claudekennilol
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My character's background is that they owned a teahouse but it got shut down. That's my reason for being at the rally at the start. Occultist seemed like a good tea-reader because their Object Reading ability. I decided on a silksworn because I normally play PFS and this will be outside of it so it's about the only chance I'd have to play one.
I don't really know anything about occultists so I don't know what their strengths are or what implements to start off with.
My ability score will be high int, above average charisma, and some dex from a 20 point buy. I was thinking Peri-blooded aasimar for +2 int/cha. (silksworn mental focus is based off int and cha instead of just int).
Any input or thoughts on details about how to build out an occultist would be appreciated.
| Aleriya |
Occultist is really flexible, so it depends on what sort of playstyle you want to focus on or what your party needs.
The #1 most limited resource for an Occultist is Mental Focus. Investing mental focus is what powers up your resonance buffs, and spending MF is what activates your focus powers. The good news is that Silksworn get both Int and Cha to MF, so they have more than just about any other occultist, but you'll still want to get as much as possible.
The traditionally "best" races (Elf, Half-Elf, Halfling) for Occultist get a favored class bonus of +1/2 MF per level. For some builds, you almost have to pick those races so that you're not starved of MF, but for a Silksworn it's probably not critical.
Transmutation is the most popular implement, largely for the Legacy Weapon ability and the resonant power that gives a stat boost, but the spell list is good, too.
If you want to do damage as a Silksworn, look at getting a bow with the Conductive special ability. Pair this with your Evocation implement Energy Ray. It's a spell-like ability that you can channel through your conductive weapon.
Necromancy is great at low levels because you can summon a skeleton buddy at first level, if that's something that will fly at your table.
Abjuration is good for survival and defensive abilities.
Illusion is awesome at high levels because Shadow Beast scales up to Summon Monster 9.
Divination gives you one of the best scouting abilities in the game, lots of utility, and at higher levels you get See Invisibility and blindsight.
Conjuration is good for access to healing magic, and the Side Step focus power gives you a dimension-door like ability for 1 focus point. It's a bit weaker than the others, but it has good utility.
Enchantment is probably the weakest implement just because it's tough to rely on DCs as a 6th level caster, and other schools have more utility to boot.
PCScipio
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Proclamation the Fourth: The right to wear embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be purchased at the city's discretion.
Perhaps you could wear your implement under something else, but I would talk to your GM before you go any further.