The more i think about it, the more the title doesnt feel adecuate.
Long story short, the GM of the new campaign I'm joining has decided on a fairly simple house rule. All PC's can only take up to 6 levels in any class.
As you can imagine, this makes the creation of a mechanically sound character a bit complicated, but that's not my main focus right now.
The party starts at Character level 6, but has to have 3 levels in 2 different classes. The GM said either combining Magic and Mundane, or Arcane and Divine, but only 3 levels in each.
My questions are:
1-What 2 classes (Within the previously stated guidelines) do the paizo forums believe would work we together?
2-Are there any classes I should try to avoid, and for what reason?
3-With a 20 point buy, What kind of stats should I be going for?
Within those restrictions, assuming paladin and ranger count as Magic/Divine (casting classes), the following are some of the mechanically stronger combinations (in this context, Martial is full BAB non-casters*):
Martial/Divine- 3 levels of barbarian, cavalier, or fighter combined with 3 levels of cleric or druid; if you don't mind the one level delay to gain each spell-level, then oracle can also work; inquisitor is also a choice if you want a bit more combat capability at the cost of some spell progression; if you want to concentrate on combat instead of spells, then 3 levels of barbarian, cavalier, or fighter (depending on concept/alignment) combined with 3 levels of paladin or ranger can be strong; if your GM allows gunslingers, then gunslinger/inquisitor has some interesting synergy, as does cleric/gunslinger (depending on the deity), gunslinger (mysterious stranger archetype)/paladin, or gunslinger/ranger
Martial/Arcane- 3 levels of fighter combined with 3 levels of witch or wizard; depending on the concept and other considerations, barbarian can work in place of fighter with Moment of Clarity; similarly, sorcerer in place of witch or wizard can work if you don't mind the one level delay to gain spell-levels; 3 levels of cavalier or fighter combined with 3 levels of alchemist, bard, or magus is also an option for a more combat-focused character (alchemist/barbarian can be a great option for a primary damage-dealer); if your GM allows gunslingers, alchemist/gunslinger or gunslinger/magus (myrmidarch archetype) can be worth looking at, as well as gunslinger/wizard (spellslinger archetype); avoid summoner unless you can get your GM to agree to treat your eidolon as your cavalier mount as well (otherwise, you lose way too much)
Mundane/Divine- monk/cleric, monk/druid, or monk/inquisitor are viable combinations, as are (combat-focused) monk/paladin (very strong defensively, although ability scores are likely to be spread thin; the sohei monk archetype can help mitigate some of the issues) or monk/ranger (zen archer monk + archery combat style ranger = killer archer); inquisitor/rogue can also do quite well; successfully combining rogue with cleric, druid, or oracle is a bit more difficult, although it can be done if casting is pursued over additional rogue levels
Mundane/Arcane- alchemist/monk can work (especially the drunken master archetype, thematically), as can bard/monk (arcane duelist archetype bard with monk can be effective against enemy spellcasters), and magus/monk (sohei archetype), although ability score allocation is a bit difficult; monk/sorcerer is a possible option with the wildblooded archetype and the Celestial/Empyreal bloodline to make Wis your casting stat; rogue/alchemist, rogue/bard, rogue/magus, rogue/sorcerer, rogue, witch, and rogue/wizard can all work, with varying degrees of success depending on specific character choices; again, avoid summoner
Arcane/Divine- alchemist work well with druid, inquisitor, and ranger, or (depending on the specific character) cleric, oracle, or paladin; bard works best with cleric, oracle, or paladin, although druid, inquisitor, or ranger can also be viable; magus/cleric (negative energy/spontaneous inflict) can be effective with the Broad Study arcana, as can magus/inquisitor; magus/druid, magus/oracle, magus/paladin, or magus/ranger can be viable, but require more effort to pull off; sorcerer/cleric (wildblooded Celestial/Empyreal) can work, as can sorcerer/druid or sorcerer/inquisitor with a bit more effort; sorcerer/paladin is also a viable combination; sorcerer/oracle may look tempting, but is generally one of the hardest combinations to make work (unless talking about a 1 or 2 level dip in one or the other); witch or wizard (depending on concept) combines well with cleric, druid, oracle, or ranger; witch or wizard can also be viable (although there are possible thematic issues) with inquisitor or paladin; again, avoid summoner unless you can treat your eidolon as a mount/animal companion
Prestige Classes- not mentioned, but assuming they are allowed with the same limit of 6 levels max, they are extremely attractive to keep progressing in spellcasting ability; arcane classes have more options in arcane archer, arcane trickster, dragon disciple, eldritch knight, and master chymist; of these, arcane trickster/arcane archer, eldritch knight/arcane archer, and dragon disciple/eldritch knight are effective combinations to keep spell progression advancing throughout the character's career; master chymist/eldritch knight (if the GM allows eldritch knight to advance alchemist extracts as if spells) can also be an option; loremaster is an option for either arcane or divine casters, although more geared toward arcane ones; holy vindicator, nature warden, and rage prophet have much more specific entry criteria and focus, so are suited for a narrower range of characters; still, nature warden/rage prophet can work fairly well with a mounted Nature oracle; mystic theurge is worth looking at for most arcane/divine combinations
*- Arcane (alchemist, bard, magus, sorcerer, summoner, witch, wizard), Divine (cleric, druid, inquisitor, oracle, paladin/antipaladin, ranger), Martial (barbarian, cavalier/samurai, fighter, gunslinger), Mundane (monk, rogue/ninja)
Bard and Lore Oracle
You substitute dex with charisma for the most relevant purposes and you get your charisma mod on all knowledge skills.
Later you can add 2 levels of paladin to get really gold saves
Nature Oracle is better. Lore Oracle only applies Cha to AC and Reflex Save; you don't sub it for CMD. It's also a Su ability so it turns off in an anti-magic field. Nature Oracle's Nature's Whispers applies Cha to AC and CMD and it's Ex so it can't be "turned off". As far as Knowledge checks go, pick up Pageant of the Peacock and you make a Bluff check (a Cha-based skill) in place of any Int skill check or Int ability check.
Also, pick up Scion of War to use Cha in place of Dex for Initiative.
If everyone has to go 3/3 at the start, then nobody is going to have higher than 2nd level spell slots at the start of the game. Since that's the case, why not go with a Wizard 3/Cleric 3, putting you a single level away from Mystic Theurge right from the start, and giving you access to maximum spellcasting power (based on what you're allowed to start with) in two classes at once right from the start of the game.
Since you're limited to a 6 level maximum in any given class, Prestige classes go from being a less-than optimal option, to being the ONLY way you're going to get anything beyond third level spell-slots. If you go caster in this game, you are definitely going to want to go for a prestige class or two. Plan your build in advance to make sure you hit any PrC requirements that you need.
Spend your first six in-game levels working your way up to Wizard 3/Cleric 3/Mystic Theurge 6, then find another PrC that advances either your wizard or cleric casting abilities and stay in it up to 18th level. Loremaster might be good for you, as it's pretty easy to get into, and provides full caster level advancement that can be put towards either your arcane or divine caster levels, though focusing on Wizard casting is the better option.
At that point you're 18th level, and casting as either as a 15th level wizard and 9th level cleric, or as a 9th level wizard and 15th level cleric. Put your last two levels into wizard or cleric itself (whichever you're better at casting as. Probably wizard) so that you can have 9th level spell slots in one class and 5th level slots in another class.
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If this is the roll20 campaign that I looked at and immediately ignored, then the campaign doesn't allow prestige classes and is core only. So no Mystic Theurge and no Oracle. Yeah.
Best of luck to you, OP.
With that restriction, go Druid/Monk or Druid/Ranger. Start with Boon Companion if you have a critter. If you can, grab Shaping Focus when you hit level 4 in Druid (as you will as soon as possible) and Shapeshifting hunter if you have Ranger levels. Ending up a Druid 6/Ranger 6/Monk 6 is...not a terrible plan, and can result in some serious viciousness if done properly. A variant of this using Barbarian instead of Monk is also legitimate.
Alternately, go Paladin (Oath of Vengeance) 3/Ranger 3, make sure to grab your next level Paladin, and go to town TWF and smiting all the things forever. Once you're Paladin 6/Ranger 6, maybe start grabbing levels in...hell, Bard, maybe? Eh, it's a while off anyway.
If you're restricted to the corebook only...well, that really sucks, first off, and second off, go Barbarian 3/Ranger 3. Solid theme, good skills, full BAB, Rage and Favored Enemy. You should do okay with that.
Before doing as Gluttony suggests, you should make sure the GM allows prestige classes like the Mystic Theurge. Considering the unique class level requirements in this GM's game, it would surprise me if prestige classes that essentially combine two classes would be allowed.
Ah, this slipped my mind, but Are's right. Definitely check your build with your GM ahead of time. It sucks in any game to spend many session playing a character only to find out partway through the game that you're not allowed to take the in the direction you want, and that's a fairly easy roadblock to avoid with simple communication.