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Hi all.

The forum seems to be eating all of my posts, so I'll try to make this one quick. :)

I've got a PC in my RotRL campaign who's planning on going clr3/wiz3/mystic theurge. I've been trying to help him with his character build, but honestly, I still haven't completely adjusted myself to Pathfinder (but it's great so far!) and I haven't built a PC myself in a few years.

So, I could use some advice.

His stat line is approximately as follows. (He rolled pretty well.)
STR 14
DEX 14
CON 16
INT 16
WIS 18
CHA 14

How can my PC overcome the caster level deficiencies for both casting classes, besides taking the old 3.5 "Practiced Spellcaster" feat twice?

Are there any really awesome cleric domain / wizard school power combinations?

Besides the metric ton of spells per day and the vast flexibility in the spells he can use, what other cool stuff might he be able to do?

How can he overcome or negate the Arcane Spell Failure penalty via feats and equipment? I am willing to allow portions of 3.5 on a case-by-case basis, so don't automatically discount your 3.5 suggestions.

Any help you could offer would be much appreciated!


Hi all. I've got a PC in my campaign who's planning to go clr 3/wiz 3/mystic theurge.

He's asked about getting the old 3.5 "Practiced Spellcaster" feat to help him make up for the three caster levels he loses in cleric and wizard. I suggested he'd have to take the feat twice, once for each casting class, to really get the most benefit.

But, I'm still getting used to Pathfinder's (wonderful!) system and it's been a couple years since I got into the nitty gritty of building my own PCs.

So, can anyone make some suggestions on good alternate feats, magic items, spells, or miscellaneous stuff that could patch up the mystic theurge's missing caster levels?

Alternatively, what recommendations and suggestions do you have for cool things this build can accomplish, besides the obvious "lots and lots of spells per day"? Are there any hidden gems of "spell X + spell Y = awesome!" that people can think of?

We're sticking mostly with Pathfinder core spells on this one. I'll allow other spells into the game on a case-by-case basis. It should be said that I very much encourage my players to be creative with their spellcasting. I feel that cut-and-dried hard limits on everything spells can or cannot do really hurts the game a bit.

Anyway...if anybody has some ideas, I'd love to hear them! Thanks!


Hi all. I just had a quick question. I'm DMing a game and have a player who's about to obtain a familiar. He's hoping to get a raven so as to have a backup source for his Knowledge and Spellcraft checks.

The Pathfinder rulebook doesn't specify which skills are allowed, saying only "Regardless of a familiar’s total skill modifiers,
some skills may remain beyond the familiar’s ability to
use." I searched the rules forums but didn't find a good answer.

So, is there an official stance on which skills are and are not allowed? Can his raven someday remember explicit details about various Knowledge topics that he can't even remember?

Thanks for the help!


Hi all. The forum just ate my post, so I'm going to make this one short. :)

My party is comprised of entirely new-to-D&D players, and I'm a longtime player but first-time DM.

The party is in Burnt Offerings and promised to protect Sandpoint while Sheriff Baylor's gathering new recruits in Magnimar and Shalelu is searching for the goblin hideout.

Most of the party reasoned that they could find and challenge one of the goblin heroes and thereby obtain the location of the hideout. They also figured that cleaning out the nearest goblin threats was the best way to protect the town. (I let them patrol town for a couple of days, but made it very clear that Sandpoint is a quiet town and that nothing much was going on.)

So, the party went off after the Birdcrunchers (and Koruvus, heh) in nearby Devil's Platter. The cleric, however, refused to leave town, saying that he wouldn't break his promise to the sheriff.

This is good roleplaying, but man, everybody knows that you don't split the party!

Eventually, the group (minus the cleric) went off and found Koruvus' ghost and had a merry little time. (And, thanks to a lucky crit, had a brush with death too. Heh.) The cleric stayed back in town and did nothing. (The player was feeling punished for making that promise, so I didn't have the heart to run the "Well, I guess you should have been more thorough in your heroing" bit from the Barret's goblin-in-the-closet story.)

Player inflexibility is one of the banes of good D&D groups that I've encountered in the past, and nerves got a little frayed around the table as everyone argued about the course of action they should take, before finally deciding to just leave the cleric behind.

I don't want to penalize the cleric for roleplaying his character. At the same time, the rest of the group went out and earned some combat XP that I can't legitimately share with the cleric. I would rather that he not end up behind everyone else in XP.

Does anyone out there have any suggestions on how to handle situations like these? I'd much appreciate your thoughts!