
Revolving Door Alternate |

New character for an existing campaign with a new group. Takes place in Waterdeep, Forgotten Realms. Group is fairly mercenary - with good tendencies. Currently serving as bait to try and find/stop caravan bandits.
No evil allowed.
As far as I know, no significant house rules.
We are using 25 point buy.
Get 2 traits and can take a disadvantage (I’m not certain if the disadvantage gives another trait).
Starting at 4th level (Note: this is a slow advancement campaign, so no builds that don’t function until umpteen levels).
Std WBL for 4th level PC.
Sources available for build (Note: these are my limits due to what I have for hero labs not imposed by GM).
Core Rule Book
Game Mastery Guide
Bestiary 1
Advanced Players Guide
Advance Class Guide
Advanced Race Guide
Ultimate Magic
Ultimate Combat
Ultimate Campaign
Ultimate Equipment
Inner Sea World Guide
Inner Sea Magic
Adventurer's Armory
Animal Archive
Blood of Angels
Blood of Fiends
Council of Thieves Players Guide (I don’t know about the other campaign players guides)
I do not know the group’s level of optimization or system mastery. I think they are kinda new-ish to PF. Having switched from 3.x not so long ago. The reportedly do work as a team making plans and supporting one another, so that is very good in my opinion.
The concept I am looking at, their optimization or system mastery won’t matter too much. If I mostly buff the group and have some utility spells, that will help them at whatever level and no real chance of overshadowing them if they do not optimize all that much. Plus I kinda like the helping others to do all the distasteful work for me. ;)
Group already has melee and ranged weapon damage well covered. They have stealth. They have some face capability, but not much. Do not seem to have much in the way of arcane casting, knowledge, skills or condition removal. I do not want to get stuck in the healbot role. I actually don’t mind it as much as some people, but I just got done playing an almost healbot life oracle and want something a bit different.
So what I’m thinking is Razmiran Sage sorcerer. (Was considering a level of lore warden to make all the intelligence skills into class skills. Still not sure on that.)
Can UMD like crazy to make use of anything we find or purchase (with pragmatic activator if needed).
Condition removals would have to be purchased scrolls or wands, but I can use them easily. (Healing hitpoint damage is cheap and easy for anyone with a wand.)
The sorc list has a wide variety of very good buff spells. Especially the Communal X spells.
Intelligence as the casting stat will give me lots of skill ranks, in order to be decent at the knowledge and face skills.
The point buy and mostly support spells means I don’t have to keep any stat sky high, so I can easily have all the mental stats decent.
Buff/utility spells means I don’t have much use for any of the magic feats except maybe extend. So I can take some additional traits and/or skill focus type feats.
Samsaran (probably with Mystic Past Life)
Str: 8, Dex: 14, Con: 12(14-2), Int: 18(16+2), Wis: 16(14+2), Cha 12
Razmiran Sage Sorc
Traits: Pragmatic Activator (int for UMD) and (I thought there was a similar one for diplomacy and bluff, but I can’t find them) or maybe Birthmark
Feats:
1) Skill Focus UMD
3) Additional Traits (haven’t picked yet but probably knowledge skill traits)
5) Extend Spell
7) Deceitful (+2 to bluff and disguise)
The concept might be more easily done with a wizard or bard. I don’t really like the hassle of dealing with spell book casters and the bard’s whole shtick of “I sing and prance so prettily that you fight better” just bugs me. But if I have to do it to get my concept to work, I’m willing to give them a go.
So, what do you think? Viable, full of carp, worthless, wondrous, ...

avr |

Using Mystic Past Life on your first character with the group might get you labelled as a munchkin. YMMV on how annoying that'd be.
Since you get False Focus for free it might seem a waste not to get a spell which usually has a material component. If not immediately, some time. Euphoric Cloud or Magic Mouth or Continual Flame or something.

Inlaa |

It's from a Player Companion that wasn't listed by the OP.
I'd still make a request of it to your DM. It's a good trait.
To be perfectly honest, Wizards make better buffsters than Sorcerers, at least in my opinion. Yeah, I know - I prefer not to deal with spellbooks myself. However, if you want to play a buffing caster, you're generally going to know what spells you want to prepare for the day anyway. Plus, you can prepare spells that you otherwise might not use but really help with a certain situation. (Example: You never know when your party will need a magical disguise and you don't know any disguising spells as a Sorc.)
That said, the most important thing as a buffing mage is your spell selection. If you're going to play a Sorcerer this is even more key. What spells were you looking at grabbing? List them if you would.
You said your party has stealth. Does your party have a means of dealing with magical traps? If not, consider taking the Seeker archetype to go with your Sage bloodline. You are now the Sorcerer that disables magical traps.
I'll think on this between classes today.

Revolving Door Alternate |

Using Mystic Past Life on your first character with the group might get you labelled as a munchkin. YMMV on how annoying that'd be. ...
Good point. I'll drop that and maybe change the race to something else. I don't want to run another human right now. So maybe a half elf or elf.
..
It's from a Player Companion that wasn't listed by the OP.
I'd still make a request of it to your DM. It's a good trait. ...
Probably not then. The GM hasn't limited me, but I build my characters in Herolab and I've already broke my budget for gaming for a few months. Plus I want to get a few Hero Forge minis in the near future. So no new HL files paks for awhile.
...
To be perfectly honest, Wizards make better buffsters than Sorcerers, at least in my opinion. Yeah, I know - I prefer not to deal with spellbooks myself. However, if you want to play a buffing caster, you're generally going to know what spells you want to prepare for the day anyway. Plus, you can prepare spells that you otherwise might not use but really help with a certain situation. (Example: You never know when your party will need a magical disguise and you don't know any disguising spells as a Sorc.)That said, the most important thing as a buffing mage is your spell selection. If you're going to play a Sorcerer this is even more key. What spells were you looking at grabbing? List them if you would. ...
If I have to go wiz/arc, I will. But I'd rather not.
It seems to often be mostly frustrating trying to keep the book filled with everything that might be useful, choosing what I want to take each day, needing to look in umpteen books to find the details of a little used spell that I don't remember perfectly. Sorc has a smaller list of spells and I can have everyone of them printed off and kept with the PC.I haven't chosen spells yet, since I'm not 100% set on what I want to be.
If sorc, I'd take the mostly standard buff spells like haste and protection from evil that are usually good. If wiz/arc I'd go with the more obscure ones like iron beard and moment of greatness that are more situational, but still good. The bard option would have yet another list.
...
You said your party has stealth. Does your party have a means of dealing with magical traps? If not, consider taking the Seeker archetype to go with your Sage bloodline. You are now the Sorcerer that disables magical traps. ...
I believe they have a full trap handling rogue.

Inlaa |

Well, some spells that should work for a buffster Sorcerer...
Note: I'll only list spells from a book that you said you have.
I'm listing the duration of these spells because, well, that's important. Hour / level and 10 min / level means you can cast those spells well before combat starts. 1 min / level means you can cast them JUST before combat starts. 1 round / level means you're pretty limited as to when you can cast them.
You want to be able to cast everything you can before the battle starts, and indeed before adventuring starts if that's an option.
* * * * *
Enlarge Person (1 min/level)
Mage Armor (1 hour/level) - might be useful on the rogue, but only if the rogue doesn't wear decent armor. Also, you're level 4, so he probably has magical something-or-other already.
Magic Weapon (1 min/level) - Useful enough if your party somehow doesn't have magical gear. Greater Magic Weapon, a third level spell, can be used on your archer's ammunition.
Protection from Evil (1 min/level) - Yeah, it's just good.
*READ DETAILS* Gravity Bow (1 min/level) - Affects self only, sure, but if you take crafting feats you could make a wand that casts this and give it to your shooty fellow. They can then use it on themself before a fight.
Touch of the Sea (1 min/level) - Congratulations, your friend is now a fish. Not really, but they can swim.
Color Spray (varies) - Okay, it's not a buff spell. It is, however, one of the best first level spells any caster can have. It can turn challenging encounters into non-encounters. Especially since you want to play a Sorcerer, having this on your spell list gives you, at the least, a defense mechanism you can resort to when the enemy starts charging at you.
Infernal Healing (1 min) - Heals 1 HP per round. Might not make the party paladin happy if you have one. If you can craft wands, get this made so you can poke people with the healing stick between fights or when your allies are downed in a fight (free stabilize, y'know).
Feather Fall (1 round/level / until fall is complete) - Always keep a scroll of it around. You never know when you're going to get thrown off a bridge or something. Plus, it's a way for your rogue to quietly jump from a high place to somewhere far below.
2nd level
Bull's Strength (1 min/level) - Yeah, this + Enlarge Person on the party fighter = no duh.
Cat's Grace (1 min/level) - For the Rogue. He needs AB.
Protection From Arrows (1 hour/level) - Yeah, from my experience this is a nifty enough spell. You're still going to face enemies that don't use magical ammunition at your level, or so I'd assume. It's worth nabbing.
Protection from Evil, Communal (1 min/level divided among touched characters) - Skip this and grab the version from 3rd level spells. You can always use 1st level spell slots for Prot. From Evil.
Resist Energy (10 min/level) Frequently a must-have for buffers I feel, especially if you know what you're fighting. "This caster we're fighting chucks fireballs" is a good reason. "We're fighting fire elementals!" "We're going to explore THE FROSTY MOUNTAINS OF ICY WINDS (otherwise known as Icewind Dale)!" Yeah, you'll know when to use this.
Create Pit - Okay, you may look at this and say "This isn't a buff." No, it's not. It is, however, a good way of A) creating a zone of "nope" for your opponents that they have to jump over (useful in hallways) and B) a good way of dropping an enemy into, y'know, a pit. Oh, consider casting Grease into the pit for good measure.
Glitterdust (1 round/level) - Your party hits things more easily when they're blinded. Plus, if you have See Invisibility by some means, you can enable your party with this spell.
Web (10 min/level) - Simple battlefield control. Give your allies cover with this, cut off an escape route for the enemy, or just plant it on a swarm of orcs so your archer can pick them off... or set the webs on fire while the orcs are in them.
See Invisibility (self-only) (10 min/level) - Again, coupled with Glitterdust this can save your party from meeting a nasty end at the hands of invisible jerks.
Invisibility (1 min/level) - Hugely important. Short duration, sure, but 4 minutes of invisibility + feather fall and Disguise Other in your toolkit means you can enable the party rogue to do some wickedly good infiltration.
Disguise Other (10 min/level) - See above.
Blur (1 min/level) - It's good. Miss Chance is the best defense.
3rd level
Heroism (10 min/level) - Just take it.
Haste (1 round/level) - Just take it.
Invisibility Sphere (1 min/level) - Just take it.
Nauseating Cloud (1 round/level) - Okay, it's a debilitating spell. Some enemies will be immune to it. Its use isn't universal. That said, enemies that are susceptible to this and fail their saves will essentially be sitting ducks for your characters to deal with, especially that archer you mentioned.
Magic Circle Against Evil (10 min/level) IMO, this is a great spell. It's got its uses for summoning, but it also provides a safety zone. I wouldn't necessarily take it before the spells I listed above it, but I'd keep it in mind.
There's lots of other good 3rd level spells, but those I listed are the ones I'd go for first without a doubt were I to play a buffing arcane caster. Heroism is great; Haste is great; invisibility for the whole team is great; Nauseating Cloud is just a very rude spell against anything that's living.
* * * * *
Those are spells I'd suggest. I'd also seriously consider Summon Monster spells; there's a lot you can do with summoning to control a battlefield.

Revolving Door Alternate |

Thanks Inlaa. I agree mostly with your list.
I do intend to have at least 1 offensive spell at each level. Special kudos to spells that can be both like grease and glittedust. Grease is mostly offense, but it can be used to help an ally escape from a grapple or bonds. Glitterdust can almost be thought of as the poor man's see invisibility for the whole group. (If of course, you are lucky on the casting of it.)
I don't know if I'd take both see invisibility and glitterdust among my limited 2nd level spells, but it is a good combination.
Not sure about the summon monster spells. I agree they are tremendous, but they can really slow down combat. That can upset some people. I think until I know these guys better, I'd better avoid those.
But I may take the summon swarm or mad monkeys. Those can just be hilarious.
I have a hard time deciding between magic circle against evil and communal protection from evil. Magic circle lasts longer. But in my recent experience, it tends to be nearly impossible to get everyone to stay in a tight formation so as to all be in the zone.

Inlaa |

As far as offensive spells go for 3rd level... if you prefer it, Hold Person could work decently. My only concern with it is other classes can get it at 2nd level, but at least it would have a higher Save DC for enemies to cope with. It's a great spell for allowing Coup de Graces, and Coup de Grace maneuvers ARE essentially game changers.
Swarms are great. Since Invisibility only breaks if you cast an offensive spell, it's perfectly viable to use a Silent Summon Swarm and have a bunch of bats swoop in and attack a camp at night to provide a distraction for the party rogue.
EDIT: In fact, being invisible and summoning swarms is just a hilarious combo in general.
DOUBLE EDIT: And, actually... Mad Monkeys' duration is 1/round instead of concentration+something. You could actually be invisible and have both a swarm of bugs and a swarm of monkeys making arses of themselves.

Revolving Door Alternate |

Yeah. ;) A vanish, then summon swarm, and then mad monkeys does sound like lots of fun.
Been trying some builds. As expected, I'm having some trouble getting as many different buff spells as I really want.
I'm going to consider arcanist. Any suggestions on types of arcanist or builds that will work well for a buff caster?

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While it is not often talked about, Summoner has one of the better CC and buff spell lists in the game.
You could also build the eidolon as a flank buddy (reach with one natural weapon, does not have to be hyper effective, I actually like humanoid with a reach sting, poison later) and then still have it wield wands like a boss to supplement your spells.
Course, some people call anyone who even looks at the summoner section as a munchkin powergamer (man, we summoners get a bad rap).

Revolving Door Alternate |

I have not yet had the opportunity to play a summoner class (I have a PFS summoning sorcerer though) but I've GM'd for a few. I kinda like them as long as the player is very organized.
But with many people's reactions to them, I don't want to start in a new group with one of those. Besides the group already has a lot of melee capability and a stealth/skill monkey. Those are the 2 things the summoner best provides.
I actually don't think I want to have the cure spells. At least not until I know the group a lot better. I've seen quite a few players recently that just get stupid if they know there is a caster with Cure X Wounds available. Then that player is pushed toward being nothing but a hitpoint battery.
Edit: Grrr... I hate it when my search-fu is weak. Anyone know which section tells you what kinds of bonuses stack. I was thinking it was just dodge, luck, and un-named bonuses. But a friend disagrees.

avr |

Luck doesn't stack, circumstance usually does, see here.
As an arcanist doing support I'd consider school savant: divination in order to be sure of acting in the surprise round. Especially important if you're acting as bait for stealthy bandits, you'll want to get your buff or mirror image up ASAP.

Revolving Door Alternate |

Wow carp! I've been doing some PFS tables wrong. I was letting the luck bonuses stack. I could have sworn I read that somewhere, but I can't find it now. It probably hasn't made any significant difference, since we don't usually have all that many buffs going out at the same time.
I will pay attention to that in the future. I can't follow your link from work, but I will check it when I get home.
I do like the School Savant Diviner Arcanist. That would certainly help me get my buffs on the group before they go charging off in every direction. Or cast a vanish on myself if I think I am in danger.
I'll go with that. Again, probably as an Elf or Half Elf. I will consider if I should aim for the Loremaster PrC.
I will make up both a sorc and arcanist at level 8, post them here for feedback, then decide which I like better.

Oterisk |

With Infusions, you can hand out buffs to the party at the beginning of the day and can, at higher levels, give out buffs that no other class can, like Monstrous Physique and Giant Form I. You can also make clones of yourself, make a reasonable natural attack build or just plain throw bombs that ignore SR all afternoon.
You get the cures and even Lesser Restoration on your Extract list, and craft alchemical items for some interesting effects. It's a great class that's very effective at low to mid level, but does tend to get overshadowed near endgame.
If you're going with a Sorcerer, let me recommend Pragmatic Activator + Mnemonic Vestment. With this combo, you can cast any spell you have in written form. My Tattooed Arcane Sorcerer uses this to cast Heal from a scroll. The high UMD allows you to fool the Vestment you have the right spell list and emulate the Wisdom needed to cast it. Since my current UMD is +26, it doesn't even require a roll. The Vestment is an easy early game trick, and I recommend it to any Spontaneous Caster.
I'd also recommend Craft Wand, especially if you go Arcanist, so you can last through the long days and be able to keep up your class abilities.

Revolving Door Alternate |

stuff.
Ha! My first thought when seeing your name was, "This isn't a dragon disciple build, what is he doing here?"
Silly I know, but that is my association with your name.anyway...
Wasn't really going for the skills as the main focus of the character. More of a strong tertiary role. First, would be buffing the group. Second, would be high UMD. Third, would be knowledge skills.
I want to like alchemist, but I really haven't been too happy with it for any of my potential builds.
Like in this case. At 4th level, I would only be able to make 4 and 2 extracts a day and each would only effect one person. As another caster, I could do things like bless, haste, or communal protection from evil which would buff the entire party.
Though I must admit, I had not considered and really like the thought of handing out extracts of personal range spells. The alchemist doesn't have a whole lot of them, but they do get some nice ones.
Not horrible, but it just hasn't ever filled me with "Oh! I gotta have that!"
Either sorc or arcanist will almost certainly take pragmatic activator. Sorc will definitely get the Mnemonic Vest. I can't believe that is only priced at 5k. I think it would almost be a must have at double the price.
Yes, I think an arcanist should have 1 craft feat and I think wand would be the best choice. Especially if the rest of the group is willing to take a couple of ranks in UMD to try and activate their own buff wands.

Corvino |

Given the relative lack of skills in the party, minimal condition removal and apparent lack of full casters something Theurge-y seems appropriate.
For single classing a Witch might work, being Int based to maximise skills. Picking the right patron can open up a lot of options, and while healing looks a bit poor it does give nearly all the condition removal you need.
Early-Entry Mystic Theurge, probably Wiz 3/Cleric 1/MT X, also gives a good array of spells. You need an appropriate Cleric domain (Trickery or the Fate inquisition are the usual ones) to get early entry, but your Arcane casting is at the same progression as a Sorcerer and you nab Cleric buffs and removal spells eventually too. You can also use 90% of wands without UMD.

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I have stumbled into this by accident; but just reading the initial post I feel compelled to be forthcoming, I am 110% certain that I am the host (but not GM) for the game in question. To be fair, and because I love surprises, I quit reading when I figured out who the original post was from and just scrolled down to leave a comment; as I'm more than happy to help out even if I want to be surprised here is some publicly known information about the party in question.
The party recently arrived in our alt. version of Waterdeep by ship. We've taken a job guarding a caravan to Neverwinter with full knowledge that we're bait trying to catch raiders. The party was seen around Waterdeep for a few days before leaving on their new job and made a little noise spending newly acquired cash (we are pretty close to WBL right now). The party consists of the following individuals (by description);
A freakishly big man carrying an over-sized nodachi and carrying a big longbow but not wearing armor. [Half-giant psionic warrior 4 (me); 30+ years RPG experience]
A catfolk in studded leather armor that moves very gracefully [Catfolk rogue 4; less than 5 years RPG experience]
A half-orc barbarian with a big axe and a bow. [Half-orc barbarian 4; less than 2 months RPG experience, loves it so far (plays Warhammer Mini games)]
A warrior with a great sword and bow in medium armor [Human fighter 4; played his first game last month, loved it]
A dwarven warrior with a big axe and a heavy crossbow [Dwarf fighter 4; less than 6 months RPG experience]
NPC - Elven ranger/cleric (Will be leaving the party after a few game sessions according to our GM)
We are picking up a 6th player (looking at arcane healing classes like alchemist and witch, but nothing set in stone yet) [15+ years RPG experience].
RDA will be our 7th player, but I know him as a great player and I invited him before finding out that we had a couple other new players invited to join. I've close all invites to the group because 7 is a big party and we want to make sure everybody gets their time to have fun.
The above is from memory but should be accurate. If that helps all of you to help RDA set up an awesome character, fantastic. Otherwise I will be withdrawing from the above topic so as to not spoil the surprise for me later. The above information could easily be found with a knowledge local check, since none of us I prefer to meet new characters in person. :)

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I'd ask RDA not to peak as he will get to meet Yzgar soon enough, but so that those helping him have an idea of how optimized my character is, here's Yzgar;
Yzgar Ysarin - CR 4
Half Giant Psychic Warrior 4
N Medium humanoid (human/giant)
Init +0; Senses low light vision; Perception +13
DEFENSE
AC 19, touch 10, flat-footed 19 (+5 armor, +4 shield)
hp 46 (4d8+16)
Fort +6, Ref +1, Will +4 (+3 vs. cold, +6 vs. cold environmental effects, +1 vs. sonic/linguistic effects, +2 vs. intimidate)
OFFENSE
Speed 30 ft.
Melee +1 deep crystal nodachi +8 (2d8+5+? / 18–20/x2), or Morningstar +7 (2d6+4), or Dagger +7 (1d6+3)
Can charge nodachi by spending 2 power points to do 2d6 psi damage.
+1 on melee attack rolls while maintaining psionic focus.
Range MWK Compisite Longbow +4 (2d6+3 / 20/x3)
STATISTICS
Str 17, Dex 10, Con 14, Int 14, Wis 16, Cha 13
Base Atk +3; CMB +7; CMD 17
Feats: Psionic Body, Psionic Weapon, Psionic Talent, Psycrystal Affinity, Weapon Focus - Nodachi
Traits Free Spirit, Tundra Child, Self Taught Scholar, Meticulous
Psionics Abilities
Power Points(18)
Powers:
2nd: Body Adjustment
1st: Biofeedback, Empty Mind, Force Screen, Inertial Armor, Metaphysical Weapon, Stomp
0: Detect Psionics, Float
Psicrystal (familiar) - Meticulous personality trait
Skills Acrobatics +6, Autohypnosis +8, Climb +7, Craft (Boyer/Fletcher) +7, Diplomacy +5, Knowledge (nobility) +6, Knowledge (psionics) +8, Linguistics +7, Perception +13, Ride +4, Spell/Psicraft +9, Survival +8, Swim +7; Racial Modifiers +4 Survival; Situation Modifiers -2 on untrained skills, +1 on SPellcraft t odecypher magical writing
Languages Common, Giant, Gnoll, Tugain, Catflok
Equipment: Tattoo - Inertial Armor, Tattoo - Inertial Armor, Tattoo - Force Screen, +1 Deep Crystal large sized Nodachi, large sized Morningstar, large sized dagger, large sized composite longbow (Str +3), 40 large sized arrows, MWK backpack, medium tent, 2x Potion of cure light wounds, gold crown, 25 black dragon scales, 892 gp, 8 sp, 0 cp)
I didn't over optimize because I have several newer players and because with a 25 point buy I'm not limited to 1 or 2 good stats; making this is an excellent chance to play a MAD character with enough breadth to be really fun.

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Assuming Usual Suspect is correct, I will resubmit Summoner.
Half Elf Naturalist Summoner. Flavor the Eidolon as your animal pet (Owlbears in Waterdeep). Could also set it as the "beast" pulling the caravan. A quick release will defiantly surprise the things you are trying to lure.
Additionally, this many martials will love Haste. Summoner is the only one to have access to it at level 4. The Rogue will also love the Invisibility and grease letting them sneak attack more often, especially if party is outnumbered (ie, everyone gets 2 foes or so, thus the rogue wont have a flank buddy)
Pits and grease are great crowd control.
Eidolon will be able to use CLW wand fairly easily with Skilled. You can also give it the Magic Evolutions later.
You can also serve as a Party Face. While the Rogue may be covering this (hard to tell from the description Usual Suspect gave) you would be able to back him up, and possibly later take that spot light, allowing the cat to slink to the back, circle and back stab.

Inlaa |

Given how many fighters are in the group... It sounds like your spell selection should be pretty straightforward. Fighters, Psionic Warriors, Barbarians, Rogues...
I think the White Mage Arcanist archetype may be a really good bet, especially if you make it clear that you won't be a healbot and will focus on buffs.

Revolving Door Alternate |

Here is my arcanist version at level 4. I'm liking this better than the Razmiran sage.
Male elf arcanist (school savant) 4 (Pathfinder RPG Advanced Class Guide 8, 78)
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (4d6+4)
Fort +3, Ref +5, Will +7; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6)
Special Attacks arcane reservoir (2/11), consume spells
Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Arcane School Spell-Like Abilities (CL 4th; concentration +4)
. . 7/day—diviner's fortune (+2)
Arcanist (School Savant) Spells Prepared (CL 4th; concentration +8)
. . 2nd—create treasure map[APG], tactical acumen[UC]
. . 1st—expeditious retreat, heightened awareness[ACG], protection from evil, vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, ghost sound (DC 14), jolt[UM], message, prestidigitation
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 19, Wis 14, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Alertness, Improved Initiative
Traits pragmatic activator, seeker, the pathfinder's exile
Skills Acrobatics +1, Appraise +8, Bluff +1, Climb -2, Craft (calligraphy) +10, Diplomacy +1, Disguise -2, Escape Artist +1, Fly +1, Heal +0, Intimidate -2, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +11, Profession (scribe) +6, Ride +1, Sense Motive +5, Spellcraft +9, Stealth +1, Survival +0 (+2 to avoid becoming lost), Swim -2, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ arcane focus, forewarned, meticulous, opposition schools (evocation, necromancy), specialized school (divination)
Combat Gear oil of shillelagh, potion of cure light wounds, potion of cure moderate wounds, potion of endure elements, potion of hide from animals, potion of hide from undead, potion of jump, potion of pass without trace, potion of protection from chaos, potion of protection from evil, potion of protection from good, potion of protection from law, potion of reduce person, potion of remove fear, potion of sanctuary, potion of shield of faith +2, wand of infernal healing (50 charges), wand of mage armor (50 charges), acid, air crystal, alchemical glue, alchemical grease, alchemical solvent, alchemist's fire, alkali flask, antiplague, antitoxin, bottled lightning, buoyant balloon, holy water, liquid ice, smelling salts, smokestick, soothe syrup, stillgut, thunderstone; Other Gear quarterstaff, cloak of resistance +1, handy haversack, wayfinder, belt pouch, candle (3), chalk (3), clear ear (3), earplugs, iron vial, masterwork artisan's tools, masterwork backpack, masterwork snorkel, mirror, potion sponge, powder, spell component pouch (2), sunrod, tephu spellbook, tindertwig (3), vial, light horse (combat trained), bedroll, bit and bridle, blanket, dandy brush, feed (per day), fetters, masterwork (barbed), manacles, masterwork (barbed), military saddle, periscope, saddlebags, swarmsuit, trail rations, waterskin, 120 pp, 388 gp, 7 sp, 2 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemical glue - 0/1
Alchemical grease - 0/1
Alchemical solvent - 0/1
Alchemist's fire - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Arcane Reservoir +1 DC or CL (11/day) (Su) - 0/11
Bottled lightning - 0/1
Buoyant balloon - 0/1
Clear ear - 0/3
Comprehend Languages (1/day) (Sp) - 0/1
Detect Magic (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Diviner's Fortune +2 (7/day) (Sp) - 0/7
Holy water - 0/1
Light (At will) - 0/0
Liquid ice - 0/1
Oil of shillelagh - 0/1
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/1
Potion of endure elements - 0/1
Potion of hide from animals - 0/1
Potion of hide from undead - 0/1
Potion of jump - 0/1
Potion of pass without trace - 0/1
Potion of protection from chaos - 0/1
Potion of protection from evil - 0/1
Potion of protection from good - 0/1
Potion of protection from law - 0/1
Potion of reduce person - 0/1
Potion of remove fear - 0/1
Potion of sanctuary - 0/1
Potion of shield of faith +2 - 0/1
Read Magic (1/day) (Sp) - 0/1
Smelling salts - 0/1
Smokestick - 0/1
Soothe syrup - 0/1
Stillgut - 0/1
Sunrod - 0/1
Thunderstone - 0/1
Tindertwig - 0/3
Wand of infernal healing (50 charges) - 0/50
Wand of mage armor (50 charges) - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +1 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +2 (7/day) (Sp) As a standard action, touch grants ally +2 insight bonus to many checks for 1 round.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Forewarned 2 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Inlaa |

The only metamagic feat I could think of you MAYBE taking with your build is... Persistent Spell, perhaps? Assuming you use Glitterdust to blind opponents, you could always say "No, you WILL stay out of the fight!" and make them roll a saving throw again.
I didn't see an actual list of spells known on your sheet, just a list of spells prepared. Is it somewhere in plain sight or is that on a separate page?

Revolving Door Alternate |

It is tough to get hero labs to spit out the spell book as a text document. But I hadn't purchased any extras yet. So:
alarm
anticipate peril
detect secret doors
detect undead
ear piercing scream
expeditious retreat
feather fall
heightened awareness
liberating command
protection from evil
vanish
create treasure map
tactical acumen

Revolving Door Alternate |

Ok this is another take on the support caster. But I have even less experience on this type of build. Party is a large group of mostly melee martial types. So the skald Raging Song seemed appropriate and useful. The bard spell list also has some pretty decent buffs on it. Then again, bards don’t get an absolutely huge number of spells known or cast each day.
So as a tertiary focus, I’m looking at the Halfling aid another. Now there are a lot of great things to make a Halfling good at this. (Exs: blundering defense which requires cautious fighter, body guard which requires combat reflexes, swift aid, self sacrifice, Halfling helpful, benevolent armor, ring of tactical precision, a few teamwork feats, etc…) But this is the tertiary focus of the build so I don’t want to spend too much of my build on it.
Combat
1 The primary thing for the character will be casting group buff spells. Other than the extend spell metamagic feat, that is pretty much just the spell selelction.
2 Secondary for this character would be the raging song. I don’t know what feats or traits would support or improve this since I’ve never really played a bard type before. Any help here would be appreciated.
3 Tertiary would be aid another. I will fill in the feats and traits not used for 1) and 2) with items from the list above. Which ones in what order do you think would work best?
Note: Me actually fight is not in there. If absolutely necessary, he will fight. But this build is all about helping the others to fight better.
The only rage powers that seem applicable at first glance are moment of clarity and ultimate clarity. Can you think of any others?
The archtypes of fated champion, herald of the horn, and maybe even spell warrior all seem like they could be good for this concept. Which if any would you recommend?
Non-Combat
More interested in being a source of knowledge than the party face.

avr |

With raging song you can drop the bonus round to round; it's not rage exactly. Moment of clarity etc. are unnecessary. The obvious powers to get are those which grant additional attacks (natural attacks or lesser spirit totem), or bonus damage or something (e.g. Lesser Elemental Blood, or reckless abandon).
The raging song doesn't actually need any feats or traits to improve it but you could get the Lingering Song feat if you think you might run short of rounds.
I'd go with the base skald probably. If you're particularly allergic to inspiring your allies, maybe spell warrior.
For buff spells Moment of Greatness works with raging song, though not with spell warrior. Heightened Awareness might work well with being knowledgable.

Gauthier Descamps |
Totemic Skald with Bull Focus (+strength to your allies, cumulative with the strength morale bonus Inspired Rage already gives), and Skald's Vigor and Improved Skald's Vigor will give, at level 2, +4 strength and Fast Healing 4 to your party, increasing both to 8 at level 8 and 14 at level 16.
Though with Totemic Skald you'll lose Spell Kenning (which is awesome, imo) and the level 3 rage power.
For rage powers, you can take Strength Surge and Savage Dirty Tricks, allowing your allies to use them every round to chain-stun targets (if you twist your song off and on every round, as those powers are once per Inspired Rage), as soon as level 6. At level 7 beginning a song becomes a move action and so you can twist your Inspired Rage more easily.

Inlaa |

So as a tertiary focus, I’m looking at the Halfling aid another.
It could work. I can probably slap something together for you. Since you're the only real spellcaster in the group, I'd avoid dipping, but there's still a lot of options available to you.
I've built a couple Aid Another halflings before, but they were both focused largely on that role and dipped a lot to get what they needed quickly. I'll see if I can come up with something that uses it as a tertiary focus if you like. Would you mind posting the ability scores you had in mind for this character? You already listed a lot of what's needed for an Aid Another build, so I may not be able to help much (especially, again, without dipping or buying new books).

Revolving Door Alternate |

The only reason I was considering Spell Warrior, is I thought some might prefer a weapon enhancement to rage. But it does seem kinda boring in comparison.
.
.
Quote:So as a tertiary focus, I’m looking at the Halfling aid another.It could work. I can probably slap something together for you. Since you're the only real spellcaster in the group, I'd avoid dipping, but there's still a lot of options available to you.
I've built a couple Aid Another halflings before, but they were both focused largely on that role and dipped a lot to get what they needed quickly. I'll see if I can come up with something that uses it as a tertiary focus if you like. Would you mind posting the ability scores you had in mind for this character? You already listed a lot of what's needed for an Aid Another build, so I may not be able to help much (especially, again, without dipping or buying new books).
What I was think was (25 point buy):
Str: 10(12-2), Dex: 16(14+2), Con: 14, Int: 14, Wis: 8, Cha 16(14+2)Though I could switch the str and wis if I don't need the carrying capacity and to hit for aid another.
.
.
Totemic Skald with Bull Focus (+strength to your allies, cumulative with the strength morale bonus Inspired Rage already gives), and Skald's Vigor and Improved Skald's Vigor will give, at level 2, +4 strength and Fast Healing 4 to your party, increasing both to 8 at level 8 and 14 at level 16.
Though with Totemic Skald you'll lose Spell Kenning (which is awesome, imo) and the level 3 rage power.
For rage powers, you can take Strength Surge and Savage Dirty Tricks, allowing your allies to use them every round to chain-stun targets (if you twist your song off and on every round, as those powers are once per Inspired Rage), as soon as level 6. At level 7 beginning a song becomes a move action and so you can twist your Inspired Rage more easily.
Ok, wow! I totally missed that a skald gives his rage power to his allies with the rage song. That is pretty kool.
Don't think I am interested in the totmic skald though.

Inlaa |

I'll work on ideas concerning the skald given what you've said (though personally I think your Strength could be a lot higher). If you stick with the Skald (either Totemnic or not), here are a couple origins that could work for you:
1) Ghostwise Halfling. They're pretty reclusive and generally don't leave their forest, and you'd face stigma from Strongheart and Lightfoot halflings, but they'd make a good totemnic skald. They also are psychic, able to send messages across short distances with their minds.
2) Uthgardt Barbarian. You'd need to take the feat Racial Heritage: Halfling and the Adopted: Helpful trait (netting you the same possibilities and bonuses), but you can essentially be a human that has halfling capabilities. I would NOT say that you were raised by halflings or have halfling blood, but rather that you are an Uthgardt warrior that believes working together with his allies is better than trying to steal all the glory for himself.
Chult is also worth considering, as is Rasheman. Maybe one of the nomadic peoples near Calimshan? There are definitely desert bandits from that region.

Gauthier Descamps |
Yeah if you plan to cast a lot (summoned monsters and Inspired Rage work wonders!) it's better not to take the totemic skald archetype, as Spell Kenning gives amazing utility (Animate Dead for example).
The Fated Champion archetype is great for a caster skald (half your level to your Init, among other things).
Feats for a Skald :
- Lingering Performance allows the effects of your Inspired Rage to continue a few rounds even if you're stunned, knocked uncounscious, etc.
- Extra Rage Power
- Skald's Vigor (gives you Fast Healing according to the bonus of your Inspired Rage)
- Greater Skald's Vigor, that gives your Fast Healing to all your allies, though you must be level 10 for this feat
As for traits, Community Minded seems to suit your character concept and has basically the same effect as Lingering Performance, thus saving you one feat.

Frizell Foulis Farquharson |

Well Here is what I eventually came up with if any one is interested.
Male halfling skald (fated champion) 4 (Pathfinder RPG Advanced Class Guide 49, 114)
CG Small humanoid (halfling)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size)
hp 31 (4d8+8)
Fort +7, Ref +5, Will +4; +2 vs. fear, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee steel terbutje +5 (1d6+1/19-20)
Ranged darkwood composite shortbow +8 (1d4+1/×3)
Special Attacks rage power (superstition +3), raging song 13 rounds/day (inspired rage, song of marching)
Skald (Fated Champion) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—disguise other[UM], heightened reflexes[ACG]
. . 1st (4/day)—feather fall, moment of greatness[UC], saving finale[APG] (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), haunted fey aspect[UC], prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 16
Feats Cautious Fighter[ARG], Lucky Halfling[APG], Scribe Scroll
Traits fate's favored, knowledgeable caster, the pathfinder's exile
Skills Acrobatics +2 (-6 to jump), Appraise +6, Bluff +8 (+6 for 24 hours when you fail an opposed Charisma based check), Climb +0, Diplomacy +8 (+6 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Escape Artist +2, Handle Animal +13 (+11 for 24 hours when you fail an opposed Charisma based check), Intimidate +13 (+11 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +6, Perception +5, Perform (oratory) +8 (+6 for 24 hours when you fail an opposed Charisma based check), Perform (percussion instruments) +13 (+11 for 24 hours when you fail an opposed Charisma based check), Profession (fortune-teller) +5, Ride +4, Sense Motive +3, Spellcraft +6, Survival -1 (+1 to avoid becoming lost), Use Magic Device +8 (+6 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception
Languages Common, Gnome, Goblin, Halfling, Undercommon
SQ bardic knowledge +2, rage powers, vain, versatile performance (percussion)
Combat Gear oil of bless weapon, oil of magic weapon, potion of cure moderate wounds, potion of endure elements, potion of pass without trace, potion of protection from evil, potion of reduce person, potion of remove fear, potion of sanctuary, potion of shield of faith +2, scroll of alarm, alter musical instrument, comprehend languages, scroll of detect secret doors, disguise self, forced quiet, scroll of horn of pursuit, identify, invigorate, scroll of memorize page, play instrument, unseen servant, wand of cure light wounds (50 charges), acid (2), air crystal (2), alchemical grease (2), alchemist's fire (2), alchemist's kindness (2), alkali flask (2), antiplague (2), antitoxin (2), barbarian chew, holy water (2), liquid ice, smokestick, soothe syrup (2), thunderstone; Other Gear hide armor, heavy wooden shield, darkwood composite shortbow (+1 Str), steel terbutje, handy haversack, wayfinder, bandolier, belt pouch, candle (3), chalk (3), clear ear (2), earplugs, fishhook, flint and steel, ink, black, inkpen, masterwork backpack, masterwork fortune-teller's deck, masterwork war drum, parchment (4), potion sponge, potion sponge, potion sponge, scroll case, sewing needle, signal horn, skeleton key, spell component pouch, sunrod (2), tindertwig (3), twine (50'), weapon cord, whetstone, wire saw, adamantine, wrist sheath, spring loaded, riding dog, barbarian chew, bedroll, bit and bridle, dog barding, masterwork snorkel, military saddle, periscope, poncho, sack, saddlebags, snowshoes, soap, swarmsuit, swim fins, trail rations, waterproof bag, waterskin, 27 pp, 1 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Cautious Fighter +2 AC when fighting defensively or using total defense.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Fortune-teller's deck, masterwork +2 to Profession: Fortune-Teller or Profession: Medium
Knowledgeable Caster (1/day) Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.
Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 13 rounds/day) (Su) Song can inspire allies in a variety of ways.
Scroll of alarm, alter musical instrument, comprehend languages Add this item to create a scroll with spells on it.
Scroll of detect secret doors, disguise self, forced quiet Add this item to create a scroll with spells on it.
Scroll of horn of pursuit, identify, invigorate Add this item to create a scroll with spells on it.
Scroll of memorize page, play instrument, unseen servant Add this item to create a scroll with spells on it.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Versatile Performance (Percussion Instruments) +13 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Plans
Feats
5 Lingering Performance
7 Harmonic Spell
9 Fortune Teller
Spells
5 ?
6 ?
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d6+3)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +5 (+17 to jump), Perception +8, Ride +1 (+3 to stay in the saddle); Racial Modifiers +4 to survival when tracking by scent
SQ combat riding
Combat Gear barbarian chew; Other Gear dog barding, bedroll, bit and bridle, masterwork snorkel, military saddle, periscope, poncho, sack, saddlebags, snowshoes, soap, swarmsuit, swim fins, trail rations (6), waterproof bag, waterskin (2)
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Snowshoes -50% walking penalty for heavy snow.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.