My DM is running a campaign with a lot of variant rules. He is using the vitality/wound point system, so we have to worry about stray crits, and he is using the spell point system (both from Unearthed Arcana, btw). He is also using the house rule mentioned in the book where energy damage bypasses spell resistance.
I need a 7th level caster. We were originally supposed to have a caster and a rogue, so I rolled up a chain fighter lock build. Once I got to the game, both the caster and rogue had decided to be fighters (one a swashbuckler, and the other a ranger heading toward some prestige class that required knowledge geography). I don't want to make the fighters useless by blowing everything away. I want to have the power if I need it, but I don't want to use it. Frankly, I don't really know enough about casters to completely decide for myself, though. I've only ever played a straight wizard a few times, and a necromancer once (which the DM [different DM] kept nerfing by finding reasons I couldn't raise the enemies). So, what should I play? The simpler and fewer prestige classes and such, the better, but I'll take a long list if it is laid out (including feats and spells, because I seem to make bad choices on my own) up to 20th level. If a caster has ways to get criticals a good percentage of the time, that would be nice if I HAVE to go into combat. By the same token, unless I can somehow be immune to critical hits, con is going to be very important. (Heavy Fortification on a buckler will give me a big advantage, but is there anything better, and/or a way to get rid of the spell failure chance?) I was thinking about battlefield control at one point. Just using him to funnel the bad guys to the fighters, but it seems kinda boring. I was also thinking about a debuffer/beguiler combination. I have read (think I have read
?) about the beguilers being overpowered. I don't have a problem with that, but I don't want my sole job in combat to be making everyone stop fighting in the first place. That would take too much fun from the fighters. So I was thinking I could use the debuff stuff in combat, and save the beguilement for out-of-combat encounters. But I don't know if that combination can be made to work, or if there would be any room left over for offensive capability if something dropped both fighters.
If it matters for prestige selection, I am planning on playing lawful evil, simply because I haven't in a LONG time. Oh, and it is set in Kingdoms of Kalamar, which I know nothing about, and is expected to be a mix of ocean and land based. Also, any WOTC material (other than flaws or traits for some reason) is allowed, including dungeon/dragon articles.