Long Past Due Occultist Play Testing.


Occult Adventures Playtest General Discussion


This is sort of an online journal I'm making largely for myself, since I'm tempted to run an occultist in an upcoming campaign. That being said, if someone can find where I make a mechanical error (i.e. not an error in battle, because that happens), please feel free to let me know so that I know how it works in the future.

Right now, this is being used to see if the Occultist will be awesome enough for a character I would want to play in a real campaign.

Starting at lv. 1, I'll have him fight 3 different proper cr (CR 1/2) critters. I've got the badger, an eagle and to shake things up, a four armed mudra skeleton.

Here is my current build that I'll be using.

Devon Thompson - Human Occultist lv. 1:

Attributes:
STR: 8
DEX: 16
CON: 14
INT: 16 (+2 racial bonus)
WIS: 12
CHA: 10

Traits: Student of Philosophy, Defensive Strategist

Feats: Weapon Focus (Rapier), Weapon Finesse

Mental Focus: 7

Implements: Abjuration, Transmutation

Focus Powers: Loci Sentry, Warding Shield, Psychic Weapon, Warding Shield

Skills:
Perception: 1 rank + 3 class bonus + 1 WIS = +5
Knowledge (Arcana): 1 rank + 3 class bonus + 3 INT = +7
Knowledge (History): 1 rank + 3 class bonus + 3 INT = +7
Spellcraft: 1 rank + 3 class bonus + 3 INT = +7
Diplomacy: 1 rank + 3 class bonus + 3 INT = +7
Sense Motive: 1 rank + 3 class bonus + 1 WIS = +5
Linguistics: 1 rank + 3 class bonus + 3 INT = +7
Sleight of Hand: 1 rank + 3 class bonus + 3 DEX = +7

Spells:
lv. 0 [Infinite a day]
Resistance
Mage Hand

lv. 1 – [2 a day]
Shield
Feather Fall

Basic Equipment: Rapier, Studded Leather Armor, Shortbow, Arrows, Light Mace.

Stats:
Initiative: +3
HP: 10
AC: 17
Will: +3
Fort: +4
Refl: +3
CMB: -1
CMD: 12
To Hit: +4 on 18-20 or 15-20 when keen (3 DEX + 1 Weapon Focus = +4)

Note: Each day, Devon places 5 MF into his rapier, giving it keen ala Legacy Weapon. Then places 2 MF into an ornate amulet for Guarding Talisman.

Occultist v Badger:

They'll be starting 60 ft apart in an open field.

Badger Initiative: 1d20 + 1 ⇒ (13) + 1 = 14, Devon Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Devon goes first. For his swift action he'll use a point of mental focus stored in his rapier and utilize his psychic weapon basic focus power, granting his rapier +1. He will then move towards the badger 30ft. and draw his +1 keen rapier.

Badger doesn't take the Occultist waltzing into his hood lightly, and moves to meet the occultist and attack with its bite. bite attack: 1d20 + 1 ⇒ (8) + 1 = 9
It misses.

Occultist laughs heartily at the badgers silly attempt to harm him and attacks in kind. occultist attack: 1d20 + 5 ⇒ (11) + 5 = 16 which hits for damage: 1d6 ⇒ 4.

The badger doesn't enjoy the pointy end of the occultists sharp metal stick, and is thus ticked off (ala blood rage). It attempts to attack the occultist once more. bite: 1d20 + 2 ⇒ (13) + 2 = 15 claw: 1d20 + 2 ⇒ (8) + 2 = 10 claw 2: 1d20 + 2 ⇒ (20) + 2 = 22.

The occults merely leans backward away from the oncoming strikes, a grin clear as day on his face. He attempts to land the final blow on his foe. rapier attack: 1d20 + 5 ⇒ (5) + 5 = 10 and again he hits his mark for damage: 1d6 ⇒ 2.

Our furry badger friend is barely alive and decides that vamoosing is the proper response to being stabbed twice. He hops back 5ft, turning in mid air and immediately begins to burrow 10ft. Fleeing battle, the occultist is left the victor.

Occultist v Eagle:

Same as last battle. Open field. Eagle perched upon the ground, admiring freedom in general.

Eagle initiative: 1d20 + 2 ⇒ (3) + 2 = 5 Occultist initiative: 1d20 + 3 ⇒ (8) + 3 = 11

The eagle sees the occultist approaching a mile away. It decides to take flight and attack the so far unarmed occultist in the face region. bite: 1d20 + 3 ⇒ (8) + 3 = 11 and hits for damage: 1d4 ⇒ 2.

The occultist is shocked at the nip on their nose. They take a 5ft step back. draw their shortbow and as a swift action use psychic weapon giving it +1.

The eagle scoffs at the intruding occultist moving forward and attacking once more. bite: 1d20 + 3 ⇒ (8) + 3 = 11 but its bite just misses the occultist's ear.

The occultist, wide eyed in awe of the eagles majesty, takes another 5ft step back and lets an arrow fly toward the eagle. arrow: 1d20 + 4 ⇒ (19) + 4 = 23 and the eagle is hit for damage: 1d6 - 1 ⇒ (4) - 1 = 3. The arrow just grazed the eagle's wing.

Eagle peers at the occultist and continues its attack. bite: 1d20 + 3 ⇒ (7) + 3 = 10 missing again, obviously out of irritation and anger.

Occultist takes to its last tactic, 5ft. step back, firing an arrow. arrow: 1d20 + 4 ⇒ (10) + 4 = 14 missing the blasted bird.

The eagle shrieks in laughter, continuing it's attack. bite: 1d20 + 3 ⇒ (8) + 3 = 11 only just missing the occultist.

The occultist sees the pattern of the bird, drops his shortbow, unsheaths his keen rapier and strikes at the bird. rapier: 1d20 + 4 ⇒ (17) + 4 = 21 the sword gleams with its keen magic (crit confirmation) rapier: 1d20 + 4 ⇒ (7) + 4 = 11. Just confirming the critical strike, the occultist strikes for damage: 2d6 ⇒ (5, 3) = 8 running the bird through on its blade like chicken upon fork.

Occultist v Skeleton:

This one is open field (burial ground), 60ft apart. The occultist knew he was going into a burial ground and hedged a bet on utilizing his light mace that day. Instead of investing his 4 points into his rapier, he places it into his club instead, giving it bane undead for the day... just in case.

skeleton initiative: 1d20 + 7 ⇒ (11) + 7 = 18 occultist initiative: 1d20 + 3 ⇒ (19) + 3 = 22

The occultist watches as the skeleton pieces itself together. Using his move action he unsheathes his club, with his swift action, he uses psychic weapon and gives the club of undead bane +1 and as his standard action he casts shield upon himself, his AC climbing to 19.

The undead charges forward already armed for the fight and attacks the occultist. short sword: 1d20 + 1 ⇒ (17) + 1 = 18 but it bounces off of an invisible shield the occultist has up.

The occultist attacks in kind. light mace: 1d20 + 6 ⇒ (20) + 6 = 26 roll to confirm crit confirm crit: 1d20 + 6 ⇒ (5) + 6 = 11 it is not a crit, but his normal damage still goes through. damage: 3d6 ⇒ (5, 2, 3) = 10 and smashes the skeleton to pieces with one blow. Winning the day.

Well. That ends this particular run. Later I intend to run a lv. 3 for fun. I will note that I gave the occultist a distinct advantage on the undead fight, had he kept with his rapier or not given his mace undead bane, it probably would have gone on longer.

Perhaps its me choosing the abjuration school, but there's not a whole lot going on at lv. 1. Maybe if I had gone conjuration, I could have used servitor for better fun or something else entirely.


Made some slight changes to the Occultist build, switching out the somewhat lack luster abjuration with conjuration with intentions towards using the servitor line. I will say that honestly, for conjuration the resonant powers are fairly unappealing.

Devon Thompson - Human Occultist lv. 3:

Attributes:
STR: 8
DEX: 16
CON: 14
INT: 16 (+2 racial bonus)
WIS: 12
CHA: 10

Traits: Student of Philosophy, Defensive Strategist

Feats: Weapon Focus (Rapier), Weapon Finesse, Fencer’s Grace

Mental Focus: 9

Implements: Conjuration, Transmutation, Divination

Abilities:
Focus Powers: Loci Sentry, Warding Shield, Psychic Weapon, Flash Insight, Energy Shield
Object Reading
Magic Item Skill

Skills:
Perception: 3 rank + 3 class bonus + 1 WIS = +7
Knowledge (Arcana): 3 rank + 3 class bonus + 3 INT = +9
Knowledge (History): 3 rank + 3 class bonus + 3 INT = +9
Spellcraft: 3 rank + 3 class bonus + 3 INT = +9
Diplomacy: 3 rank + 3 class bonus + 3 INT = +9
Sense Motive: 3 rank + 3 class bonus + 1 WIS = +7
Linguistics: 3 rank + 3 class bonus + 3 INT = +9
Sleight of Hand: 3 rank + 3 class bonus + 3 DEX = +9

Spells:
lv. 0 [Infinite a day]
Create Water
Mage Hand
Detect Magic

lv. 1 – [2 a day]
Cure Light Wounds
Feather Fall
Comprehend Languages

Basic Equipment: Rapier, Masterwork Studded Leather Armor, light mace, shortbow, arrows

Stats:
Initiative: +3
HP: 25
AC: 17
Will: +4
Fort: +5
Refl: +4
CMB: +1
CMD: 14
To Hit: +6 on 18-20 or 15-20 when keen (3 DEX + 1 Weapon Focus = +4)

Note: Each day, Devon places 4 MF into his rapier, giving it keen ala Legacy Weapon. Then places 2 MF into an hand mirror for the resonant power. Then he places 3 into his goggles, using his Third Eye resonant power, granting him Darkvision 60ft, and Low Light Vision

In any event, our next 3 foes to test against tonight will be a (small) mud elemental, and (small) air elemental and a darkmantle. Our occultist is 3rd level, and normally our proper CR should be 1 1/2, so that's what we'll do. We'll add the same creatures we had in our last test.

Occultist v Mud Elemental & Badger:

Open plane just as last time, everything starts above ground, 60ft from each other.

initiative occultist: 1d20 + 3 ⇒ (13) + 3 = 16 initiative mud elemental: 1d20 - 1 ⇒ (1) - 1 = 0 initiative badger: 1d20 + 1 ⇒ (3) + 1 = 4

Our occultist goes first. Knowing that the mud elemental looks pretty much more threatening that's what he targets first. He charges the mud elemental, pulling out his rapier on the way to his target, gaining +1 to this attack and striking attack: 1d20 + 7 ⇒ (19) + 7 = 26 he rolls for confirmation confirmation: 1d20 + 7 ⇒ (2) + 7 = 9 not confirmed. damage: 1d6 + 3 ⇒ (5) + 3 = 8 to the mud elemental.

Mud elemental attacks back, attack: 1d20 + 5 ⇒ (17) + 5 = 22 and hits. damage: 1d4 + 3 ⇒ (2) + 3 = 5 for 5 damage. Occultist fort save for entrap ability fort: 1d20 + 5 ⇒ (9) + 5 = 14 and succeeds his save.

Badger decides to badger occultist and charges for an attack. attack: 1d20 + 2 ⇒ (3) + 2 = 5, swing and a miss.

Occultist strikes once more at the mud elemental, attack: 1d20 + 6 ⇒ (5) + 6 = 11 and misses. He takes a 5ft step back away from both the elemental and badger.

Elemental moves forward and attacks, attack: 1d20 + 5 ⇒ (14) + 5 = 19 and hits again. damage: 1d4 + 3 ⇒ (2) + 3 = 5 5 more and occultist must make another save. fort: 1d20 + 5 ⇒ (10) + 5 = 15 and he makes it.

Badger joins the fun attacking the occultist. attack: 1d20 + 1 ⇒ (15) + 1 = 16 and misses.

Occultist attempts a strike again at elemental. attack: 1d20 + 6 ⇒ (14) + 6 = 20 and hits for damage: 1d6 + 3 ⇒ (2) + 3 = 5 just killing the elemetal. He then steps back away from the badger, his new target.

Badger steps forward and attacks. attack: 1d20 + 1 ⇒ (4) + 1 = 5 and misses.

Occultist attacks badger attack: 1d20 + 6 ⇒ (12) + 6 = 18 hitting the badger for damage: 1d6 + 3 ⇒ (2) + 3 = 5 harming the badger.

Badger attempts to run, leaving an AOO for the occultist aoo: 1d20 + 6 ⇒ (8) + 6 = 14 and hits for damage: 1d6 + 3 ⇒ (5) + 3 = 8 destroying it.

Since it's late, I'm going to do the other battles later, keeping the above stats.


Honestly, you should have him fighting a pair of intelligent humanoids so they can use simple tactics (such as flanking and disarming). Since he's level 3, a gang of level 1 rogues and warriors could be a nasty fight, perhaps? Or a swarm of kobolds using Aid Another / Dirty Trick and so forth?


I could probably do that. Summoning creatures would probably be better if he didn't face things that could dip underground too. Not by much of course, but a little bit.

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