Having played D&D 3.5 some years ago I'm now returning to D20 to play in the Curse of the Crimson Throne adventure path. The catch is, that there'll only be two players in addition to the GM. The other player has already made a shield slammin' tank paladin, and I'm now trying to come up with a viable character to pair with him.
I guess the best move would be to make a wizard/cleric summoner, to conjure up some cannon fodder, but I'd also like to consider other options. I've looked at a hard-hitting inquisitor, but haven't made up my mind yet. Something with heal spells in it's spell list might be a good idea, to take advantage of wands.
I'm not really looking for campaign specific spoilerish advice, but some pointers into what might synergise well with the character that's already been selected.
if you want summons and 9th level casting id recommend the occultist arcanist since they get standard action minute per level summons so they will be much more helpful to you in the long run.
i would definitely recommend something more midline/arcane caster.
is your DM giving you anything above standard to make up for only a 2 person party? NPCS higher stats mythic gestalt? etc?
Magus, Slayer, Ranger etc.
you need something with alot of skills so inquisitor is good too
maybe unchained rogue with some cha for UMD or using pragmatic activator so you can put the points in int i mean quite simply you arent going to fill all the rolls with two characters so you want something as versatile as possible
From the looks of it you will need two things.
1: More damage. With the paladin focused on weapon and shield fighting. You will need to be able to do more damage as a group.
2: Skills. Why the paladin can cover the face job well. You will still need a lot of skills to cover what he can not.
My suggestions in order. Others depending on your system mastery can work. It just depends on what you really want the character to do. For example I have a Samurai in PFSP that has 8 skill ranks a level. It just depends on how you work the numbers. To get it to do what you want.
Ranger: Urban Ranger (Skills. Damage, Animal Companion, and cure wands)
Cavalier: Huntmaster (Damage, Animal Companion)
Slayer (Skills, and Damage)
You could consider playing what I am in the same adventure path, but with 4 players.
That is a half-elf master summoner with an eidelon that does mostly skills and has use magic device.
The reason it gives you more people, well creatures, on your side, once you have had an opportunity to summon them. And the eidelon fills the skills gap.
I ended up picking a trait that gives handle animal as a class skill (beast bond), so that's covered. I'm not 100% certain the adventure path will have enough downtime to acquire and train an animal companion, though the GM might try to arrange something.
Of course there's the Sable Company Marine -feat also, so I might just go flapping around on a Hippogriff later on. I presume the adventure will offer some chance for it, as I don't think it would otherwise be included in the player's guide. Everything for a reason, and so on.
As my character creation method usually starts with finding a suitable image to base it on, here's the one I found.