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Holy Riders: The Cavalier's Guide (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707868" data-attributes="member: 6793297"><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Learning How Others Ride: Multiclassing</u></strong></p><p></span></p><p></p><p> </p><p></p><p>A note: If you see powers corresponding to fixed utility and daily levels for the Cavalier, it's OK. Power swapping at those levels is apparently still legal, as it's not the same as retraining.</p><p></p><p> </p><p></p><p><u>General Power Source Options</u></p><p><u></u></p><p><span style="font-size: 18px"><strong>Arcane classes<u></u></strong></span></p><p><span style="font-size: 18px"><strong><u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><u>Heroic Tier</u></p><p><u></u></p><p></p><p><span style="color: #00ccff">Arcane Implement Proficiency</span> (AP): This feat has a newfound purpose in a post-Essentials world, giving you the ability to use your sword for all your implement attacks. That's a huge asset. And since most of you are too dumb to enter Swordmage multiclassing (not that it's your best option, anyway), you take this.</p><p></p><p><span style="color: #0000ff">White Lotus Enervation</span> (D 374): -1 debuff to a defense targeted by an arcane at-will. Pretty neat bonus to your favorite arcane at-will if you got one, including an Arcana Virtuous Strike.</p><p></p><p><span style="color: #0000ff">White Lotus Hindrance</span> (D 374): Hit them with your Arcana Virtuous Strike or another arcane at-will you borrowed, and you create difficult terrain in all squares next to you. Not bad in itself, since it can help cut off charging lanes for enemies who shift away from you, but the bigger prize lies in Paragon Tier.</p><p></p><p><span style="color: #0000ff">White Lotus Riposte</span> (D 374): The automatic damage from this feat when an enemy you hit with an Arcana Virtuous Strike or an Arcane Dilletante power decides to attack you is nothing to sneeze at. It also opens up something even better in Paragon Tier.</p><p></p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #00ccff">Arcane Admixture</span> (AP): Add another type of damage keyword to an Arcane power, which opens up a whole new world of feat synergies. Best spent on an at-will, making this most useful for Half-Elves with an Arcane Dilletante.</p><p></p><p><span style="color: #00ccff">White Lotus Master Hindrance</span> (D 374): This is why you took Hindrance. Now when you hit with an arcane at-will, you create the difficult terrain around all your allies as well, making them more difficult for melee enemies to approach. And it also makes flanks VERY easy to maintain.</p><p></p><p><strong><span style="color: #00ccff">White Lotus Master Riposte</span> (D 374)</strong>: This feat works perfectly with your Defender Aura (but not your DS marks, if any) to force a Catch-22 between a repeat of your arcane at-will (including Arcana Virtuous Strike) and eating your Aura punishment.</p><p></p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Quickened Spellcasting</span> (AP): Arcane Dilletante Half-Elves get a minor-action use of their at-will per encounter, allowing for a decent mini-nova on that turn.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p>Sage of Ages (AP): <span style="color: #00ccff">Keeper's Prescience</span> at Lv. 24 is incredible, basically allowing you to cover for a possible d20 failure every turn. That one makes for one of the best Seeking Destiny capstones for an Eternal Seeker there is. You won't likely make good use of this destiny's other key benefit, the utility, though.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Divine classes (others)</strong></span></p><p></p><p><strong>Entry feat</strong></p><p> </p><p><strong>Divine Channeler (DP)</strong>: Requires WIS 13 and training in Religion. This gives you the Channel Divinity class feature and a power from the class you chose to enter with this feat. You can only use it once a day, but of more importance is that this can open up Avatar EDs for you, and some of those are pretty good.</p><p> </p><p></p><p><strong>Key Avatar epic destinies (require Divine Channeler)</strong></p><p> </p><p><strong>Avatar of Hope (DP)</strong>: Requires Hope Remains. Decent ED overall with solid, but not eye-popping features. A bonus to Charisma and also to Wisdom, which you may find use for.</p><p></p><p><strong><span style="color: Blue">Avatar of Life</span> (DP)</strong>: Requires Pulse of Life. +2 to CON and WIS, and the capstone, which greatly enhances your and nearby allies' second winds, is quite nice. Font of Life is a solid party heal spell. Can't go wrong with this one, especially Sac-Cavaliers.</p><p></p><p><strong><span style="color: Blue">Avatar of Storm</span> (DP)</strong>: Geared toward those with the Storm domain or a Lightning Weapon. Requires Storm Sacrifice, and you get +2 bonuses to STR and CON, both important Cavalier stats. Stormhand is pretty nice, giving you the benefits of both Lightning and Thunder with all such attacks, and the capstone gives you flight. Solid and flavorful.</p><p></p><p><strong><span style="color: Blue">Avatar of War</span> (DP)</strong>: Requires Path of War. +2 to STR and CHA, the Cavalier's two most important stats, is a great start. Master of the Battlefield at Lv. 21 means you never give up combat advantage. And the utility, Rouse Conflict, adds some party enabling to your arsenal with a devastating minor-action nova trigger. The Lv. 24 feature related to the Path of War divinity power is only going to see play once per day, though, but the rest of this ED is so solid that it's still worth consideration.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Martial classes<u></u></strong></span></p><p><span style="font-size: 18px"><strong><u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><strong><u>Heroic Tier</u></strong></p><p></p><p><span style="color: #0000ff">Resilience of Stone</span> (MP2): For Dwarves to use their second wind as an immediate interrupt. Good deal.</p><p></p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #0000ff">Deft Blade</span> (MP2): Hey, this actually makes light blades worth a look. You can attack Reflex with basic attacks, melee or ranged. Good for Halflings, in particular, who are more likely to use light blades.</p><p></p><p><span style="color: #0000ff">Hammer Shock</span> (MP2): Give your melee basic attacks with a hammer the Rattling keyword. Must be trained in Intimidate. Good one for hammer-users, particularly those with the Skill domain.</p><p></p><p><strong><u>Epic Tier</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Epic Recovery</span> (MP)</strong>: CON 19 required. If you have that and have a minor-action or less second wind, you definitely want this one. Sac-Cavaliers should also take this one if they do have a CON that high.</p><p></p><p><strong><span style="color: DeepSkyBlue">Martial Resolve</span> (MP)</strong>: Saves at both the start and end of your turns against some of the more debilitating conditions, including some Superior Will doesn't cover. Very nice, especially in conjunction with Hero's Poise. Must have WIS 15.</p><p></p><p><strong><u>Epic Tier, Dragonborn</u></strong></p><p></p><p><strong><span style="color: #00ccff">Dragon Warrior</span> (MP)</strong>: Must have CON 17. Gives you an extra use of Dragon Breath after you get bloodied. Which you definitely want, since it gives you a second use of what should be a mass-Sanction tool.</p><p></p><p><strong><u>Epic Tier, Dwarf</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Stoneheart Warrior</span> (MP)</strong>: Must have CON 17. Makes your second wind a free action, which is awesome.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #0000ff">Adamantine Soldier</span> (MP): Damage resistance and ignoring speed and check penalties in plate are the highlights of this solid destiny. Must multiclass into Fighter or Warlord.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Primal classes<u><u></u></u></strong></span></p><p><span style="font-size: 18px"><strong><u><u></u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><u><u>Heroic Tier</u></u></p><p></p><p><span style="color: #00ccff">Longtooth Spirit Shifter </span>(PP): Extra regen on your Longtooth Shifting power? Awesome.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #00ccff">Reincarnate Champion </span>(PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed. </p><p> </p><p> </p><p></p><p><u>Specific Classes</u></p><p><span style="font-size: 18px"><strong><strong>Avenger</strong></strong></span></p><p></p><p>The entry feats are the most attractive part of this multiclassing option, giving you some attack rerolls.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Disciple of Divine Wrath </span>(PHB2)</strong>: Trains Religion, and this Oath of Enmity last for two rounds' worth of attacks. Requires WIS 13.</p><p></p><p><strong><span style="color: #ff0000">Hero of Faith</span> (DP)</strong>: You probably won't have thee WIS 15 to qualify, and aside from that it's inferior to Disciple of Divine Wrath.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: Blue">Barbarian</span></strong></strong></span></p><p></p><p>Some of the Rages are worth swiping with Adept Power.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: Blue">Berserker's Fury</span> (PHB2)</strong>: Training in any one of the Barbarian's class skills (go for Perception or Athletics). Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13, easily done.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Thunderfury Rage</span> (PHB2)</strong>: Punish attacks against you with an immediate reaction. Forces serious lose-lose situations in conjunction with your Aura and DS.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: DeepSkyBlue">Bard</span></strong></strong></span></p><p></p><p>Excellent synergy that helps you expand your secondary Leader role, particularly in the utility powers.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Bardic Dilletante</span> (PHB2)</strong>: Training in any skill on the Bard's extensive list (go for Perception). Also comes with a daily use of Majestic Word; you won't be using it too often, but it's there. If your multiclassing plans are limited to taking advantage of the Arcana domain, this is hands-down the arcane entry feat of choice. Requires CHA 13.</p><p></p><p><strong><span style="color: Red">Bardic Ritualist</span> (AP)</strong>: You just won't be smart enough for it.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 10 Utility</u></strong></p><p></p><p><strong><span style="color: Blue">Illusory Erasure</span> (PHB2)</strong>: Per-encounter make an ally invisible. Nice.</p><p></p><p><strong><span style="color: #00ccff">Mantle of Unity</span> (AP)</strong>: Pool everyone's highest defenses together in the party for a round every fight. Really awesome.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><strong><u>Epic Tier</u></strong></p><p></p><p><strong><span style="color: Blue">Multiclass Mastery</span> (AP)</strong>: Grants you the benefits of two multiclass feats. Note that this does NOT allow you to take entry feats for more than one class. Only a real Bard can do that. What this does allow is getting the benefits of two power swap feats for the price of one, so if you currently have more than one power swap feat, you can retrain one of them out for something else.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: DeepSkyBlue">Cleric</span></strong></strong></span></p><p></p><p>Some of the Cleric's class feats have incredible synergy with what you already do as a Cavalier.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: #ff0000">Divine Healer</span> (DP)</strong>: The WIS 15 requirement is way too steep for a feature you may not even be able to use.</p><p></p><p><strong>Initiate of the Faith (PHB)</strong>: Training in Religion and a daily use of Healing Word. Fair enough. Requires WIS 13.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><strong><u>Epic Tier</u></strong></p><p></p><p></p><p><span style="color: Blue">Beatific Healer</span> (DP): More, more, more healing via your CHA-modifier. It affects all divine healing powers, including the Cavalier's own, that trigger allies' healing surges. So if you took a few of those, and perhaps poached one from the Cleric class, you should consider this one.</p><p></p><p><strong><span style="color: Blue">Radiant Advantage</span> (DP)</strong>: Make an enemy surrender combat advantage when you deal radiant damage to it. You can make some great use of this one. It even works with your Aura and DS.</p><p></p><p><strong><span style="color: DeepSkyBlue">Shared Healing</span> (DP)</strong>: Free exchange of healing surges among allies (including yourself) when you use any one of your surge-triggering powers. Very good.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: DeepSkyBlue">Fighter</span></strong></strong></span></p><p></p><p>One entry feat in particular is flat-out incredible (hint, you're picking up a punishment stacker). And the class feats here are awesome as well. You might even want to swap for a daily power here.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Battle Awareness</span> (MP)</strong>: The per-encounter immediate interrupt attack still stacks with your Righteous Radiance, since that's a different action type. And so this one is still as awesome for you as it ever was. You also get training in any Fighter skill. Without question the Fighter entry feat of choice. Requires STR 13 and WIS 13, which shouldn't be much of a stretch.</p><p></p><p><span style="color: #ff0000">Brawling Warrior</span> (MP2): Not for you.</p><p></p><p><span style="color: #ff0000">Cyclone Warrior</span> (MP2): Not for you, either.</p><p></p><p><strong><span style="color: Purple">Student of the Sword</span> (PHB)</strong>: The original. And pretty inadequate these days, but if you can't afford the WIS for Battle Awareness, this is about your only other recourse.</p><p></p><p><span style="color: #ff0000">Wrathful Warrior</span> (MP2): You won't likely have the CON to make this work.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 5 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Rain of Steel</span> (PHB)</strong>: Great battlefield control with this stance. Easy choice for Adept Power at this point.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Unyielding Avalanche</span> (PHB)</strong>: Incredible battlefield control stance with CON-mod regeneration.</p><p> </p><p></p><p><strong>Key paragon paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Gladiator Champion</span> (DSCS)</strong>: The Dark Sun theme isn't required if you MC Fighter, so you're good to go in any setting for this awesome PP that enhances your stickiness and hard control greatly. Especially its Lv. 16 feature, which prohibits enemies from shifting away from you, outright.</p><p></p><p><span style="color: #0000ff">Kensei </span>(PHB): +1 to attack and +4 to damage with your chosen weapon. Boring, but effective feature for damage maximization if that's the route you're going. The powers aren't too hot, though. But this is easily the go-to for pure DPR.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #0000ff">St</span><span style="color: #0000ff">riking Resurgence</span> (MP2): Makes second wind usage on yourself a much better thing to do for the 95% of you who can only do it as a standard action. Dwarves and Questing Knights have no use for it.</p><p></p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Overwhelming Impact</span> (MP2): Can potentially give you at-will dazing if you use a hammer. That alone makes this feat amazing. You get this either by taking Earth domain with Bolstering Strike (must be a Human), or the Son of Mercy PP.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: Blue">Ranger</span></strong></strong></span></p><p></p><p>Some solid entry feats, including one that lets you dual-wield one-handed weapons straight up. And, yes, Blade Cascade.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong>Two-Blade Warrior (MP)</strong>: If you dual-wield, you'll want this one if your <strong><span style="color: Blue">DEX is high enough (13)</span></strong>. Also trains a Ranger skill (go Perception).</p><p></p><p><strong><span style="color: Blue">Warrior of the Wild</span> (PHB)</strong>: Training in a Ranger skill (go Perception), and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield, or don't have the DEX to qualify for Two-Blade Warrior.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 15 Daily, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Blade Cascade</span> (PHB)</strong>: Needs no introduction. Just make sure you're set up for nigh-guaranteed success before using it.</p><p></p><p><strong><u>Lv. 19 Daily, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Cruel Cage of Steel</span> (PHB)</strong>: 3 attacks with a +2 bonus each to hit and can inflict a cocktail of status effects. If you just can't be bothered to wait and maneuver for proper Blade Cascade setup, you might prefer this one as your Adept Power, instead.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Sorcerer</strong></strong></span></p><p></p><p>One entry feat is pretty good, and you might see some utilities you like.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: Red">Arcane Prodigy</span> (PHB2)</strong>: Just plain inferior to Soul of Sorcery.</p><p></p><p><strong><span style="color: Blue">Soul of Sorcery</span> (AP)</strong>: The preferred entry feat. Permanent resistance 5 to an element is a solid perk. Need STR 13 and CHA 13.</p><p> </p><p> </p><p></p><p></p><p></p><p><span style="font-size: 18px"><strong><strong><span style="color: DeepSkyBlue">Warlord</span></strong></strong></span></p><p></p><p>You have a lot to love here if you want to expand your Leader capabilities, including some great utilities. And one entry feat in particular is quite amazing.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p>Bravura Leader (MP2): Typically, you should instead go with Resourceful Leader, which gives allies a damage bonus almost as good as this one, but doesn't make the ally give up combat advantage for it. Of course, you could always take this along with Resourceful Leader, and they do stack ...</p><p></p><p><span style="color: #800080">Insightful Leader</span> (MP2): Requires STR 13 or WIS 13, gives training in a Warlord skill and a +1 to all defenses for an ally who uses an action point, any time that happens. Not too impressive.</p><p></p><p><strong><span style="color: #ff0000">Inspiring Leader</span> (MP)</strong>: Obsolete now. The temp HPs that result are more than those an ally can get from Resourceful Leader, but they only happen to one ally per encounter, and Resourceful Leader is just much better offensively. We've moved on to multiple times-per-encounter benefits with our Warlord MC feats. Get with the times, people.</p><p></p><p><span style="color: #00ccff">Resourceful Leader</span> (MP2): The Warlord multiclass feat to rule them all. Requires either CHA 13 or INT 13. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of temp HPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive.</p><p></p><p><span style="color: #ff0000">Skirmishing Leader</span> (MP2): Warlord skill training plus give an ally a free 1-square shift when they use an action point. The least impressive of the new Warlord MC feats, which isn't a surprise when it's derived from perhaps the least impressive of the new Warlord Presences.</p><p></p><p><strong><span style="color: Red">Student of Battle</span> (PHB)</strong>: The original Warlord multiclass feat has been completely left in the dust.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><u>Lv. 1 Daily</u></p><p></p><p><span style="color: #00ccff">Lamb to the Slaughter</span> (D 381): A beatdown power. Awesome if your party is melee-heavy.</p><p></p><p><u>Lv. 10 Utility</u></p><p></p><p><span style="color: #00ccff">Instant Planning</span> (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. A high Charisma will grant a huge power bonus to the whole party's attack rolls to set up certain mayhem that round.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">War Master's Assault</span> (MP)</strong>: A high CHA with this power leads to a near-certain full-party beatdown of an unfortunate foe.</p><p></p><p><u>Lv. 25 Daily</u></p><p></p><p><span style="color: #00ccff">Relentless Assault</span> (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #00ccff">Warmaster</span> (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707868, member: 6793297"] [SIZE=6][CENTER][b][u]Learning How Others Ride: Multiclassing[/u][/b][/CENTER] [/SIZE] A note: If you see powers corresponding to fixed utility and daily levels for the Cavalier, it's OK. Power swapping at those levels is apparently still legal, as it's not the same as retraining. [u]General Power Source Options [/u] [Size=5][b]Arcane classes[u] [/u][/b][/size] [b]Key feats[/b] [u]Heroic Tier [/u] [COLOR=#00ccff]Arcane Implement Proficiency[/COLOR] (AP): This feat has a newfound purpose in a post-Essentials world, giving you the ability to use your sword for all your implement attacks. That's a huge asset. And since most of you are too dumb to enter Swordmage multiclassing (not that it's your best option, anyway), you take this. [COLOR=#0000ff]White Lotus Enervation[/COLOR] (D 374): -1 debuff to a defense targeted by an arcane at-will. Pretty neat bonus to your favorite arcane at-will if you got one, including an Arcana Virtuous Strike. [COLOR=#0000ff]White Lotus Hindrance[/COLOR] (D 374): Hit them with your Arcana Virtuous Strike or another arcane at-will you borrowed, and you create difficult terrain in all squares next to you. Not bad in itself, since it can help cut off charging lanes for enemies who shift away from you, but the bigger prize lies in Paragon Tier. [COLOR=#0000ff]White Lotus Riposte[/COLOR] (D 374): The automatic damage from this feat when an enemy you hit with an Arcana Virtuous Strike or an Arcane Dilletante power decides to attack you is nothing to sneeze at. It also opens up something even better in Paragon Tier. [u]Paragon Tier[/u] [COLOR=#00ccff]Arcane Admixture[/COLOR] (AP): Add another type of damage keyword to an Arcane power, which opens up a whole new world of feat synergies. Best spent on an at-will, making this most useful for Half-Elves with an Arcane Dilletante. [COLOR=#00ccff]White Lotus Master Hindrance[/COLOR] (D 374): This is why you took Hindrance. Now when you hit with an arcane at-will, you create the difficult terrain around all your allies as well, making them more difficult for melee enemies to approach. And it also makes flanks VERY easy to maintain. [b][COLOR=#00ccff]White Lotus Master Riposte[/COLOR] (D 374)[/b]: This feat works perfectly with your Defender Aura (but not your DS marks, if any) to force a Catch-22 between a repeat of your arcane at-will (including Arcana Virtuous Strike) and eating your Aura punishment. [u]Epic Tier[/u] [COLOR=#00ccff]Quickened Spellcasting[/COLOR] (AP): Arcane Dilletante Half-Elves get a minor-action use of their at-will per encounter, allowing for a decent mini-nova on that turn. [b]Key epic destinies[/b] Sage of Ages (AP): [COLOR=#00ccff]Keeper's Prescience[/COLOR] at Lv. 24 is incredible, basically allowing you to cover for a possible d20 failure every turn. That one makes for one of the best Seeking Destiny capstones for an Eternal Seeker there is. You won't likely make good use of this destiny's other key benefit, the utility, though. [Size=5][b]Divine classes (others)[/b][/size] [b]Entry feat[/b] [b]Divine Channeler (DP)[/b]: Requires WIS 13 and training in Religion. This gives you the Channel Divinity class feature and a power from the class you chose to enter with this feat. You can only use it once a day, but of more importance is that this can open up Avatar EDs for you, and some of those are pretty good. [b]Key Avatar epic destinies (require Divine Channeler)[/b] [b]Avatar of Hope (DP)[/b]: Requires Hope Remains. Decent ED overall with solid, but not eye-popping features. A bonus to Charisma and also to Wisdom, which you may find use for. [b][COLOR=Blue]Avatar of Life[/COLOR] (DP)[/b]: Requires Pulse of Life. +2 to CON and WIS, and the capstone, which greatly enhances your and nearby allies' second winds, is quite nice. Font of Life is a solid party heal spell. Can't go wrong with this one, especially Sac-Cavaliers. [b][COLOR=Blue]Avatar of Storm[/COLOR] (DP)[/b]: Geared toward those with the Storm domain or a Lightning Weapon. Requires Storm Sacrifice, and you get +2 bonuses to STR and CON, both important Cavalier stats. Stormhand is pretty nice, giving you the benefits of both Lightning and Thunder with all such attacks, and the capstone gives you flight. Solid and flavorful. [b][COLOR=Blue]Avatar of War[/COLOR] (DP)[/b]: Requires Path of War. +2 to STR and CHA, the Cavalier's two most important stats, is a great start. Master of the Battlefield at Lv. 21 means you never give up combat advantage. And the utility, Rouse Conflict, adds some party enabling to your arsenal with a devastating minor-action nova trigger. The Lv. 24 feature related to the Path of War divinity power is only going to see play once per day, though, but the rest of this ED is so solid that it's still worth consideration. [Size=5][b]Martial classes[u] [/u][/b][/size] [b]Key feats[/b] [b][u]Heroic Tier[/u][/b] [COLOR=#0000ff]Resilience of Stone[/COLOR] (MP2): For Dwarves to use their second wind as an immediate interrupt. Good deal. [u]Paragon Tier[/u] [COLOR=#0000ff]Deft Blade[/COLOR] (MP2): Hey, this actually makes light blades worth a look. You can attack Reflex with basic attacks, melee or ranged. Good for Halflings, in particular, who are more likely to use light blades. [COLOR=#0000ff]Hammer Shock[/COLOR] (MP2): Give your melee basic attacks with a hammer the Rattling keyword. Must be trained in Intimidate. Good one for hammer-users, particularly those with the Skill domain. [b][u]Epic Tier[/u][/b] [b][COLOR=DeepSkyBlue]Epic Recovery[/COLOR] (MP)[/b]: CON 19 required. If you have that and have a minor-action or less second wind, you definitely want this one. Sac-Cavaliers should also take this one if they do have a CON that high. [b][COLOR=DeepSkyBlue]Martial Resolve[/COLOR] (MP)[/b]: Saves at both the start and end of your turns against some of the more debilitating conditions, including some Superior Will doesn't cover. Very nice, especially in conjunction with Hero's Poise. Must have WIS 15. [b][u]Epic Tier, Dragonborn[/u][/b] [b][COLOR=#00ccff]Dragon Warrior[/COLOR] (MP)[/b]: Must have CON 17. Gives you an extra use of Dragon Breath after you get bloodied. Which you definitely want, since it gives you a second use of what should be a mass-Sanction tool. [b][u]Epic Tier, Dwarf[/u][/b] [b][COLOR=DeepSkyBlue]Stoneheart Warrior[/COLOR] (MP)[/b]: Must have CON 17. Makes your second wind a free action, which is awesome. [b]Key epic destinies[/b] [COLOR=#0000ff]Adamantine Soldier[/COLOR] (MP): Damage resistance and ignoring speed and check penalties in plate are the highlights of this solid destiny. Must multiclass into Fighter or Warlord. [Size=5][b]Primal classes[u][u] [/u][/u][/b][/size] [b]Key feats[/b] [u][u]Heroic Tier[/u][/u] [COLOR=#00ccff]Longtooth Spirit Shifter [/COLOR](PP): Extra regen on your Longtooth Shifting power? Awesome. [b]Key epic destinies[/b] [COLOR=#00ccff]Reincarnate Champion [/COLOR](PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed.[COLOR=#0000ff] [/COLOR] [u]Specific Classes[/u] [Size=5][b][b]Avenger[/b][/b][/size] The entry feats are the most attractive part of this multiclassing option, giving you some attack rerolls. [b]Entry feats[/b] [b][COLOR=#0000ff]Disciple of Divine Wrath [/COLOR](PHB2)[/b]: Trains Religion, and this Oath of Enmity last for two rounds' worth of attacks. Requires WIS 13. [b][COLOR=#ff0000]Hero of Faith[/COLOR] (DP)[/b]: You probably won't have thee WIS 15 to qualify, and aside from that it's inferior to Disciple of Divine Wrath. [Size=5][b][b][COLOR=Blue]Barbarian[/COLOR][/b][/b][/size] Some of the Rages are worth swiping with Adept Power. [b]Entry feats[/b] [b][COLOR=Blue]Berserker's Fury[/COLOR] (PHB2)[/b]: Training in any one of the Barbarian's class skills (go for Perception or Athletics). Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13, easily done. [b]Key powers[/b] [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Thunderfury Rage[/COLOR] (PHB2)[/b]: Punish attacks against you with an immediate reaction. Forces serious lose-lose situations in conjunction with your Aura and DS. [Size=5][b][b][COLOR=DeepSkyBlue]Bard[/COLOR][/b][/b][/size] Excellent synergy that helps you expand your secondary Leader role, particularly in the utility powers. [b]Entry feats[/b] [b][COLOR=DeepSkyBlue]Bardic Dilletante[/COLOR] (PHB2)[/b]: Training in any skill on the Bard's extensive list (go for Perception). Also comes with a daily use of Majestic Word; you won't be using it too often, but it's there. If your multiclassing plans are limited to taking advantage of the Arcana domain, this is hands-down the arcane entry feat of choice. Requires CHA 13. [b][COLOR=Red]Bardic Ritualist[/COLOR] (AP)[/b]: You just won't be smart enough for it. [b]Key powers[/b] [b][u]Lv. 10 Utility[/u][/b] [b][COLOR=Blue]Illusory Erasure[/COLOR] (PHB2)[/b]: Per-encounter make an ally invisible. Nice. [b][COLOR=#00ccff]Mantle of Unity[/COLOR] (AP)[/b]: Pool everyone's highest defenses together in the party for a round every fight. Really awesome. [b]Key class feats[/b] [b][u]Epic Tier[/u][/b] [b][COLOR=Blue]Multiclass Mastery[/COLOR] (AP)[/b]: Grants you the benefits of two multiclass feats. Note that this does NOT allow you to take entry feats for more than one class. Only a real Bard can do that. What this does allow is getting the benefits of two power swap feats for the price of one, so if you currently have more than one power swap feat, you can retrain one of them out for something else. [Size=5][b][b][COLOR=DeepSkyBlue]Cleric[/COLOR][/b][/b][/size] Some of the Cleric's class feats have incredible synergy with what you already do as a Cavalier. [b]Entry feats[/b] [b][COLOR=#ff0000]Divine Healer[/COLOR] (DP)[/b]: The WIS 15 requirement is way too steep for a feature you may not even be able to use. [b]Initiate of the Faith (PHB)[/b]: Training in Religion and a daily use of Healing Word. Fair enough. Requires WIS 13. [b]Key class feats[/b] [b][u]Epic Tier[/u][/b] [b][/b] [COLOR=Blue]Beatific Healer[/COLOR] (DP): More, more, more healing via your CHA-modifier. It affects all divine healing powers, including the Cavalier's own, that trigger allies' healing surges. So if you took a few of those, and perhaps poached one from the Cleric class, you should consider this one. [b][COLOR=Blue]Radiant Advantage[/COLOR] (DP)[/b]: Make an enemy surrender combat advantage when you deal radiant damage to it. You can make some great use of this one. It even works with your Aura and DS. [b][COLOR=DeepSkyBlue]Shared Healing[/COLOR] (DP)[/b]: Free exchange of healing surges among allies (including yourself) when you use any one of your surge-triggering powers. Very good. [Size=5][b][b][COLOR=DeepSkyBlue]Fighter[/COLOR][/b][/b][/size] One entry feat in particular is flat-out incredible (hint, you're picking up a punishment stacker). And the class feats here are awesome as well. You might even want to swap for a daily power here. [b]Entry feats[/b] [b][COLOR=DeepSkyBlue]Battle Awareness[/COLOR] (MP)[/b]: The per-encounter immediate interrupt attack still stacks with your Righteous Radiance, since that's a different action type. And so this one is still as awesome for you as it ever was. You also get training in any Fighter skill. Without question the Fighter entry feat of choice. Requires STR 13 and WIS 13, which shouldn't be much of a stretch. [COLOR=#ff0000]Brawling Warrior[/COLOR] (MP2): Not for you. [COLOR=#ff0000]Cyclone Warrior[/COLOR] (MP2): Not for you, either. [b][COLOR=Purple]Student of the Sword[/COLOR] (PHB)[/b]: The original. And pretty inadequate these days, but if you can't afford the WIS for Battle Awareness, this is about your only other recourse. [COLOR=#ff0000]Wrathful Warrior[/COLOR] (MP2): You won't likely have the CON to make this work. [b]Key powers[/b] [b][u]Lv. 5 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Rain of Steel[/COLOR] (PHB)[/b]: Great battlefield control with this stance. Easy choice for Adept Power at this point. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Unyielding Avalanche[/COLOR] (PHB)[/b]: Incredible battlefield control stance with CON-mod regeneration. [b]Key paragon paths[/b] [b][COLOR=#00ccff]Gladiator Champion[/COLOR] (DSCS)[/b]: The Dark Sun theme isn't required if you MC Fighter, so you're good to go in any setting for this awesome PP that enhances your stickiness and hard control greatly. Especially its Lv. 16 feature, which prohibits enemies from shifting away from you, outright. [COLOR=#0000ff]Kensei [/COLOR](PHB): +1 to attack and +4 to damage with your chosen weapon. Boring, but effective feature for damage maximization if that's the route you're going. The powers aren't too hot, though. But this is easily the go-to for pure DPR. [b]Key class feats[/b] [u]Paragon Tier[/u] [COLOR=#0000ff]St[/COLOR][COLOR=#0000ff]riking Resurgence[/COLOR] (MP2): Makes second wind usage on yourself a much better thing to do for the 95% of you who can only do it as a standard action. Dwarves and Questing Knights have no use for it. [u]Epic Tier[/u] [COLOR=#00ccff]Overwhelming Impact[/COLOR] (MP2): Can potentially give you at-will dazing if you use a hammer. That alone makes this feat amazing. You get this either by taking Earth domain with Bolstering Strike (must be a Human), or the Son of Mercy PP. [Size=5][b][b][COLOR=Blue]Ranger[/COLOR][/b][/b][/size] Some solid entry feats, including one that lets you dual-wield one-handed weapons straight up. And, yes, Blade Cascade. [b]Entry feats[/b] [b]Two-Blade Warrior (MP)[/b]: If you dual-wield, you'll want this one if your [b][COLOR=Blue]DEX is high enough (13)[/COLOR][/b]. Also trains a Ranger skill (go Perception). [b][COLOR=Blue]Warrior of the Wild[/COLOR] (PHB)[/b]: Training in a Ranger skill (go Perception), and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield, or don't have the DEX to qualify for Two-Blade Warrior. [b]Key powers[/b] [b][u]Lv. 15 Daily, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Blade Cascade[/COLOR] (PHB)[/b]: Needs no introduction. Just make sure you're set up for nigh-guaranteed success before using it. [b][u]Lv. 19 Daily, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Cruel Cage of Steel[/COLOR] (PHB)[/b]: 3 attacks with a +2 bonus each to hit and can inflict a cocktail of status effects. If you just can't be bothered to wait and maneuver for proper Blade Cascade setup, you might prefer this one as your Adept Power, instead. [Size=5][b][b]Sorcerer[/b][/b][/size] One entry feat is pretty good, and you might see some utilities you like. [b]Entry feats[/b] [b][COLOR=Red]Arcane Prodigy[/COLOR] (PHB2)[/b]: Just plain inferior to Soul of Sorcery. [b][COLOR=Blue]Soul of Sorcery[/COLOR] (AP)[/b]: The preferred entry feat. Permanent resistance 5 to an element is a solid perk. Need STR 13 and CHA 13. [Size=5][b][/b][/size] [Size=5][b][b][COLOR=DeepSkyBlue]Warlord[/COLOR][/b][/b][/size] You have a lot to love here if you want to expand your Leader capabilities, including some great utilities. And one entry feat in particular is quite amazing. [b]Entry feats[/b] Bravura Leader (MP2): Typically, you should instead go with Resourceful Leader, which gives allies a damage bonus almost as good as this one, but doesn't make the ally give up combat advantage for it. Of course, you could always take this along with Resourceful Leader, and they do stack ... [COLOR=#800080]Insightful Leader[/COLOR] (MP2): Requires STR 13 or WIS 13, gives training in a Warlord skill and a +1 to all defenses for an ally who uses an action point, any time that happens. Not too impressive. [b][COLOR=#ff0000]Inspiring Leader[/COLOR] (MP)[/b]: Obsolete now. The temp HPs that result are more than those an ally can get from Resourceful Leader, but they only happen to one ally per encounter, and Resourceful Leader is just much better offensively. We've moved on to multiple times-per-encounter benefits with our Warlord MC feats. Get with the times, people. [COLOR=#00ccff]Resourceful Leader[/COLOR] (MP2): The Warlord multiclass feat to rule them all. Requires either CHA 13 or INT 13. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of temp HPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive. [COLOR=#ff0000]Skirmishing Leader[/COLOR] (MP2): Warlord skill training plus give an ally a free 1-square shift when they use an action point. The least impressive of the new Warlord MC feats, which isn't a surprise when it's derived from perhaps the least impressive of the new Warlord Presences. [b][COLOR=Red]Student of Battle[/COLOR] (PHB)[/b]: The original Warlord multiclass feat has been completely left in the dust. [b]Key powers[/b] [u]Lv. 1 Daily[/u] [COLOR=#00ccff]Lamb to the Slaughter[/COLOR] (D 381): A beatdown power. Awesome if your party is melee-heavy. [u]Lv. 10 Utility[/u] [COLOR=#00ccff]Instant Planning[/COLOR] (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. A high Charisma will grant a huge power bonus to the whole party's attack rolls to set up certain mayhem that round. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]War Master's Assault[/COLOR] (MP)[/b]: A high CHA with this power leads to a near-certain full-party beatdown of an unfortunate foe. [u]Lv. 25 Daily[/u] [COLOR=#00ccff]Relentless Assault[/COLOR] (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit. [b]Key epic destinies[/b] [COLOR=#00ccff]Warmaster[/COLOR] (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility. [/QUOTE]
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