Depends on whether you want to be the party face or the party radar. Archaeologist's Luck is going to be roughly similar to Judgment in terms of buffing, and you get the same amount of skills, as well as boosts to knowledge. Both can make good scouts. So it comes down to two things: Party Face vs Party Radar, and Arcane Casting vs Divine Casting.
Party Face: Bards get high charisma, assorted Performances (or Rogue Talents for the Archaeologist) that can be very useful in certain social situations, and spells like Tap Inner Beauty.
Party Radar: Inquisitors get high wisdom, bonuses to Sense Motive and Survival, Detect Evil/Good/Law/Chaos, and Discern Lies as an immediate action.
Casting: Bards get Grease, the Image line, Haste, Feather Fall, and some of your other favorite arcane spells. Inquisitors get Protection from Evil, Divine Favor, Greater Magic Weapon, and the Litanies, plus assorted minor healing and fear-related stuff. Both get Invisbility, Knock, Heroism, and some other spells.
Really it's up to you. IMO Judgments, Bane, and Teamwork Feats give the combat edge to Inquisitors, but the buffing/trapfinding (archaeologist) Bards get is also potentially very important. Pick the one that fits your playstyle.
I think you're best off thinking about Summoner as a bard that trades out skills and performance for a totally customizable, unique beatstick. Like a bard, you have a d8 hit die, light armor, and 3/4 BAB, which combined with buffs make you a passable combatant; you also don't have quite enough spells/abilities to cast something every turn like a full caster. However, while a bard has lots of out of combat utility and in-combat mostly just buffs everyone, you instead get free access to the build-a-boss workshop. Eidolons can do things that NO PC can do, and with the Evolution Surge line, you can upgrade them for the situation on the fly. The true strength of the Summoner lies in this and his obscene action economy; whereas an Alchemist would have to spend turns buffing himself, your eidolon can fight while you buff.
Master Summoners relegate the Eidolon to being a skill monkey, but give you minute-duration summon spells as a standard action, which is pretty obscene. Personally, I disallow Master Summoners at my table, for two reasons.
In the bestiary, a full grown T-Rex has reach equal to its size, 20 ft. Stands to reason a 10 ft T-Rex would have 10 ft reach. Besides, the general convention on reach is that "tall" creatures get it, whereas "long" creatures do not; and T-Rex is a "tall" creature since it stands upright.
Make sure you're not getting Bodyguard confused with In Harm's Way. And remember that even ACs without armor proficiency can wear Mithril Shirts or Mwk Studded Leather without penalty.
Make sure you talk with your GM about what you want to do with illusions. Some people tend to be more strict on this type of thing.
You will definitely want the feat Effortless Trickery, as I believe it's the only thing in the game that lets you maintain multiple illusions at once. Of course, you have to be a Gnome, but they work pretty darn well with illusions anyway.
Yup. Can't make a 15x15 monster fall down a 10x10 hole. Of course, my favorite combo from that game was using Prismatic Wall against our final evil dragon god BBEG, then Battering Blasting him through it...
Second favorite combo: Summon Monster VII (for a T-Rex), Animal Growth, Quickened Telekinetic Charge.
1. Gnome, almost certainly. With the following exception: since you're already multiclassing Sorc/Oracle, you can choose a Tiefling or Aasimar to get early access to Mystic Theurge. Only recommended if your party has no other casters.
2. Serpentine lets your mind-affecting/language-dependent spells hit animals, magical beasts, and monstrous humanoids, but that's probably more useful for Charm Person than for Color Spray. Arcane is always, always solid. I'm not impeccably familiar with bloodlines so there could be one that affects illusions; there are certainly plenty that affect enchantments.
3. Check the Heavens mystery spells for a few.
4. Your Illusion save DC will be through the roof, but you'll have pretty high DCs for your other spells too. Make sure you can target each save (reflex, fort, and will) with at least one debilitating spell that works against most creatures - for example, Web (reflex), Glitterdust (will), and Blindness/Deafness (fort) makes a pretty good triumvirate at lower levels. You don't want more than ~50% of your spells to be offensive, though; a good buff (like Haste) will always be valuable no matter what opponent you face, and some utility spells (like Fog Cloud) can be invaluable. Spread out your spells and you'll never be useless, because as long as you have spells left, you can keep spamming the one useful one you know for a given situation. (Go go gadget Enervate!)
I endorse this list, except that you may want to consider Toughness at first level instead of Combat Reflexes depending on what kind of enemies you usually face.
The other thing you might want would be the Improved Grapple line of feats. If your GM doesn't want to allow Improved Unarmed Strike, will he let you use a different prereq or just take Improved Grapple?
Oh and the last option you might want to consider is teamwork feats. Replacing Weapon Focus (bite) with, say, Outflank for you and your T-rex could be quite good.
Make sure you use buffs like Strong Jaw to max out vital strike!
Mystic Theurge is dandy at higher levels, particularly if you lack both divine and arcane spellcasting. The problem is that there's going to be quite a while in the mid-levels where you're going to be preeetty useless. (Wizard 3/Cleric 3/Mystic Theurge 1 is not the most powerful 7th level character around.)
If I were you, I would go either Druid, animal-domain Cleric, or summoner Wizard. You definitely need a full caster, preferably one with a big spell list; and you also are going to want another front-line fighter, a role which an Animal Companion fills nicely. (Take Boon Companion for animal domain; see if the Ranger will take it too.)
I would definitely advocate a prepared caster. Being essentially the only caster in the party, you need to have access to any and all spells your group could need to progress. For Druids and Clerics, that's just a matter of praying for it; and if you spend a little GP on scribing spells, a Wizard can almost always have the right spell for the situation.
Considering your teammates are your kids, I think the Wizard would work out quite nicely. Battlefield control wizards (aka "god wizards") function via teamwork - enabling their companions to smack down enemies with maximum efficiency. You'll be able to dismantle enemy's magical defenses, buff your teammates (the Rogue will love Invisibility, I'm sure), and in general help them succeed. Taking Augment and Superior Summoning will help you fill in the gaps in your front line.
A Cleric can do much of the same; however, while most of their buffs tend to be straightforward, the Wizard can open up new tactical possibilities with spells like Enlarge Person and Burrow, and drastically manipulate the battlefield in ways the Cleric can't imitate. On the other hand, Clerics can hold their own in front-line combat, and get much better healing/restorative abilities, including Raise Dead. If you do go Cleric, I would suggest a melee-oriented one; Clerics don't generally have enough good offensive spells to warrant investing in high DCs over high Strength.
Overall, it comes down to you and your kids' playstyle. If you want something more straightforward and smite-y, the Cleric is your man. If you want to get a little tricky with it, go Wizard. Have fun!
Let's say I'm playing a Halfling with 7 str and I get hit by Waves of Exhaustion, giving me a -6 penalty to Str. I now have an effective Str of 1, giving me a Heavy Load carrying capacity of 7-10 lbs. Since I'm small, this goes down to max heavy load of 7.5 lbs.
From the core rules:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
From the halfling entry, average weight for a halfling is 35 lbs. This is more than even double my max load, even after shedding all gear.
So am I disabled, as if I had 0 str? Can I move? Can I wield a weapon? Can I cast spells? What happens?
Don't bother with Rich Parents - 900GP is negligible once you get past the first few levels, whereas the bonus from other traits is valuable the entire game. If you don't know what you want, Reactionary (+2 init) and one of the ones that boosts a save are pretty good. There are also plenty to make any skill into a class skill - handy if you want to do Diplomacy instead of Bluff.
As for spells: the important thing is to cover all your bases. You need a spell to hit what Sleep can't; probably something from Evocation or Conjuration. Grease is a popular one thanks to its wide variety of uses; Burning Hands or Magic Missile could be good too, although it sounds like you can leave dealing damage to the melee guys. Speaking of which, a buff like Enlarge Person is nice, because you'll always be able to cast it on one of your allies, no matter what the enemy.
I would advise picking up something with out-of-combat practicality for your third spell when you get it. Charm Person is a classic one for Fey sorcerers, though not 100% necessary since you have the Cha to be a party face anyway. (Just be ready for people to get mad at you for trying to ensorcel them if they make the save!)
As long as you max out Cha, it's pretty hard to screw up a sorcerer too bad. Just try not to have too many overlapping or situational spells and you'll do just fine. Remember, arcane scrolls are typically pretty darn easy to get your hands on, so spells like Knock or Gust of Wind are usually better in scroll form than as a spell known.
Oh yeah, and for feats, Toughness and Improved Initiative are classic. Alternately, Spell Focus: Enchantment would probably be good for your character. Make sure your GM is OK with you being an enchanter, though - Enchantment and Illusion can vary WILDLY in strength depending on what your GM thinks of them.
Ah, pit-focused builds. My personal favorite. A few tips:
1) Spiked Pit is generally the sweet spot in the pit line. Create Pit is pretty shallow & doesn't deal much damage, Acid Pit melts loot, and Hungry Pit is too high-level to metamagic.
2) Try to get your GM to let you use Widen Spell with Pits. Otherwise, you're not doing much against Huge creatures.
3) Protip: casting Pits as a readied action is an awesome tactic. Cast it when they walk up to you, and they have to risk falling in the pit again if they want to hit you.
4) Make sure you have ways to get your opponents into pits if they make the first save. See if you can convince one of your teammates to be good at this. Alternately, Earth Elementals frequently get Bull Rush feats, so they're great summons; you can also look at spells like Hydraulic Push or items like the Ring of the Ram. If you really want to be sadistic, ready a Grease spell for when they've almost climbed out of the Pit... fun times. :P
5) Be wary of your friends when you make pit spells. Telekinetic Charge is a nice option to make sure you don't accidentally screw them over... or if they happen to fall in one of them. (It will happen at some point.)
I believe spellcasting falls under "any ability that requires patience or concentration." Raging and things that require concentration checks don't go so well together. Urban Barbarian could work, though.
Anyway, I'm actually a fan of the Fighter dip. You lose one level of spellcasting, true (make sure you grab Magical Knack to assuage your caster level), and a level of domain abilities. But here's what you get:
-Heavy Armor Proficiency
If you really need a front-liner, it may be worth it, particularly at low levels. It means that you can have, say, Power Attack and Cleave at level 1 using a Greatsword instead of level 5 using a Morningstar. Also, if you want to do anything more complex than swatting things with your mace, you're going to NEED the bonus feats.
It's true that the Crusader archetype can grant Heavy Armor Proficiency, but at the cost of a domain and 1 spell/level. I'd rather have a Fighter splash and be one level of spellcasting down than that.
Some of the Patrons grant good defensive spells. I believe one of them gives you Mirror Image, which is my go-to defensive buff for wizards of all levels.
Failing that, Summon Monster is your friend. Keeping a few meatshields between you and the enemy is a great way to be able to stay within 30 feet without getting charged and crushed.
Are you certain we can't convince you to play Sorcerer? A wizard's primary strength comes from his library of spells - getting only 2 per level (perhaps 3 with the favored class bonus) is going to make you relatively less powerful than any other full caster.
That being said... What level are you going up to? An admixture-school blasetr wizard could be perfect, since you really only need fireball and the metamagic feats. (Find a rod if possible.)
Alternately... Not sure. Probably Conjuration or Transmutation to get the most versatile spells, though.
Thanks, my only concern is the very low damage output, is there a way to mitigate that?
Not really. Check with your DM whether you can wield it two-handed, but the fact of the matter is that a whip is never going to deal as much damage as two-handing a greatsword or falchion. Your best bet is relying on a class bonus, like Sneak Attack, Smite Evil, Favored Enemy, or Bane to grant you damage. (EDIT: Weapon Specialization definitely helps for fighters.) IMO, though, as a whip user you'll probably be focused on combat maneuvers more than anything else.
If all you want is a viable character that happens to use a whip, go Weapon Finesse halfling Bard with the Helpful trait. In combat, you'll be able to grant an ally within 15 feet +4 to attack or AC using Aid Another, as well as boosting all allies with perform and spells. Out of combat, you'll be able to do just about anything, from scout to party face to arcane caster to knowledge machine. Best part? You don't have to invest a single feat. Just make sure you get Improved Unarmed Strike or wear a cestus or something so that you threaten the squares around you and can flank, and remember that your whip attacks will provoke.
Whips tend to be all-or-nothing - as in, invest all your feats in it, or you'll be doing nothing. It can definitely be fun, though, especially if you make your other trait Prehensile Whip. Good luck!
I think Bard or Lore Warden Fighter is your best bet. Bards are, IIRC, the only class that gets whip proficiency for free, but the BAB and feat requirements for whips are so severe that you're practically forced to go fighter if you want to use a whip AND have stuff like Power Attack or Improved Trip/Improved Disarm. Here are the whip feats you'll be wanting:
Exotic Weapon Proficiency (Whip)
Weapon Focus (Whip)
Whip Mastery (Combat)
Prerequisite: Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.
Improved Whip Mastery (Combat)
Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
Greater Whip Mastery (Combat)
Prerequisite: Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. [omitted]
One word: characters. As the GM, you're not just the narrator - you're an actor. Skyrim has beautiful visuals and fluid combat, but there's one thing it lacks: personal interactions with NPCs. If your PCs' interactions with NPC are limited to "oh no my *blank* is missing, please fight the bad guys to get it back" then they might as well be playing Skyrim and crushing the same old draugr in the same old dungeon. In your case, it doesn't matter what the quest is, or whether it's optional or "mandatory"; it's why they're doing it that's important.
Get your PCs involved! Give them reasons to care about the NPCs and what happens to them. I don't know Reign of Winter so I can't give you specific advice, but you need to get PCs invested in the results of their adventures for reasons besides loot and XP. This will probably mean spending time with NPCs and getting to know them, which in turn means you need to be able to craft and portray likeable, interesting NPCs. There's a massive difference between a dragon attacking a village you stopped at for a day, and a dragon attacking the village you grew up in, where you learned to fight, where you attended weddings and funerals and births and baptisms. (Protip: referencing your PCs' unique backstories is a great way to get them emotionally attached to proceedings.)
Remember, your greatest strength over a game like Skyrim is that you are constantly developing your story. In Skyrim, everything an NPC can do or say is programmed into the game; all their stories and emotions are simple and preset. You are not limited in this fashion. PCs staying at the inn? Make up a backstory for the bartender. Give him some personality. Maybe he recognizes them when they return from adventuring. Let them slowly change from a couple of random adventurers to his regulars. Want to take it a step further? Don't just change his relationship with the PCs, change him. Make dynamic characters that grow and mature over time, and in response to their circumstances and interactions. Maybe the dragon attacks the village, but the bartender survives - and is completely changed by the experience, from a warm-hearted grump to a steely-eyed, cynical man, bent on revenge. Maybe it turns out he used to be a fighter, and he dusts off the magic sword hanging off the bar and travels with the PCs to wreak his vengeance on the beast that stole his home and the lives of his friends and family. NOW how do the PCs feel about going off to kill the dragon?
You have the freedom to turn any NPC into anyone you want. Don't let that go to waste.
Well, you really, really need to either a) kill it in one turn, or b) hide yourself really really really well, because if the dragon knows where you are at the start of its turn you're pretty dead. Note of course that elder dragons know Dispel Magic and See Invisibility, and have blindsense 60 ft and possibly even Discern Location as a SLA.
So how do you incapacitate/kill a Great Wyrm red dragon in one round? Keep in mind its got SR 33, immunity to fire, paralysis, and sleep,
So that's the weak point: Dexterity. A creature with 0 dexterity is incapable of moving, which means no spells with somatic components. That still leaves an extremely dangerous dragon with spells like Greater Shout and breath weapons, but it should be easy enough to handle after that.
Here are spells that might help (remember Exhaustion gives -6 to dex):
As YIDM suggested, one Maximized, Empowered Calcific Touch should do it... as long as you can overcome the dragon's SR. An Elf with Spell Penetration and Greater Spell Penetration gets a +6, and if you prepare a Piercing Maximized Empowered Calcific Touch, you'll get another +5, which should give you good odds.
Of course, keep in mind that dragons know Contingency, and could very easily have a Contingency to Teleport somewhere if they are disabled/KOd. In which case you better finish it off quick, or leave the material plane and don't come back.
Switch Wis and Str for a melee Cleric - 20 Str will make you one heck of a powerhouse in combat. It will also boost your Swim score, which you should almost certainly max out. I would also stick to Medium or Light armor for a nautical campaign. Keep an eye out for spells that are usually somewhat useless - for example, Lighten Object could become very handy.
Can't believe no one has said this yet: MAX OUT USE MAGIC DEVICE. Unless you're going gestalt with Wizard or Sorcerer, there's a very good chance you will need some Wizard or Cleric-only spells at some point. With a high charisma you should be pretty good at UMD, and with you getting all the cash you should be able to afford plenty of wands and scrolls. Having access to spells like Knock, Fly, Dispel Magic, Teleport, etc. will mean a much smaller chance of you being stumped by some obstacle or another.
Also make sure you have a backup in case you get Feebleminded or blinded or something. This is going to be a very dangerous campaign, as when you go down, it's a TPK.
Vestigial Arm is definitely the way to go to get an extra arm. If you want the archery feats AND the TWF/shield bash feats, you're going to have to go Fighter. The vestigial arm discovery doesn't grant extra attacks, though, so don't be expecting to be able to shield bash & make a full ranged attack in the same turn.
Oh yes, if you're considering archers as well your options go way up. IMO one of the most awe-inspiring gatling guns in the game is the Divine Hunter paladin. As a human you can get Precise Shot, Rapid Shot, and Point Blank Shot at level 1, and when you smite... it just gets pretty insane.
Check it out - smiting point blank level 7 Divine Hunter:
call it 20 dex, 14 str, 14 cha
You get 4 arrows - two from BAB, 1 from rapid shot, and 1 from manyshot, so we're looking at
And each one deals:
Bottom Line: +14/+14/+14/+9 arrows dealing 1d8 + 16 each and ignoring DR against your smite target. If all of them hit, that's about 82 damage total.
Holy DPS, batman!
WARNING: Your GM may get mad at you for dropping the BBEG by yourself in two turns.
The author of the ability has stated that it was his intention that you don't get Wild Shape until level 6. If you can convince your GM otherwise, good for you. Generally, though, the consensus is that Shamans are poor wild shapers but AWESOME summoners. OTOH, all you really get at levels 4 and 5 of wild shape are different movement types and senses, so if you really want to become a huge dinosaur ASAP, the shamans are great.
Oh, be careful! Saurian/lion shaman is an archetype, not a domain. It delays your Wildshape until level 6 and trades out your class features for different things. The domains are just the cleric-style domains given by the Nature's Bond ability. They are two very different things.
EDIT: Ah nvm, I see you understand. I totally forgot the shaman archetypes open up domains not usually available to druids. I really hate delaying wildshape, though, so I wouldn't go shaman unless you really like summoning things - after Master Summoner they are they best summoners in the game.
Correct me if I'm wrong, but I believe Druids are limited to nature-related domains.
I'm not super familiar with all of them, but I believe the standard cleric domains (fire, etc.) are better for casting druids, and some of the animal/terrain ones are better for melee druids. For example, Crocodile lets grappling druids do a cool death roll technique, and Wolf gives you Improved Trip for free. Again, hard to say if it's worth giving up your AC for it (particularly for a melee druid).
Oh, and if you're multiclassing and don't want to spend a feat on Boon Companion (or are multiclassing more than 4 levels), go with a domain. If your AC isn't at max level or -1 at most it tends to be pretty worthless/fragile in combat.
A high strength Dragon Style monk can be a pretty good striker. He can charge across difficult terrain and through allies to smack someone for 1.5xStr damage. Using Ki points can enhance his movement speed, AC or full attacks, which is great for getting into/out of tricky situations. He's got high Touch AC, move speed, and saves, meaning he can easily operate a little further away from the support characters than the tank can. Also a Dragon Ferocity flurrying monk is about as high damage as a monk can get.
Alternately, a Scout archetype Rogue or Ninja (perhaps a Spring Attack build) can be a pretty decent striker while also being a skill monkey. You won't be getting insane damage, but you'll be pretty good at skirmishing.
Oh, or if you have a lot of open ground, the Cavalier is amazing. Spirited Charge plus challenge plus lance = one really, really dead enemy. I've had a barely-optimized cavalier one-shot CR-equivalent foes in my kingmaker campaign.
Unless you really need another front-line fighter, a Domain is probably the right choice for a caster. Domains that give you a Wis-based ability are quite nice for early levels, and without the domain spells you'll be running out of spells quite quickly.
Keep in mind, you have spontaneous casting - if you ever need more muscle, you can always just summon.
You just described a Ranger. You get 6 skill ranks per level, a massive class skills list, half casting, and an animal companion... all in a full BAB character with bonus feats! You don't get heavy armor, and you can't take any crazy exotic feat lines, but if you just use two-handed power attacking you'll have plenty of feats.
You can't get the crazy-high ACs and attack stats of fighters (except maybe against your favored enemy), but you hit still plenty hard, and out-of-combat you can be an excellent scout/lore master/nature guide. Remember you can get traits to make just about any skill a class skill, so you could easily have a Ranger with, say, Disable Device and Bluff. Who needs Rogues?
Restores is probably on the right track. Getting two high-crit light weapons like Kukris is nice too; you'll definitely want the same type of weapon so you can get Weapon Focus. However, with a double weapon you can do 1.5xStr by two-handing it when you can't get a full attack in, which is very nice.
Remember that the main benefit of TWF for rangers is to get the absolute most out of Favored Enemy, so you'll want to get that as often as possible.
Oh, and taking Quick Draw wouldn't be a terrible idea either. That way, you can always get off a full attack, which is much more important for you than other characters.
You DEFINITELY want to keep Strength AS HIGH AS POSSIBLE. Str is everything for this build, since you're giving yourself so many minuses with TWF and Power Attack.
Here's one I was working on for a Vanaran monk. I had in mind something akin to the Monkey King - a funny guy that climbs and jumps all over, with a focus on Trip and Dirty Trick maneuvers.
The Tricky Tripster:
Vanara Maneuver Master Qinggong Monk
Stats (20 point buy)
Weapon: Temple Sword, others
It's not incredibly lethal, but it's pretty solid. Particularly, with a high Wis and Mantis Style, your Stunning Fists become quite excellent, and if you use them on tripped and/or blinded opponents, it's easy to hit. With Combat Reflexes, Greater Trip, and Vicious Stomp, you'll be making up for Flurry of Blows with the amount of AoOs you'll be getting.
Of course, like any maneuver master, this character will work much better in a campaign with primarily humanoid enemies.
Okay, so let's look at the arcane casters. I played a Conjuration wizard from 9th level up to 16th - Metal elemental school is going to be a bit weaker but still pretty good. Also, you can take the Opposition School feat eventually to have no forbidden schools.
Both Wizard and Magus are going to be pretty powerful. Which one is better depends on whether your party needs a full caster or a front-line fighter more - for example, if you have a sorcerer in the party, the Magus is probably the right choice. The Magus has a more limited spell list than the wizard and lower save DCs, but being able to do TWF and tack on touch spells for free is pretty darn amazing. Don't worry too much about optimizing besides jacking Int up as high as it can go (or Str, for a magus) - learning to use your spells and abilities to their utmost will likely be all the optimizing you'll need.
As for spells, they both get the iconic Magneto spells, Fly and Telekinesis, at levels 3 and 5 respectively. However, Wizards get those spells earlier and can cast them more often. (Of course, once you get the cash, you can get a Ring of Telekinesis.) Wizards also get many other telekinetic and metal-affecting spells. Telekinetic Charge and Enemy Hammer are two of my favorites - Paladins make excellent projectiles.
For hurling: you can put the Returning weapon quality on most weapons. Playing a Magus with a returning, spell-storing dagger or throwing axe could be quite fun. There's also the Universalist wizard school ability, but I wouldn't recommend it. There are several feats to enhance thrown weapons - Hurling Charge, for example.
Good luck! Prepared arcane casters represent!
If you want to go into melee, I'd go with oracle. However, the magneto-esque feeling you were describing is DEFINITELY wizards. All of the telekinetic type stuff is on the wizard spell list. I mean, check this spell out: http://www.d20pfsrd.com/magic/all-spells/w/wreath-of-blades
Actually, a Magus might be a good thing to look at too. They get some fancy telekinetic stuff of their own.
For the trip master, the Wolf Domain is pretty sweet - gets you free Improved Trip and some pretty handy domain spells, plus a neat flanking thing.
For the grapple master, it's probably worth it to splash a level of Monk, either regular or Tetori. Since druids are so feat starved, getting Improved Unarmed and Improved Grapple for free is pretty sweet.
For the summoner, I would go Human so you can get Superior Summoning by level 3 (if you didn't want to go saurian).
I wouldn't use Saurian for all of these necessarily, but if you like it then by all means. Just remember that you can't get Natural Spell until level 7, after you've gotten wild shape.
You can do the War domain, be an elf, or take a level of Fighter to get longbow proficiency. (Human fighters can have point blank, precise, and rapid shot by level 1 instead of level 5.) I would go Fighter 1/Cleric X, and focus on buffing and full attacking from the back. Maybe take Reach Spell or something else that lets you cure from long range in a pinch.
Controlling your animal companion is pretty darn easy for a druid. Most GMs just handwave a lot of it, and even for those that don't, you get a +4 bonus for free, which means with a rank and as a class skill you have +8 at level 1. That means you basically autosucceed on any trick your animal knows. Pushing is trickier, but doesn't come up often enough to make Cha a worthwhile stat for Druids. Not only that, if you boost your AC's int to 3, they can understand common.
If you want a charismatic Druid and invest in a social skill (intimidating prowess can make you a wunderbar intimidater) I could see the argument for Int 10 Cha 16, but I wouldn't do it myself.
Yeah, sadly Druids have ZERO reach options.
I'm going to second the Str/Wis high stats, and dumping Cha (which powers Wild Empathy and very little else). Toughness is definitely good for melee druid, since you have a d8 hit die and low AC for a while. Consider Scribe Scroll as your other level 1 feat - it's incredibly useful. There are so, so many circumstantial druid spells, that to be able to always have them handy makes you a much more versatile character. Also, unlike a wizard, chances are it may be difficult to find Druid scrolls at your nearby magic shoppe.
With an 18 in Str and Wis, you actually have a pretty unique opportunity to be a melee beast with high save DCs. There are very few spells on the Druid list you won't be able to take advantage of. I would still advocate for an animal companion over a domain if you're going melee.
Here's what I'd do for feats:
1) Scribe Scroll
Those I wouldn't change, except to substitute Combat Reflexes for certain builds. The higher levels are up for debate. Here's a fun route to go down - Overrun! Nothing like trampling your opponents into dust to start a morning of adventuring.
7) Improved Overrun
Alternately, you could go with something a little more generalist.
7) Furious Focus
Druids also make great grapplers, especially with a Monk splash. (dat constrict)
1 level Tetori monk splash at some point for Improved Unarmed Strike, Improved Grapple
Up to you! With both Wild Shape and full casting (including spontaneous summons), Druids are almost certainly the most versatile class in the game. Do what you like! :D
=79. Pretty beefy for a d8 class!
As for alchemist: it's a cool class, no doubt, but it won't really solve any of your problems. You'd get a Mutagen (nice!), some first-level extracts (eh), 4 bombs dealing 1d6+3 (eh), Brew Potion (neat), and Throw Anything (eh).
Musket Master could indeed be a cool path to go down. Just start taking levels in Gunslinger, and ask about that retraining. Can't help you on mythic, I'm afraid, but I'm pretty sure a 10-man Mythic adventure would basically turn into Guren Lagann pretty fast.
Oh yeah! If you're using a scimitar, you should DEFINITELY take Dervish Dance asap. It will give you Dex to damage, which will actually pull you up to respectable levels of damage, especially if you take Power Attack.
Now that you mention, you're definitely low on HP. You should have:
7*con mod = 14
So you should have somewhere around 63, but no less than 50 if you used your favored class on skills and rolled low.
I believe your problem has 2 parts:
1) Inquisitors are great at doing a little bit of everything. In a small party, they can be a skill monkey AND back up the Cleric in divine spellcasting, for example. But in a game that huge, you really, really want to be highly specialized to get noticed at all.
2) You're playing a weapon finesse build with no significant sources of damage except Bane, and no extra attacks.
How does your GM feel about retraining feats? Archer inquisitors are quite excellent, as adding Bane damage to a bunch of arrows is really, really nice. If you could retrain to get Point Blank Shot, Rapid Shot, Precise Shot, and Deadly Aim instead of some of your current feats, a lot of your problems would go away.
Failing that, there are still several options to go down. First, you could get Power Attack or Piranha Strike to boost your damage a bit. Second, you could start taking Skill Focus feats to make you REALLY, REALLY good at the things you're good at - Perception, Sense Motive, and Intimidate are all good choices. In fact, nabbing Power Attack and then Cornugon Smash could be fun, or you could take Skill Focus and then learn the spell Blistering Invective.
Also, I can't help but note you have crazy high scores in all the mental scores. Taking two levels of Paladin could really help - you'd get big bonuses on all saves, and start getting Smite damage & DR piercing. Sadly, even while smiting, a charging cavalier will do more damage than you.
Alternately, you could look at Prestige classes. Shadowdancer or Duelist could be good for this character. Sadly, there's really no way to suddenly have your character stand out - like I said before, it's all about specialization in such a big group, and they've all been at it from level 1. Good luck though!