questbreaker said:
this is all good advice. im not too familiar with cleric spells, last time i played on i went DMM and played the party tank with mechanus gear armor and an oversized vampiric maul. i usually play a pretty good druid, but i really dislike the feats for druids in core. and for our game, core is defined as what was actually written at the time of printing, no SRD and no errata.
You're playing 10th; the Monster Manual is Core. Play a Dwarf (for the +2 Racial bonus to all the saves you're liable to make in a day, plus darkvision), and you only have 1st, 3rd, 6th, and 9th level feats to worry about. Take Natural Spell at 6th, and Multiattack (Monster Manual) at 9th. Go with Improved Initiative at 1st (it's always useful) and Extend Spell at 3rd (you've got useful self-buffs).
Stat priority:
Wisdom 1st, Con 2nd. Int is useful (for all those nature skills), rest is gravy.
Combat:
Without the Wildshape errata, you've got some crazy-good personal buffs... if you're Wildshaped (and gain the Animal type). Animal Growth, for instance, lasts 1 minute/level, and grants you:
Size Huge (assuming you start out as a Megaraptor, which is Large), +8 Strength (Size bonus; great for making the Fighter cry; stacks with Bull's Strength), +4 Size to Con (and the accompanying +2 HP/HD; stacks with Bear's Endurance), +4 Resistence on saves (which is probably more than you could afford from a Cloak), DR 10/Magic (what's not going to penetrate it, though?), -2 to Dex (eh, whatever), and a +2 increase to Natural Armor (which exactly cancels out the AC effects of the -2 Dex and the Size Increase... for things other than touch attacks, anyway; technically stacks with barkskin, even).
Specifically, when you know you'll be in a big fight sometime in the next ten minutes (and you have a minute to prepare - when raiding, basically)
1) Invoke a Bead of Karma (+4 caster level, lasts 10 minutes).
Wildshape into a Megaraptor (if you're not already); this puts you at AC 17, move 60, Pounce, Talons +11 melee (2d6+5) and 2 foreclaws +9 melee (1d4+2) and bite +9 melee (1d8+2).
2) Cast Barkskin (caster level 14, lasts 140 minutes - extend it for 280, and you're good to go for a while); this puts you at at AC 22, move 60, Pounce, Talons +11 melee (2d6+5) and 2 foreclaws +9 melee (1d4+2) and bite +9 melee (1d8+2).
3-6) Cast Greater Magic Fang four times (once for each natural weapon; Talons, foreclaw, foreclaw, Bite; lasts 14 hours - all day) this puts you at AC 22, move 60, Pounce, Talons +14 melee (2d6+8) and 2 foreclaws +12 melee (1d4+5) and bite +12 melee (1d8+5).
7) Cast Animal Growth (lasts 14 minutes); this puts you at AC 22, DR 10/Magic, move 60, Pounce, Talons +17 melee (3d6+12) and 2 foreclaws +15 melee (1d6+7) and bite +15 melee (2d6+7), +20 HP (which more than covers the difference between the Fighter's d10 and your d8 HD), +4 Saves.
8) Cast Longstrider (+10 Move, lasts 14 hours); this puts you at AC 22, DR 10/Magic, move 70, Pounce, Talons +17 melee (3d6+12) and 2 foreclaws +15 melee (1d6+7) and bite +15 melee (2d6+7), +20 HP, +4 Saves.
Now go make the Fighter cry - especially as you get a Full Attack on a charge. If you sneak Power Attack into the build (replace Extend Spell, say), Fighter cries even more. Once Animal Growth wears off, you still have healing, Summoning, and have a fairly nice combat setup for the next four hours or so. Or just cast another Animal Growth.
When you want to zap for a little while, Call Lightning is a funny spell.
questbreaker said:
i dont really want to play a full caster.
Oh... nevermind, then.
questbreaker said:
and the person who said they were going to play a rogue will probably play a bard now, and one of our proposed spellcasters might play a monk instead. the only sure bet party member is a wizard and a sorceror; with a possible monk, bard, and barbarian.
i was thinking something like rogue / assassin, what feats though? im not too keen on the PHB feats, perhaps throw leadership in there?
For a Rogue-5/Assasin-5?
There aren't really any feats you especially need; I might suggest the Quick Draw and the two-weapon fighting chain (to maximize your increased Sneak Attack) and possibly Skill Focus (Use Magic Device).
You'll want touch attacks - high caster level wands of Chill Touch, a Druid's Produce Flame, and a Druid's Flame Blade are all good; as are Flasks of Acid and Alchemist's Fire. The idea being to make your sneak attacks touch attacks (so that the TWF penalties don't matter). As Produce Flame is an Effect spell, not a Touch spell, you can cast another spell from a wand with no ill effect, and touch things, too. Keep some wands of Grease handy for after the first combat round (or better, convince the party Wizard/Sorcerer to cast it a lot) as creatures that are Balancing without at least five ranks in balance lose their Dex to AC, and Grease forces Balance checks. Keep shortswords and a shortbow for backup.
questbreaker said:
i like the idea of using a rogue for infiltration, with a ring of invisibility and slippers of spider climb, plus max skills dont hurt. and a cohort to boot. if i get a cohort, what would be a good choice? a cleric? our party will probably need a cleric.
A Cleric is ALWAYS a good choice for an extra character - especially if nobody wants to play a heal-bot.