Selvaxri
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the occultist sounds like your best bet.
Spiritualist has a phantom which is a cross between a Druid's Animal companion [has HD and Feats of one] and a Wizard's familiar [touch spells and the like], but is only proficient in light armors.
And that would have been my recommendation.
Mesmerists, true Psychics, and Kineticists all on;y proficient in light armors...
| PossibleCabbage |
Battlehost Occultist is the best bet for what you described, though I will say that Occultist is one of the most dense classes in the game. It requires a certain degree of system mastery to excel at and a fine balance of mechanics within the class.
Is it? I often recommend the Occultist as a simpler version of the Magus for advanced newbies who want to play a "magical warrior" type of character. Just in terms of choices you need to make for the class, there are relatively few and/or they're fairly clear.
Why do you say it's one of the densest classes? The first five implements are generally Transmutation, Abjuration and Divination in either order, then Conjuration and Illusion in either order. Each implement has one or two really solid spells per level, and beyond "Extra mental focus" (which you can only take once) your feats are mostly free.
| PossibleCabbage |
The resonant power for abjuration (effectively replaces a cloak of resistance, freeing up that slot and saving you gold) is really excellent. It is, however, probably less of a priority for a Dwarf who can stack Hardy, Glory of Old, and Steel Soul.
But you can make a strong case for illusion. I honestly prefer the vanilla occultist to the battle host even for an occultist who wants to stand in melee and bang just because you can have transmutation, divination, illusion, and abjuration at level 6. Grab a polearm and power attack and you're ready to go.
For the OP though, a Battlehost with Steel Soul & Power Attack; Transmutation and Divination; with the focus powers sudden speed (this is especially nice on a dwarf in heavy armor without a reach weapon or a bow) and danger sight, with spells detect magic, mage hand, heightened awareness, and lead blades should be easy to play and fit the concept. Choose full plate as your panoply bond, and you'll have more AC than you need at level 3. Only point to be careful with is that this character has both swift (sudden speed, burst of insight) and immediate (danger sight) actions, but that rule is unambiguous if not intuitive.
| Dragonchess Player |
Why do you say it's one of the densest classes? The first five implements are generally Transmutation, Abjuration and Divination in either order, then Conjuration and Illusion in either order. Each implement has one or two really solid spells per level, and beyond "Extra mental focus" (which you can only take once) your feats are mostly free.
Personally, I'd put Conjuration before Abjuration. Conjuration allows cure light wounds as a 1st level spell selection (with the corresponding ability to use wands of cure light wounds without Use Magic Device checks), has Servitor as the base focus power (which is stronger at the earlier levels, given how summons scale), and gives the option of selecting Conjure Implement (i.e., Transmutation implement weapons; good choice for a combat occultist) and Side Step (expend a standard action to activate and 5 ft of movement to teleport up to 10 ft per occultist level); Mind Steed, Psychic Fog, and Purge Corruption can also be useful, depending on the character concept and party needs. Abjuration, other than allowing the occultist to save on cloaks of resistance, and Mind Barrier to grant temporary hit points, really doesn't have as much to offer, the focus powers often being worse (in duration, usually) than a spell providing a similar effect.
Transmutation is definitely #1, but I'd say Divination only starts coming into its own around 5th-7th level (when the Third Eye resonant power really starts getting good and the 1/2 occultist level bonuses for Sudden Insight and Danger Sight hit +3). Abjuration I'd put on a similar standing as Illusion; personally, I think Illusion is useful in a wider range of circumstances and can provide similar (if a bit weaker) protective ability to Abjuration. Enchantment, Evocation, and Necromancy can be useful, but you have to specialize the character more than with other implement schools.