Splashing For Speed

Kaodi

Legend
Pathfinder has this sort of interesting situation where you can dip a single level into both Cleric and Oracle and then pick up between them a 20 ft. bonus to your base speed with the Travel domain and Flames mystery. Dipping (or splashing) is not as desirable in Pathfinder as it is in the old v3.5, but could this combination be a good exception to that?

In particular, I was thinking a Dwarven Fighter X/Cleric 1/Oracle 1 would be pretty badass, because you end up being about to move 40 ft. in heavy armour carrying a heavy load. But are there other classes that could benefit a lot from it?
 

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Pathfinder has this sort of interesting situation where you can dip a single level into both Cleric and Oracle

I don't believe that there is any single deity that has both the Travel Domain and Fire Oracle Path. While RAW it is legal to be a Cleric of one Deity and an Oracle of another this may be an issue for you.

If you're going a fighterish sort then a dip into Barbarian may be a better fit.

I'm playing a Dwarven Cleric of Cayden (Travel Domain) who took a single level dip into Barbarian largely for the extra movement. While not totally optimal it is just FUN to have a Dwarf with a base speed of 40 running rings around the Elven rogue :-). And every now it startles the GM :-)
 

A cleric does not need a deity, nor does an Oracle. Not having one means losing out on the cleric's free weapon proficiency, though, I think.

I really don't see the point in optimizing speed. It has no direct combat application, and the fastest character is the one who can fly, anyway.
 


It can have very direct combat implications depending on the terrain as it applies to the Acrobatics skill in the same way that it applied to the Jump skill of 3.X
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet.
So in the example above, a dwarf with the Travel Domain and the Flame Mystery would automatically be able to clear a long jump gap 8' longer than a dwarf without assuming the same die roll. Similarly on a high jump they would clear an additional 2' assuming the same die roll.

Yes a flying character is the best overall movement mode, but most character's can't fly until much higher levels without the party arcanist expending many of their 3rd level slots for the party to fly for a few minutes and there might just be some opponenets on the otherside of a 10' gap firing arrows at the party...
 

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