What class should my psychic dwarf be


Advice


I have a new player in my game and her character is Gareigh the dwarf, he has heavy armor and uses a long sword and is psychic somehow. She will be third level so what class would fit, ps this is a newer player so nothing horribly complex, she isn't new to DND but she came from 5th edition


Battlehost Occultist. A couple psychic spells, and lots of ways to hit something. Can also start in the heaviest armours at level 1.


Ooh that sounds like it would work, any other ideas are appreciated we won't be playing again till after the holidays

Grand Lodge

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...


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.


An Id Rager bloodrager is a psychic character, but simpler than any of the psychic classes IMO. They get medium armor proficiency. Don't take one of the emotional focuses which mentions a slam attack as the lowest level power and she should be fine, a good barbarian/bloodrager is hard to mess up.


Sensate fighter archetype? Simple but hard.

And, if psychic means occult instead of having mental powers, he can try a phantom rider cavalier archetype

If he likes occuktist, maybe he will like a relic hunter inquisitor tu use his racial stats bonus properly.

The Exchange

Champion focused medium.

Hvy armor prof
Spirit focus (champion)


If we are talking psionics, soulknife or aegis with the casting archetype maybe?


Serisan wrote:
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.

Grand Lodge

PossibleCabbage, you think Abjuration is more powerful then Illusion? There's some good spells and powers in Illusion. (Blur, Invisibility, Mirror Image)


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.

Grand Lodge

Is Transmutation (or some other school) worth it to get a second time at level 6, just for the extra spells known?

You don't have enough Mental focus until lvl 10+ to get more then 3 implements powered up anyways..


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PossibleCabbage wrote:
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.

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