Deciphering the Occultist


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So I'm looking at the occultist and there are lots of things, concepts mainly, that seem to work for me with it. A wielder of ancient weapons, someone who has inherited a heroes panoply, someone whose haunted ancestry manifests itself through items they once carried.
Or simply a psychic sensitive who uses items charged with history and power to make their magic work.

I'm gathering information on it because I'm rather curious on what all it can do. Parts of it strikes me as a class quite capable of a lot with careful thought and planning. Like is it possible to build a quite dangerous blaster with Evocation implements? Could you be a good summoner? A great fighter? An excellent rogue substitute?

I'm playing around and looking at stuff. Very utility heavy in terms of spell lists and powers. Things like MAgic circles feels tacked on for flavor while at the same time still useful enough that I'd consider falling asleep in a magic circle to keep me safe from possession and all that. Interesting stuff overall.

With all the attention paid to kineticists I'm looking at Occultist and wondering if we're not missing the real star.


It is my favorite Occult class by far. But that's not surprising since INT based gish classes are my favorite thing. :)


Is it only "gish" though?

It has martial proficiency certainly but you also got the conjuration and necromancy implements which are all about summoning and control. Not really a gish thing to do unless you're going with reach strategies.

The spells known stuff is also odd. Like what strategy is best for implement choice?

Is it better to grab a wide variety and end up with one spell per level of each school? Or is it worth it to specialize in two, maybe three implements?


The conjuration spell list from what I can tell actually looks fairly average at best, 1st level, 3rd level and 4th level are particularly bad. Though I guess the granted summoning ability is pretty useful over the course of your career and doesn't really fall behind until later levels.

Transmutation as has already been mentioned many times seems really solid. It's an easy way to create another gish class.

Necromancy I think is also a pretty solid, though maybe not enough to commit to the Necroccultist archetype. Evocation as well I think has the potential to make a fairly adequate blaster, though I haven't played around with the numbers all that much.


Well, I tend to use "gish" a bit more loosely than it's original meaning. For me any non-divine "caster" with 3/4 BAB qualifies: Bard, Investigator, Magus, etc. Something between a full martial and full caster.

As you've seen the Occultist is an immensely flexible class. The reach build you suggested is certainly possible, but so are a wide variety of other builds. Two-handed builds, archery builds, and even Slashing Grace builds are among the workable combat styles. You can also be a pretty good party buffer. Rogue substitute is one thing I haven't been able to make. I think we need another archetype for that.

The benefits of Resonant Powers and Base Focus Powers are huge. Selecting an Implement group a second time means you are giving those up for that selection. So generally I would say it is better to go for variety and just use scrolls or wands for those good spells that you didn't select.


I'm building a guildwars style character using necromancy, and transnmutation with a bit of conjuration for healing.

Necromantic servitor is fun that way.

My main build i"m looking for is a lot like that Fire Emblam character in his Super Smash bros form. Inspiried Swashbuckler (just cause synergy even if he uses a long sword) and tome eater. book in one hand sword in the other
But Tome Eater occultist is damn near the perfect class I've always wanted


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Betwixt wrote:

The conjuration spell list from what I can tell actually looks fairly average at best, 1st level, 3rd level and 4th level are particularly bad. Though I guess the granted summoning ability is pretty useful over the course of your career and doesn't really fall behind until later levels.

Transmutation as has already been mentioned many times seems really solid. It's an easy way to create another gish class.

Necromancy I think is also a pretty solid, though maybe not enough to commit to the Necroccultist archetype. Evocation as well I think has the potential to make a fairly adequate blaster, though I haven't played around with the numbers all that much.

The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust. However if you take the Sha'ir archetype you will get some access to the Summon Monster spells and that extra duration could be nice.

Transmutation is just awesome. The Resonant Power opens up that belt slot for something other than the usual. Legacy Weapon is basically Arcane Pool with worse action economy, but greater flexibility. Good focus powers and probably the best spell list make this pretty much an automatic early choice. I expect that every Battle Host will have this as the first Implement.

I'm just not a real fan of Necromany, but its more a flavor thing than a power issue. Conjuration does have some nice spells, including Shocking Grasp. A Battle Host with Transmutation, Conjuration, and VMC Magus would be a lot of fun, I think.


Gisher wrote:
The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust.

Wait what? It extends durations right? Why would it not work for things like phantom steed or mage armor?

I also think it's meant to work with servitor. But I may be wrong on that.


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oh.. VMC magus is hilariously fun idea there...

all the bonuses and all the amusing


Zwordsman wrote:

oh.. VMC magus is hilariously fun idea there...

all the bonuses and all the amusing

Giving up half my feats has never sat well with me.


TarkXT wrote:
Gisher wrote:
The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust.

Wait what? It extends durations right? Why would it not work for things like phantom steed or mage armor?

I also think it's meant to work with servitor. But I may be wrong on that.

It only works with spells that have a duration measured in rounds per level. Phantom Steed and Mage Armor aren't measured in rounds per level and servitor isn't a spell. The problem was pointed out in the playlist, but was never corrected.


TarkXT wrote:
Zwordsman wrote:

oh.. VMC magus is hilariously fun idea there...

all the bonuses and all the amusing

Giving up half my feats has never sat well with me.

It isn't usually a choice that I would make, either. But the Magus abilities are really good for an Int based caster who has Shocking Grasp on their spell list. And Battle Host gets 4 bonus combat feats, so that makes the 5-feat cost a bit more palatable.


Illusion strikes me as a sleeper hit in the low to mid levels here. Has a solid summoning option, the normal goodies on its spell list and plenty of tools for a creative player to mess with.

Not so great at the higher levels when everyone and their mother is packing true seeing like a prize out of a cereal box.

I think the trick to conjuration is understanding you have healing and utility spells but nothing truly "offensive".

Divination is another solid hit for me. The base power is straight up amazing to me. The resonant power requires quite a bit of investment to work well but likely worth it if you're playing human or some other perception challenged race. Danger sight feels like a get out of jail free card. There's also some good scouting options available which to me is the quintessential rogue job.

There's also the Use Magic Device bonuses which with a trait can be made INT based.


Zwordsman wrote:

oh.. VMC magus is hilariously fun idea there...

all the bonuses and all the amusing

Neat, right? And there are some nice Arcana choices. For example: Arcane Accuracy, Familiar, Spell Shield, and Quickened Magic.


Gisher wrote:
TarkXT wrote:
Gisher wrote:
The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust.

Wait what? It extends durations right? Why would it not work for things like phantom steed or mage armor?

I also think it's meant to work with servitor. But I may be wrong on that.

It only works with spells that have a duration measured in rounds per level. Phantom Steed and Mage Armor aren't measured in rounds per level and servitor isn't a spell. The problem was pointed out in the playlist, but was never corrected.

Ah, okay. So useless. Hopefully that gets fixed with eratta.


Gisher wrote:
Rogue substitute is one thing I haven't been able to make. I think we need another archetype for that.

I had been thinking a divination/abjuration focused occultist for rogue. Divination for perception bonuses with the resonant power, abjuration for a dispel magic focus power at lvl 5 for magic traps, and it's resonant can free up the slot normally used for a cloak of resistance. Danger Sight at 3rd level can help boost your defense vs traps. 4+int skill points should give you a pretty wide skill base, and divination's basic power can help boost skill checks. no sneak attack, but you should be able to find some fun toys in other schools to make up for it.

Also: question on the conjuration resonant power, would it work with spells cast from spell completion/trigger items? If so, might be worth putting that UMD bonus they get to good use in the school.


Divination is one that I will probably pick early for every build. It fits the flavor that I associate with the Occultist - the seeker of knowledge exploring aspects of the world that are beyond normal human understanding. I love third eye, too. I plan to apply it to some magical lenses for multi-powered glasses.

Illusion is as you say. Spells like Invisibility and Mirror Image are always nice to have. I like the Shadow Beast focus power. The Occultists don't have a lot of summoning options, and I've always liked shadow-themed game elements.

Conjuration does have a lot of good abilities. I love having cure options in a non-divine class. In fact, this school has a lot of divine-ish magic. Servitor is nice. Side Step and Mind Steed are good substitutes for Dimension Door and Phantom Steed if you want to free up space for other spells. (So many Occultist abilities are roughly equivalent to spells. That gives you a lot of flexibility in design). I love getting the Create Demiplane spells, but there isn't a way to get permanency.

Abjuration is another good school. The Resonant Power means that you can finally use your shoulder slot for something other than a Cloak of Resistance. (There are so many neat magic items that I have avoided getting for that reason.) Aegis, Energy Shield, and Globe of Negation are all pretty good defensive options. Warding Weapon is a great spell considering the concentration issues that psychic casters have with Thought Components. And the other levels all have at least one good spell.

My least favorite schools are Enchantment and Necromancy. But that's also true for classes other than the Occultist. They just aren't my cup of tea.


ooooo you could use Flesh Rot with a conductive weapon. That's a nice chunk of damage if you also make it spellstoring.


It's a very interesting class. I like that it has to buy its way into various schools of magic rather than just getting the grab-bag casters usually get.

Its utility is pretty tight, too. Flight, enlarge or shrink, enhance your stats and weapons, and that's just from having Transmutation. See all kinds of things, gain a passive miss chance or save bonus...

Abjuration is surprisingly good if you've got a decent pool of focus. My group's occultist at level 10 had to fight a Half-Fiend Minotaur one on one in less than ideal conditions, and was able to use Mind Barrier to tank 20 damage a round before it got to his hit points, letting him beat it pretty handily despite it full attacking him four or so times. That nearly exhausted his Abjuration powers, but still.


xobmaps wrote:
Gisher wrote:
Rogue substitute is one thing I haven't been able to make. I think we need another archetype for that.
I had been thinking a divination/abjuration focused occultist for rogue. Divination for perception bonuses with the resonant power, abjuration for a dispel magic focus power at lvl 5 for magic traps, and it's resonant can free up the slot normally used for a cloak of resistance. Danger Sight at 3rd level can help boost your defense vs traps. 4+int skill points should give you a pretty wide skill base, and divination's basic power can help boost skill checks. no sneak attack, but you should be able to find some fun toys in other schools to make up for it.

That's a very clever combination of abilities. I like it. I was hoping they would have an archetype with trapfinding and disable magical trap, but this is a pretty good simulation.

xobmaps wrote:
Also: question on the conjuration resonant power, would it work with spells cast from spell completion/trigger items? If so, might be worth putting that UMD bonus they get to good use in the school.

Casting Focus says you have to cast the spell, and with those items you aren't casting the spell. It's the same reason you can't apply your metamagic feats when using wands.


TarkXT wrote:
Gisher wrote:
TarkXT wrote:
Gisher wrote:
The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust.

Wait what? It extends durations right? Why would it not work for things like phantom steed or mage armor?

I also think it's meant to work with servitor. But I may be wrong on that.

It only works with spells that have a duration measured in rounds per level. Phantom Steed and Mage Armor aren't measured in rounds per level and servitor isn't a spell. The problem was pointed out in the playlist, but was never corrected.
Ah, okay. So useless. Hopefully that gets fixed with eratta.

But nice for a Sha'ir Occultist. That archetype keep pulling me back. I'm not usually into the elemental-themed builds, but this one looks kind of neat. I just keep thinking that it would be fun to play a Sylph with Fire, Earth, and Water Jin running around at my feet.


I would just like to stop a moment and think about the Conjure Implements focus power for a moment. At first I didn't like it, but I stopped to think about it and at low levels it could be pretty darn strong.

Paired with abjuration: summon up some master worked full plate on your first adventure. sure, it will take half of the 10 minutes just to put it on, but at first level I would still give that some thought, particularly if I wasn't planning on doing anything in a fight but casting my nice, somatic component free spells.

Paired with Transmutation: get a master worked weapon of your choice for the situation at hand. Need a reach weapon this fight? got it. need to throw something at someone, grab a javelin or spear out of thin air. With a little prep time, transmutation lets you custom enchant it too.

Paired with Divination, though, was the one that made me WANT this ability. You can summon a master worked BOOK. +2 on pretty much any (out of combat) knowledge skill by summoning up the right pathfinder chronicle volume, and a few other assorted skills from more specific books (book of puzzles, book of letters, blue book, etc). Heck, you might be able to get the party wizard to really like you by summoning up spell books for him to copy that neat new spell he wants out of (after level 6 when the book sticks around long enough to hand off for him to read)


Gisher wrote:
TarkXT wrote:
Gisher wrote:
TarkXT wrote:
Gisher wrote:
The other problem with Conjuration is that the Resonant Power only works with one spell on your list: Glitterdust.

Wait what? It extends durations right? Why would it not work for things like phantom steed or mage armor?

I also think it's meant to work with servitor. But I may be wrong on that.

It only works with spells that have a duration measured in rounds per level. Phantom Steed and Mage Armor aren't measured in rounds per level and servitor isn't a spell. The problem was pointed out in the playlist, but was never corrected.
Ah, okay. So useless. Hopefully that gets fixed with eratta.
But nice for a Sha'ir Occultist. That archetype keep pulling me back. I'm not usually into the elemental-themed builds, but this one looks kind of neat. I just keep thinking that it would be fun to play a Sylph with Fire, Earth, and Water Jin running around at my feet.
Occult Adventures p 102 wrote:

The elemental schools don’t have focus powers or

resonant powers. Instead, the sha’ir considers all wizard
spells of 6th level and lower from the lists corresponding
to her jin’s elemental schools to be on her occultist spell
list.

Sorry, but the conjuration resonant power doesn't even help in that archetype.

And thanks, I started researching the exact wording on wands and scrolls, as well as the conjuration resonant power, after I posted and it didn't seem to work.


I dont know. I watch at this class i think myself "why should i play it? Just for the flavor?" The Magus is just in every aspect better with spellcombat, spellstrike, spell recall and the blackblade.


Tesailion wrote:
I dont know. I watch at this class i think myself "why should i play it? Just for the flavor?" The Magus is just in every aspect better with spellcombat, spellstrike, spell recall and the blackblade.

I kind of agree. In a one on one fight, magus every time. Occultist, kind of like the medium, seemed to built such that it was meant to be a generalist that could fill in any role depending on how it allocated focus, but never do them all. Occultist is a better healer, skill monkey, and diviner than magus, and getting half its level as a bonus to UMD theoretically means that you can supplement with out-of-class wands and scrolls fairly early on. It is probably fairer to compare it to bard than magus.


xobmaps wrote:
Occult Adventures p 102 wrote:
The elemental schools don’t have focus powers or resonant powers. Instead, the sha’ir considers all wizard spells of 6th level and lower from the lists corresponding to her jin’s elemental schools to be on her occultist spell list.
Sorry, but the conjuration resonant power doesn't even help in that archetype.

I think it works just fine. If I select an Air Jin at 1st level, for example, I get two schools. One comes from the standard Occultist choices and the other is the Air Elemental School. If choose Conjuration as my standard school then I have the Casting Focus Resonant Power. If you check the Elementalist Wizard spell list, you will see that all Elementalist schools have access to the 2nd level spell Summon Monster II for summoning elemental creatures. Casting Focus works just fine with Summon Monster II so once I can cast 2nd level spells I'm good. Other Summon Monster spells are available later.

xobmaps wrote:
And thanks, I started researching the exact wording on wands and scrolls, as well as the conjuration resonant power, after I posted and it didn't seem to work.

You are welcome. It is confusing since the staves and wands section often refers to casting a spell from them. The distinction between you casting a spell from a staff and you casting a spell is important, but hard to see sometimes.


xobmaps wrote:
Tesailion wrote:
I dont know. I watch at this class i think myself "why should i play it? Just for the flavor?" The Magus is just in every aspect better with spellcombat, spellstrike, spell recall and the blackblade.
I kind of agree. In a one on one fight, magus every time. Occultist, kind of like the medium, seemed to built such that it was meant to be a generalist that could fill in any role depending on how it allocated focus, but never do them all. Occultist is a better healer, skill monkey, and diviner than magus, and getting half its level as a bonus to UMD theoretically means that you can supplement with out-of-class wands and scrolls fairly early on. It is probably fairer to compare it to bard than magus.

I agree completely. Bard is the better analogue. But legacy weapon does give you some of that Magus flavor if you want it.


Gisher wrote:
xobmaps wrote:
Occult Adventures p 102 wrote:
The elemental schools don’t have focus powers or resonant powers. Instead, the sha’ir considers all wizard spells of 6th level and lower from the lists corresponding to her jin’s elemental schools to be on her occultist spell list.
Sorry, but the conjuration resonant power doesn't even help in that archetype.

I think it works just fine. If I select an Air Jin at 1st level, for example, I get two schools. One comes from the standard Occultist choices and the other is the Air Elemental School. If choose Conjuration as my standard school then I have the Casting Focus Resonant Power. If you check the Elementalist Wizard spell list, you will see that all Elementalist schools have access to the 2nd level spell Summon Monster II for summoning elemental creatures. Casting Focus works just fine with Summon Monster II so once I can cast 2nd level spells I'm good. Other Summon Monster spells are available later.

Aww crap, only the ELEMENTAL schools don't get focus/resonant. Sorry, my misread.


Tesailion wrote:
I dont know. I watch at this class i think myself "why should i play it? Just for the flavor?" The Magus is just in every aspect better with spellcombat, spellstrike, spell recall and the blackblade.

Its pretty great for a 3 person party for for a group bigger than 4 or 5.

but in both those cases modularity but still effective is a big thing
the 3player group is the one that hit a lot.


Tesailion wrote:
I dont know. I watch at this class i think myself "why should i play it? Just for the flavor?" The Magus is just in every aspect better with spellcombat, spellstrike, spell recall and the blackblade.

I'mm going to add to the echo chamber and repeat that the magus is a bad comparison.

Bards are a better comparison. In which case the occultist does have more versatility in the spellcasting arena while being at least comparable in the support area. And I'd argue they outdo them in the information gathering part.

I think the thing to understand is that they're certainly not easy.

You have to decide on how you fight and stick with it.


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Let's look at a standard easy melee transmutation build.
1 Combat Reflexes
3 Powerattack
5 Intensify Spell
7 Extra Mental Focus
9 Empower Spell
11 Extra Focus Power (Mind over Gravity)
13 Extra Focus Power (Globe of Negation)
15 Dazing Assault
17 Maximized Spell
19 Spell Perfection (shocking grasp)

Focus Powers
1 Sudden Speed
3 Size Alteration
5 Danger Sight
7 Aegis
9 Energy Shield
11 Flesh Rot
13 Necromantic Servant
15 Spirit Shroud
17 Soulbound puppet.
19 Shadow Beast

Implements
1 Transmutation
1 Divination
2 Evocation
6 Abjuration
10 Necromancy
14 Transmutation
18 Illusion

Traits:
Magical Lineage(Shocking Grasp)

So looking at level ten we can easily get a conductive, spellstoring polearm of our choice.

Conductive let's us slap people with fleshrot through our weapon when we attack. Spellstoring lets us drop high powered shocking grasps into our pole arm.

It's notable that flesh rot counts for evocation's resonant power.

So when we get to that point the polearm will hit for about 1d10+6, shocking grasp for 10d6+5 and flesh rot hits for 2d8+15.

So 75 damage not including stats, buffs, or equipment. Not a bad first hit. Plus you still have defensive and utility abilities.

This does make me consider the possibility of going flat out Int base and looking seriously at the debuffs and summons. There's roughly 4 different summon abilities between conjuration, illusion and necromancy.

Might be worth looking at.

Before anyone asks I decided against quickness because I felt between being able to cast haste, or getting boots of speed, or having someone in the party able to do it it wasn't worth spending a focus power on it.

Building this guy I'm starting to see the benefit of sticking to only two or three schools. This guy would split his mental focus between several implements meaning he wouldn't be getting the max bonus off of all of them so I have to choose between having strong resonant powers or versatile spellcasting. I'm beginning to lean towards the fewer schools.


TarkXT wrote:


So when we get to that point the polearm will hit for about 1d10+6, shocking grasp for 10d6+5 and flesh rot hits for 2d8+15.

So 75 damage not including stats, buffs, or equipment. Not a bad first hit. Plus you still have defensive and utility abilities.

Did I miss something.. How are you shocking grasp as well as hitting and conductive?

At first I assumed you were VMC with Magus but I dont think you are.

Did I miss some detail? Like.. can you just hold a charge and send it through a weapon? I was under the impression that didn't work but I could be easily wrong on that one (mainly play home games and all)


Zwordsman wrote:
TarkXT wrote:


So when we get to that point the polearm will hit for about 1d10+6, shocking grasp for 10d6+5 and flesh rot hits for 2d8+15.

So 75 damage not including stats, buffs, or equipment. Not a bad first hit. Plus you still have defensive and utility abilities.

Did I miss something.. How are you shocking grasp as well as hitting and conductive?

At first I assumed you were VMC with Magus but I dont think you are.

Did I miss some detail? Like.. can you just hold a charge and send it through a weapon? I was under the impression that didn't work but I could be easily wrong on that one (mainly play home games and all)

You missed this part earlier.

Quote:
Spellstoring lets us drop high powered shocking grasps into our pole arm.

His weapon has the Spell Storing special ability.


Ah! I see! excellent haha. Yeah I totally and utterly missed that detail.

Thankies.

Oh.. that pleasently fits well into my own build I was making for a tome eater.. neat.
Thankies again


So I looked a bit at the blaster build. Can't say I was really impressed. Not enough spells to really make it work well. If you are inclined than the evocation powers can carry you for a while. I just didn't see too much synergy outside of flesh rot.

But I am looking at a minion/debuff build. That looks great.

Necromancy gives us Pain Wave, Mind Fear and Psychic Curse. Pain wave is great at mass tankign saves. The other two are potentially crippling.

Enchantment gives us the ability to paralyze people, force concentration checks on spells, force commands, or slap people wiht a weird sleep effect.


I'm building an Occultist for Society right now, and I keep on changing opinions about Evocation. On the one hand, always having a ranged option at hand is great, but on the other hand, the spell list and number of spells is pretty limiting. Sure, you can shoot pseudo-Fireballs if you invest focus in it, but I don't think that's enough to make a blaster viable.

I made a separate thread for this, but I didn't get a conclusive answer: does the Tome Eater need to wield a one-handed weapon? You need to present your implement, and while most implements (except the bells, I think) can be worn on the body and grabbed when necessary, I'm not sure if that's also true for the book. You can't really tie a book around your neck/waist with a bit of string, so if you need to always wield your implement in your other hand, that's very limiting for two-handed builds.


By the way if you're wondering why people are gushing over legacy weapon.

Basically it's action economy compared to arcane pool is worse.

However it allows you to grab every potential weapon enhancement when needed.

So Bane, Conductive, Agile, Holy, Spell Storing, ghost touch or just about anything you need.

So at level 6 chances are you're already packing a +1 weapon.

Fight starts.

Legacy weapon: Bane of your choice and conductive.

If you haven't grabbed flesh rot you could use the energy ray power from evocation.

Now you have a +3 Weapon with extra 2d6 damage that you can spend focus on to pop someone for lots more damage.

So if nothing else an occultist can definitely fight.


this is just from my understanding..
but "presenting" the token is part of the casting's movements. So presumably that counts ~all~ the items. So it was written giving the occultist the ability to ignore the issues of where your item is on your person. Just for the sake of gameplay

Now.. that does bring an issue of using it to draw a sword or something. But generally that won't be an issue. and using a spell to draw a sword is more of a cost than a move action honestly.

So really not an issue. Just like a normal caster (say a cleric) can take his hand off a weapon to cast a spell before putting it back.

So tome eater should be able to reach into his pocket pull his book out (kakkashi style) and put it back when he is finished with it.

Now my personal Tome Eater is a rapier user, and is always holding his book and looking like he's reading it..

But he is a bit of a combination of breath of fire and Fire Emblem's Robin (smash bros version)
I just think it sounds cool..


Quentin Coldwater wrote:


I made a separate thread for this, but I didn't get a conclusive answer: does the Tome Eater need to wield a one-handed weapon? You need to present your implement, and while most implements (except the bells, I think) can be worn on the body and grabbed when necessary, I'm not sure if that's also true for the book. You can't really tie a book around your neck/waist with a bit of string, so if you need to always wield your implement in your other hand, that's very limiting for two-handed builds.

By the looks of it; no. Presenting the item (including retrieving it) is part of the action of casting the spell. If retrieval is a concern you can have it on a chain inside a retrieval satchel. Think like a holster or scabbard but for your book.

It's no different to me than retrieving an extract or using a material component.


Quentin Coldwater wrote:
I'm building an Occultist for Society right now, and I keep on changing opinions about Evocation. On the one hand, always having a ranged option at hand is great, but on the other hand, the spell list and number of spells is pretty limiting. Sure, you can shoot pseudo-Fireballs if you invest focus in it, but I don't think that's enough to make a blaster viable.

I think they can be viable but not nearly as much as a debuffer or straight up fighting type. Basically you need to take evocation a couple of times to make sure you get the spells you need. After that the schools you take are to taste.

That kind of works out fine for you since you want to keep the bonus at its maximum on evocation implements. I need to sit down and do the math but as it is from a brief look at it it's impossible to keep all of them up to the max bonus.


Zwordsman wrote:

Now my personal Tome Eater is a rapier user, and is always holding his book and looking like he's reading it..

But he is a bit of a combination of breath of fire and Fire Emblem's Robin (smash bros version)
I just think it sounds cool..

I do, too.


Gisher wrote:
Zwordsman wrote:

Now my personal Tome Eater is a rapier user, and is always holding his book and looking like he's reading it..

But he is a bit of a combination of breath of fire and Fire Emblem's Robin (smash bros version)
I just think it sounds cool..

I do, too.

It is indeed fun! Haven't had a ton of chances to use it sadly..

Two versions one is Inspiried swash, pure tome eater. Pretty fun, though nothing showy. Evocation, trans and divi. I think Necro would have been better than Divination though. Some great conductive powers, and the summon undead power is just very useful (though requires the implement focus feat I think.. so I can free float points and only summon or use the conductive when I want but save the points for emergency flight needs or whatever.

The other is Inspiried swash, tome eater, and VMC Magus. (arcana gained was Pool Strike). Divination, Transmutation, and evocation on this guy (necro when I get my next one )
I get to power up my blade a lot in one round (A lot like Robin) and the pool strike w/ spell strike is pretty darn amusing (shocking grasp works too. though that is usually in spell storing )
Sure not exactly the most effective but just damn fun.

And amusing as hell with the parry/repost shenanagans.


Hmmm... I just realized Battle Hosts can retrain their archetype, then retrain it again to regain the archetype, just to change what equipment is set as their Panoply Bond.


That's a neat trick but is it really worth it for the gold adn time cost?

Let's look at the math for Mental Focus.

Let's say for the most part we want Int to start in the 15-14 range. Let's say 15 for now. It's easy enough to get without compromising too much on other scores.

So the math would roughly* look like thus.

1+2
2+2
3+2
4+3 Int Increase.
5+3
6+3
7+3
8+4 Int Increase (we can assume a headband of int+2 here at least as well)
9+4
10+4
11+4
12+6 Int Increase (Headband +4)
13+6
14+6
15+6
16+7 Int Increase (Headband +6)
17+7
18+7
19+7
20+8 Int Increase

*Exact numbers would change based on items at hand.

Now on a cost per benefit basis the schools resonant powers look like this. (The parenthesis represents the maximum bonus you can get).

Abjuration: 2 per 1. (Max 1+1 per 4 levels)
Conjuration: 2 per 1. (Max 1 per level)
Divination: 2 per 1. (Max 1 per level)
Enchantment: 2 per 1. (Max 1+1 per 4 levels)
Evocation: 2 per 1. (Max 1+1 per 2 levels)
Illusion: 1 per 1. (Max 1 point per 2 levels).
Necromancy: 1 per 1 and 4 per 1 (Max 2 points per level)
Transmutation: 3 per 1 (Max 3 points per 6 levels).

Don't really have the patience to analyze this further but here it is.


I did a check about this. The Battle occultist going with abjuration and transmutation and 16 int lets you keep everything up at maximum using all your points. so having more implement would need to find a way to get a lot more points to power the resonant powers.


It does make the whole shifting focus thing actually rather useful if you want to maintain versatility.

I'm also leaning further towards thinking you need to specialize in 3 maybe 4 max schools rather than go nuts on a grab bag of focus powers you won't be able to use effectively.

Needless to say this changes our above build somewhat.


TarkXT wrote:

That's a neat trick but is it really worth it for the gold adn time cost?

Let's look at the math for Mental Focus.

Let's say for the most part we want Int to start in the 15-14 range. Let's say 15 for now. It's easy enough to get without compromising too much on other scores.

So the math would roughly* look like thus.

1+2
2+2
3+2
4+3 Int Increase.
5+3
6+3
7+3
8+4 Int Increase (we can assume a headband of int+2 here at least as well)
9+4
10+4
11+4
12+6 Int Increase (Headband +4)
13+6
14+6
15+6
16+7 Int Increase (Headband +6)
17+7
18+7
19+7
20+8 Int Increase

*Exact numbers would change based on items at hand.

Now on a cost per benefit basis the schools resonant powers look like this. (The parenthesis represents the maximum bonus you can get).

Abjuration: 2 per 1. (Max 1+1 per 4 levels)
Conjuration: 2 per 1. (Max 1 per level)
Divination: 2 per 1. (Max 1 per level)
Enchantment: 2 per 1. (Max 1+1 per 4 levels)
Evocation: 2 per 1. (Max 1+1 per 2 levels)
Illusion: 1 per 1. (Max 1 point per 2 levels).
Necromancy: 1 per 1 and 4 per 1 (Max 2 points per level)
Transmutation: 3 per 1 (Max 3 points per 6 levels).

Don't really have the patience to analyze this further but here it is.

I was about to say you could almost double this if you took the "extra mental focus" feat every time...but then double checked and noticed unlike most "extra" feats, this one you can only take once (for 2 more points). It is available level 1 though. Pretty sure you can only keep about 2 implements maxed at a time from a few scenarios I played out in my head.


TarkXT wrote:
That's a neat trick but is it really worth it for the gold adn time cost?

Doesn't take much time or gold, so why not?


Milo v3 wrote:
TarkXT wrote:
That's a neat trick but is it really worth it for the gold adn time cost?
Doesn't take much time or gold, so why not?

Well I didn't do the full math but we're talking about a month+ minimum at the lower levels.

I don't know about you but I haven't run across a single group that considers even two to three weeks acceptable.


Occultist is definitely more powerful than it originally looks. With the wide range of implement powers and abilities coupled with resonant powers that can supplement or replace gear there's a lot to be excited about.

School Analysis:
Transmutation's resonant power is a free belt with an additional +2, saving you a huge chunk of gold. The base power makes it ideal for occultists who want to deal damage themselves or buff their allies for a tough fight, and is incredibly powerful since you can also add special weapon qualities (like Bane).

Divination grants a decent Perception bonus and multiple new senses that make it very tough to sneak up on them. Their base power is great for occultists who want to be the Skill Monkey, giving them 1/2 their level to any skill before the roll is made. It can also be used on attacks if you want to build a more martial character.

Abjuration flat-out replaces your Cloak of Resistance, saving you some cash, and can be used reactively to prevent physical and elemental damage. The Unraveling ability is also very strong, and automatically passing CL checks for items in your possession can be a lifesaver.

Conjuration looks useless at first since you cannot benefit from its resonant power, but I'll get to that in a minute. What it can do is grant you move-action teleportation and a decent summoning power.

Enchantment has a decent resonant power for anyone looking to be the face and has a number of strong focus powers for casters, allowing you to take enemies out of the fight and buff your allies. It also happens to have one of the stronger spell lists.

Illusion's resonant power is surprisingly strong - you gain a miss chance and even invisibility later on which both remain until you make an attack. You can of course choose to buff allies, throw down walls, and summon without ever making an attack. It can also mimic Shadow Conjuration to summon monsters up to Summon Monster IX, making it a great choice for casters.

Necromancy is a standout choice for, you guessed it, necromancers. You increase the maximum HD of creatures you can control, decrease their Will saves against your spells, and gain numerous abilities that debuff the enemy. You can also gain a familiar for 10 min/level, which can be very helpful.

Evocation gives your Instantaneous spells and abilities bonus damage, grants you a few different elemental blasts (ray, burst, and wall), and allows you to shape your blasts to ignore friendly creatures. You also get a good variety of spells, and even if you don't want to blast it might be worth picking up at later levels just to grab Contingency.

Here's the best part - you can hand off the implements to your allies. That conjuration resonant power isn't fantastic for you, but if your party has a wizard he will thank you for it. Got a necromancer in the party? Boost their effectiveness even further with a necromancy implement. Are you a casting-focused Occultist and want transmutation spells? Hand off that implement to your friendly neighborhood Martial pc. Sure, you might need to pass a concentration check to cast spells if you don't have the implement on hand, but there's a feat that negates that for 1 implement as long as you're within 30', and normally you won't be giving more than 1 implement away anyways. Lots of these resonant powers actually get stronger if you hand them off to someone with a complimentary build, like giving a blaster sorcerer more damage or giving a rogue extra senses and perception.

The class has a lot of subtle nuances that take time to understand. It's definitely one of the best new classes, and very well-designed at that.

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