Occult Adventures Medium: where to start?


Advice

Silver Crusade RPG Superstar Season 9 Top 32

So I've been looking over the occult medium class, and I want to try one out but I'm having trouble even figuring out where to begin on this class. Although most of the occult classes seem fairly complicated, this one is all over the place (often literally, as the standard medium relies on preparing its spirits in certain locations).

I think I could approach this class in two ways:

1. Prepare stats/items/build stuff for each of the six spirits, and just take what you can get based on the places you have access to when performing your daily seance. Maybe come prepared to improvise a location to get the right spirit to come.

2. Focus on just a few spirits with a more focused build and hope for the best in terms of what spirit locations you can find.

It seems like you'd have to carry around an awful lot of gear as well (martial/exotic weapons for the champion spirit, a shield or even different armor for the defender spirit), to the extent where I'm not sure what the most obvious build for this class is (or if there is one).

Any thoughts on how to approach this? Focused/broad builds, things that would be good no matter what spirit you're using, etc? This is an extremely open question, unfortunately, but I'm just trying to get a jumping off point.

Designer

It all depends on what you want to do with your medium. There's also some solid archetype choices as well, depending on your concept. You could also consider a legendary spirit from Occult Realms, which might lock in your options but gives you a consistent spirit with unique powers to call for one of your legends in exchange.


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Medium guide.


The Medium is not a class that can do everything, it is a class that can do anything. What I mean by this is that you are probably best off by just focusing on one spirit. You can change to others if needed, but pick one as your main and just build yourself around that one.


Step 1: Make sure your DM either doesn't enforce the Favored Location requirement, is very loose with what qualifies as an FL, or has a good house rule (like not requiring FL's to channel the spirit you want, but if you do channel in an FL that spirit gives you more power).

Step 2: pick 2 areas/spirits you'll use most of the time. This could be melee/skill monkey, spells/range, melee/social, spells/skill monkey, etc.

Step 3: Beg your DM to let you have the bard/mesmerist/spiritualist spells known/per day, instead of the normal medium's spell progression. Its just terrible, as is. For 5th and 6th level spells, I use the spiritualist spell list. Archmage's spirit bonus will need to be changed, but that's fine.

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