Alright, in that case to have a more fleshed out build I've decided on the following. By focusing instead on RK I've changed up from a sorcerer arcane caster to a wizard, with a cleric dip for a pseudo mystic theurge. Depending on whether the group has a dedicated healer I can use those slots for healing/condition recovery plus nab a staff of healing. Otherwise some utility from the divine list. I've also dipped loremaster to help with RK.
Loose concept is a Kitsune wizard that was booted from their academy for constantly sneaking into the forbidden section of their library 'In the pursuit of knowledge and the advancement of magical sciences!'
She follows the School of Unified Magical Theory, and Either spell substitution or Staff nexus depending on if I'll carry a Staff of Healing as primary healer.
Ancestry Feats
Honestly mostly fluff and flavor
-Shapechanger's Intuition- Useful to figure out if your classmate is secretly a new breed of shapechanger
-Myriad Forms- Easier to sneak around when one assumes you only have one transformation
-Vulpine Scamper- Used to running around as a fox
Wizard Feats
-Counterspell- Hopefully usable, will plan to grab clever counterspell at 12 since iirc the adventure is 11-13
-Widen Spell- If there happen to be big groups, ally positioning permitting
-Nonlethal Spell- Because you can't interrogate someone for their magical secrets if they're ash
-Reach Spell- When they're a stride away, and that stride happens to have a raging barbarian engaged in a violent duel halfway through
-Knowledge is Power- Thematic, but also a way for her to info dump about enemies to give the party a bonus
-Quickened Casting- Self explanatory I think. Alternatively; SPEED.
Like I said, Archetypes leaned into a cleric dip for mystic theurgy. Primarily because I didn't like all the feats in loremaster and also because thematically exploring another spell tradition fit with the character, and being able to step in as healer if needed would be useful.
Standard Archetype feats
-Cleric dedication
-Basic Spellcasting
-Domain Initiate- As a follower of Nethys, Knowledge Domain is her pick, all the better to succeed at RK
-Divine Breadth
From here, a Level 10 dip into Loremaster for its lore feature. I've left level 12 open between another cleric slot or assured lore depending on how things go.
Skill Feats
A blend of flavor and utility-
-(Background) Dubious Knowledge- Reading every book means also reading the hogwash and needing to filter that out later.
-Trick Magic Item- Having access to the divine list isn't enough for this kitsune; wands and scrolls for useful primal/occult spells are now on the table.
-Schooled in Secrets- Cults also possess valuable information, and so do secret societies. For someone a bit lacking in social graces, reading up on their known habits will hopefully suffice.
-Recognize Spell- Prereq for Clever counterspell, and also thematic
-Quick recognition- Traded a general feat to fit it, same reasoning for Recognize spell
-Orthographic Memory- I have pretty much all the decipher knowledge skills at about the same level, so I'm like half sure this isn't particularly useful, but just in case.
-Cognitive Crossover- When you only have 2 uses of scholarly recollection, this is almost as good for a backup; using Loremaster Lore and Arcana.
General Feats
-Toughness- To make up for being so squishy
-Sacrificed one for Quick Recognition
-Thorough Search- It pays to be meticulous when searching for forbidden texts
In terms of spells, I don't have the exact list written out, since I'd like to work around the party and fill as needed. Ideally it's utility and less direct damage, i.e stuff like illusion spells, grease, revealing light, haste, etc. As mentioned, divine spells can be more niche utility or healer oriented as needed
I'm unused to forum formats, so I'm not super sure how to format a link into the name of a given feat, else I would've hyperlinked everything. Would just using the URL brackets change it up automatically?