Slothsy
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N Small Wayang Occultist 4
Init +1 Senses Perception +6, darkvision 60 ft.
DEFENSES
HP 33 (4d8+8)
AC 20 Touch 13 Flat-Footed 19 (+7 Armor, +1 Deflection, +1 Size, +1 Dex)
Saves Fort+6 Ref +2 Will +4, +2 v. shadow
OFFENSE
Speed 20 ft.
Melee Keen Human Bane Adamantine Nodachi +9 (1d8+4, 16-20)
Ranged Composite +3 Longbow +3 (1d6+3)
Occultist Spells Known
2nd (2/day) – Glitterdust, Resist Energy, Spider Climb
1st (4/day) – Cure Light Wounds, Enlarge Person, Shield
Knacks – Detect Magic, Mage Hand, Resistance
SLAs – Dissolution’s Child (1/day)
[b]STATISTICS
Str 16 Dex 10 Con 14 Int 18 Wis 11 Cha 12
Base Atk +3; CMB +5; CMD 18
Feats Combat Casting, Weapon Focus (Nodachi)
Traits Pragmatic Activator (Add Int to UMD instead of CHA), The Stranger (+1 to Diplo and Know [L], one becomes class skill [Know Local])
Skills Appraise +8, Diplomacy +6, Disable Device +6, Knowledge (Engineering) +8, Knowledge (History) +10, Knowledge (Local) +9, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +6, Stealth +3, Survival +2, Use Magic Device +14
Racial Modifiers +2 to Stealth and Perception
Languages Abyssal, Aklo, Common, Infernal, Tien, Wayang
Special Qualities Implements (Amulet[Abjuration], Compass [Conjuration], Weapon [Transmutation]), Focus Power(Flesh Mend, Sudden Speed) Light and Dark, Magic Item Skill, Mental Focus (11 points), Object Reading, Shift Focus
Combat Gear +1 Greatsword, Mithral Chainshirt, Cloak of Resistance +1, Composite Longbow (+3 Strength Rating), 60 Cold Iron Arrows Other Gear Alchemist Fire (5), Bladeguard (2), Chronicler’s Kit, Mapmaker’s Kit, Mask, Mule [Atticus], Pathfinder’s Kit, Reinforced Scarf, Smelling Salts, Tent, Trail Rations (5), Wayfinder, Weapon Cord (attaching Nodachi to self)
Focus power allocation:
7 in weapon
3 in amulet
1 in wayfinder
Build notes: Started new at level 4 with 9109 gold due to GM credit.
Friday, November 7th - 7:00-11:00 PM
6-05: Slave Ships of Absalom
Party Comp: Occultist 4, Bard 3, Summoner 3, Pregen Barbarian 4
Subtier 4-5 with 4-player adjustment
This was a roleplay-heavy scenario that used a lot of skills. The balance of the skills felt good; I wasn't the best at, say, diplomacy, but my knowledge skills felt rounded enough for a character focused on miscellany and investigations. I was able to invest in a few good skills and had enough back-up to feel like a well-rounded Pathfinder.
Everything felt pretty good. Of course, this class feels like it gets regular "boosts" at level 4, so I was at optimal power for the 4-7 range. The keen enchantment, however, was vital to giving me damage output at all. It made up for my misses, though my dice were definitely hot/cold all night long.
However, I didn't find myself using the mental focus points at all. I didn't feel like I needed it. It was, of course, in part to the combat-light nature of this scenario, but it was also ultimately most useful to have my focus invested in my implements. I spent a total of two points; the +1 enchantment felt pretty useless, and Flesh Mend was a good emergency healing for Amiri between combats. In the future, I will re-arrange my focus points to have more points open for Flesh Mend.
There's a big issue with full-round casting as an self-buff-focused occultist. I built this character to be a self-buffer. In one combat, I took a risk and attempted to Enlarge Person myself. A gunslinger hit me for 6 damage, I rolled a 15 on the concentration check and the spell fizzled. Doing the math, I needed a 13+damage taken (19 in this case) in order to successfully cast the spell, since I couldn't spend a move action to center for the thought component in the full-round cast. I'd hate to never be able to cast a spell with a 1-round casting time in combat. Is there a way to consider looking at adding that as a focus power option? Spend a point of mental focus to center yourself as a swift action?
My GM didn't have any particular feedback on the class or how it played.
Slothsy
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Sorry that I didn't do this earlier:
Voice in the Void (4-5 subtier, 5 players) was extremely easy for this character (level 4). The Caryatid Columns weren't able to get any damage past the hardness of my nodachi, and in general the fights were easy. I did find myself spending focus points this time. In the last fight, I gave up my keen enchantment for a +3 bonus to negate some of difficult in dealing nonlethal damage. My Occultist hit most of the time, and my dice were neither hot nor cold. I cast very few spells in combat and rarely used focus powers for anything interesting. Honestly, most of the time, I feel as though using the focus powers are a bad decision, as it weakens my weapons and armor long-term. This isn't because the powers are bad, but those resonant powers are, in many ways, too good.
Hall of the Flesh Eaters (4-5 subtier, 5 players): This scenario was weird. Our party was range and caster heavy, so I served as the only true melee character on the table. Kubali was able to serve in that role, but had trouble hitting at point, particularly in a fight that was water-based and filled with leeches. However, the Servitor focus power came in handy then, as I used it to summon a water elemental that managed to handily defeat the leeches in its minute-long jaunt in the material plane. In addition, I found myself using Flesh Mend and all of my 1st level spells on Cure Light Wounds as I stood in for the party healer. It was okay, in a pinch, but I'll definitely be picking up a cure light wounds wand to patch myself up post-combat.
In general, I feel as though the Occultist is a well-rounded class that is able to serve in a number of roles. I enjoy my jack-of-all-trades Occultist immensely and feel as though this class is nearly finished. My biggest issue is how my in-combat casting is hampered by the rules for thought components. If there were a "universalist" or "generic" option for a focus power, it would be to spend focus to negate the concentration check, as it makes it nearly impossible to cast a full-round spell. While I understand I can't do everything perfectly, not being able to self-buff as a self-buff caster hurts.