Multiclassing new classes


Round 1: Cavalier and Oracle


Just a couple of problems I see:

1. War Sight, take oracle as a one level dip class with rogue, get to roll initiative twice + at will detect magic, detect poison and your choice of two out of guidance, light, mending, resistance and purify food + drink. Lets also not forget great gems such as obscuring mist, command magic weapon and comprehend languages. Solution: Make War sight Oracle Level 3 and up.

Steelbreaker Skin: One dip level in Oracle + a monk with bonus to unarmed damage. Again make this oracle level 3+.

Other issues

Mighty Pebble: What's the base damage of a pebble and why does this get an extra +1 to damage for every four levels? How long does this last? Can I charge pebble beforehand and toss all my daily allotment at one foe?

Blizzard: Is this an unlimited use power?

Punitive Transformation: While I know this is the same level arcane casters get baleful polymorph, giving a level seven character in effect a save or die attack seems a bit much.

Fluid Travel v. Punitive Transformation: one lets you walk on and breath water the other transforms you into a water elemental that can... walk on and breath water. Um what's the point of Fluid travel, letting PCs fall in love with water nymphs?

Armor of X: Can you be more specific do these stack with or conflict with regular armor?

Bones path: being able to summon up one skeleton like an MMO character really doesn't say foul necromancer to me. Give this path some revelations to buff undead summoned or created. Also break the free animate dead out of the final revelation and make it a standard revelation. Consider adding an undead form revelation.

Combat healer: Let an oracle take this at level 3. Character death is more likely to result from a lack of healing at low levels than at higher levels.

Battle Path: I really don't see anything that strikes me as useful as the pick a feat power of the war domain.

Cavaliers

1. Cavaliers are always flanked when attacked by a second opponent IN MELEE. Having two opponents on you very quickly becomes a flanking situation even when you don't challenge somebody. Also am I the only one to think use magic item + scroll + elemental form?

Oaths: "The cavalier swears to bring one creature to justice... upon COMPLETION of this oath" generally when you bring the boss at the end of the adventure down you don't have much to do the next twenty four hours. Similar problems with other oaths, they only take effect AFTER you need them (unless you minmax and for example swear to slay J random Kobald during the first random encounter of the adventure).

Banner: reminds me of the powers out of Exalted that caused a mystical banner to appear over the characters head. Um this is a bit much.

Dark Archive

The Forgotten wrote:

Just a couple of problems I see:

1. War Sight, take oracle as a one level dip class with rogue, get to roll initiative twice + at will detect magic, detect poison and your choice of two out of guidance, light, mending, resistance and purify food + drink. Lets also not forget great gems such as obscuring mist, command magic weapon and comprehend languages. Solution: Make War sight Oracle Level 3 and up.

Steelbreaker Skin: One dip level in Oracle + a monk with bonus to unarmed damage. Again make this oracle level 3+.

Other issues

Mighty Pebble: What's the base damage of a pebble and why does this get an extra +1 to damage for every four levels? How long does this last? Can I charge pebble beforehand and toss all my daily allotment at one foe?

Blizzard: Is this an unlimited use power?

Punitive Transformation: While I know this is the same level arcane casters get baleful polymorph, giving a level seven character in effect a save or die attack seems a bit much.

Fluid Travel v. Punitive Transformation: one lets you walk on and breath water the other transforms you into a water elemental that can... walk on and breath water. Um what's the point of Fluid travel, letting PCs fall in love with water nymphs?

Armor of X: Can you be more specific do these stack with or conflict with regular armor?

Bones path: being able to summon up one skeleton like an MMO character really doesn't say foul necromancer to me. Give this path some revelations to buff undead summoned or created. Also break the free animate dead out of the final revelation and make it a standard revelation. Consider adding an undead form revelation.

Combat healer: Let an oracle take this at level 3. Character death is more likely to result from a lack of healing at low levels than at higher levels.

Battle Path: I really don't see anything that strikes me as useful as the pick a feat power of the war domain.

Cavaliers

1. Cavaliers are always flanked when attacked by a second opponent IN MELEE. Having two...

Stone Breaker skin requires level 7 Oracle...


The pebble's damage is stated clearly:

The Pebble deals 1d6 damage per 2 Oracle levels plus 1 to hit and damage per 4 levels of Oracle. Sure, it's worded a little weird, but other than stating it as I did it had to be.

And the above poster is right. You can't even take the revelation for Stonebreaker Skin until 7th level (it says so in the revelation text).

As to the Armor of Bones, as written it does not stack with armor, as it is itself an armor bonus.

Blizzard apparently has no uses/day, so as written you can repeatedly use it as a standard action.

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Recent threads in Round 1: Cavalier and Oracle
A Cavalier's Oaths