Occultist 9 Playtest, Archer Build


Playtest Feedback


This build was meant for a game that as it turns out, won't happen until after the playtest closes, so I've instead tested it against a few creatures and NPCs to see how it handled. 20 point buy, standard WBL, HP alternating between full and half.

Etram von Robyk, N Human Male, Occultist 9
Str 10, Dex 16, Con 10, Int 22 (base 16 +2 race, +2 item, +2 advancement, Wis 10, Cha 10)
HP 56, Init +3, Speed 30, AC 20, Touch 13, FF 17
Fort +10, Refl +10, Will +10
CMB +6 (+2 more vs grapple) CMD 20
BAB +6/+1, Melee +6/+1, Ranged +9/+4

+2 Limning Longbow; +11/6
Unarmed Strike; +8/3

Feats
Improved Unarmed Strike, Kirin Style, Kirin Strike, Precise Shot, Point Blank Shot, Bullseye Shot

Class
Mental Focus 0/17 (All invested)
Implements
Trans: Legacy Weapon (6) (Holy)
Div: Third Eye (4) (Low-light vision, Darkvision, See Invisibility)
Abj: Warding Talisman (6)
Conj: Guiding Compass (1)
Knacks
Focus Power
Warding Shield 18
Psychic Weapon +1
Servitor (SM III)
Purge Corruption
Flash Insight
Sudden Speed +30
Loci Sentry DC 19
Telekinetic Mastery
Magic Item Skill
Object Reading
Shift Power
Aura Sight
Magic Circles

Max ranks in: Appraise, Diplomacy, Perception, Sense Motive, Disable Device, Spellcraft, UMD, and Knowledges: Arcana, Dungeon, Local, Planes, Religion (Note that Know Dungeon comes from the headband)

So, with an Int heavy build and plenty of skill points, I hoped that Kirin Strike would add enough damage to remain helpful, and indeed it did. In fact, I felt that that alone contributed more than my class features, because while having the resonant powers was nice, I hardly ever felt that I had any focus powers worth spending points on, especially when the class is already designed to be incapable of running all their gear at peak power.

Really, the class reminds me a bit of the Binder from 3.5, which I never much liked, but the occultist feels to me like a more interesting class. If the focus powers drew on a separate pool I might actually use them. Perhaps the class really can't have all their implements up, if there are fears that such might be unbalanced somehow, but instead of the current system, let them have some number of the items and the resonant powers simply function at their maximums? Or if they could swap focus points around faster and without the cost? By the time a fight starts you often have little time to change points to something fitting, and it keeps reducing your already small pool of focus.

I'd love to see the class be more capable, it really has a wonderful theme, but mechanically, the best I can think to use it for is a one level dip for a Lore Warden Fighter. Transmutation for Legacy Weapon and Psychic Weapon, and let the other implement group be chosen by the build.

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