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In a 7 player party you don't want to contribute to turn slow down. Avoid the Summoner, or anything that has a focus on summoning abilities. I'm not saying don't take them at all, because there will be situation that will make them appropriately useful, but if you use them too much in a party this size you will slow down your game horribly.
My suggestion would be go with a Magus that focuses on Ranged attacks and uses a bow. They have an archetype that will allow you to do this in the complete warrior. @9th level consider arcane archer as well. With this set up you'll have a fairly decent ranged fighter/caster who will be able to drop an arcane pool point on a +1 bow to make it flaming & shock while every non magical arrow you draw can be Holy Frost burst & Distant with a side of exploding firebal for the finisher (as a standard action).
I suggest this as this a you only have 1 ranged specialist vs 3 melee & 2 casters. Truthfully, your party could really use a rogue or maybe a bard archeologist just to cover your skill monkey role, but you have specified anything but your party's base classes, so the ranger may be your skill monkey and I'm just not aware of it. Either way, the magus would give you all of the feel of a good arcane caster, but you'd have the ability to back up the party otherways on the off chance you encounter an antimagic field.

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i would say alchemist for the buffing and additional control and damage abilities of bomb. plus, bombs go boom. you can take the infusion discovery to buff the party using thier actions. you can use the feral mutagen discovery for back up melee. with multiple party members in melee, precise bomb to avoid friendly fire would be essential. you could build the alchemist to specialize in bomb and ranged attacks as well.