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<blockquote data-quote="Wolfwood2" data-source="post: 3152630" data-attributes="member: 39394"><p>Thanks for all the replies, everybody. A lot of options to consider.</p><p></p><p>Upon thinking about it, I'm torn between several ideas:</p><p></p><p>1. Wizard/Rogue</p><p></p><p>Positives: Lots of skill points, and an intelligence-based rogue is reasonable. Sneak attack can be combined with touch-attack spells and rays, allowing use of two class features at once. (Big plus.) Good Will and Reflex saving throws. Good synergy between rogue skills and wizard spells.</p><p></p><p>Negatives: Only d6 hitpoints, only medium BAB, and poor fortitude saves make for a vulnerable character. (Comparitively.) Many rogue skills can be duplicated by spells. Need lots of good stats.</p><p></p><p>Comments: Tempting, very tempting. Wizard spells leave a lot of ways to render an opponent flatfooted. Could easily be the "guy who can do anything" in the party.</p><p></p><p></p><p>2. Favored Soul/Wizard</p><p></p><p>Positives: Lots and lots of spells. (But divine spells arrive one level late.) All good saves. Decent weapon selection with free weapon focus. Energy resistance. D8 hitpoints. Never run out of spells. Can heal self and group.</p><p></p><p>Negatives: 2 skill points/level. Some MAD (can be partially overcome by not picking divine spells with saving throws). Limited divine spell selection with no domains and no turning. Can't cast two spells per round, so will depend heavily on prep time to use power.</p><p></p><p>Comments: Definitely doable and probably more durable than wizard/rogue. Don't much care for those low skill points, though. What are good buff combinations?</p><p></p><p>2.5. Cleric/Wizard</p><p></p><p>Comments: Much the same as Favored Soul combo, but with Domains and better spell selection while not having Reflex saves and energy resistance. Also will have 4th level cleric spell at start.</p><p></p><p>3. Druid/Wizard</p><p></p><p>Positives: Good Fort and Will saves. Decent (not great) skill points, but a great skill list from the druid side. Lots of spells to cast. All those winderful druid extra abilties including wildshape and animal companion. <strong>Natural Spell does not specify only Druid spells, meaning Wizard spells would also be castable while wildshaped.</strong></p><p></p><p>Negatives: May not be much wilderness adventuring, creating RPing difficulties. (The brief description I got indicated a mage guild-centered game.) Poor Reflex save. Some duplication between druid and wizard spell lists. Hard time using magic items while wildshaped.</p><p></p><p>Comments: Very, very tempting. Druids certianly have a lot of punch and I could probably make it work.</p><p></p><p></p><p>Of those options, what does everybody think?</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3152630, member: 39394"] Thanks for all the replies, everybody. A lot of options to consider. Upon thinking about it, I'm torn between several ideas: 1. Wizard/Rogue Positives: Lots of skill points, and an intelligence-based rogue is reasonable. Sneak attack can be combined with touch-attack spells and rays, allowing use of two class features at once. (Big plus.) Good Will and Reflex saving throws. Good synergy between rogue skills and wizard spells. Negatives: Only d6 hitpoints, only medium BAB, and poor fortitude saves make for a vulnerable character. (Comparitively.) Many rogue skills can be duplicated by spells. Need lots of good stats. Comments: Tempting, very tempting. Wizard spells leave a lot of ways to render an opponent flatfooted. Could easily be the "guy who can do anything" in the party. 2. Favored Soul/Wizard Positives: Lots and lots of spells. (But divine spells arrive one level late.) All good saves. Decent weapon selection with free weapon focus. Energy resistance. D8 hitpoints. Never run out of spells. Can heal self and group. Negatives: 2 skill points/level. Some MAD (can be partially overcome by not picking divine spells with saving throws). Limited divine spell selection with no domains and no turning. Can't cast two spells per round, so will depend heavily on prep time to use power. Comments: Definitely doable and probably more durable than wizard/rogue. Don't much care for those low skill points, though. What are good buff combinations? 2.5. Cleric/Wizard Comments: Much the same as Favored Soul combo, but with Domains and better spell selection while not having Reflex saves and energy resistance. Also will have 4th level cleric spell at start. 3. Druid/Wizard Positives: Good Fort and Will saves. Decent (not great) skill points, but a great skill list from the druid side. Lots of spells to cast. All those winderful druid extra abilties including wildshape and animal companion. [B]Natural Spell does not specify only Druid spells, meaning Wizard spells would also be castable while wildshaped.[/B] Negatives: May not be much wilderness adventuring, creating RPing difficulties. (The brief description I got indicated a mage guild-centered game.) Poor Reflex save. Some duplication between druid and wizard spell lists. Hard time using magic items while wildshaped. Comments: Very, very tempting. Druids certianly have a lot of punch and I could probably make it work. Of those options, what does everybody think? [/QUOTE]
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