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   Ty again :) In the end I created what you said: sylph wizard, air school. But I'm a bit unsure about school spells: which are the most useful for each level? Here's the list: 0th—message
  
   I've never considered the arcane bond (item), but it looks cool. I like the wind listener because of the spontaneus divination cast... Wizards have too many very useful but very situational spells, and divination seems a situational school. But arcane bond helps too. Uhm, I thought the wind listener needed an arcane (elemental in this case) school too, so I'm thinking about Air. Is it correct? 
 Cloud gazer is interesting, but I'm not sure if it should be the first feat: is it better at lvl 1 than toughness or improved initiative?
 Btw, my GM allowed me to consider "Windy Escape" as a school spell  
   Hi guys :) I'm about to start a campaign as a wizard. I was interested in the Wind Listener archetype of the Sylph race and to the Air elemental school too.
  
   Hello everyone :) I'm going to start a new campaign, where I play as Wizard (starting at level 12 or 13, GM hasn't decided yet). I was thinking about creating a Golem, probably as a Shield Guardian. Is there any kind of Golem worth it? I was interested in Alchemical and Glass ones, but I'm not sure. Any advice?  
   At the moment the buffs i have are: mage armor, shield, enlarge person and haste. I just reached the 6th level. Next lvl, i'll probably choose true strike (1), false life (2). A friend suggested to take Improved Share Spell as soon as i can to save some spell slot... is it worth?  
   Hi everyone :) me and my friends are playing the "Rise of the Runelords" campaign and i need some advise on my character build. I started as a druid, but i didn't enjoy it very much due to the number of summoned creature, so i changed to a kitsune sorcerer with the sylvan bloodline. My first idea was to build an enchanter (at lvl 5 the dc of compulsion spells is something like 21 + level of the spell), but after four sessions the GM just told me the enchanting school won't be very useful, as the campaign is full of undead or creature with the immunity to mind-affecting effects. So, now I'm thinking to change a little bit and concentrate on buffing my animal companion (a roc) and using transmutation spells on it to make most of the damage. Which Feats and spells are useful to this? Thanks a lot :) Just in case, here my lvl 6 ability scores (after racial modifiers, -2 to str and +2 to dex, cha for kitsunes):
 and my roc's one:
 Oh, my animal companion is at the same level of my character beacause of Boon Companion. | 
 
	
 
     
    