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But generally, in 6 person parties, I prefer to have two arcane casters. It's a preference going back to Baldur's Gate. I'm playing a Sorcerer and using Octavia.
http://rpgbot.net/pathfinder/characters/classes/wizard/
http://rpgbot.net/pathfinder/characters/classes/druid/
And for druid going the wild-shape polymorph route
http://rpgbot.net/pathfinder/characters/polymorph.php
Even as someone familiar to 3.5e I had to read up on doing a good druid build, which is quite complicated and has a few "if this, then all the rest NO" build paths that can really trap and hurt you very badly in your characters progression and viability in combat. And more than any other class you can really build a Druid catastrophically wrong ^^
In BG2 I would say dual arcane is mandatory (good thing you get Aerie which covers the cleric part too) which doesn't block that slot. But doing a standard race multi-class mage/cleric might be.. something of a nightmare in pathfinder. BG2 uses DnD 2e though and starts you at level 9 !, so nothing from there applies in pathfinder for early progress or builds.
Main focus is fire dmg, take the feat as well as the Dragon Bloodline that increases fire damage and evocation focus. Throw in some other spells as well for when you meat fire resistant foes
Druid is OK, but unless you carry Octavia around, you will always feel like you're missing some neat Arcane spell you really want and have to gather them from multiple companions. And even being 1 level lower with 1 extra level of rogue often means the difference between having, say, only 4th level or already using 5th level spells.
Game just lacks an arcane power house, someone single class and strong in line with Edwin Odesseiron.
I hear fire loses some its steam late game and lightning is better but I have no idea how credible that is, the difficulty setting, what was expected and so on. Other than that I'm using a similar approach with two Clerics. I had no issue with Octavia's build really (I've seen much worse) but a no-armor non-monk cleric is not my first choice.
Still I have him on buff and defense while I get to have fun as a true battle cleric and don't even have to run with a boring old mace. The build options here are fantastic and much more freeing than what I'm used to. Even the magnus Orc is far more effective than I expected.
Plus there aren't some of the game-changers like Time-Stop to worry about so it seems dips in other classes are more viable and otherwise keeps the focus on the present and the journey rather than LV-9 spells.
In games with a more stringent resting mechanic such as this, I've usually preferred a Sorc or a battle capable Druid but there is plenty to keep spellslingers useful from grenades, fairly liberal ranged mechanics and scrolls.
If there is a hurdle late game I'll deal with it then and go into the next replay more informed but that's the fun of it for me as opposed to following someone else's power-gaming guide.
The other thing is that with the way the game handles ray and touch attacks and some of the fairly frequent reflex-saving enemies, debuffs become more necessary, variety and low-level spells more useful and other damage types become/stay revelant.
The game seems more team focused --with plenty of feats for such --then having and relying a superstar which is probably a good thing. (Albeit Amiri is a bit of a show-stealer on damage regardless).
I would agree that fire probably loose steam. I chap 2 it is not that useful but still good enough to get by. Not sure about late game but found typically you find Fire & Frost resistant enemies the most. But I just LOVE me some fire but ofc I do take non fire spells as well to have a selection. I can well imagine electricity being powerful but nothing great in the first 3 spell levels (unless you are a magus)
For the hit on selss, that shocked me at first and had to reroll. I took Point Blank Shot & Precise shot at lvl 1 and 14 Dex - this helped alot with hits. I do focus what I can on automatic hits but range touch now is pretty accurage. I think there is even a weapon feat for rays that can be taken if needed.
I actually don't mind tristian, I just have him with an elemental X-bow and he does fine, mainly want him for heals, buffs/debuffs so don't need him on the line. Guess Harim is also a decent replacement but he is so damn depressing!
On the other hand Octavia is an amazing arcane caster, and that single level as rogue, well is worth if you want to go the Arcane Trickster route (which is very good).
I'm playing a wizard so now I have 2 in my party, not complaining too much, but should restart I'd probably pick a druid over a wizard, just 'cause. :)
Was playing to take her AT - but then I questioned is it worth 10 lvls of AT for soem additional sneak attack? that is a lot of spells she looses out on?
That's good to know. I'm nearing chap 2 and at least it isn't a last chap. surprise. I love fire myself (it's one of my cleric's domains) and even in Neverwinter it seems like there is just a tendency to migrate to Ice Storm and Issac and that get's old.
What was humbling to me is how much my cleric is missing on ranged with divine attacks while most with +2 Dex are actually hitting with bows. :D
So yeah, I may be for the first time ever taking the ray weapon focus feat.
To be fair in chap 2 fire is still useful (minor spoiler below).
As for to hit, don't know about Clerics but for mages it seems ranged to hit focuses most on Ray spells and a few others. But there are still some great spells that don't require to hit early on at least. Burning Arc (106d + 10 for me), Fireball (10D6 + 10), Lightning Bolt (10D6) are all solid dps spells that don't require hit. Acid Arrow to but the damage there is dissapointing for a main line spell imo.
Minor Spoiler
In Chap 2 you meet a lot of trolls and some of them are fire immune. However stil almost half trolls you meet are not immune and plenty of other enmies as well that can all be fried by a nice fireball
I'm used to the no-hit stuff myself and I'm fine with it as she's good in so many other ways, my character, and it's some of the most effective undead melting I've seen. Then there is sonic damage which is so far a win.
I had to laugh though as I *just* picked up Acid Arrow because it used to be another timeless classic spell. I may just fix that right quick.
Edit to add: Mild spoiler: Devs can be so wickedly mean with trolls, so it's not entirely new to me but I'm glad that's not the majority. I can't recall now which game I kept getting stomped on while trying to figure out what to use as neither acid or fire worked. It wasn't a D&D game but still...ouch. It's good to have new tactics here and there to keep things fresh, imo.