Incredible scaling panacea class feature aside, this character's built to be very good at the Slumber hex, even though it doesn't receive it until 3rd level, ending up with a base DC 18 effect when it does get it from a racial trait, religion trait, and maxed INT. This should be used constantly whenever possible, ideally taking out the strongest creatures before the fight even begins due to this character's high Initiative(+11 at level 1) and Stealth. Initiative could be boosted even higher by switching out one of the social traits with an Initiative-boosting trait, but I wanted this character to be really good at most everything it tries to do, including Diplomacy. Spirit Talker gained at level 7 and Ritual Hex gained at level 13 trade time for modular versatility to the hexes this character is capable of. Aside from those, its maxed INT and Time domain should keep its spellcasting consistently relevant. This character is a debilitator.
This character'd be fun to play. Everything it does is extremely effective and of use to its party: its high Knowledge rolls, fantastic panacea, reasonable-DC debuffs, competitive class skills (including Diplomacy, Perception and Stealth), and its eventual buff and aid spells (including Haste, Overland Flight and Heal). Unfortunately, it's pretty squishy and there's not a ton it can do if it's made a target by a powerful magekiller. Try to keep that from happening with stealth, area spells, and tactical movement.
This build created in December of 2015.