Wizard

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My suggestion would be Cleric over Druid as a general rule, as a Cleric you still maintain your low level domain powers, domain spells, don't have a concern about losing your divine spells to metal (which is useful if you decide to hike up your AC with a mithral buckler), and don't have as many class features lost overall to your Theurge levels (wildshape, poison immunity, etc.). Furthermore the quicker access to healing spells and the unique Cleric buffs are probably going to serve you better than the few unique Druid spells that you don't have better equivalents to from your Wizard levels.

As for those last four levels my suggestion would be to put them all into Wizard or a prestige class that gives you wizard spellcasting levels, as the high level Wizard spells provide you with some amazing abilities and you will have all your divine bases covered with 7th level Cleric spellcasting (Divine divinations, Heal, Raise Dead, all removals, etc.)

Also as a quick tip there is a trait which grants you a +2 caster level bonus to one caster class up to your total level maximum, taking that in Wizard will help you fill in your power spells a little bit, and taking anything to increase your generic caster level as you go along will help you get the most out of your class spread.


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In one of the very first D&D games I ever ran was a 3.5 episodic story campaign, and the first story involved a village's harvest festival being disrupted by a clan of kobold raiders while the party was enjoying the festivities. The group was large (six or so people) so I tossed a large raiding party at them while the peasants ran in fear. The Dwarf Warrior proceeded to wade in with his great axe, but when he couldn't get a good hit in his first couple of rolls he decided to change tactics and grapple the kobold he was fighting. On his next turn the player looks to me and asks 'what are the penalties for using a kobold as a weapon?' I ponder for a moment and determine he'll take the -4 nonproficiency penalty and an additional -2 for it struggling, for a total of a -6. He managed a few high rolls and runs about bludgeoning the kobold fighters with his kobold club, killing a few of them in addition to the unfortunate one he had grappled.

After being routed by the players the kobolds began to flee, but the party managed to pin in one straggler between them. By a combination of the kobold cowering defensively and the party rolling poorly the kobold managed to survive for three full rounds of attacks while being completely pinned in by a group of adventurers. After witnessing this feat the same Dwarf fighter tackles the kobold and declares he is going to keep it. The bewildered kobold found himself the 'pet' of the insane Dwarf, and through the story became his cohort and gained Sorcerer levels in support of the mostly fighter and rogue based group.

Later in that campaign they had another fun encounter where they managed to be chased back to town by an Owlbear, trap it in the pub with the rogue then set the whole place on fire to burn the poor creature to death while the rogue evasioned through fire and thrown grenade weapons out the window.

Aaaah, good times.