Ravingdork |
Or a kineticist?
I'm starting up in a Wrath of the Righteous game in a month. I'm considering playing either an occultist or a kineticst, though I'm not 100% settled on even that.
Thing is though, I'm not certain how the mythic paths will really mesh with the psychic classes.
What might you recommend I play and why? I'm told the party is missing a strong ranged character. The other players so far are:
- unchained monk
- fireballing cleric with a few poached paladin powers
- bard
All three are decent melee builds from what I'm told.
Brother Fen |
The third party transcendentalist path from the Four Horsemen is a good place to start, that is, unless you're one of those people that calls badwrongfun on third party.
avr |
One of the annoyances of an occultist is the tightly constrained spell choice. The wild surge archmage arcana would fix that, and the archmage path abilities are pretty good too.
If a kinetic blast doesn't count as a ranged attack (which might be so as it's technically a spell-like ability) then a kineticist might be best to go for the marshal path to aid others and to gain a little mobility. If it does then trickster would be more interesting and about as effective as champion for them IMO.
Serisan |
My courier occultist (elf, focused on mobility and archery) has been a very effective character. While he's currently built for PFS, it's easy to adapt him to other modes of play. Where he's at right now, he very typically identifies targets (or hears type/subtype from others), taps his bow with Legacy Weapon for Bane and +1, then tears in with an equivalent +5 weapon. If there's movement space, he's generally going to buff himself with Expeditious Retreat and Sudden Speed for the massive move speed. He runs a mile in just over a minute if he really needs to.
Champion is the best option for going ranged focus on the occultist. I would likely take Fleet Charge up front. The path abilities are all really solid down the line, so I wouldn't feel a lot of pressure on that.
Psi51 |
Dual path archmage/trickster allows for the casting of all spells you have impliments for via wild arcana and the fleet charge option for getting into melee or positioning well for range with your weapon of legacy. Works great for transmutation focused occultist.
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |