I'm joining a new campaign for a newer gm. The table agreed to the rules and had a somewhat productive session zero. I've put together a silly build that's all about assisting the rest of the party while not drawing the limelight. I'll post the build below and some of the items I've chosen (starting lvl 5 and had a 500gp start).
Looking for advice on how to keep it very assistance based as well as ideas for a potential rival archeologist.
Lvl 1 - Class Kineticist, Dual Gate (Air/Wood), Air Impluse - Four Winds + Wood Impulse(Hardwood Armor), Class feat - Timber Sentinel
Background - Archeologist
Race - Tengu Hungerseed, Feat - Uncanny Agility
Lvl 2 - Class - Fresh Produce (Wood)
Skill - Additional Lore (Architecture)
Free Arch - Archeologist Dedication
Lvl 3 - Acrobatics to Expert
General - Toughness
Lvl 4 - Class - Lightning Dash
Skill - Settlement Scholastics (GMs ancient culture group)
Free Arch - Magical Scholastic
Lvl 5 - Class - Expand the Portal (Air Junction for speed + Tumbling Lumber (wood)
Ancestry - Storming Gaze
Skill - Athletics to Expert
Final Stats - Str 3, Con 4, Dex 3, Wis 1, Int +2, Cha 0
(game is unlikely to go to ten, so no investment in con +)
Skills - Acrobatics (Expert), Athletics (Expert), Lore (Regional GM culture) trained, Lore (Architecture), Nature (trained), Occultism (trained), Survival (trained, Thievery (expert)
Gear - Adventures Backpack, Tent (4 person), Explorer's Clothes (+1 potency), Handwraps of mighty blows (+1 striking with ghost touch), bracelets of dashing, necklace of knives, memoir map tattoo + Bewitching Bloom (Lilac), Gate Accenuator (wood), Marvelous Miniature (ladder x2, campfire x2, chestx1)
Again, any suggestions on making a nice support party archeologist is appropriated. In particular, any advice on ideas to give a GM as a rival (since any good archeologist has a competitor).