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I played a new Occultist in Black Waters at our PFS game day today.
Umradur
Oread occultist 1
N Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 10, flat-footed 19 (+6 armor, +1 natural, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee masterwork steel terbutje +5 (1d8+4/19-20)
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Statistics
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Str 18, Dex 10, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Combat Expertise
Traits humble beginnings (varisia), deft dodger
Skills Acrobatics -7 (-15 to jump), Knowledge (arcana) 7, Knowledge (planes) 7, Knowledge (religion) 7, Knowledge (history) 7, Perception 4, Spellcraft 7, Use Magic Device 3
Languages Common, Terran, Aklo, Thassilonian, Auran
SQ ferrous growth, focus power, implements 2, knacks, mental focus 7
Other Gear breastplate, steel snarlshield, masterwork steel terbutje
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight.
Humble Beginnings (Varisia, Spade) No penalty for using selected item as improvised weapon.
Spells
knacks - resistance, message
2/day - shield, expeditious retreat
Abjuration Implements (gnarlwood shield) - 3 mental focus
Aegis - add bashing special ability
Warding Shield - swift action spend a focus to reduce next damage by 2 for one round
Transmutation Implements (terbutje) - 4 mental focus
Legacy Weapon - add acid weapon ability
Psychic Weapon - swift action spend a focus to give weapon +1 enhancement bonus
Sudden Speed - swift action spend a focus to increase speed by 30 for 1 minute
Armor class and saves
In tier 1-2, I was not getting hit very often at AC 19. With the Shield spell to pump to 21, there was not a lot that could hit me regularly. This was without using Combat Expertise. The saves seem to make sense. I made some and failed some.
Melee combat
Even though the difference is only 1 from a full BAB class, I definitely felt the difference. This was especially so with d8 for hit dice. One round a ghoul managed to get two hits on me and brought me to 0. It seems if the implied melee build of the class is going to be viable, it needs to have d10 for hit dice.
Resonant and focus powers
The d6 acid damage was great...when I managed to hit. I did use Psychic Weapon in one combat with my trebutje, but it didn't make a huge difference. The bashing ability of the shield was good for charges when the trebutje wasn't drawn. It even became a useful two-handed weapon to make me think about making the shield my primary weapon.
Mental focus
With so little room in mental focus points, I did not feel like you get enough at 1st level assuming occultists should be encouraged to use their mental focus points. If the idea is for mental focus to be a more dynamic resource spent throughout the day, it should be a little higher, perhaps 5+level+Int or 3+2/level+Int. Another idea would be to set things like Aegis and Legacy Weapon based on the points invested. If the idea is more than an occultist does not spend his focus points throughout the day, then they should get a couple more spells per day.