Nevermind the Detect Secret Doors, I forgot about it since I include all of the spells in my layout. It's 3+INT mod to 1st level spells, which means it's one too many with Comprehend Langauge. The only reason I've got it there is because my DM places little emphasis on languages and more on secrets.
Comprehend Lanaguage is normally the recommended spell.
Here's another thing I just realized. It's not RAW by any means, but you could ask your DM if you can use Fortell (Su) and Telepathic Bond w/ your allies. It would still be a standard action, but think of the possibilities.
Here's a sample I'm playing, it's in a 'sea' based campaign so some of the spells are targeted towards that. The feat selection sure isn't optimal, but I wanted to try something fun. I recommend taking Toughness and Craft Wondrous Item, and something that might work for your campaign.
The Spell Perfection is targeted towards summoning, you can either go for a Quickened Summon Monster IV for 1d3+1 (+2 from Superior Summoning) Aurochs, Constrictor snake, Cheetah, Electric Eel or Lantern Archon w/ +8 STR and CON, followed by Haste. Or, OR! No Meta Magic, just Summon Monster VIII for 1d3+3 Tyrannosaurus w/ +8 STR and CON, when you reach level 17 you can apply Extend Spell to have them last 3 min and 24 sec.
Then there's the Level 9 'Scry and Fry' tactic. If you get to know who the bad guy is, try to Scrying him or her, buff yourself e.g. Haste, and cast Teleport to where the bad guy is. When you are done, teleport out.
Read up on Treantmonks Wizard Guide if you want to know what the God Wizard is about. In short, it's about going first and hampering the enemy stats, action economy and mobility. For damage you summon and buff, and you stay safe with a few other spells. Also, it's top priority to have an answer for everything w/ your spells, which is why you should craft scrolls and learn new spells. I've added Arcane Bond: Ring and Fast Study for further convenience.
As for skills, talk it out with your Scald. Normally I would recommend having at least 1 point in every knowledge skill, but I guess you don't have to do that. Try adding Perception, Fly and Swim.
1. Arcane Bond (Ex): Ring, cast any spell from your spellbook 1/day.
1. Spellbook and Cantrips: Cast 0-level spells, prepare spells from spellbook.
1. Arcane School, Divination: Gain extra spell slot per spell level to prepare D. spells.
1. Opposition School, Necromancy and Enchantment: Spells from these schools takes up 2 spell slots to prepare, -4 to identify.
1. Forewarned (Su): Always act in surprise rounds, still FF, +1/2 CL Initiative.
1. Prescience (Su): Free action, roll 1d20 and bank result 1/r, uses = 8/day.
8. Fortell (Su): 6sq cone, aid or hinder, 2 luck to all 1d20 rolls, CL/day.
Level Racial Description
Spoiler:
1. Low-light Vision: see in dim light.
1. Elven Immunities: Immune to sleep, +2 to ST vs. Enchantment.
1. Elven Magic: +2 CL to bypass SR, +2 Spellcraft to identify items.
1. Fleet Footed (ARG): +2 Initiative, Run feat.
Level Feat Description
Spoiler:
1. Improved Initiative: +4 Initiative.
1. Scribe Scroll: Spellcraft scrolls from spellbook, 2 hours for 250gp.
1. Run: Move at x5 speed, retain DEX to AC
3. Spell Focus, Conjuration: +1 bonus on save DC for Conjuration spells.
5. Augment Summoning: Summoned Creature gain +4 STR and CON.
5. Fast Study (UM): 15 min to prepare all spells, 1 min minimum.
7. Combat Casting: +4 to Concentration and Defensive Casting.
9. Opposition Research, Necromancy (UM): no longer an opposition school.
10. Empower Spell: Increases spell variables by 50%, +2 Levels.
11. Extend Spell: Double spell duration, +1 Level.
13. Quicken Spell: Cast spell as swift action, +4 Levels.
15. Spell Perfection (APG): Apply Metamagic to one spell w/o penalty, double feat bonus.
15. Superior Summoning (APG): Whenever you summon more than 1 monster, add +1
17 Iron Will: +2 Will Save.
19. Lightning Reflexes: +2 Reflex Save.
20. Immortality (UM): No longer age, no penalty to STR, DEX and CON from aging.
I've drafted a sorcerer and a wizard, but I'm not sure what to pick. Playing with a rogue and barbarian in a pirate themed setting. GM doesn't really want to us to play casters, but if the backstory fits he'll allow it (discouraging the others). Using mostly Core Rulebook (20 pt. buy), and asking for a few oddballs from Advanced and Ultimate books.
Human Sorcerer (Arcane).
STR: 7, DEX: 14, CON: 12, INT: 12, WIS: 8, CHA: 20
Feats: 1. Improved Initiative, 1. Toughness, 1. Eschew Materials, 3. Craft Wondrous Item, 5. Topple Spell (Metamagic), 7. Leadership, 7. Spell Focus: Conjuration, 9. Augment Summoning,
11. Empower (Metamagic), 13. Maximize Spell (Metamagic), 14. Combat Casting, 15. Spell Perfection.
Favored Class Option: add one spell known from sorc. spell list, marked by (F).
Skills: K. Arcana, Spellcraft, K. Planes, Bluff, UMD. +Swimming, Fly, Perception.
1st Level: 1. Color Spray, 1. Silent Image, 3. Identify (B), 3. Grease , 4. Mage Armor (F), 5. Enlarge Person (F), 5. Magic Missile, 6. Charm Person (F), 7. Protection from Evil.
2nd Level: 4. Glitterdust, 5. Invisibility (B), 5. Web, 6. Alter Self (F), 7. Fog Cloud (F), 7. Detect Thoughts, 9. Mirror Image, 11. Scorching Ray.
3rd Level: 6. Haste, 7. Dispel Magic (B), 7. Summon Monster III (10: Phantom Steed), 8. Fly (F), 9. Sleet Storm (F), 9. Slow (A), 9. Stinking Cloud, 11. Fireball.
4th Level: 8. Black Tentacles, 9. Dimension Door (B), 9. Summon Monster IV, 10. Enervation (F), 11. Confusion (F), 11. Enlarge Person, Mass, 13. Elemental Body I.
5th Level: 10. Wall of Force, 11. Overland Flight (B), 11. Teleport, 12. Telekinesis (F), 13. Magic Jar (F), 13. Wall of Stone, 15. Transmute Rock to Mud.
6th Level: 12. Summon Monster VI, 13. True Seeing (B), 13. Contingency (A), 13. Programmed Image, 14. Planar Binding (F), 15. Chain Lightning (Spell Perfection).
etc.
Character fluff for those who care:
The wizard spent his years in a dream state, connected to ancient trees. One day he managed to transcend to the true present, waking up in the process (think Matrix). His hands are whitering away (low STR), and he attempts to come to terms with his own mortality. Angry with his elders, who would have let him die in that state, he exclaims that he did not choose this. "Very well, then we shall present you with a choice. 1. You cooperate with us in an attempt to reconnect you with the ancients, 2. You travel the world, get some perspective, and return sooner or later to revisit option 1. There is no option 3." Free to leave, he walks with a vow to never have his feet planted too firmly in the ground. Two weeks later he has managed to grasp what it means to be independant, and makes a living by trading knowledge. Eventually he stumbles upon pirates. Perplexed by this subset of humans, he wishes to join their effort in order to discover what is beyond the mundane (low WIS). Essentially it's always going to be 'Wizard Elf guy who happened to be there', but it's better than nothing.
The sorcerer possesses the heritage of planeswalkers (MTG), but was born into a family of high ranking marine (anti-pirates). DM told me he had to be rebelious and evil to make it from there, he wanted a rivalry subplot. I agreed, but it had to be subtle. - Don't be fooled though, it was my idea.