Here's the deal: though I've been DMing for over 10 years, I haven't really got very much play time, and I've never played a caster. As such, I'm quite uncertain on what to do.
So, I'm looking for 2 things:
1) which seems like it would better fit the party?
2) need help fine-tuning my feat selection
(I think I may have posted something similar to this a while back; but that one was more theoretical, and, at that time, I had no actual context or game specifics -- this one is loaded with details)So, here's the break-down (better grab a snickers):
general game stuff:
[spoiler]
- all WotC books allowed
-- other sources (drag.mag., 3rd party, etc.) subject to approval on case-by-case basis (and even that, on a item-by-item basis)
- can only advance one PrC at a time (i.e., must fully complete advancement in one before I can move on to another)
- cannot use magic items to qualify as feat/PrC prereqs (i.e., must actually take the feat/class feature)
- magic items are very rare, and thus hard to come by (i.e., can't really count on getting anything specific; and little of it, at that)
- do to our geographic location, we are pretty much on our own (i.e., little-to-no logistical support)
- DM is a casualty to Stormwind -- frowns on CO, and all builds must be thematic/story driven (and subsequently approved), and the detailed background must also meet his scrutiny (this is only an issue if you're trying to do something he considers "exotic").
- the pantheon is very simple, clerics worship elements
- game is described as a "world-building campaign"; basically, the party is part of an exploration settlement on a newly-discovered uncivilized island; the goal of the settlement is to establish a self-sustaining colony that will generate resources/revenue for the mainland. The "adventure" is in the adversarial nature of the island's inhabitants -- the party will basically be clearing the island of threats to the colony (and, of course, little do the settlers know, the island's "alpha-dog" is a BBEG red dragon). (though, he does encourage character-driven story advancement)[/spoiler]
party stuff:
[spoiler]
party consists of (all level 5):
- Cleric (of Air, IIRC; healbot/domain caster)
- Wizard (blaster)
- Fighter (generalist)
The party used to have a barbarian, but due to a temper-tantrum by that player a couple of weeks ago, he is no longer with the group.
AFAIK, they are all going to be pretty straight-forward. none of the other players necessarily have anything against CO, but optimization is only a tertiary concern (following behind: story-driven character choices; thematic/story-appropriate character advancement) -- we all understand that CO is not mutually-exclusive to the other concerns; but noone really maps-out their character more than 2-3 levels ahead, with only a vague idea of anything beyond that.[/spoiler]
character stuff:
[spoiler]
My current character is a halfling rogue/warlock (going towards Arcane Trickster); but am looking to ditch him fairly soon. Don't get me wrong -- I really like the character, and it really is a lot of fun; but the problem is that he doesn't really fit the story/campaign: I feel like he would be more appropriate for a kick-down-the-door type of game (this is based on the character's personality and preconceived ideas about the game). Besides, with a blaster already in the party, and everything being based in the wilderness, he wasn't really as useful as he could have been in a different set of cicumstances.
So, I'm looking to bring in a druid/bard that is an island native, who will be basically acting as a guide (to make sure that they understand the nuances of the island and to keep them away from sacred/holy ground), and to use the settlers to help rid the island of the machinations of the BBEG.
I'm looking at 1 of 2 builds (both human):
1) druid 3/bard 2/Green Whisperer 5/Arcane Hierophant 10
2) rogue 2/druid 1/bard 2/GW 5/Fochlucan Lyrist 10
in both cases:
- ACFs/class variants: "savage bard", "wilderness rogue", bardic knack (with all classes that advance bardic knowledge stacking for this)
- 1st, 6th, and 9th level feats = able learner, obtain familiar, theurgic bond[/spoiler]
The class and feat selection to this point are pretty much set (this has been a severe work-in-progress; have been negotiating with my DM over this for a while). Here are some of my considerations:
[spoiler]
- with a blaster and a healbot/air domain caster in the party, I pretty much want to focus on summoning and party buffing
- with the barbarian now gone, I figured that my AC could help fill that void. While it does soak-up 2 feats, the obtain familiar/theurgic bond combo gives the biggest boost to my AC (by far)
- with my rogue leaving the party, we need a skill monkey (though, if I go FL, I could probably afford to drop able learner and pick up something else
- while taking the 2nd level in bard is sub-optimal, it's the only way I can get obtain familiar by 6th level, and thus theurgic bond by 9th (see AC consideration above)
- I only really want to support, without stepping on anyone's toes too much (cross-over - yes ; overshadow - no -- though, I may not be able to help it with the fighter; that'll teach him to generalize
). Basically, I want to be able to be the back-up to anybody in the party, should they go down (and have a few of my own tricks, as well). This character concept was originally developed with the idea of a smaller party, but he should work well (and if he dies, then I got a factotum/chameleon concept on the back burner)[/spoiler]
Pros and Cons:
AH:
[spoiler]
Pros:
- wild shape
- familiar companion (i.e., highly intelligent)
- no ASF while in medium armor
- easy prereqs
- every level is a caster level (this is the biggie)
Cons:
- wild shape is delayed until 12th level
- weak skills/skill points
- only average BAB
- only one good save
[/spoiler]
FL
[spoiler]
Pros:
- full BAB
- 2 good saves
- evasion
- much better advancement in bardic music abilities and bardic knack
- more skills
Cons:
- no wild shape
- lesser animal companion
- no medium armor
- steep prereqs
- loss of 2 more caster levels
[/spoiler]
still with me? good -- thanks.
So, now to my feat options that I've been looking at:
- melodic casting
- song of heart
- music of growth
- versatile performer
- chaos music (still subject to approval)
- companion spellbond
- quicken spell (to set-up for multispell and auto-quicken, just in case this goes epic); if I do take it, it won't be until level 18
feats that have already been denied:
- greenbond summoning (he thinks it's too broken -- he's not budging)
- focused performer/performance
- natural bond does not offset the level penalty; only closes the multiclass gap
being as we are rotating between 3 games at the moment, I will have at least a month before I have to put this in play (thus giving me plenty of time to prep my first foray in to real casting).
Again, if you made it all the way through that, then thank you; and I will greatly appreciate
any feedback that you can provide.