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So after having beat the game on normal difficulty once, I wanted to try a slightly different team. Here's what I'm thinking:
1) Aasimar Paladin of Ilmater (this time, I plan to multi-class him to Painbearer of Ilmater after either 3 or 8 levels of Paladin, the latter to utilize the Fiendslayer feat; meant as primary buffer and secondary healer as well as damage dealer/tank)
2) Shield Dwarf Barbarian (will later add 4 fighter levels for Weapon Specialization and Maximized Attacks; primary melee damage dealer and potential tank)
3) Human Druid (primary healer, secondary offensive caster, may use Wild Shape when necessary)
4) Human Rogue (sneak attacker/ranged attacker; Intimidate, trap and lock expert; will give him 4 Fighter levels for Weapon Specialization and 5 Bard levels to utilize instruments, namely Raging Winds in HoF mode; will give him more rogue levels after that)
5) Human Sorcerer (Bluff/Diplomacy expert and primary offensive caster)
6) Human (generalist) Wizard (buff//debuff/summon expert; will copy scrolls to fill in where needed)

Concerning my Druid, I was wondering what feats to give her and what spells to use for buffing and crowd control. As far as feats, I was thinking Combat Casting for healing, Spirit of Flame and Scion of Storms for offense, and the Shambling Mound feat for Wild Shape. I heard Spell Penetration is useless in this game. I don't know if they have enough Evocation or Necromancy spells to warrant the Spell Focus feats.

Now, Sorcerers in 3rd and 3.5 edition D&D use Charisma instead of Intelligence for spellcasting and caster fewer spells than Wizards but cast their spells more often per day.
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