Help with a HOT MESS Spellcaster


Advice


So I am working on a spellcaster, and wanted to see what you all think so far. I am flexible on a number of issues, but I want a primary arcane spellcaster with some divine extra. Being able to hold himself in a fight would be nice to

Base stats

Neutral Good Elf (Arcane Focus), preferred class (Cleric???)

Str 12
Dex 17
Con 14
Int 18
Wil 15
Chr 15

Leveling guide
1: Arcanist-1
2: Cleric (Magic Theologian)-1
3: Cavalier-1
4: Arcanist-2
5: Cleric-2
6: Archanist-3
7: Cleric-3
8: Archanist-4
9: mystic thurg-1
10: Mystic Thurge-2
11-20: 6 levels of Eldrick Knight, 4 levels of Mystic Thurge

Wanted Feats: Combat Castings, War Priest, (2 other concentration bonus edges can't think of names of)

I am debating on a lot still, what type of familiar (and can I shake something loose to get to Archanist 5 so I can speak to it)

The main focus is the Eldrick Knight/Mystic Thurge combo, I like the spellcasting uniqueness of the Archanist. Cavalier was chosen to get the share teamwork edge and Martial weapons. However have considered Warpriest and Oracle instead of cleric & Cavalier to get the extra spellcasting levels.

I am toying with going either staff or Rapier as my main weapon

The group desperately needs a arcane caster for level 1. I went preferred caster just because of option 3 on cleric.

any thoughts are welcome


You're levels are just too split up to be effective as the groups primary caster. You're maxing out at 7th level spells only.

What is Eldritch Knight doing for you here?

Mystic Theurge is generally considered a trap option unless you can convince your GM to allow early entry. Do you really need divine and arcane casting for anything other than flavor?


What are you trying to build here? What would you like your character to do, because this is spread too thin and will not be terribly effective.


Create Mr. Pitt wrote:
What are you trying to build here? What would you like your character to do, because this is spread too thin and will not be terribly effective.

I like to play "Swiss Army Knife" type characters (My shadowrun character is a Mage/Face/Decker/Sam). I do not need to be the best in the group as long as my versatility makes me useful.

I added eldrick Knight mainly because of wanting to be a slightly better combatant, to also elevate my arcane casting over my divine

I have some role playing ideas for the character (Magic is quite literally in his blood, chosen by his god, etc...)I am however still working on a lot of details, so am flexible to some extent...


Primary spellcasting classes are already Swiss Army Knives. A cleric can prepare a spell to solve almost any problem, including buffing themselves up for combat.


Indeed. A cleric of Gorum is already a fearsome melee combatant and can run almost entirely on WIS and 13 STR if they invest in Guided Hand.


Thank you for your input so far, I do appreciate it. I realize that I am looking at something less that par, but I do really want to play something that has some levels in divine spellcasting. I don't want to be a handicap to my party. I do have my heart set on a Mystic Thurg/Eldrick Knight combo. I am willing to move around the levels of each, and look at changing the "feeder class" for the martial weapons and the Divine spell casting. At a low end I would like to have at least 10 levels in Divine spellcasting (8+2) and I have been saying 15 for spellcasting. If it matters I am going back and forth on Focused mind or magical knack for my trait


I think you're looking for advice on how to make something good that basically can't be good.

It's very difficult to offer good optimization advice if you're deadset on staying with Eldritch Knight/Mystic Theurge. I'm honestly at a lost of how to make that viable.


You will have plenty of opportunities to do something suboptimal. Shaman might be a better fit for you. A divine caster that can poach arcane spells and 3/4 BAB can give you everything you want.

You are combining two prestige classes, that already have weaknesses, that do completely different things. You will have mediocre versatility; a straight cleric or shaman will be more effective and can be built to do almost exactly your specifications.


The problem is you have no idea what you want except race and you like the Arcanist class. You want to multiclass all over the place and I don't think you realize how much you lose doing this especially with the classes you want. I'm not trying to be mean but that will seriously hamstring you at higher levels.
Let's look at the one class you are sure about, the Arcanist. A full fledged Arcane caster. Unlike a Wizard it's one class you probably want to take to higher levels. The exploits being the selling point for the class more then anything. About half give you abilities flat out, the rest are level dependent. The second problem is your spell progression is a sorcerer putting you one level behind a wizard. The second problem is armor. Two feats and special materials removes this but that's two feats and money for special armor. You lack proficiency for armor.
Switching to a Martial class gives you proficiency with armor but arcane failure is still a problem at low levels. In the case of Cavalier unless you choose an archtype that doesn't give you a mount it's a wasted class honestly. Two levels of fighters gives you two bonus combat feats. Take a third level you get armor training one. Now the bad news after two levels of any class except Arcanist you lose access to ninth level spells.
Clerics are a great class but like the Arcanist they lose access to Domain and channel abilities after switching out. Only two Prestige Class offers both spell progression and channel progression.
Now let's talk about Prestige Classes. Eldritch Knight is actually nice. It gets better BAB then the Magus class at higher level. Nothing special but it is not a bad Prestige Class. The Mystic Thuerge is a trap. You gain versatility casting both Arcane and Divine. Problem is in play you start weak and don't really catch up. Have seen them played several times every player has moaned about taking it and the lack of power compared to a straight Wizard or straight Cleric.
I've played multi classed characters a lot and have learned painfully multiclassing too often you lose out at higher levels. I might have versatility that a straight wizard or cleric offers but his spell capacity overshadows me every time.

Dark Archive

Put clothes on. Your Charisma isn't appreciated everywhere..... O' wait, you aren't a sorcerer I think.


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It is strange to me how people chime in how choices are not, "viable."

Without knowing what kind of game or DM he games with, it is difficult to say whether your choices are going to be a boon or hinder yourself and the party.

You have to remember that many RPG gamers on the forum are min/max optimizers (maybe because that is the way they want to play, or because their DM's only do VERY deadly games and if they do not optimize, they die early and often.)

Other gamers on the forum care not about min/max and optimization, because they want to play a concept they have in mind, or they play wherever the story and the game takes them without planning ahead 5, 10, 20 levels (and have a DM that does not penalize them for not being ultimate badasses.)

You are asking for very subjective answers when you ask opinions, especially if you are also asking for help - none of us know what kind of game you play or are in, so take all the advise and any criticism with a grain of salt.

TL:DR Play what you want.

Silver Crusade

You need to focus on casting or combat. No character can split their feat's, ability scores, and magic items. Then expect to be effective in both. Not many rpg games are built that way for a reason. Your part of a group. Pick a role and fill it.

With out changing starts, or race. You might want to think about going with. Witch (Hedge Witch) at level 4 they get spontaneous cure spells. With the healing patron they get most of the condition removal spells. Another option to think about is the Cartomancer archetype. This lets you use your touch spells at range. Including your cure spells. This gives you arcane spell casting with access to some divine spells.

A good second option if you can move your stats around a bit. A Bard can fit every thing you want. With the exception they don't do as well on the casting. However they do make good arcane casters that can heal and fight if you have the right feat's.

I will say your current idea probley looks good on paper. From exp. it will not work very well in game play. The mystic thurg is out done by a single class witch. The witch will have more spells, and higher level spells. Along with Hexes equal to their level. Granting the witch a large advantage over the mystic thurg in raw power.


Spirit Guide Oracle might be your best bet. it isnt arcane from day one, but if you take the lore spirit and arcane enlightenment hex at level 3, you get to add your chamod in arcane spells to your list. New ones every day. I'm playing one in a campaign and its proving hugely fun and useful.

Its not a mystic theurge, but hey...it has full casting on both sides, as long as you're ok with only grabbing so many arcane spells.


So, while I'm the type who loves multiclassing, I just thought I should mention that I do kind of echo some of the things said here by people, in that mixing two casting classes together rarely feels worth it in play, and that there are spellcasting classes that can give you the feeling of a mix of traditionally arcane and divine powers in one spellcasting class. The mentioned witches, bards, shamans and oracles all jump immediately to mind as good examples of these (I think some psychic classes are supposed to have very varied and interesting spell lists too). One other option I thought I'd mention, especially if you were interested in pursuing the servant of a deity aspect further was the Evangelist prestige class which can give you a really nice boost depending on which deity you choose to serve while not hurting your scaling base class abilities (it lets your class features eg. hexes/exploits continue to progress as well as your spellcasting.)

*Edit* I've also found that variant multiclassing can really help scratch that multiclassing itch while still not waving goodbye to all those scaling class features.


As has been said, most full casters are already jacks-of-all-trades without multiclassing so long as you pick your spells correctly. Really you are going to have to weigh your options and make some decisions. Decide what actual abilities you want. Why do you want arcane and divine, what effects are you trying to access?

What are you looking for from arcane casting? Obviously the most powerful option capable of nearly anything, but since optimization is more then 'play the wizard' not necessarily a mandatory choice.

What are you looking for from divine casting? Not quite as versatile as arcane casting out the gate, they are almost as powerful and excel in areas where arcane is weaker. A well played divine caster rivals most martial classes with a little buff time.

Martial classes. Really if you want melee as a caster it is better to plan to be a straight gish or focus on divine and play up their strengths.


If you're looking at being an arcane caster that can heal, I'd recommend either bard or witch. Both get healing spells and useful abilities, both always have something they can do in combat, and both are usually welcome in a group.


I have decided to go

6 levels in Arcanist
1 Level in Oracle (Battle)
10 levels in Eldrick Knight
3 Not sure yet...


There are some oracle mysteries that let you blast the one that comes to mind is the flame one. A druid might be a decent pick it has a unique and diverse range of spell casting options.


I know it is a TERRIBLE idea, but I am also thinking of starting as a wizard for exactly one level, only so I can start with a few things I want (A familiar and a school power). I realize I can grab both from arcanist in time...


Why not just stick with Wizard, or go with a bloodline Arcanist? If you're human, you can get a familiar with two feats at first level. Generally, I try to exhaust all other options before taking a dip for something I want. Your class levels are your most valuable resource, after all.


I really like arcanist, I like the flexible spellbook ability ALOT. the idea of using two feats for the eldrick bloodline ability is not a bad idea either in all honesty


It is hard to get arcane casting, divine casting, being decent in melee, and have all of them be decent.

You are going to have to give something up.

Witches are arcane, with some divine spells. Don't expect much in melee combat though.

Bards are arcane with some fighting ability, and they can cast cure spells.

If you multiclass you wanted to try to do you will likely be bad at all 3.


Jason Wedel wrote:
I really like arcanist, I like the flexible spellbook ability ALOT. the idea of using two feats for the eldrick bloodline ability is not a bad idea either in all honesty

Iron Will plus Familiar Bond gets you a familiar at full level, but without some features. If you're human, you can do it at first level.


I have found one handy trait for Eldritch Knights. Surprise Weapon gives a +2 bonus on improvised weapon attack rolls, which is a pretty big bonus for a trait. Coupled with Arcane Strike you should be good on hitting people.


Jason Wedel wrote:
I know it is a TERRIBLE idea, but I am also thinking of starting as a wizard for exactly one level, only so I can start with a few things I want (A familiar and a school power). I realize I can grab both from arcanist in time...

Take a look into variant multiclassing for wizard? It would give you both of those. Although yeah, not immediately either...


Actually thought about it, realized that if I use my first exploit on familiar and first feat be "Extra Exploit" will get me both


Jason Wedel wrote:
Actually thought about it, realized that if I use my first exploit on familiar and first feat be "Extra Exploit" will get me both

Oh wow, didn't realize they got one at first. My tables all don't use Arcanist by mutual agreement. But yeah, much easier than a dip.


Rashagar wrote:
Jason Wedel wrote:
I know it is a TERRIBLE idea, but I am also thinking of starting as a wizard for exactly one level, only so I can start with a few things I want (A familiar and a school power). I realize I can grab both from arcanist in time...
Take a look into variant multiclassing for wizard? It would give you both of those. Although yeah, not immediately either...

VMC doesn't stack with regular multiclassing by default. You can use one or the other.


What is variable multi classing? not familiar with that one (Unless you are referring to some of the classes that merge features...like arcanist)


QuidEst wrote:
Rashagar wrote:
Jason Wedel wrote:
I know it is a TERRIBLE idea, but I am also thinking of starting as a wizard for exactly one level, only so I can start with a few things I want (A familiar and a school power). I realize I can grab both from arcanist in time...
Take a look into variant multiclassing for wizard? It would give you both of those. Although yeah, not immediately either...
VMC doesn't stack with regular multiclassing by default. You can use one or the other.

Really? Weird. Glad no one I know plays with that rule haha!


Pathfinder Starfinder Society Subscriber

I think the only absolute is that you cannot combine VMC for a given class with actual levels in that class -- so if you are a VMC wizard, you cannot take any actual wizard levels.


Jason Wedel wrote:
What is variable multi classing? not familiar with that one (Unless you are referring to some of the classes that merge features...like arcanist)

Variant Mullti-Classing is an optional rules system from Pathfinder Unchained. You trade away your feats for levels 3, 7, 11, 15, and 19 to gain limited access to certain class features of another class (core and base classes from before Vigilante). You make the choice at first level.


QuidEst wrote:
Jason Wedel wrote:
What is variable multi classing? not familiar with that one (Unless you are referring to some of the classes that merge features...like arcanist)
Variant Mullti-Classing is an optional rules system from Pathfinder Unchained. You trade away your feats for levels 3, 7, 11, 15, and 19 to gain limited access to certain class features of another class (core and base classes from before Vigilante). You make the choice at first level.

Since it is an optional rule as a group you can decide how to use it. I'd allow other multiclassing for a home group.

The description does say that it was made to replace multiclassing but people can decide to use both.


If you want to look up VMC it's here.

If you're looking at Arcanist 6 / Battle Oracle 1 / Eldritch (not Eldrick!) Knight 10 you might like to consider the Blade Adept archetype for the arcanist if you want to lean a bit more towards melee combat.


I avoid Int. Weapons as a general rule (My last one actually worked out well...The table still debates who was in control as we kind of thought the same way...only one minor disagreement about fighting a dragon, I thought it was better to spend a few minutes going to the inn and grabbing are rogue...)But I will debate it...

Question about Arcanists: Can they use the exploit to take Universalist?


Weables wrote:

Spirit Guide Oracle might be your best bet. it isnt arcane from day one, but if you take the lore spirit and arcane enlightenment hex at level 3, you get to add your chamod in arcane spells to your list. New ones every day. I'm playing one in a campaign and its proving hugely fun and useful.

Its not a mystic theurge, but hey...it has full casting on both sides, as long as you're ok with only grabbing so many arcane spells.

As much as I would love this to be true, it is not. Arcane Enlightenment adds "to the list of shaman spells she can prepare". As Oracles do not prepare spells, Arcane Enlightenment does nothing for them. Tragic, but that's the rules.


to bad staff adept didn't get the same treatment as blade for arcanist


Ancient lorekeeper oracle is a strong pick. Just be patient and you will hace the two lists.
Also you can get more arcane spells from your mistery or curse (blackened or flame are good for blasting)


Anzyr wrote:
Weables wrote:

Spirit Guide Oracle might be your best bet. it isnt arcane from day one, but if you take the lore spirit and arcane enlightenment hex at level 3, you get to add your chamod in arcane spells to your list. New ones every day. I'm playing one in a campaign and its proving hugely fun and useful.

Its not a mystic theurge, but hey...it has full casting on both sides, as long as you're ok with only grabbing so many arcane spells.

As much as I would love this to be true, it is not. Arcane Enlightenment adds "to the list of shaman spells she can prepare". As Oracles do not prepare spells, Arcane Enlightenment does nothing for them. Tragic, but that's the rules.

Huh. I didn't know that, and this is not a defense, but it did work in herolab. Guess I'll bug report it. appreciated!


I want to thank everyone once again. I have decided to make things quite differently than I originally wanted to, but that is why I posted. I will be starting a new thread with the current build to be reviewed


Your current build ends up with 14 BAB, 7th level arcane spellcasting (CL 15), and 5th level divine spellcasting (CL 9).

Your combat ability is nonexistent. You have some BAB but no class features to supplement it and poor ability to buff it. Your spellcasting is worthless.

Any spell you cast with a save will be useless, and caster level checks (Spell Resistance, Dispel Magic, Concentration, etc.) will be a nightmare for you to make.

Just for comparison sake, a regular divine spellcaster would have at this level, BAB 15, 9th level divine spellcasting, and access to 7th level or lower arcane spells at no cost via "Miracle" (8th level spells with the feat, "Dreamed Secrets" but that involves deity worship). If you're an Oracle then you can have a number of class features that support your combat ability, even some that give you a full 20 BAB for a duration of time!

Sorcerers are in a similar boat, with certain bloodlines yielding incredible benefits for those who stay in the class. And the power of 9th level spells extend to buffs, too BTW. Shapechange, in particular, is easily one of my favorite high level buffs, in part due to it's 10 min/level duration that you can keep up constantly. That combined with the Orc Bloodline easily fixes your combat capabilities, while still leaving you with the pinnacle of arcane spellcasting.

tl;dr? Don't multiclass spellcasting characters.

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