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![]() So, I wanted to fill some slots in our biweekly PFS game in the Detroit Metro area, and I thought I'd double-dip here and make a cavalier to do some playtesting with. In my home game, I don't have a current "niche" I see cavaliers fitting into for a while, so this is my big chance to get some play time in with one and contribute. My character was as follows; if anyone wants to yell at me at how sub-optimal he is, all I'll say is -- he's my character, not a faked-out example. I'm going to play this guy for a good amount of time, not throw him away after I "prove" something. I'm considering going into the Hellknight Prestige class, so some of this was me spreading things thin so I had some Wisdom and Charisma bonuses to make the Hellknight prestige class features useful to me eventually. Character breakdown:
Str: 16 Dex: 14 Con: 14 Int: 10 Wis: 12 Cha: 13 Feats: Toughness, Shield Focus
Gear: Chain Shirt, Heavy Steel Shield, Battle-Axe
As you can see, I wanted to juice my AC up as high as practical with my starting gold (and I deliberately bought the most expensive items I could within the 150gp limit for PFS -- that seemed to suit the class concept). I upped my HPs with Toughness, and tried to guard my Will save with my trait choice. I obviously had concerns about being flanked while challenging, so I figured I'd give myself the best chance I had of surviving. We played two PFS mods today, so I had a chance to see a fairly good range of possible interactions, from RP possibilities to (plenty of) combat. Here's my initial reactions on the class features and flavor: 1) Challenge
I got to shout plenty of challenges -- my favorite being "I swear I shall kill all these slavers and bandits, starting with... you! (as I randomly picked the nearest mini amongst the bad guys)". It felt very in character to be picking foes and moving into single combat with them. Combat Value: Medium to High
2) Mount
Combat Value: Low
3) Oaths
I'll cover these oath by oath; in a PFS session that blocks out 4-5 hours of time, it was hard to pick useful oaths. Here is what I evaluated, what I used and why, and how it worked out: Oaths overview:
Oath of Chastity: I swore this oath once, and kept it for an entire adventure. It had high RP value, as I had to keep cautioning the female halfing in the party to not even brush up against me "lest my armor be astirred in an unseemly fashion". No one at the table understood exactly why I was so insistent, and coupled with my professions of love for my horse they definitely thought I was pretty perverse. I call that fun, and very suiting to the class flavor. Game-mechanic-wise, it never came into play -- I never had to make a save versus enchantment that whole adventure. So, totally 'meh' there, but still OK. Oath of Greed: Never even looked at this one. Having to acquire 1000gp/lvl just to get a bonus that only lasts 24 hours? Not even vaguely worth it, nor likely to occur. I suppose it would come in handy if you pretty much knew you were about to get a hefty item, and then the temporary buff might be interesting, but... I deem this one unlikely for me to ever use in PFS, and even in my home games I don't know if any of my players would ever be able to meta-game enough to put this oath into play and get value out of it. Oath of Justice: Considered it, since one of the adventures very much centered around getting one "bad guy". The only reason I didn't use this one was because I knew in a PFS adventure, the vanquishing of the bad guy probably would be the last encounter anyway. In a home game, this one probably would get a lot of use, especially if you knew you were going to follow the pattern of "eliminate the main lackey first, then get the boss". I'd rate this as one of the more useful oaths, especially once you can have multiple oaths in effect (since the payoff for this one might take a while). Oath of Loyalty: Considered it, but didn't get a really good chance to use this one. I would probably make this my primary oath next time, since the triggering action is so simple and the benefit generally useful. Oath of Protection: I would never use this one, only because I've been on enough (MMO)RPG "escort" missions to know that you always get screwed over by trying to ensure zero-damage to the "package". To me, this one screams out "hey, DM, please really try to hurt this other person". The fact that you only get the bonus when adjacent to the target of this oath makes it even more minimal. For something this restrictive in triggering and utility, I'd say much more than a measly +1 is appropriate (and +2 at 5th level doesn't seem much more appealing either). Oath of Purity: Used this one, would use it again. Very much in flavor, and possibly of some use in actual play. I'd almost make this one the default "fallback" oath, since poison is a rare occurrence and everything else is pretty much player-controllable. Bonus in that the benefit, once obtained, helps you on the very saves that help you keep it active. Oath of Vengeance: I used this one almost exclusively in the first adventure, switching the target as needed. It felt very much in flavor "I swear I'll kill all these [fill-in-the-blank], for they are an affront to everything I stand for!". However... I didn't see more than an incidental mechanical benefit here. This could be awesome for any thematic adventure where you know you'll face very specific foes, but even then you want to keep grinding through them since after 1 hour it resets. Still, another great oath to fall back on. One unclear mechanical point is how specific the oaths must be, and the severity of the wording in "The cavalier swears to slay all creatures of a specific kind". It seemed a bit creepy to swear to slay all "humans", so in the course of the adventure I said "I swear to slay all these brigands". I know word-count matters, but I can see how in a class so defined by a code of honor, you might want to define the expectations and boundaries here. For instance, once sworn, is the oath abandoned if the cavalier gives any mercy?
Overall, I'd like more variety in the oaths, and definitely more benefit. Since all of these effects have expiration periods and a fair amount of specificity in how they apply, I'm pretty sure a default +2 in place of the +1 would make them more mechanically appealing. That might be too much of a tweak, but still... something feels a bit 'meh' about these, and I'd much rather have them feel more "awesome cool!". YMMV. 4) Order
My selection of the Order of the Shield as a Chelaxian was quite deliberate, and it paid off big-time; I actually in session threatened a fellow Chelaxian character and told him "if you torture that woman, I swear I shall cut you down where you stand. She shall not be harmed so long as I live." Wow, that was fun (and unexpected from those "evil Chelaxians" -- I'm LN, tending much more towards good). I felt strongly connected to my character and his ideals, and knowing that eventually some mechanical benefits would accrue made it even better.
Overall, I think this class mostly works as-is. I'll get a bonus feat next level, keeping me competitive with the fighter, plus my order ability kicks in. Specific things I see I'd like to see tweaked or that I would house-rule myself, just looking ahead a few levels as I imagine my character's future:
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