far as I've learned, you cannot give Pounce to Every animal companion. That'd be very strange for some of them, wouldn't work in the least. You want something with that, you need to think a Cat. Though a lot of people do wolves, tigers/cats, boars, and bears. You might have more fun outside that little box.
If you are going to focus on being a dedicated caster, you need Natural Spell, Wild Speech and the Wild enhancement on your armor, no matter the style you pick for that. Wands are a must. But... for your feats, Combat Casting, Uncanny Concentration, and any Metamagic Feats you have slots left for. And figure out if you're going to be a summoner, healer, controller, or just do lots of damage with things like Firestorm or Storm of Vengeance. This actually changes how you build your feat list anyways.
All of the "animal buff" spells you can cast on your pet, you can cast on yourself in Wild Shape if you have Natural Spell. You can actually tank if that's what you are going for, as any creature (Including Elementals and Plants) that you can Wild Shape into, so long as you know how to work your character and the choice you made. I suggest you make yourself a little booklet with all of your Wild Shape choices in it, with sections on what your stats will be if you are buffed by Strong Jaw, Magic Fang Greater - Bull's Strength, Cat's Grace... etc... Also, I do believe as a druid, you have access to a Scythe. That's a Really nasty weapon option and you don't really need a reach weapon after a while if you can reach in Wild Shape form, anyways. I say read, and read very carefully, all the spell options, you might actually find even more combinations that can boost your abilities, and pairing them with fog spells, can be very effective in leveling the field between druid and cleric.
Then perhaps it is not the module for you, free or otherwise? No one suggests you need to do so, lol, I in fact only ever get to play the more odd and "monster" races in those, as they don't always fit in or find a good story to work in other modules and adventure paths - so I find these free ones very hilarious. And this is just entertaining as a video.
That's a very good question, because I'd been debating making one of those myself. Though, the phytokineticists might be able to just summon a plant spirit - like a leshy?
I'd love to know too, in all honesty, what a chaokineticist would summon... a shadow elemental with negative energy attacks?
I do know Tome of Horrors has a few elementals that'd be good substitutes for now, as does Frog God Games.
As for the phytokineticists, if not plant spirits, maybe they'd have a substitute somewhere on the pfsrd.
The lack of the evolution points is fine, if they hadn't severely limited the archetype by taking away the Wild Shape completely when they could have treated this almost similarly to the Treesinger archetype and made it limited to only Elemental Shapes, and a progression similar to the Plant Shape variant given to that particular archetype.
If they weren't going to allow the wildshape, then a small list of available Evolutions with a small Pool would have made up for this, because they lose all four ediolons if one dies, leaving them literally with only spells, and that's not necessarily a viable build when talking a Druid.
If adjusted, and there are likely going to be a few GMs that do adjust this for their groups, it certainly could be a worth it option. I like the idea of an elemental companion, but not the fact that I can't wildshape or summon if I lose one of them in combat... because it Can and Does happen. Particularly if saves are failed. It means a loss of two major core Druid abilities.
Not all of the nastiest spells even allow for a reflex save, your smart bet, since you allowed them to have those crazy ridiculous stats, is to start looking for spells that their lower stats won't allow them to overcome, and there are plenty of them. I'd also start looking for CR 18 - 20 creatures to throw at them, in place of those encounters, because otherwise, they will probably keep steamrolling through what you have going on right now. Polar Ray This is just one such spell that could help you out, no saves, only requires Spell Resistance and Ranged Touch to actually hit and for a bonus it does Dex Drain, which you need for that Rogue.
Ask Your GM if they will allow it, but the archetype combination rules are listed and Crossblooded will say if it isn't legal in that sense. But, otherwise, I see no reason it couldn't be either... might be fun depending on the actual bloodline you took even... and which crossblooded option it gets.
There are a good few of the mysteries that also give bonus spells that can only be found on the Sorcerer/Wizard spell list, that's something that can be a boon to in situations where you don't have to heal or resurrect someone. And if you are worried about having enough spells, take a race with a favored class option that gives you a bonus spell every level... Half-elves are one such race. There are plenty of interesting curses and story to be gained from them even... an amusing one is the Haunted, but I rather liked the Blackened one for my Solar Oracle, personally.
I have to say, it took me ages to figure out which Mystery I was going to play for an AP, but Solar won out my heart... though I did debate some of the others, Dark Tapestry, Metal, Heavens.
For Sorcerers, I'm a bit prone to the Shadow, Starsoul, or Elemental bloodlines, or the Draconic ones. And their Wildblooded Variants to.
Ohh, sorry for the late reply, Elrawien, but from what I remember of Mesmero is the fact he liked to hypnotize people and create almost too real illusions, which makes me lean towards a wizard who favors those schools and sorts of magic above all else. Although, the mesmerist might fit the bill too, when that book comes out. Not sure it'd cover the illusions as well, but certainly the entrancing part.
Well, you could have the same base class for everyone, something that you give all the summon spells that fit your idea of pokemon to fit how the pokeballs would work, but use the Eidolon evolutions to build the creatures, use the other spells to help form attacks or simulate the special abilities, such as most of the Ghost types can go invisible or use a form of Fear effect. Hm, place team limits to something small, like three or four rather than six +, and easy for you as the GM to control and your players can spend more focus evolving how they'd like to fit the theme and flavor of their particular flavor, instead of worrying about Way too many options and if they have enough to fit everything.
Your idea is awesome, it has a lot of potential, really.
I've played Return to Ravenhearst and Fate, there's also a version of Clue on Pogo that's a hidden object game. Love them. Also love the idea that they'd be converted into a PF game. Sort of like a dark scavenger hunt for clues about who killed the princess style, and since there's ghosts, evil scientists, and crazy murderous gypsies in those first two games, it wouldn't be hard to impliment something along those lines.
This is a very good start, but it definitely needs to follow the basic Monk for saves, Base attack Bonus, Hit Die, and Flurry of Blows and the Damage Die for those. Given it doesn't receive anything other than feats for the Bending of choice, I don't see why you couldn't even add an extra attack if necessary, but this build was slightly too weak for what you are going for. However, I cannot wait for the final copy either, I rather like it all the same.
I agree, using the Summon - Creature/Elemental/Ect... spells would be the best way, just stat the Final Fantasy summons off of base creatures in the bestiaries to fit the style of Final Fantasy game yours is based off of. Change special abilities of them to fit the proper flavor text, the same with descriptions. And you could tie them into items to represent GF cards, Magicite, or Materia. This isn't really difficult, even Bahamut would be easy to create. You can also tie other spells to those items to represent the other forms of magic and the upgrades some of those summons and such got in those games.