Character choice


Advice


I have way too many characters in my head and trying to decide which way to go for a PFS lvl 2. Currently I have a high lvl inquisitor archer, mid level investigator and a low lvl skald.

First idea is a straight battle host occultist...thinking a full plated charging str based type mainly focused on transmutation and a little adj.

Second idea is a nature fang druid...using spells for control/buff companion with archery...slight variation I was debating is taking a lvl dip in occultist for trans and bane.

Third idea, not original but might go for a hexcrafter magus either bladebound or with a familiar... been on my list forever.

Last someone gave me this idea, would be rough but 6 lvls witch (leyline guardian) with one lvl fighter eldritch knight X.. sort of a switch hitter type character


Hmm not a thought? Or maybe too vague? Well worries are that the blade bound isn't stackable with hexcrafter (but current guide implies it is) The dip with nature dang and occultist seems seems really nice.. Actually just dipping the occultist does.. just nobody seems to. I was told as long as you have a +1 weapon you can add bane. The battle host limits the occultist but he becomes more focused, less places to put points add cast important spells more often.. but is it worth it to lose that flexibility. The witch idea seems interesting, would go str patron for divine favor, hexes would take a hit and would be a bit squishy but could be different

Grand Lodge

Occultist is int based it will strain an archer builds stats. I was able to start my nature fang with 18 dex 18 wis and I don't regret it. I dipped on the build because I needed bow proficency and wanted rapid shot buy level 3. The occultist base powers will be wasted as they don't scale and the bane ability will be a couples times a day as a standard action. It's OK but attacking or casting will serve you better.

I have crunched number on many eldritch guardian builds and they struggle for a while being dependent on divine favor kills the first round of combat they are a full spell level behind, class features like hexes stop developing and there saves suffer. I have found them underwhelming compared to oracles and shamans.

Hex crafter is a great archtype. They are fun and add extra flexibility to the magus.

Occultist are also great. I dipped relic channels medium on mine. Not for power but so it was a little different than the abduction transmutation full plate occultist I have seen.


Yeah hexcrafter is at the top atm. I'm not a huge fan of blasting (aka run out of spells) hoping that keeps me going. What about blade bound, think it is stackable?
I like the idea of another archer, the nature fang might work, but more caster first archer second.
For occultist I'm worried he will move like a train, slow wind up for some big hits (aka buff demands)

Grand Lodge

To me it is clear that they don't stack. Hex crafter effects all arcana this is not a case of 2 different parts of a class feature being changed.

For the occultist I tend to focus on the swift action power and a single standard combat buff round one. If you want accelerated drinker for a move action buff can round out the action economy.

Things like Mind Barrier, Energy Shield, Sudden Insight, Sudden Speed or Danger Sight are great. Because they don't affect action economy.

The value of some of the standard action power are utility more than buffs. Aegis can give you ghost touch or let you bypass DR. In many encounters it will not be worth using but when it is it is a lifesaver.

Some are used in place of utility spells for tasks like scouting like Mind Eye.

Mind Over Gravity and Telekinetic Mastery fall into both of the above categories.


Think the battle host is worth it or nah? I wouldn't see divination until level 10, which kinda sucks.

So hexcrafter with a familiar could be fun.

Thinking tonight I'll play with these two. I like the nature fang but ill save him for later and the witch while cool is probably more concept


I played an Eldrich Archer Hexcrafter Magus is great. First action each combat use flight and get into position and then full attack with snowball (sadly nerfed now but still as good as shocking grasp) and acid orb as your go to spells.

Grand Lodge

I don't think the battle host is worth it unless you have a build that specifically requires a lot of feats. Overall more implements is a better option.

Hexcrafter with a familiar is great. Sage figment, improved familiar, or protector are all powerful options. The flight hex is a good choice but I tend to use it more conservatively than Gallant Armor. For a melee magus I would rather use blade dash and start doing damage or full attack at range and kill something.


Every time I start the occultist I hit a wall with the limited spells...I understand the points are where it is at but it's a knee jerk reaction.

The hexcrafter seems fun, reviewing the old hexcrafter guide. Really sucks about blade bound, Kurald Galain's guide still shows it valid and it was just updated. Just worried he might seem cookie cutter but some major hits and some solid debuffing

Grand Lodge

Most magi feel similar to me. The spell list has a handful a spells that are great for them and a set of really useful utility spells.

I like taking wand arcana so I can truestrike, bladelash, vanish etc as often as I like. This is in addition to doing damage.

Debuffing is a good option.


Yeah leaning towards wand wielder early. Debating on str or dex atm if I go elf dex seems to be a no brainer


So with a hexcrafter, I was looking at going elf for the int and +2 to caster level to overcome spell resist. But it feels like it makes you go a dex build and using 2 feats to catch up. Any suggestion for a str build race?


Grandlounge wrote:
Occultist is int based it will strain an archer builds stats.

I figure the way to do this is to use the transmutation resonant power to buff your dex until you buy a dex belt, then shift the bonus to strength. But this probably works better with a vanilla (or haunt collector) Occultist.

Grand Lodge

PossibleCabbage wrote:
Grandlounge wrote:
Occultist is int based it will strain an archer builds stats.
I figure the way to do this is to use the transmutation resonant power to buff your dex until you buy a dex belt, then shift the bonus to strength. But this probably works better with a vanilla (or haunt collector) Occultist.

That was in reference to the occultist dip forward nature fang. The occultiat makes a good archer.


Might sound odd but I would avoid the occultist archer only because her would be too similar to my inquisitor archer. The nature fang could be interesting. I wouldn't do the damage but I would be a full caster. I made a haunt collector and was ok.. need to make a battle host just to see. Would be fun since most in my area don't play occult classes. Kinetic knight might be worth a look. Magus might bee fun but worried it is played out. Need to try a str build like the idea of monstrous physique later on

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