Occultist - PRESTIGE & Multiclass discussion- "THE BATTLETHRUSTER!"


Advice


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So i'm rolling up a battle-host occultist @ level one, but i'm not keen on sticking to just that class for all levels and i'd like to consolidate a clear flavor and identity for the character that is reflected in its classes.

So far this is what I have:

Battlethrust:

---
Human - (Heart of the Fields)
Full plate Battle-Host Occultist
Transmutation Implement Spell Suggestions anyone? (maybe feather fall, seems like something everyone likes if they fall out a window.)
Resonance: +2 enhancement to an ability score
Focus Power: Sudden Speed: allows for movement to reverse heavy armor speed when you actually need to move fast, and its swift too!

Flavor so far: Commoner stumbles across / comes into possession of mystical suit of armor, which clamps onto him and he gets thrust into a life of adventure. (considering him being unable to remove the armor as a minor twist to this, hence the heart of the fields allowing easy non-fatigue sleep) What his ambitions are and where he goes from here, well that's what I'd like to discover.
---


Now I know I could keep going adding a few occultist levels, BUT what I have so far is also EXTREMELY dippable at first level, and i'm sure a lot of classes could benefit from full plate with offset speed, a +2 bonus to str, two nifty utility spells (0 and 1st) and various proficiencies & skills. So I could gain a few more occultist then prestige/multiclass, or I could multiclass immediately, or multiclass immediately then prestige later aswell.

***The crux of it: What Multiclass/Prestige classes offer a BOOM of potential power and/or flavor? I know prestige is often a bit watery, but that makes finding synergy / the exceptions all the more satisfying.***
---
I'll start us off:

Pirate Aspirant:

--- Multiclass Option ---
Level 2+: Swashbuckler, Corsair Archetype for the forseeable future (trades in nimble which isnt usable with heavy armor) Strength based swashbuckling, consider combining with other archetypes to trade out dex/finesse related features. Adding strength to a rapier isnt bad after all. (The instant access to heavy armor and tower shields is something that swashbuckler doesnt normally come close to having, whereas on a fighter, cleric or similar it only amounts to a feat or two, on this it feels to me like the first level dip stays important when considering the overall character)

Fluff: "Your armor once belonged to a terrible pirate captain, a scourge of the seas clad in black plate. Through it your dreams become those of the open seas and quests for treasures beyond imagining, you long for the day you amass enough wealth to launch your own glorious ship, but why stop there? You see yourself at the helm of an armada, a fleet of ships unparalleled in their might and ruthlessness. All will know and fear your name, you, a pirate captain without equal!" -Basically, having the armor on him is slowly altering his thoughts to resemble those of its former owners, luring him in with innocent dreams of a life at sea then corrupting them with tidbits of ambition and greed. Who knows, the pirate that wore this armor last could've had the same thing happen to them. The minor spells gained at first level could be indicators of the armor's semi-magical/cursed nature, explaining why the character can only cast while touching the armor.
---

So PLEASE feel free to post your own suggestions, you can follow the format of my spoiler tags, or express the mechanical / flavorful aspects of your suggestions in your own way. But do convince me that your suggestions will make the character really come alive, and / or be relatively optimised.

Thanks in advance.


Hellknights have a particular focus on heavy armor, perhaps you could head towards either of those classes?

You'd be able to qualify for either at 7th-level, as that's the point at which you gain both 3rd level spells for Signifer, and +5 BAB for regular Hellknight.

Don't know if the Hellknights/Hell/Cheliax has much room in your flavor, but you could certainly say that a Hellknight died in his armor, and you as a commoner simply stumbled across the armor after his spirit infused it or something.
Would explain why you can't get out, as well as your powers within it and drive towards the classes themselves as the spirit in your armor "laws you up".

Several of the abilities of both the Signifer and Hellknight rely on Charisma for DC's, but you can mostly avoid that by choosing abilities that don't require saves.
The Intelligemce casting of occultist might push you towards Signifer, as Hellknight does get smite chaos, which is Charisma based.

Just some ideas.


Ah yes, Hellknight was one of the ones I thought would come up. And something i'd seen talked about before as a follow-up to battle host occultists.

The trouble is that their mentality coupled with the very flavor-specific nature of their class (requirements for joining and what-not) means they arent as adaptable as I'd like. By which I mean they don't fit easy into any old adventure, or for that matter every adventuring party. Still, given that i did ask for prestiges aswell, i should expect limited application classes, and as far as classes like that go, hellknight is an easier one to crowbar than many. (i'm looking at you, living monolith sphinx requirements and flavor.)

STILL, its something to consider!


Well, either class fits in just as well as any other Lawful-deity worshipping cleric or paladin.
Just because you're Lawful doesn't mean you have to even be a part of the Hellknight organization.

Perhaps you could speak with your GM about removing the actual organization, and just have the spirit of the fallen Hellknight be passing on his teachings to the next generation?
That would allow you to keep the "oh, I found this really cool armor and now I can't get out of it!" flavor, as well as explain where your magical powers came from, seeing as how you were a "commoner" before.

Spirits can do crazy things, man.


That's fair, and I do like the suggestion as much as any other! I just like to get fairly clear in my mind what I want from the character before I tell the GM what i want to do. The whole removing the organisation at GM approval thing is very much "at GM approval", i'm sure people can agree when you get your heart set on something and put lot of effort into the complexities and depth of your character that "at GM approval" things or "setting specific" things can really throw a spanner in the works.

Player created fluff that plays in addition to the existing "legal" fluff and requirements is fine, but refluffing or altering requirements and organisations is very much subject to a judgement call. Some GMs might say "pfft sure" others might be less receptive, and i'd rather be pretty sure ahead of time whether or not i'll be able to play this character without reading up / spoiling anything about the forthcoming campaign.

Glad for the suggestion though, I'd love to hear any more optimisation ideas or wacky combinations. This is very much a "throw stuff at the wall and see what sticks" exercise, after all.


Ok, well here's another I just stumbled across while trying to resolve the MAD issue of the corsair/Inspired blade multiclass idea. (Tried dumping wis to allow reasonable STR, INT & CHA scores):

The Iron Investigator:

--- Multiclass Option ---
Level 2+: Investigator, Empiricist Archetype for at least two levels (puts any high int from the occultist to good use squaring up perception and sense motive, allows disable device checks to become an option and opens up UMD, which you can put skill points into thanks to your higher int) combined with the +2 will from occultist the added will saving throw bonuses let you effectively dump wis. Again, only light armor proficient means that occultist dip is very meaningful. None of the class skills seem to require lighter armor either. Lots of skills, sneak attack, utility and potential for more archetyping. Might have to look into this more!

Fluff: "Possessing a keen mind and a profound curiosity in your youth led you to follow trails, uncover mysteries and fact-check gossip at every opportunity. When you overheard an old caravan merchant babbling about a mystical set of armor, worn by a mighty hero and lost to the wilderness almost a century ago, your now brilliant deductive prowess snagged on the truth of his wild tale. Sniffing out witness accounts passed down over generations and piecing together the evidence soon paid off, and as soon as you touched the pristine, rustless surface of the armor, you had your reward. Donning the armor that was to be your prize and proof of your superior deductive skill, you set off in search of another mystery and more adventure." -This turns the class order on its head a bit, but theres nothing to say a level 1 character cant act like an investigator without having a level in the class, you could consider this tale as their first case, then each investigator level gained after represents them getting better as usual. Of course who knows, maybe they'll have to give up investigating in favor of more practical pursuits at some point, laying to rest their youthful hobby after only a few levels, maybe not, but it's a nice flexible idea for a malleable character that can really develop over the course of a campaign.

And again, this should fit into just about any campaign setting.

Suggested Stats for a STR-based iron investigator:
16 +2(race) +2 (enh) = 20
12
12
14
7 -- - (low wis, you're smart, but far from wise. You never asked why the "mighty hero" died in the wilderness wearing that armor, neither did you hesitate to try it on...)
10

---

As I say, I'll look into this more as a possibility, but I'd still love to hear ideas you guys come up with!

(If nothing else i'd like to get a collection of flavorful ideas to inspire myself, and others in creating their own characters.)


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SillyString wrote:
So i'm rolling up a battle-host occultist @ level one, but i'm not keen on sticking to just that class for all levels and i'd like to consolidate a clear flavor and identity for the character that is reflected in its classes.

IMO, the battle host does a pretty good job of flavor already. The occultist has a lot of potential for customization without needing to multiclass and, like several other base classes, gains more benefits (mental focus and focus powers, mainly) by sticking with occultist. Additionally, there aren't any prestige classes that specifically support psychic spellcasters that I'm aware of.

As mentioned, taking two levels in hellknight or three levels in hellknight signifer can be an option in some instances. For campaigns/groups where the flavor of the hellknights is not compatible, a three level dip in fighter to pick up Armor Training 1 and investing in a sash of the war champion (4,000 gp) will allow full movement in heavy armor (as well as a +2 increase in max. Dex and reducing the ACP by 2).

However, oracle might have some potential:

The Oni of Flames

Spoiler:
The wearer of this red and orange lacquered o-yoroi with a leering inhuman face on the kabuto (helmet) was once a poor blacksmith until finding armor infused with a warrior spirit from the elemental plane of fire.

Human occultist (battle host) 4/fighter 3/occultist +2/oracle (warsighted) 3/alternate occultist and oracle levels
Alternate Racial Trait: Heart of the Fields (Craft (Weapons))
Starting Ability Scores (20 point buy): 16 Str (+2 race), 14 Dex, 14 Con, 14 Int, 8 Wis, 12 Cha; invest in a headband of mental prowess (Int, Cha) at higher levels

Occ 1- Transmutation, Focus Power (Size Alteration); Extra Mental Focus, Intimidating Prowess
Occ 2- Divination*
Occ 3- Focus Power (Philosopher's Touch); Power Attack
Occ 4- +1 Str
Ftr 1- Cleave, Furious Focus
Ftr 2- Cleaving Finish
Ftr 3- (feat)
Occ 5- +1 Str; Focus Power (Quickness)
Occ 6- Craft Magic Arms and Armor
Ora 1- Martial Flexibility, Mystery (Flame), Oracle's Curse (Tongues/Ignan)
Ora 2- (feat)
Ora 3- +1 Str; Revelation (Cinder Dance)
Occ 7- Focus Power (Mind Over Gravity); (feat)
...

*- Third Eye is amazing and Sudden Insight is pretty good

The Black Corsair

Spoiler:
The wearer of this battered, blackened agile breastplate is said to have sailed the seas for centuries. What few know is that the breastplate holds the spirit of the first wearer, who possesses each new wearer and influences them toward piratical deeds.

Human occultist (battle host) 4/oracle (possessed oracle) 3/occultist +X
Alternate Racial Trait: Heart of the Sea
Starting Ability Scores (20 point buy): 14 Str, 16 Dex (+2 race), 14 Con, 14 Int, 8 Wis, 12 Cha

Occ 1- Transmutation, Focus Power (Sudden Speed); Extra Mental Focus, (feat)
Occ 2- Enchantment
Occ 3- Focus Power (Obey); (feat)
Occ 4- +1 Cha
Ora 1- Mystery (Metal), Oracle's Curse (Haunted), Revelation (Two Minds); Extra Revelation (Armor Mastery)
Ora 3- Revelation (Dance of the Blades); Extra Revelation (Iron Weapon)
Occ 5- +1 Cha; Focus Power (Quickness)
Occ 6- (feat)
Occ 7- Focus Power (Mind Over Gravity)
...


Dragonchess Player wrote:
However, oracle might have some potential:

Love the Oni of flames, that Is badass! Could even fluff in the oracle curse (something like legalistic to minimize drawbacks) as being a curse from when you first touched the armor. I'm glad you mentioned the oracle, looking at it the whole "power working through you" complements the "power working through your armor" vibe so well.

The black corsair is a nice take on the pirate aspirant (corsair archetype) that i posted, a lot more caster focused and overall pretty cool flavor. Might also consider having a look at the spiritualist class to really push home this flavor.

There's a hell of a lot of potential in the oracle for mc with Battle host, I can see actually taking the flame mystery would also help offset the speed penalties nicely. They dont gain AS much from heavy armor prof as some other classes, can gain it pretty easily without the occultist dip, as full casters they may suffer from the loss of caster level, and the +2 enhancement bonus to a physical score isnt as nice as for other characters, but that flavor is spot on and there's a lot of flexibility to be had. Plus even an oracle dip provides benefits from the curse at higher levels and there's usually one revelation from each list that can be pretty fantastic. -Very impactful to how you approach the game and could be worth considering for just about any build.

I'm imagining an entire adventuring party (rogues, wizards, oracles) taking a first level dip in occultist now, just so they could be matching, you know, power ranger style.


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A different take on multiclassing investigator and occultist:

Master of Portals

Spoiler:
This dwarf is clad in living steel full plate that is marked with numerous runes and symbols for the various planes of existence.

Dwarf investigator (spiritualist) 3/occultist (battle host) +X
Starting Ability Scores (20 point buy): 14 Str, 13 Dex, 16 Con (+2 race), 14 Int, 14 Wis (+2 race), 8 Cha (-2 race)
Trait: Pragmatic Activator

Inv 1- Psychic Sensitivity (retrain to Psychic Maestro (Dowsing, Read Aura) on taking first occultist level)
Inv 3- Investigator Talent (Expanded Inspiration); Extra Investigator Talent (Underworld Inspiration)
Occ 1- +1 Int; Transmutation, Focus Power (Philosopher's Touch)
Occ 2- Conjuration*; Psychic Adept (sift 3/day)
Occ 3- Focus Power (Conjure Implement; weapons are transmutation implements...)
Occ 4- Craft Wondrous Item (make your own boots of striding and springing, snakeskin tunic, etc...)
Occ 5- +1 Int; Focus Power (Quickness)
Occ 6- Craft Magic Arms and Armor (turn your armor into folding plate...)
Occ 7- Focus Power (Mind Over Gravity)
Occ 8- Extra Focus Power (Side Step)

*- Servitor is pretty boss and the spell list is decent until you can take Side Step


If you're going to concentrate on one type of spellcasting but dip more than 1 level into something else, you will also want to take the Magical Knack trait to mitigate caster level loss (doesn't help with spellcasting progression loss, but at least avoids up to 2 levels of your ability to overcome Spell Resistance and helps with such things as level-dependent duration and other variables). May not work with Alchemy, since this technically isn't spellcasting even though it has a lot in common.

With respect to Hellknight flavor, keep in mind that Hellknights often come back as Graveknights after dying, and this type of Undead can possess a living creature that puts it on and turn it into the new Graveknight (thereby speeding up the Graveknight's self-resurrection). Your character could have found the armor of a Hellknight who had such inclinations but wasn't quite Evil enough to become a Graveknight (after all, Hellknights do get some Lawful Neutral types and occasionally even con in some Lawful Good people, on rare occasion even Paladins).


A dip into Alchemist could have some nice synergy.


Alchemist Dipping:

First Level
- Brew Potion is nice. And yes you can make Psychic Potions.
- A few bombs are alright.
- Throw Anything is great for Int-based classes like Occultist.
- Even a little Mutagen is useful.

Second Level
- Access to Discoveries opens up some nice options. The Extra Discovery feat lets you take more than one.
- Poison Resistance +2 isn't great, but it isn't bad either.

There are a few archetypes that you might consider.
- Vivisectionist (with Accomplished Sneak Attacker for 2d6 Sneak Attack).
- Crypt Breaker or Trap Breaker to disable magical traps.
- Gloom Chymist for Glooms.


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SillyString wrote:
The black corsair is a nice take on the pirate aspirant (corsair archetype) that i posted, a lot more caster focused and overall pretty cool flavor. Might also consider having a look at the spiritualist class to really push home this flavor.

I'd rather not try to split levels between three different casting classes, all using a different ability score for spells (occultist Int, oracle Cha, spiritualist Wis).


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Did somebody say BOOM?

Spoiler:
This gnome is wearing a soot-smeared mithral breastplate and carrying an assortment of strange gear, including firearms.

Gnome gunslinger (gun tank) 2/alchemist 4/occultist (battle host) 6/gunslinger +3/occultist +X
Alternate Racial Traits: Master Tinker, Pyromaniac
Starting Ability Scores (20 point buy): 12 Str (-2 race), 15 Dex, 14 Con (+2 race), 14 Int, 14 Wis, 9 Cha (+2 race)

Gun 1- Gunsmithing, Point Blank Shot
Gun 2
Alc 1- Brew Potion, Precise Shot, Throw Anything
Alc 2- +1 Dex; Discovery (Explosive Bomb)
Alc 3- Extra Discovery (Strafe Bomb)
Alc 4- Discovery (Explosive Missile)
Occ 1- Transmutation, Focus Power (Sudden Speed); Rapid Reload (Double Barreled Pistol)
Occ 2- +1 Int; Evocation
Occ 3- Focus Power (Light Matrix); Extra Mental Focus
Occ 5- Focus Power (Energy Blast); Extra Focus Power (Quickness)
Occ 6- +1 Int
Gun 3- Craft Magic Arms and Armor
Gun 5- Gun Training (Pistols); Quick Draw
Occ 7- +1 Int; Focus Power (Mind Over Gravity)
Occ 8- Extra Focus Power (Energy Ward)
...


I've never played in a game with guns, so I'm curious what you gain by taking that 2nd level in Gunslinger.


Dragonchess Player wrote:
SillyString wrote:
The black corsair is a nice take on the pirate aspirant (corsair archetype) that i posted, a lot more caster focused and overall pretty cool flavor. Might also consider having a look at the spiritualist class to really push home this flavor.
I'd rather not try to split levels between three different casting classes, all using a different ability score for spells (occultist Int, oracle Cha, spiritualist Wis).

Er, i was actually talking about going occultist/spiritualist to achieve that character image INSTEAD of occultist/oracle, not in addition to...

Nifty gunslinger by the way, i'm confused as to what his Panoply Bond item is though, would it be the gun? and I love the enthusiasm with which you're making your builds but the original post did state the only fixed thing was starting as a level 1 battle host...

SillyString wrote:
So i'm rolling up a battle-host occultist @ level one...

I mean, your first two builds had the right idea of it :)


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Gisher wrote:
I've never played in a game with guns, so I'm curious what you gain by taking that 2nd level in Gunslinger.

"Bullet Defection (Ex): A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist's bomb class ability). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack. This ability replaces nimble."


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
SillyString wrote:
Dragonchess Player wrote:
SillyString wrote:
The black corsair is a nice take on the pirate aspirant (corsair archetype) that i posted, a lot more caster focused and overall pretty cool flavor. Might also consider having a look at the spiritualist class to really push home this flavor.
I'd rather not try to split levels between three different casting classes, all using a different ability score for spells (occultist Int, oracle Cha, spiritualist Wis).
Er, i was actually talking about going occultist/spiritualist INSTEAD of occultist/oracle not in addition to...

I thought you might be considering having the spirit of the captain infusing the armor and possessing the oracle also manifesting as a phantom (haunted spiritualist archetype)... Which would be pretty interesting. I'll have to consider how to pull that off; probably by going occultist 6/oracle 3/spiritualist X as the spirit gains more and more control.

SillyString wrote:

Nifty gunslinger by the way, i'm confused as to what his Panoply Bond item is though, would it be the gun? and I love the enthusiasm with which you're making your builds but the original post did state the only fixed thing was starting as a level 1 battle host...

SillyString wrote:
So i'm rolling up a battle-host occultist @ level one...

Just playing around with concepts... For the gnome, the mithral breastplate is his Panoply Bond item. Choosing armor for the Panoply Bond item is my default, since you won't drop it or have to worry about switching what you're holding when switching between spellcasting, ranged attacks, and melee attacks. Entering into battle host occultist at a later character level gives the opportunity to have your Panoply Bond armor be made of a special material, which can have some benefits.


Dragonchess Player wrote:
Gisher wrote:
I've never played in a game with guns, so I'm curious what you gain by taking that 2nd level in Gunslinger.
"Bullet Defection (Ex): A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist's bomb class ability). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack. This ability replaces nimble."

Interesting.


Dragonchess Player wrote:
Just playing around with concepts... For the gnome, the mithral breastplate is his Panoply Bond item. Choosing armor for the Panoply Bond item is my default, since you can't drop it or have to worry about switching what you're holding when switching between spellcasting, ranged attacks, and melee attacks. Entering into battle host occultist at a later character level gives the opportunity to have your Panoply Bond Armor be made of a special material, which can have some benefits.

I suppose that's a pretty good reason to enter it at later levels, and that's fair enough, I'm loving the enthusiasm, i'm working on refining some ideas at the moment. On the recurring theme of pirate occultists: the sea reaver barbarian trades out fast movement (the main thing he loses if he wears heavy), and gains a megaton of strength. Urban rager could also be considered for the same reason.

I would think about bloodrager, but they need cha aswell and i'd run the risk of going MAD.

Anyone else got any builds they'd like to share? If I get enough i'll consolidate them into a list for all to browse at some point!

PS:

Something Cool:

Half elf @ Battle Host Occultist 1
(14 int = +2 mental focus points)
Selecting the Elf afcb gives 1/2 a mental focus point.
This means you have 3 (rounded down) at first level, perfect for Transmutation resonance.
---
Half elf @ Battle Host Occultist 2
You gain a second school and resonance
Selecting the Elf afcb gives the other 1/2 a mental focus point.
This means you have 5 at second level, perfect for Transmutation AND Abjuration resonances.

And being a Half-Elf means you can then multiclass with an fcb aswell, not too shabby.


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Nightlord

Spoiler:
This being wearing a night-black agile breastplate seems to blend into the shadows, even in direct light.

Fetchling occultist (battle host) 4/warpriest (champion of the faith) 4/occultist +X
Alternate Racial Traits: Gloom Shimmer, Shadow Magic
Starting Ability Scores (20 point buy): 12 Str, 14 Dex (+2 race), 12 Con, 14 Int, 13 Wis (-2 race), 14 Cha (+2 race)

Occ 1- Transmutation, Focus Power (Size Alteration); Extra Mental Focus
Occ 2- Illusion
Occ 3- Focus Power (Unseen); (feat)
Occ 4- +1 Wis
Wpr 1- Blessings (Darkness, choice*); (feat)
Wpr 3- (feat)
Wpr 4- +1 Int
Occ 5- Focus Power (Quickness); (feat)
Occ 7- Focus Power (Mind Over Gravity); (feat)
Occ 8- +1 Int
Occ 9- Focus Power (Shadow Beast); (feat)
...

*- depending on deity; many of the feat choices will also depend on the deity:
Ahriman - NE; Darkness, Death, Destruction, Evil; Whip
Alazhra - NE; Darkness, Evil, Repose, Travel; Dagger
Apep - CE; Chaos, Darkness, Destruction, Evil, (Scalykind); Dagger
Ashava - CG; Chaos, Darkness, Good, Repose; Bladed Scarf
Benorus - NG; Darkness, Earth, Good, Rune; Heavy Mace
Count Ranalc - CN; Chaos, Darkness, Nobility, Travel; Rapier
Deumus - LE; Darkness, Death, Evil, Law; Halberd
Droskar - NE; Artifice, Charm, Darkness, Evil, Trickery; Light Hammer
Groteus - CN; Chaos, Darkness, Destruction, Madness, (Void); Heavy Flail
Kelinahat - LG; Darkness, Good, Knowledge, Law; Short Sword
Lao Shu Po - NE; Animal, Darkness, Evil, Luck, Trickery; Dagger
Nalmungder - NE; Darkness, Earth, Evil, Trickery; Sickle
Nepthys - CN; Chaos, Charm, Community, Darkness, Protection; Light Mace
Nightriper - CE; Chaos, Darkness, Evil, Strength; Bastard Sword
Nocticula - CE; Chaos, Charm, Darkness, Evil; Hand Crossbow
Nyarlathotep (Haunter of the Dark) - CE; Chaos, Darkness, Evil, Knowledge, Magic; Dagger
Shivaska - CE; Chaos, Darkness, Evil, Madness; Heavy Flail
Slandrais - NE; Darkness, Evil, Knowledge, Magic; Shortbow
Set - NE; Darkness, Death, Evil, Madness, Weather; Spear
Tanagaar - LG; Animal, Darkness, Good, Law; Kukri
Thoth - LN; Darkness, Knowledge, Law, Magic, Rune; Sickle
Tresmalvos - NE; Animal, Darkness, Evil, Water; Halberd
Tsukiyo - LG; Darkness, Good, Law, Madness, Repose; Longspear
Yan-gant-y-tan - LE; Darkness, Evil, Law, Weather; Guisarme
Yog-Sothoth - CE; Chaos, Darkness, Knowledge, Travel, (Void); Dagger
Zon-Kuthon - LE; Darkness, Death, Destruction, Evil, Law; Spiked Chain


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Herald of Battle

Spoiler:
This half-elf wears a shining agile breastplate decorated with a motif of ravens and wolves.

Half-Elf occultist (battle host) 6/skald (spell warrior) 5/occultist +X
Starting Ability Scores (20 point buy): 16 Str (+2 race), 14 Dex, 12 Con, 14 Int, 10 Wis, 13 Cha

Occ 1- Transmutation, Focus Power (Size Alteration); Skill Focus (Perform (Oratory)), Toughness
Occ 2- Abjuration
Occ 3- Focus Power (Aegis); Eldritch Heritage (Maestro)
Occ 4- +1 Cha
Occ 5- Focus Power (Quickness); Power Attack
Occ 6
Skd 1- Extra Focus Power (Unraveling)
Skd 2- +1 Int
Skd 3- Furious Focus
Skd 5- Lingering Song
Occ 7- +1 Int; Focus Power (Mind Over Gravity)
...


Armored Hulk or Steelblood. Your Rage is the spirit trying to escape.


Ellioti wrote:
Armored Hulk or Steelblood. Your Rage is the spirit trying to escape.

Wow, that's a necro that I wasnt expecting to see this morning... :)

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