All Occult Adventures Party


Advice

Liberty's Edge

Could a balanced party be made from just occult adventure classes? For instance covering melee damage, ranged damage, and support. Lets say for a party of five characters.


I haven't played all the classes yet but I'm playing an occultist and have played a kineticist I feel like both of those classes have enough versatility to cover all those bases by themselves without even looking at the other Occult classes. It might not be as optimized as using all the classes but I think it would be a functional party that can take on a wide variety of challenges


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes.

Melee damage - medium channeling a champion spirit (relic channeler, if you want to focus on a specific weapon) or a battle host occultist (start with masterwork plate, o-yoroi, or tatami-do; Transmutation as the first implement school); heck, even a vexing daredevil mesmerist can be decent.

Ranged damage - kineticist does pretty well, as can a psychic; a medium channeling a champion spirit can focus in ranged combat instead of melee.

Support - psychic and medium can fill this role pretty well; medium (especially with Shared Seance) and occultist (especially with the Extend Resonant Power feat) can also help.


That depends. Does "Occult Adventures classes" mean just the six occult classes, or do archetypes introduced for previous classes count?

Using only content from the book itself:

Melee damage: Occultist (Battle Host archetype)

Ranged damage: Kineticist (no archetype, but water or aether gives you backup healing)

Support: Mesmerist (most archetypes work, but due to limited healing, you might want to keep Touch Treatment)

Primary Caster: Psychic, of course. Faith discipline can offer support healing if it's needed.

Jack of all trades: Medium or Spiritualist, depending on play style.

...in fact, if your GM is lax about required summoning areas, you could get away with a party of five Mediums.


Well, I know Kinecist can heal.

I know, Mesmerist can heal/temp hp damage/conditions.
Spiritualist can heal as well.

It would be good vs ghosts.


Yep, no problem at all! The occult classes are very versatile, which helps cover a lot of bases.

Kineticist can cover melee and/or ranged damaged depending on how you build, and Aether trades some mid/late game damage out for strong utility.

Medium covers everything that can wait a day. You've got flexible access to the Cleric and Wizard lists, good melee and ranged options, and whatever skills are needed. The seance bonuses provide a bit of support too, even if you aren't using a Marshal spirit.

Mesmerist is solid support and save-or-suck, plus they can wade into melee much like a Bard can be called upon to do so.

Occultist is solid in combat, with two pools of magical abilities (spells and implements) to draw on. Archetypes can push things more one way or the other.

Psychic is the party full caster, with the choice of discipline helping them patch one of the gaps in an otherwise focused spell list. (Rebirth patches all the holes, but like Medium works best with a day's worth of advance notice.)

Spiritualist is a bit of an interesting case. Their phantom provides a useful meat shield, even if its damage isn't terribly impressive. At 7th level, it starts acting in a support capacity with its aura, and early on it can phase through walls and doors to unlock things for the party. Spiritualist is decent at support, since they can send the phantom into melee while hanging back to heal or cast battlefield control spells.

You can pick any one class and remove it without too much trouble. Remove Medium takes away the only (sometimes) full-BAB class, and removing Psychic takes away the only full caster, but the remaining 3/4 BAB partial casters cover both of those roles without too much strain.

Liberty's Edge

To be honest, I can see even a five-Occultist party working out.

They have a good deal of magical versatility and combat potential, and even the ability to be a cleric with the Restoration Domain via the Reliquarian Archetype.

Then you have the Medium for a more specialised combat unit, and the Psychic as a full caster. Kineticist is an oddball but certainly performs well enough.


A medium or occultist can definitely serve passably as melee damage dealers/tanks, especially with the right archetypes. Speaking of which, was there ever an item or feat that gives the Relic Channeler medium an extra relic?


Kineticist can serve as the ranged blaster, melee/tank or as the 'healer' especially with the healer archetype which gives it paladin mercies.

Liberty's Edge

Thanks everyone. Looking to make an entire party of pregen characters themed for occult adventures to you with the Strange Aeons adventure path, with the intent being having some options for some of my players who don't like the whole chargen process and just like playing

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / All Occult Adventures Party All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice