Okay! So, it turns out the undead-heavy campaign I'll be playing in is the Age of Worms adventure path from Dungeon magazine. I'd be lying if I said I wasn't pretty darn stoked for this. I've heard good things about this campaign, and as much as I don't care much for some of what Paizo has released I've yet to be disappointed with their adventure paths.
We've got ideas for characters, with varying degrees of flesh attached to the bare-bones ideas:
-My fianceè is set on playing a Lesser Celadrin Sorceress, with the intent of making everything that so much as looks at her funny burning in fiery fire (and making creatures immune to fire burn anyway for their insolence). It's a fairly low-end concept, but she's open to some fair amount of trickery to get her mileage out of it--Reserves of Strength, Easy Metamagic (Searing Spell), etc. She wants as much KILL IT WITH FIRE as she can manage without making fights trivial. She's amenable to some other types of spells so long as they primarily deal with making enemies worse, and yes--it HAS to be fire.
-I will be playing, at the request of the DM, a Wizard--most likely a Grey Elf or something similar to take that 3rd level substitution and get a +8 initiative bonus for owning a hummingbird. I'm unsure how to go about taking prestige classes, but I rather like using an Acorn of Far Travel to take advantage of Hathran provided I can get some bits refluffed...combining the ability to cast any spell I have in my books with Circle Magic AND with my fianceè being willing to apply metamagic feats as I cast them could be awfully damn fun. I'm playing a Wizard because my DM has never really experienced anything above mid-level play, and when told about using a combination of a Thought Bottle and Uncanny Forethought to get good-as-free standard action demiplanes/vacation homes the first word out of her mouth was "hot." She wants to see what else the class with the second-worst chassis in the game can do. Intend on taking Leadership at 6th level and scoring an Artificer, for Maximum Cheese without straight up breaking the campaign over my knee.
-We also have someone who insists on playing a Rogue--she's never had the chance to play a given rogue character more than one session, and she wants to get it out of the way. In order to make her actually contribute something to the team, we're likely going to make a Daring Outlaw out of her--take Able Learner at first level, then move over into Swashbuckler after a few levels to make her worth something in combat as well as grabbing Penetrating Strike. Maybe a few levels in Swordsage would be worthwhile, but I don't know--she's probably the least rules-competent in our group, and I don't think she's ever heard of Tome of Battle before, let alone the term "martial adept".
-Last and least (as far as planning) is the Rogue's husband, who will probably be playing a Cleric. That's all we've got, really. He's never played a spellcaster before, and considering nobody else has a hit die above d6 or any real armor proficiency we need someone who can maybe take a hit early on. Druid was briefly considered, but considering the sheer number of things they need going for them it seemed a bit overkill for a new player. (My first experience with D&D was as an epic-level druid, and I had no clue how to be effective whatsoever. Still outperformed the fighter, but I still learned the lesson that druids are not for newbies due to sheer number of options at any given moment.)
At this point, we're looking at getting together Sunday afternoon to commit our characters to paper. During this period of time, the most weight of character creation is going to fall on me--I won't be making the decisions for the players when making their characters, but my advice has a fair amount of weight. I'm not looking for full builds at right now from you guys (unless you're looking to provide them), but rather input on some areas of concern.
-Is Incantatrix worthwhile for a blasting sorceress? Lots of metamagic feats for a build that could definitely use them, but I'm on the fence about it. Wondering how it would best be applied, or if there's better options.
-Where should I go with the Cleric? He needs to be able to melee early on, at least until reliable miss chances come online and the Rogue becomes the primary threat in melee combat. But he's likely to always end up in the thick of things, regardless. I'm probably going to provide him with an abbreviated spell list to weed out the lesser options (most likely cribbed from the Cleric Handbook), but what is good as far as a strong build that is also very simple? I've looked at RSoP, but again I'm not sure if that is my best option here let alone how to employ it.
-For the Rogue's build, I probably will insert some levels of Swordsage in there to grab Assassin's Stance and whatever that feat is that gives Dex to damage. But early on, how should I stagger the levels of Rogue and Swashbuckler? I don't want to wait too long to dip at least one level in and grab Weapon Finesse, but I'm not sure when and how much to do so.
I apologize for the text wall, but this is where I'm at right now. Any consideration and response would be appreciated.