Pathfinder Class Analysis 15: Oracle

Core Concept: Sitting down to write my assessment of the core concept for the Oracle begs the question: what is a class’ core concept?

If we refer to the narrative concept of a caster who must suffer a hindrance in order to access their powers, then I quite like the core concept for the oracle. Likewise if the core concept is a caster who unwillingly has magical powers thrust upon her by the gods. These are things I like.

If, however, the core concept refers to the class’s mechanics, then the oracle is perhaps the most vapid class I have assessed thus far. Not necessarily because any of its mechanics are bad, but  because none of them are unique or inventive. The oracle is a hodge-podge class, assembled from mechanics left over from other classes.

Of course, that doesn’t necessarily mean that the oracle is a bad class, or that it was a poor addition to the game. It does, however, mean that I don’t have much to talk about. Forgive me if this ends up being short because of that.

Spells: The oracle is a sorcerer who casts divine spells. There’s really not much more to say about it. Oracles learn and cast spells exactly as sorcerers do, but they draw from the cleric spell list instead of the wizard spell list. They even copied the artwork concept of a scantily clad woman. (Joy).

I suppose the one distinction is that oracles must choose whether they prefer “cure” or “inflict” spells, and they will always automatically learn every spell of the type they chose. This is in addition to the spells they gain on the “spells known” table. And while players do have the option to choose “inflict” spells, I think the purpose of this mechanic is to make healing magic more accessible–which isn’t something I’m fond of.

Don’t get me wrong, when my character gets knocked down to 1 hp, it’s good to have a magical healer around. But I prefer magical healing to be a boon, not a necessity.

Mystery: If the oracle is a divine sorcerer, mysteries are divine bloodlines. Mechanically, I cannot think of a single other thing to say about them. They are literally identical in form.

In terms of fluff, I will say that mysteries are a pretty cool idea.

Oracle’s Curse: This is probably the most interesting part of the Oracle; the flaw which they must live with in exchange for their power. It builds on ancient beliefs about magic–primal ones which seem somehow more true to the human experience. Though the curse doesn’t affect the character anywhere near as much as the mystery does, the benefits from the curse are still quite useful.

I’d prefer if the curses were a little harsher, to force the player to deal with a greater challenge. I also think these would be fun to randomize, though I understand that would be problematic for most players. (Wussies!)

Orsions: Perhaps I ought to simply omit Orsions and Cantrips from these analyses, since I always say the same thing, but I will again direct you to my cleric analysis for my thoughts on these.

Revelation / Final Revelation: These are similar to bloodline powers, and unique to each of the mysteries. To analyze each individually would go well beyond the scope of this post, and probably force it beyond ten thousand words. There are some pretty good ones, and a few bad ones. Blorp.

All in all, a solid class, but not a lot to write about.

Pathfinder Class Analysis 14: Inquisitor

Core Concept: It occurred to me as I was laying out this post that I’ve never actually taken a serious look at the inquisitor before. Other classes, like the Cavalier, the Witch, or the Alchemist at least caught my fancy enough that I read over their abilities briefly when I picked up the Advanced Player’s Guide. The Inquisitor, though? Not so much.

While my initial impression was that Inquisitors are meant to be a dark and gritty paladin, it’s a little more complicated than that. They’re much closer to cleric-rogues, with an emphasis on the cleric part. Inquisitors are who the church sends when paladins are too goody-goody to get the job done. It has a certain appeal, though like the cavalier, the inquisitor’s goals seem awfully specific for a random adventurer.

None the less, I think I like them significantly more than I like the cavalier. Though that may just be my bias towards rogue characters.

Also, I’d like to take a moment to point out the ridiculous boobage on the iconic inquisitor. It looks pretty damn stupid. Fortunately, if she goes all “Spanish Inquisition” on us, we know right where to stab her.

Spells: With spells through level 6, the Inquisitor is among the most magically invested classes outside of the primary casters. That seems a little powerful for a character with such significant physical combat ability, but I haven’t seen one played before, so I won’t make presumptions about the class’s balance.

I will say that I’ve always wanted to see a caster like this. One with spells up to 6th level or so, who rounds out their magical weakness with other cool abilities.

Domain: Since the Inquisitor doesn’t get any domain spells as the cleric class does, Inquisitor domains function more like a Sorcerer‘s Bloodlines. And while I’m not a fan of clerical domains, my primary issue with them is that they require too much of a day-to-day time investment from the player. With only a single domain, and without bonus spells, I actually think domains work pretty well for the inquisitor.

JudgementSecond Judgement / Third Judgement: I’m not terribly fond of abilities which function only in combat. There’s a certain verisimilitude to the judgement abilities, since they are god-given strength to mete out justice. But that’s the slippery slope to 4th editionism!

Aside from the “only in combat” aspect, I quite like judgements. A consistent buff which can be switched out for another in the set as a swift action is a solid mechanic which keeps things fairly simple, but can also give the inquisitor lots of options for how to approach battle. I also like how iterative levels of the judgement do not add new potential buffs, but instead allow the inquisitor to call upon multiple buffs at once. If keeps an already complicated mechanic from getting entirely out of hand.

The judgement ability is actually surprisingly similar to something I’ve been working on for awhile. On the one hand it’s a little frustrating to find out I’ve been preempted, since this is an idea I came up with before the Advanced Player’s Guide came out. On the other hand, it’s encouraging to know that the professionals at Paizo apparently like my ideas enough to come up with them themselves.

Monster Lore: In years of playing, I don’t know that a player has ever made a knowledge check to identify the weakness of a monster. This may be more a result of the way I run the game than the way my players play it, but regardless, I’m not really impressed by an ability which allows you to add your wisdom score to such a minor edge case.

I’d call this filler, but it’s a level 1 ability, so it’s one among a half dozen other abilities.

Orsions: The feelings I expressed for Orsions when discussion the cleric class essentially hold true here.

Stern Gaze: Despite my general distaste for the skills system–and in particular the Intimidate and Sense Motive skills–I none the less think this ability is entirely appropriate. The character is an inquisitor, that they would receive a significant bonus to extracting information and discerning lies is to be expected.

I might try to represent it differently mechanically, but the spirit of the ability is solid.

Cunning Initiative: I’m not certain why the inquisitor warrants a bonus to initiative. As far as I can see, they don’t have any abilities which are contingent upon acting first. If anything, it seems as though this should be a rogue ability.

The mechanic is simple enough. I just don’t see how it relates to the inquisitor.

Detect Alignment: A very standard ability for this type of class, which doesn’t really need to be discussed. Though, interestingly, the type of action required is not listed here. I would probably rule it to be a standard action, though it’d be interesting if it were a free action.

Track: I’ve no objection to the inquisitor having this ability, so my commentary on this would be identical to the one I posted in the ranger class’ analysis.

Solo Tactics: I find it interesting that so far, every martial class from the Advanced Player’s Guide (Cavalier and Inquisitor) have an ability which makes Teamwork feats work better. I would also point out that teamwork feats were introduced in the Advanced Player’s Guide.

It’s almost as if they agreed with me that teamwork feats are a terrible idea, and intentionally designed their new classes so as to avoid some of the issues I pointed out in my cavalier analysis. Namely, that any feat which requires multiple people to have the feat in order to work means that one person not being able to show up for a session, or leaving the group entirely, can severely gimp another player.

Teamwork Feat: I’m not a huge fan of bonus feats, blah blah blah, filler abilities, whatever. You’ve heard it all before, and it’s becoming super repetitive through these class analyses.

I have something new to bitch about here, though, because apparently the inquisitor can change her most recent teamwork feat a number of times per day equal to her wisdom modifier. What the fuck? As if there wasn’t already enough fiddling over feats, now alternating between any feat on the teamwork list is an ability? That would be insufferably frustrating at the table.

Bane / Greater Bane: I like this. It’s a very simple mechanic which has a lot of flavor and a large impact on the game. I could even see myself using a similar mechanic.

Discern Lies: I like this for the same reason I like “Stern Gaze” above. Though personally I think it would be cooler if the inquisitor gradually became completely immune to lies, save those which were magically warded against her somehow.

Stalwart: The D&D 3.5 Hexblade had this ability, though it was called “Mettle.” I always thought it was a little overpowered when compared to its inverse, “evasion,” which is omnipresent among the core classes. But the inquisitor has to wait until level 11 to get it, so I suppose it’s alright for it to be more powerful.

Exploit Weakness: I like the idea of critical hits which have an extra oomf to them. However, these improvements are extremely situational, to the point that the ability would be easy to forget when it’s actually relevant. It really only affects monsters who have damage reduction, regeneration, or who have a vulnerability to a type of energy which the inquisitor is using to attack them. Granted, all of those things are fairly common against high level monsters. But they’re not common enough that I think I would be able to remember “oh hey, since this creature is an ice demon and I’m attacking it with fire, my critical hit gets +1 point of damage per die rolled!”

Slayer: I really like judgement, but this just seems to make it complicated. Out of the 3 judgements the inquisitor can use simultaneously at this point, one of those can be used as if it were 5 levels higher, and that judgement cannot be switched out like the other judgements can.

It’s possible that I’m just a super stickler for simplicity, but that seems convoluted me.

True Judgement: I don’t personally find save-or-die capstone abilities to be interesting. But it kinda works for the inquisitor!

Pathfinder Class Analysis 13: Cavalier

Core Concept: The Cavalier seems an odd class to me, because I don’t really see the type of person described here as ever pursuing a life of adventure. They’re knights in a king’s court or elite soldiers within an army. What on earth would drive them beneath the earth searching for treasure? I suppose Pathfinder is designed in such a way as to make political or military campaigns an option, but none the less the cavalier is a little out of place. Though that doesn’t mean they don’t have some cool stuff about them.

II should point out that the Cavalier has a long history with D&D. Gygax originally created the class back in 1983, several years before I was born. Unlike many other such classes, though, I know absolutely nothing about the historical cavalier. I considered reading up on the class’s origins before making any assessments about this modern iteration of the class. However, it occurred to me that I have a unique opportunity to examine the Pathfinder cavalier without the bias of historical context, so I chose to maintain my ignorance until I have recorded my thoughts.

I would also like to point out that this is a class with no spellcasting ability. This makes me happy. Game designers too often resort to spells as a way of making supplemental classes interesting. In fact, out of the six new base classes introduced in the Advanced Player’s Guide, the cavalier is the only one without spells.

Challenge: I like challenge. It’s similar to a Paladin‘s smite ability, with some interesting quirks such as a penalty to AC against foes other than the one who has been challenged, because the cavalier’s focus is so intense. As one of the class’s core abilities, it is respectably flavorful and isn’t too complicated. I even like the way in which many of the cavalier orders modify it.

Mount: I have little of interest to say regarding the mount. At least little which isn’t better suited to being said about the “charge” mechanics below. I will point out that the class doesn’t have any alternative here. Every class in the core rulebook which has the ability to acquire an animal companion also has the option to replace their companion with some other ability. I’ve speculated in the past that this was due to the extreme complexity involved with maintaining the mount’s character sheet.

My guess would be that the mount is simply too essential to the workings of the cavalier class, meaning any alternative would be a severe detriment to the class.

Order: A cavalier’s order is a little bit like a Paladin’s oath crossed with a Sorcerer‘s bloodline. It provides the Cavalier with a customized benefits package (class skills, modifications to the challenge ability, and special abilities gained every few levels) at the cost of requiring the cavalier to adhere to a certain set of principals, or ‘edicts.’

Were it up to me, I think I would simplify the orders significantly, but as it stands I didn’t come across anything egregiously bad in any of the available Orders. And as mentioned above, the way in which they modify the challenge ability can be interesting. The paladin would benefit from something like this, actually, rather than its somewhat vague “do no evil, always do good” code of conduct.

Tactician / Greater Tactician / Master Tactician: I’m not a big fan of “Teamwork Feats.” For those who don’t know, they’re essentially feats which two players must take, which allow them to work together to achieve certain results. Most of these feats are actually pretty solid and neatly avoid my oft-cited problem with feats. My issue is that they require two players to both take the feat in order to gain any benefit from it. But what happens when the other guy who took the feat can’t make it to games anymore? Now the feat is useless unless another player can be convinced to take it.

Abilities which rely on other players are, in my opinion, a bad design choice.

With the tactics abilities, the cavalier can grant his teamwork feats to other characters. My only complaint about this is that the cavalier has to wait until “Master Tactician” before teamwork feats not gained through tactician bonus feats can be used with the tactician ability. It’s so confusing that I can barely understand my own explanation of it!

Cavalier’s Charge / Mighty Charge / Supreme Charge: The charge abilities, and their prominence in the way the cavalier develops, is likely why the cavalier doesn’t have the option to select another ability instead of getting a mount. But this begs the question: how often will the cavalier really have the opportunity to make a mounted charge?

This goes back to the misgivings I wrote about when discussing the class’s core concept. My players have spent all of their last two sessions in a dungeon where a cavalry charge would be pretty difficult to pull off. And while I know not everybody runs as many dungeons as I do, it seems strange to design a class which almost precludes dungeon play. I would feel bad if I had a cavalier in my current adventuring party, since they would often be forced to leave their mount behind.

Expert Trainer: For a class with such a heavy investment in mounted combat, it seems obvious that they would be exceptional mount trainers. A nice touch.

Banner / Greater Banner: The banner abilities are all about improving the morale of your companions. These, (and the tactics abilities, come to think of it) suggest to me that the cavalier would function best in a game which was more liberal about hirelings than Pathfinder is. As it stands I would think that any cavalier would be wise to pick up the Leadership feat as soon as possible.

I’ll also point out that abilities like “wave your banner and improve the morale of your allies” always seem ridiculous to me, if those allies are actual players rather than NPCs.

Bonus Feat: Oh, boo! I hate it when a class has a few random bonus feats tossed in just to keep it from having any dead levels.

Demanding Challenge: I’m not sure how I feel about the idea that an NPC can actually be forced to focus its attention on a given character. As a GM, I would not like to run a game where the players were able to force their enemies to act in certain ways.

Pathfinder Class Analysis 12: Alchemist

Something which I greatly respect about Pathfinder is the way in which Paizo has avoided system bloat. D&D 3.5’s run produced some truly terrible books, each of which came with a handful of new classes, dozens of new prestige classes, and mountains of new spells. And while Paizo has published books containing all of these, they’ve usually done so with a measured hand. The non-core, base classes are well considered and fit nicely with the 11 core classes. They’ve also been released under the OGL, which Wizards of the Coast did not do with their supplemental material.

So while I’ve completed my analysis of the core classes, I see no reason to stop looking at the rest of them.

Core Concept: While it may seem contrary to my statement above, I hate the Alchemist. In my mind, the existence of an alchemist class which gains access to impossible new heights of alchemical mastery invalidates every wizard who ever made time to focus on brewing potions. In the core rules alchemy is made out to be a great feat–not so for alchemists! They can brew potions in a minute flat!

Hit Die: 1d8 seems quite high, doesn’t it? What makes the alchemist deserve a larger hit die than the wizard? I suppose it might be argued, based on the class description, that “using his own body as experimental stock” has toughened up the otherwise squishy character. But I think 1d6 might be more appropriate.

Alchemy: As mentioned above, my least favorite aspect of this class is the way in which I feel it devalues alchemy. Creating concoctions in a single minute, and being able to create so many in a single day, makes run-of-the-mill alchemy look silly.

Once upon a time I was working on a class (never settled on a name for it, though I did have the working title of “Alchemical Surgeon”). It was primarily a healing class, and while it did receive some bonuses, it largely had to craft potions using the same process as any other class. The primary difference was that the surgeon was much more adept at using the potions, delivering them via needle prick, and allowing a single dose to be used multiple times rather that only once.

I think this would have been a much more interesting route to go than the one the Alchemist’s designers chose. Not only does it avoid the problem of devaluing non-alchemist alchemy, but it avoids another problem as well. The Pathfinder alchemist’s concoctions only work when being held by the alchemist. Something about the alchemist’s aura makes them work, blah blah blah, bullshit. It’s the kind of explanation people come up with when they need to implement a rule for game reasons, and can’t think of sufficient justification for why that rule would exist in the game world, so they just say “magic.”

My surgeon, on the other hand, was able to make concoctions more potent because he or she possessed knowledge of anatomy and knew where & how to inject the patient. That’s a much better explanation in my book.

I will say one positive thing about alchemist alchemy: I like the idea of a caster who can save spell slots to prepare later in the day with a minimal investment of time. That’s something I would like to see implemented better with another class.

Bomb: Bombs are pretty cool, I essentially covered my only issue with them above: they become inert when held by anyone but the alchemist. Which begs the question: what if the target of a thrown bomb catches it? Shouldn’t they be given a chance to do this since the bomb will become inert as soon as they posses it?

Brew Potion: Kinda obvious that this would be a bonus feat at first level.

Mutagen / Persistent Mutagen: This is actually a pretty damned cool idea, and works a mite better than the other two types of Alchemist alchemy (bombs and extracts). A better explanation for why it only works for the alchemist who created it might be that every mutagen must be tailored to the person who will use it, and they are so complex that it’s not really possible to understand another person’s physiology well enough to create a mutagen for them.

One thing I would have liked to see was more flavor. Functionally this is just an alternate form of the Barbarian’s rage ability. I think it would have been cool to have a handful of special monsters which the Alchemist could turn into at different levels.

Throw Anything: I like the Throw Anything feat. It was a clever addition to this class which I don’t know that I would have thought of myself.

Discovery: Perhaps this is just because I’ve been getting more old-school lately, but does anyone else think this would be much more interesting as a random roll rather than a choice the player must make? The impression I get of the alchemist is that they do a lot of random mixing “just to see what will happen,” so random discoveries would be appropriate.

Regardless of how they are chosen, however, I like how this ability is implemented.

Poison Resistance: I think it would be better if Alchemists simply gained immunity to poison at level 2, rather than receiving a resistance which slowly grows until it becomes immunity at level 10. But that’s a pretty consistent difference between Paizo’s design philosophies and my own.

Poison Use: Impossible to poison one’s self while using poisons. Straightforward and logical. I always thought this ability ought to be a feat.

Swift Alchemy / Instant Alchemy: These abilities only further speed up the Alchemist’s ability to create concoctions, and compound my primary issue with the class even further.

Swift Poisoning: Unlike performing alchemy quickly, applying poisons more quickly is pretty mundane and makes good sense to me. Though now that this ability exists, it ought to be an assassin ability as well.

Grand Discovery: This is among the cooler capstone abilities. Again it feels like it should be random, but that’s a pretty small complaint all things considered.

Alchemist Formulae: While I have no comment on the content of the Alchemist’s spell list, I like that the maximum spell level available is 6. There are several “partial casters” like the paladin who are primarily focused on their non-spellcasting abilities, but they normally max out at 4th level spells. The Alchemist leans in the other direction, with a heavier investment in magic. I’d prefer to see more classes like that, I think.