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The Alchemist of old, used formulae written down in books, hence the survival of supposed Alchemical rituals. Unfortunately for the game, most of these formulae were long and complicated, not a trait for use in adventuring. The idea of an on the fly caster is taken by the sorcerer, the Alchemist needs its own niche. I'm not certain what that niche is though, it is almost as if this class should be an NPC, the person making potions in the town. Otherwise it seems to a combination of a Mad scientist/Mad bomber/Jekyl and Hyde. The effects of the class can be duplicated by playing a wizard specializing in transmutative spells for the enhancements.
At first glance the oracle seems like a weakened cleric, the curse and it's abilities don't seem to balance out. The low amount of spells and the restrictions of the curses seems detrimental to the class. Picking their "focus" air, water etc... these seem more like watered down or transferred sorcerer abilities. In mythology "Oracles" told of portents and futures, almost like a "Divination" focused wizard. Looking it over I would prefer to play a wizard with that focus or if some form of healing is required perhaps an "Adept" from the NPC classes. I'm not certain what is planned for the witch, but this would also seem to cross into her territory as well.
Quandary wrote:
Cavaliers should have Know: Nobility, but let certain orders get a bonus to their role due to the orders focus on that or even give an order skill focus: Nobility. |