| Third Mind |
Hello all, I'm making a back up character for the current campaign I'm playing in. It's set in our world. Modern Earth. And she doesn't have to hide her half-elf-ness due to DM ruling.
The basic feeling I'm trying to give this character personality wise is Folly (from Jim Butcher's Cinder Spire novel) mixed with a bit of Casey Jones (from the ninja turtles) and a heavy cockney or celtic accent.... maybe both since she's sort of insane.
We're lv. 8 and 25 point buy. Other members are a monk, gunslinger and arcanist (who took leadership, which I would have done, but couldn't figure out a good cohort to fit this concept).
Attributes:
STR: 18 (+2 racial bonus) [24 w/ transmutation resonant power active]
DEX: 12
CON: 14
INT: 16 (+2 from 4th and 8th lv.)
WIS: 14
CHA: 8
Traits:
Student of Philosophy
Bluff Trait (Custom, Based on standard traits but built for background)
Reactionary
Drawbacks:
Unlearned
Feats:
1st
Catch-Off Guard
3rd
Power Attack
5th
Extra Mental Focus
7th
Extra Focus Power
Skills:
Perception: 8 ranks + 3 class bonus + 2 Half-Elf + 2 WIS + 3 Skill Focus = +18
Sense Motive: 8 ranks + 3 class bonus + 2 WIS = +13
Diplomacy: 8 ranks + 3 class bonus + 3 INT = +14
Bluff: 8 ranks + 3 class bonus + 3 INT + 1 trait bonus = +15
Knowledge (Arcana): 4 ranks + 3 class bonus + 3 INT = +10
Knowledge (History): 4 ranks + 3 class bonus + 3 INT = +10
Knowledge (Planes): 4 ranks + 3 class bonus + 3 INT = +10
Use Magical Device: 8 ranks + 3 class bonus -1 CHA + 4 Magic Item Skill = +14
Spellcraft: 8 ranks + 3 class bonus + 3 INT = +14
Linguistics: 4 ranks + 3 class bonus + 3 INT = +10
Languages Known:
Common
Elven
Sylvan
Abyssal
Infernal
Celestial
Giant
Goblin
Orc
Gnome
Focus Points = 8 Lv. + 3 INT + 4 Favored Class Bonus + 2 Extra Mental Focus = 17
Implements: *MF equals Mental Focus*
Transmutation: MF = 6
- Physical Enhancement (Resonant Power)
- Legacy Weapon (Base Power)
- Mind Over Gravity (7th lv. Focus Power)
Divination: MF = 6
- Third Eye (Resonant Power)
- Sudden Insight (Base Power)
- Danger Sight (5th lv. Focus Power)
- Mind Eye (Extra Focus Power)
Abjuration: MF = 2
- Warding Talisman (Resonant Power)
- Mind Barrier (Base Power)
- Aegis (1st lv. Focus Power)
Illusion: MF = 3
- Distortion (Resonant Power)
- Minor Figment (Base Power)
- Unseen (3rd lv. Focus Power)
Equipment: 33,000gp available
Masterwork Mithril Breastplate = 4,350gp
Chainsaw = 400gp (DM approved and is allowing to use as improvised weapon in his game, Modern game)
Alchemical Silver Baseball Bat = 90gp (As club)
Cold Iron Cricket Bat = 24gp (as heavy mace)
Dagger = 2gp
Efficient Quiver = 1,800gp
Javelin x6 = 6gp
Handy Haversack = 2,000gp
Stats:
Initiative: +3
HP: 57
AC: 19 base, 13 touch, 16 flat footed
FORT: +8 (+9 w/ Abjuration Resonant Power active)
REFL: +5 (+6 w/ Abjuration Resonant Power active)
WILL: +8 (+9 w/ Abjuration Resonant Power active)
CMB: +10
CMD: 21
To Hit [Melee]: +10 (+11 w/ legacy weapon, +12 w/ transmutation resonant power, +13 with both)
To Hit [Ranged]: +7 (+8 w/ legacy weapon)
Spells: DC = 10 + Spell Level + 3
Knacks.
Abjuration: Resistance
Divination: Detect Magic
Illusion: Ghost Sound
Transmutation: Mage Hand
1st lv., Spells per day = 5
Abjuration: Shield
Divination: Comprehend Languages
Illusion: Disguise Self
Transmutation: Lead Blades
2nd lv., Spells per day = 5
Abjuration: Node of Blasting
Divination: Create Treasure Map
Illusion: Mirror Image
Transmutation: Spider Climb
3rd lv., Spells per day = 3
Abjuration: Dispel Magic
Divination: Retrocognition
Illusion: Displacement
Transmutation: Haste
Abilities:
Immunity to Sleep Magic (Half-Elf)
Low Light Vision (Half-Elf)
4 Implements
Magic Item Skill
Object Reading
Shift Focus
Aura Sight
Magic Circles
Outside Contact 1
It's my first build for an Occultist and I wanted to see how it looks to others. The metal focus allocation is what I'd generally set it to, until given a reason to switch them around a bit in game. So... how does it look?
Note: I do realize that improvised weapons are less optimal, but I'm looking for effective and fun, less so extremely optimal.
Bryce Kineman
|
The fact you have an awesome FCB for Mental Focus will help immensely later in game to maintain Both Transmutation and Divination Resonances. Also talk to your GM about what languages you can pick up from Modern Earth. I understand why you would pick up planar languages, Outside Contact, but most of those monster languages seem out of place on Modern earth.
If your going more front line focused just pick up Battle Host Archetype. You may have a Ton of MF but your number of Implements will only increase and that Archetype will not only help with that but also with being in battle.
| Third Mind |
The fact you have an awesome FCB for Mental Focus will help immensely later in game to maintain Both Transmutation and Divination Resonances. Also talk to your GM about what languages you can pick up from Modern Earth. I understand why you would pick up planar languages, Outside Contact, but most of those monster languages seem out of place on Modern earth.
If your going more front line focused just pick up Battle Host Archetype. You may have a Ton of MF but your number of Implements will only increase and that Archetype will not only help with that but also with being in battle.
Yeah, we associate the language equivalent of Golarion languages to the modern language. He just has to decide what. I know he has Sylvan as Gaelic. Others haven't come up just yet. For example, I don't know what Spanish or Mandarin equal haha.
Battle Host looks a strong possibility. I know transmutation is best for one of the two, which would be best for the second? Abjuration could help saves, but not much else. Divination seems like it'd be more useful implement wise, but has the less stronger spells. Illusion just has good spells defensive wise and gives the invisibility.
Bryce Kineman
|
To be honest after looking it over its really hard to pick between Abjuration and Divination. Most of what Divination covers your Arcanist should have covered but I don't know what he is going to be focused on spell wise. Abjuration will likely save you from a lot of saves and Dmg. It also has a strong spell list.
I'd pick Abjuration but in the end it's up to whatever you think would best fit your character.
| Third Mind |
To be honest after looking it over its really hard to pick between Abjuration and Divination. Most of what Divination covers your Arcanist should have covered but I don't know what he is going to be focused on spell wise. Abjuration will likely save you from a lot of saves and Dmg. It also has a strong spell list.
I'd pick Abjuration but in the end it's up to whatever you think would best fit your character.
Right. I think I'm leaning more towards Divination because I like a lot of their focus powers and their spells, while not as good as abjuration, aren't horrible. Plus their focus powers can do a bit of what abjuration does in helping with saves and AC.
Thanks.
| Serisan |
To be honest after looking it over its really hard to pick between Abjuration and Divination. Most of what Divination covers your Arcanist should have covered but I don't know what he is going to be focused on spell wise. Abjuration will likely save you from a lot of saves and Dmg. It also has a strong spell list.
I'd pick Abjuration but in the end it's up to whatever you think would best fit your character.
The Arcanist may cover some of it, but Mind Eye and the quality of life improvements of the resonant powers are well worth the implement. Not sure how well this jives with the concept, but pushing the Div implement up to 9 MF so you get constant See Invis could be handy. I'm not strongly wedded to the Illusion implement, but I can understand that choice.
| LuniasM |
Your Transmutation resonant power should only be giving you a +4 at level 8, not a +6. Your Strength should be at 22.
Abjuration is much more defensive than Divination, preventing damage that could drop you, but Divination has better focus powers and is still useful for combat. Abjuration mostly just replaces your Cloak of Resistance but they're cheap anyway, and getting darkvision and always-active See Invisibility prevents a lot of headaches.
Also this is a reminder that Legacy Weapon can add special weapon qualities such as Bane, and you'd get to pick which type of bane when you use the ability. It's really versatile and worth the +1 bonus it costs.
| Third Mind |
Your Transmutation resonant power should only be giving you a +4 at level 8, not a +6. Your Strength should be at 22.
Abjuration is much more defensive than Divination, preventing damage that could drop you, but Divination has better focus powers and is still useful for combat. Abjuration mostly just replaces your Cloak of Resistance but they're cheap anyway, and getting darkvision and always-active See Invisibility prevents a lot of headaches.
Also this is a reminder that Legacy Weapon can add special weapon qualities such as Bane, and you'd get to pick which type of bane when you use the ability. It's really versatile and worth the +1 bonus it costs.
Woops. My bad on the transmutation oversight. Good catch there. I do think I'm going to go with divination and maybe pick abjuration up when next the battle host allows. I will definitely keep the bane from legacy weapon in mind.
Thanks!