Leveling doubts as an Occultist


Advice


Hi there folks, I'm running a Strange Aeons campaign as a melee focused Occultist. We just started and are now at level two, my implements are Transmutation, Abjuration and Divination. What are in your opinon the most optimal implements from now on? Should I invest in something new or should I reinforce the implements that I already possess? Are there some tricks a higher level Occultist should be aware of? Thank you in advance


I'm currently playing an occultist archer in PFS with a courier theme. At level 2, I had the same implement outlay as you, then added Conj at 6. If you're finding that the party has healing covered, I would delay Conj to 10 (when you'll want it for teleportation effects) to get a second Trans selection. 7th level offers a LOT of great Trans spells (Fly and Haste at the very least). Otherwise, you'll still be able to grab the Side Step power at 7 if you've grabbed Conj at 6, giving you short range tactical teleportation as part of a move action used to move.

Silver Crusade

Illusion has some nice defensive stuff that would be good for a melee Occultist. The resonant power gives you an automatic miss chance, and you can get spells like Vanish, Mirror Image and eventually Greater Invisibility. At very high levels, many enemies will likely have True Seeing, so illusions will be useless, but for mid-levels, it's a great school to have.

Also, if it's not too late to add to your build, I highly recommend the Haunt Collector archetype from Horror Adventures. You'll lose the circles and summoning stuff that rarely gets used, in exchange for making your own temporary haunts, which will also rarely get used.

More importantly, starting at level 2, Haunt Collectors can give up resonant powers on implements in order to get the seance bonus from a medium spirit. You aren't going to have enough mental focus to go around to use all of your resonant powers anyway, so you may as well trade one out for the champion spirit bonus that gives +2 on every weapon damage roll you make. Ask your GM if you can add the archetype now, since it just kicks in at level 2.

I actually just made my first occultist for PFS, who is caster focused, and planned out a melee occultist that I want to do later while I was looking at the class. My idea is to go Haunt Collector archetype with Transmutation and Divination at level 1. At level 2, I take Abjuration for the Shield spell, but give up the resonant power for that champion spirit bonus. I can always get a cloak of resistance to make up for that res power, and the other implements will eat all my mental focus, anyway, especially Divination. Then, I was going to do Illusion at level 6. I never really decided on the level 10 implement.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Conjuration may be useful for Servitor and Side Step. Conjure Implement isn't a bad pickup for a combat occultist, either (as weapons are Transmutation implements).

Enchantment for Inspired Assault could be an option. Tactical acumen is a decent buff spell, as well.

Illusion can add to your defenses with Distortion. Shadow Beast and Unseen (as well as the spells vanish, mirror image, etc.) are valuable to a combatant, also.


If you're not interested in Necromancy as a way of life (it loses some oomph if you're not making skeleton buddies) I would say go Illusion at level 6, Conjuration at level 10, Evocation at level 14. Feel free to swap the last two around if you need teleporting less and etheric shards more (you're never going to be a blaster, but etheric shards is amazing.)

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