Advice on Melee Occultist Build


Advice

Liberty's Edge

Hi everyone! When the occultist came out for Occult Adventures, I was really excited and ready to try it out. Right now I'm trying to plan out a human melee occultist build wielding a scimitar, but I'm a little stuck on what to do after the initial few levels.

As of right now, I was thinking of grabbing:
Transumation/ Necromancy at Level 1 w/ Necromantic Servant
Improved Initiative/Extra Mental Focus
Illusion at Level 2
The Invisibility Focus Power at Level 3
Power Attack at Level 3

with a stat array of 18 INT/ 14 STR/ 13 CON/ 12 DEX/ 12 WIS/ 8 CHA

I can see how at early levels, the bane from legacy weapon plus legacy blade and the transmutation resonance power could add up to a lot of damage. But after this initial base, I'm not really sure what to build in terms of feats or focus powers. Is there any way to make an melee occultist that is as strong in combat as a ranged occultist at levels 8-10?


Battle Host is definitely an option. You lose an implement but you can technically start at lvl 1 with a full set of masterwork fullplate, or hellknight armor.

I'd probably not take Necromancy and go with the more standard Abjuration or Divination, but if Necromancy fits your vision of that character then that's fine.

Also, I'd recommend just going 2h with a greatsword. Make them hits count.


I'd use a different ability array if I were you.

Assuming 20-point buy:
Str 16+2, Dex 12, Con 14, Int 14, Wis 12, Cha 7

18 Int is a waste unless you cast save-or-suck spells, which melee occultists probably shouldn't. 18 Str makes much more sense.
Why not dump 8 Cha down to 7, earns you more hit points by increasing Con from 13 to 14.

And of course, like Heretek said, Battle Host. Free masterwork fullplate at 1st level.

Sovereign Court

Heretek wrote:

Battle Host is definitely an option. You lose an implement but you can technically start at lvl 1 with a full set of masterwork fullplate, or hellknight armor.

I'd probably not take Necromancy and go with the more standard Abjuration or Divination, but if Necromancy fits your vision of that character then that's fine.

Also, I'd recommend just going 2h with a greatsword. Make them hits count.

Battle Host is definitely a great choice for non-spell focused Occultists in combat. However, you don't lose an implement. Your bond won't be an implement for every one that you choose, but you get no fewer than a standard Occultist.


Andrew L Klein wrote:


Battle Host is definitely a great choice for non-spell focused Occultists in combat. However, you don't lose an implement. Your bond won't be an implement for every one that you choose, but you get no fewer than a standard Occultist.

No, you get quite a few less. Battle Hosts only get 1 school at level 1, a base occultist starts with 2. Battle Hosts then gain their 2nd at 2, and their 3rd at lvl 10 up to a max of 5 schools by 18. Base gets their 3rd at lvl 2, and their 4th at lvl 6, and 5th at 10. That's a pretty major difference.

Ultimately, you probably won't need all those schools, but not getting your 3rd until 10 really hurts Battle Host, so you gotta really make your first 2 count.

Sovereign Court

Hmm, I read it as you getting the same number of implement choices you always did, but the bonded item isn't your focus for all of them. So at first level you still get 2 choices, but only 1 of them uses your bonded item. At second you still take a third, but your bond only is used for two.

If you're correct (I can read it both ways), that dramatically changes my interest in the Battle Host, and the Occultist in general...


Andrew L Klein wrote:

Hmm, I read it as you getting the same number of implement choices you always did, but the bonded item isn't your focus for all of them. So at first level you still get 2 choices, but only 1 of them uses your bonded item. At second you still take a third, but your bond only is used for two.

If you're correct (I can read it both ways), that dramatically changes my interest in the Battle Host, and the Occultist in general...

He's almost certainly correct.

From Panopoly Bond (which alters implements and spell casting among other things):

"The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host's bonded item serves as his implement component to cast occultist spells of all the schools that he knows."

It's a single implement for all schools, and the Battle Host will only have 3 schools / access to those implements by level 10. Keep in mind, however, that the math behind mental focus really only allows you to keep 2-3 implements full at any given level anyway for the resonant powers... so if you pick some strong useful choices you're only losing a bit of spell casting flexibility in favor of some bonus feats. It's a good trade if you really plan to be more melee than spell caster, in my opinion.


Battle Hosts only get five implements schools.

Occult Adventures wrote:
The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly.

Their bonded item functions as their only Implement Component.

Occult Adventures wrote:
The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows.

I'm not sure where you are seeing ambiguity.

Sovereign Court

Wow I definitely read wrong, not sure how. Man that's depressing, but I probably should have known something was up when I found my dream class and archetype...

At least my PFS Battle Host is still free retrain territory.


Andrew L Klein wrote:

Wow I definitely read wrong, not sure how. Man that's depressing, but I probably should have known something was up when I found my dream class and archetype...

At least my PFS Battle Host is still free retrain territory.

Well as mentioned, it's not a critical issue really, as you're unlikely to do much with all those schools, but that 8 level gap between 2 and 10 is brutal, so you really want to make sure you are getting the most bang for your buck, which is gonna be Transmutation at 1, and Abjuration or Divination at 2, with the latter at 10 typically.

If your PFS Battle Host has more schools than he should have though... you probably should fix that immediately, as you're illegal like that.

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