IMO the druid tests were one of the most challenging combat episodes of the entire campaign, though your toon really can't die in the battles.
Once upon a time I went with a human Dru7/Wiz1/Shf 10 so that I wouldn't need to suffer the abominable AB from such a nasty combo or deal with XP penalty. I aimed for commando shape for the HiPS and IIRC took short sword weapon focus and Imp Crit :SS in there somewhere. Unfortunately, you'll need martial prof to use ss else settle for druid spear focus for the drider shape which has some useful boni like freedom & darkness.
Otherwise, Imp Expertise allows that wyrmling breath weapon to do its thing with relative impunity. I like that shape a lot with all the different damages (acid breath against those blasted shadows, for instance). It's been a while, though. Stockpile arcane scrolls to do all the special lab crafting, if you are into that part of it. The only arcane-only quest is in Ch 1 so additional levels are really not necessary.
A shifter build also means you can pretty much just throw around ability points any way you like since the shapes will overwrite most of them. It takes some practice to learn the shapes but is quite fun to play when you have.
Just take a few cross-class points (5 in each is ideal) in Search, Disable/Set Traps & Locks to do the roguish thing. You may be surprised about how few points you really need to master trap manipulation without taking any rogue or assassin levels. The key abilities for traps/locks are INT & DEX so boost them any way you can with potions or items. Try it!
'> Otherwise, Tumble & Spellcraft for AC & saves vs. spells, resp. Suffer without UMD until you play a better combo that will really benefit from it.
Personally, a caster is pretty much an all-or-nothing venture for the OC since DCs and ability to penetrate SR will be very bad with too few levels and compromised ability (druid WIS vs. Wiz INT, for example). Therefore, Spell Pen/Focus feats will be a case of too little return on the investment, IMO. But then again, the OC is so blasted easy you can pretty much do whatever you want and get away with any unmaximized build. You may get some use out of Extend Spell for buffs at low levels but empower & maximize will have dubious benefit with so few caster levels.
TBH, a Wiz9/Cleric9 (level 5 spells... Woohoo!) always seemed like a good choice to me until I tried it and found both classes were just too diluted to do much effective casting though the combined buffs helped to a certain extent.
As far as on-line play, there are several versions of the campaigns in PW form through Gamespy and our family has played the plague campaign LOTS and LOTS via 3-way or 4-way LAN parties. You can set up your own server if you like hosting that sort of thing, but check the subforum dedicated to such apps for a better picture.
edit: BTW, only one companion/familiar is available at a time so you can choose which you like best each time but only get one plus a summon of some sort if you like, plus your henchman for a maximum SP party size of 4 (unless the gnome sorcerer summons a badger or something as well).
edit2: If it helps you plan at all, just for reference, the last time I played the OC, these were the levels I reached at the end of each chapter playing pure solo (no hench accompaniment during combat): Pre: Wiz4, Ch1:Wiz9/Rog1, Ch2:Wiz13/Rog2, Ch3:Wiz15/Rog2, Final:Wiz16/Rog2. (Figure on about 10% fewer combat XP per party member but quest XP is not affected by size.)
Modifié par HipMaestro, 05 janvier 2012 - 05:50 .