| Blave |
The following assume that you're willing to spend multiple feats on an archetype.
Captivator is pretty good as it comes with Innate Spells which scale with Charisma and your highest spellcasting proficiency. It can add some much-needed sublety to your otherwise not-suble primal spellcasting. Just make sure your GM is reasonable and lets you pick the Dedication at level 2.
Beastmaster could get you an Animal Companion, which is always great. Since you're small, you can even use it as a mount starting level 4 for a free Stride each turn.
Wizard is always a pretty good archetype since the arcane spell list has so many great utility spells, which are a bit scarce on the primal list.
Rogue is indeed pretty good. Light Armor Proficiency will keep your AC up until your Dex catches up and extra skills are always amazing. Grabbing stuff like Mobility or Nimble Dodge will also make you harder to take down.
Alchemist starts a bit weak, but it has enough useful options to make it worthwhile. If nothing else, you can at least use Drakeheart Mutagens as an alternative to light armor.
| Castilliano |
The most important question is what do you find good/fun?
Following that, what's your party composition?
That said, I think Bard MCD works for most any answers you give. You'd gain access to Shield (which is solid if you didn't get it through Gnome), and of course could get a Composition (albeit later, and not the same one any party Bard has). Bards have some interesting feats for breadth & flavor and if you really dislike Sorcerer feats, invest in the spellcasting feats because the Occult list makes a good contrast to the Primal one.
There are of course other directions to go depending on your play style, with Rogue as mentioned being a great source of skills, skill feats, defensive feats, and light armor. With your high Cha, more skill feats opens up a breadth of RP options.
Don't ignore getting those Elemental Focus Spells though, and the feats to recharge more Focus points. Those spells are some of the best in the game IMO.
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Blave, it's unfair to pressure or undermine a GM with "if you're reasonable, you'll let me pick up Captivator at 2nd" as if it's unreasonable for them to respect Paizo saying the Dedication's worth a 4th level feat. Unless of course they've said it's a mistake (which it might be since the Dedication includes another 4th level feat).
| cavernshark |
Since you're primal (elemental), I'm here to plug Geomancer if you want to unlock a kind of fun playstyle. The dedication and fourth level feat to enter any 'terrain' gives you a way to uniquely metamagic a lot of your spells.
I run a Halfling Fire Elemental sorcerer. Fire / Desert is my default, but I've selected my spells known to ensure I have a way to capitalize on earth, water, air spell effects too. I've grabbed a Verdant Staff, which with spontaneous casting allows me to cast plant spells from my staff too, so I can take advantage of the plant based terrains.
A default attack routine for me is to cast Elemental Toss (Fire), enter a Desert Attunement, and then throw a Fire Spell with a rider effect of debuffing everyone hit by it all in round one. There are other builds you can do by leaning into your selected element. An earth based one could have you casting earth spells and shifting your attunement benefit to give temp HP to others.
You have to be clever with your spell selection but it can really do some cool stuff if you lean into it. Secrets of Magic and some of the newer books have added a lot of dual-element spells which really makes this shine.