Okay, so I'm not so good with coming up with clever names for things.
I'm entering a PF campaign at level 7 with standard wealth, however, since I'm planning on playing a pair of characters via the Leadership, I'm going to plan my character to level 9 just to make sure I have all my ducks in a row. The party consists of mostly un-optimized characters, however, two of them are tier 1. I prefer to optimize, so I feel like choosing tier 3 classes is a reasonable starting point. The party requested a character that is able to handle traps and locks, but I want to be able to do a lot more than that. Stats are rolled, and due to method are significantly higher than point buy would allow. Bombs/gunpowder don't exist. Master Chymist does not give sneak attack instead, but still may be worth taking anyways.
My primary character will be a Ratfolk Alchemist (Vivisectionist, Beastmorph) that's melee-focused with a Ratfolk Inquisitor (Infiltrator) cohort. Here's what I have so far.
STR: 12-2 = 10
DEX: 18+2+2 = 22
CON: 16
INT: 18+2 = 20
WIS: 10
CHA: 15
Traits: Unnatural (alternative racial), Accelerated Drinker, Group Fighter
1: F:Weapon Finesse
2: D:Feral Mutagen
3: F:Precise Strike
4: D:
5:
6: F:Outflank, D:, D:
7:
8: D: Alchemical Simulacrum
9: F:Leadership
Skills (4+INT): Craft:Alchemy, Disable Device, Disguise (CC), Fly, Know(arcana), Know(nature), Perception, Sleight of Hand, Spellcraft, UMD (Some juggling would be required as I have 9 points and 10 skills)
Gear: Tailblade, Agile Amulet of Mighty Fists, +5 Potion of GMF (What other key items should I look for here?)
Mutagen Bonuses: Scent, Fly, Climb (Do I get the stat bonuses from alter self here? I think I just get the abilities)
Attack Bonus: +23 (+6 BAB +6 Dex +5 GMF +1 size + 5 flanking)
Attack routine: +23 Claw x2 (1d4+5d6+11) and +23 Bite (1d6+5d6+11) and +18 Tailblade (1d2+5d6+11)
I wouldn't get too hung up on these numbers since they're without gear being fully-fleshed out, but they seem promising.
Ratfolk Inquisitor Cohort
STR: 11-2 = 9
DEX: 17+2+2 = 21
CON: 15
INT: 13+2 = 15
WIS: 17
CHA: 17
Traits: Unnatural (alternative racial), Group Fighter, Serpent Runner
Domain: Travel/Trade
1: F: Weapon Finesse, F: Scimitar Prof
2 (Fighter 1): F: Power Attack
3 (Fighter 2): F: , F: Cornugon Smash
4:
5: TF: Outflank
6: F: Dervish Dance
7:
Skills (6+INT): Bluff, Disguise, Intimidate, Know (dungeoneering), Know (planes), Know (religion), Perception, Sense Motive, Stealth
(again splitting 8 skill points over 9 skills, or use favored class bonus here)
Gear: Tailblade, Scimitar (What other key items should I look for here?)
Attack Bonus: +17 (+5 BAB +6 Dex +1 size + 5 flanking)
Attack routine: +17 Scimitar (1d4+1d6+6) and +12 Tailblade (1d2+1d6+6)
The basic idea between this tag team is to stick in the same square and shred any target in a full-round attack. Once the alchemist hits 10 I can start doing it on a charge, and soon after both of them can charge together, killing 2 targets a round. Free Intimidate makes retribution weaker. Outside of combat the pair will be using their disguise skill to pretend to be a more acceptable race (gnomes) and use their suite of skills to establish a merchant/trading community.
I'll be adding Crippling Strike, Pounce, and Coordinated Charge to the Alchemist in the future. Maybe the Teamwork crit feats as well. The Inquisitor will likely go into Gray Warden (Inq 8/Fig 2/GW 10) and pick up Improved Critical, Precise Strike, and look at sharing his Bane.
I'm really not sure what to do with my 3 extra discoveries. Mindchemist and get back mutagen? Vestigal arms? Wings? Tumor Familiar? I feel like getting wings would be redundant with mutagen's flight.
I was considering Plague Bringer to pair with Shake, but I feel Beastmorph is the stronger choice. Thoughts?
The damage output of the Inquisitor is obviously much lower, but I'm not sure what changes I can make to up that without dramatically changing the flavor.
My weapon choice for the Inquisitor seems to be a struggle. Whip seems superior, but chews up 3 extra feats (EWP, Weapon Focus, Whip Mastery). Bladed Scarf is another option that takes only one extra feat but isn't as good as the whip.