Halfling Occultist for Ironfang Invasion


Advice

Grand Lodge

So, I've two characters die in this AP- first was an Ifrit Sword Devil (Ranger archetype)- who died to a Redcap crit, was revived; then died to a Tick Swarm.
So i created a Hobgoblin Skald with a bear animal companion to try to serve a dual roll. She died after failing two AoE save rolls in the same turn. Atleast she got to pop off a Haste before she died.

Now, we're on to book three and the GM is saying an Int-based character, especially a utility caster would help balance the party of currently: Aasimir support-focused Cleric, a Bloodrager, an archery-focused Hunter/Fighter/Slayer, and a Kineticist.
so the GM is trying to sell me on Occultist. I'd like to keep with Halfling, as their FCB for occultist is an extra Mental Focus per two levels, and that's kind of important to the other aspect of the Occultist my GM is laughing maniacally about- Panopolies, specifically- Mage Paraphenalia

I can take that Panoply at 6th, and get access to some free Metamagics, but be restricted to three Schools- or wait til 10th so i can have a fourth Implement, before i take the panoplies.

Statwise, without gear that i've got to discuss with the GM, at 8th level:
8 Str, 14 Dex, 12 Con, 20** Int, 11 Wis, 10 Cha

Traits-
Pragmatic Activator
??
Blight-Burned [campaign]

I was also looking at the Naturalist archetype and working it into the character's backstory.

So, i'm looking for build directions- especially if i'm going to be dedicated to Divination/Evocation/Necromancy.
And if any, point in the direction of some guides... the Occultist has a lot of inner workings that scares me a little.

Thanks for the help, i hope this time the character doesn't die in his first two sessions.

tl:dr- 8th Lvl Halfling Occultist [Naturalist, if possible] with Mage's PAraphenalia panopoly. Help me make good.


Most of the guides are old typically Transmutation is the gold standard. If you are using a panoply route, might want to look at the panoply savant.

Honestly I would go half elf over the halfling...bonuses dont match up. You will need to wear some armor so you need to avoid the 20ft. Honestly with the poor luck you've had I would look at abjuration too or at least illusion. Also you are extremely limited in spell selection not to mention just a handful of spells. Perhaps if you put points towards necro and have a gang of undead will help. Personally a occultist works better not just relying on magic (also you can use a shield since it is psychic magic but remember the +10 to the dc for concentration) I think a arcanist would give you everything you are looking for and then some


Looking at those implement schools evocation gives AoE attacks but basically no touch attacks for an occultist. Also contingency spells including 3rd level versions. Divination has massive utility.Necromancy has the animate spells at low levels but not a lot of offence, more like a cleric. The panoply gives extra spells directly plus arcane inspiration to let you prepare divination/evoc/necro spells from a spellbook (including off-list sorcerer spells) which is probably enough to justify it.

If I were choosing spells from those I might get heightened awareness, floating disk, inflict light wounds and object reading (1), mindshock, frost fall, false life and greater detect magic (2), retrocognition or akashic communion, fireball, animate dead and talismanic implement (3). Feats would include rime spell to go with frost fall, maybe empower spell to be used with the metamagic master focus power on fireball, and quite likely extra mental focus - you want a lot especially considering your archetype ability and the panoply focus powers. Utility stuff gets covered more by the arcane inspiration focus power.

Those schools aren't good for the self-buffing an occultist is noted for either by spells or focus powers. It's a bit of a waste considering you have 3/4 BAB and decent proficiencies, but it does fit with the stats you've chosen.

Grand Lodge

ekibus wrote:
Most of the guides are old typically Transmutation is the gold standard.

So, because I'm not looking to build the "go to" style of building Occultists, that it's not going to be a good character?

I am not against holding off taking Panopolies until 10, and taking Transmutation- i can use the Focus power to buff up the Bloodrager or the Archer's weapons.
If i HAVE to get into combat, than i could always just go Weapon Finesse and pop on the Agile weapon trait and use something.
my first character was a Dervish Dancer build, and i try to vary may characters.

The Half-Elf FCB doesn't make sense... "+1/2 bonus to UMD to emulate a race..." what?
Halfling get "1/2 points of mental focus per day"
Elves get "1/2 total mental focus points"

as for the stats-
10[-2] Str/12[+2] Dex/12 Con/18[+2 B4, B8] Int, 11 Wis, 8[+2] Cha.

I don't see the need for Mindshock- as i don't plan on being in combat, aren't that what my zombies are for?- or the point of Retrocognition.

I was looking to take some Scrying-esque spells as the survival nature of the AP involves our party doing a lot of reconnaissance and observations.


So to explain..a occultist is kinda like the bard...he is good at a lot of things without really being great at something. Being only able to pick one spell per school really hurts even with the mage panapoly you really are still kinda stuck.

A arcanist gives you a lot of what you are looking for. You would have access to all schools. Take quick study and you can relearn a spell for the day from you spell book. Magic is a bit odd...you memorize spells like a wizard but then cast them like a sorcerer. Potent magic is really nice too. You can get a familiar to boot. You can also pick up bloodline development or if you really want to sacrifice go blood arcanist.

Although some will say the exploiter wizard will trump the arcanist but eh I like the flavor.

Don't get me wrong I love the occultist and been working on one. But you really need to be able to swing a weapon really well and be ok in armor otherwise you might get squished


Half-elves can take the elf FCB and should do so.

Mindshock was a nod towards the occultist's self-buffing. If you're never going to be caught in melee don't worry about it and get shatter or something instead.

Retrocognition is a way to answer the question what the hell happened here? Or who was here before? If you don't see a use for that, don't take it, sure.

Unfortunately you're out of luck on scryingesque spells, the only one you could take is clairvoyance/clairaudience which sucks in PF. If you need to do that then take a full spellcaster of some kind.


See above for half elf. Honest I'm trying to get to my pc to give a full explanation. Here is some things to keep in mind. If you do those 4 or 5 fireballs what else will you be able to do to contribute to the party? Maybe it's just me but if my characters are dying left and right def should be on my list. The archer would probably destroy everything when you pt bane on his bow. I'll post the guide and my pc tonight with a better explanation. Typing while getting ready for work isn't the greatest

Grand Lodge

Don't assume i don't know how classes work. i know Arcanists are spontaneous casters with spellbooks.
Ironically, I was contemplating the Occultist archetype- utility summons and castings.

When i was reading on Retrocognition- i read "hour previous per minute of concentration"... a lot of events happened much before the hour i began casting the spell, hence i saw it as a moot spell.

In regards to my characters dying- This is IRONFANG INVASION, we have no access to towns or shops yet and we have no crafters. What armor we find, is the armor we get. The best armor my Ranger had was +1 Chain shirt, though his archetype gave him his charisma bonus to ac if unarmored. the +5 Ac from the chain shirt, was better than his +3 charisma- and we had other classes in the party that would have benefited more from a Headband of Alluring Charisma.
He also died to a Tick Swarm, when we had no arcane casters aside from a Witch, but his fireballs wouldn't do enough to destroy the swarm.
Yes, 4d6 + 1d4 con damage + cling SUCKS. Defense didn't matter at all.

As for my Skald, when you fail two saves versus AoE attacks- defense doesn't matter. She took 29 from a Flame Strike, then another 43 from a Black Dragon's Acid Breath.


Sorry didnt see the previous post. First why ask about a guide if you are gonna scuff at it? Gold standard means you are hurting yourself not taking it, it's that good.
So things to consider: Scarce items, need to be tougher and to be a "blaster"/utility correct?

So first two which will honestly be the most bang:
Transmutation: honestly put 6 points and you suddenly just got a +4 str/dex "magic" item. Legacy weapon to the archer and he will destroy things. Go with heavy armor pick up sudden speed for a swift action +30 speed in armor. At 8 get mind over gravity as soon as possible pick up telekinetic mastery...honestly the more the better. Spells if nothing else haste.

Abjuration: 6 points...You suddenly have +3 to all saves! Energy shield is a great "oh crap a dragon is about to breathe fire on me!" 2 points and take up to 40 points as a immediate action. not to mention resist energy!

Divination: 3 points and mind eye. Give yourself see invisibility and darkvision...you now have a tiny invisible scout to go ahead

Evocation: 2 points pick up your blast spells you do extra damage +1 yay

As soon as you can pick up illusion for mirror image, displacement etc

Go full armor, a shield and a one handed weapon..you dont need hands to cast.

Just a idea.
Guide: https://docs.google.com/document/d/1unTEBA-yQ5on8JqZlaJlXkpw2j7q0IRxo2upCZi zDsI/edit?pref=2&pli=1#


Oh to explain the bane idea. I have a inquisitor archer.. he usually hits with 4+ arrows and with bane each of them is adding +2 to hit and damage along with 2d6...your archer will destroy most things.

This version would have a bit more flexibility about to tank, blast and scout. later on you could still pick up necro and mage

Grand Lodge

ekibus wrote:
Oh to explain the bane idea.

... seriously? you think i'm THAT unfamiliar with the mechanics of the game, and the class?

That's just down right insulting and condescending.

I know and understand why the Transmutation school is so powerful for the Occultist. Does this mean i have to unquestionably build around that school? NO.
I have a Magus in PFS. Is he a scimitar-wiedling, maximized-Shocking-Graps Magus? NO. He's a Vishkanya Eldritch Scion with the Arcane bloodline. I DO NOT LIKE TO BUILD CARBON-COPY CHARACTERS. I like to try to extend my character creating abilities by trying something that goes against the grain.
I have a Kineticist in PFS. He's a Sylph Void Psychokineticist. Void is considered one of the weaker Elements to build around, and the Psychokineticist is considered a bad archetype- trading out "Con-based, Burn = nonlethal" for "Wis-based, burn = wis damage".

Right now, i'd like to see considerations for the possibility of building how i want to. I've got a few weeks until our next meeting, and so far i'm severely disappointed that the community here is not embracing new ideas, versus the "gold standard" builds.
What's the point to having OPTIONS is everyone is following the same build.

That is not to say, that i may change my attitude later. Right now, the group needs an arcane caster with some tricks and gimmicks. Arcanist may be a better direction to go, but lets see what, if anyhting, emerges from this build.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Selvaxri wrote:
ekibus wrote:
Oh to explain the bane idea.

... seriously? you think i'm THAT unfamiliar with the mechanics of the game, and the class?

That's just down right insulting and condescending.

I know and understand why the Transmutation school is so powerful for the Occultist. Does this mean i have to unquestionably build around that school? NO.
I have a Magus in PFS. Is he a scimitar-wiedling, maximized-Shocking-Graps Magus? NO. He's a Vishkanya Eldritch Scion with the Arcane bloodline. I DO NOT LIKE TO BUILD CARBON-COPY CHARACTERS. I like to try to extend my character creating abilities by trying something that goes against the grain.
I have a Kineticist in PFS. He's a Sylph Void Psychokineticist. Void is considered one of the weaker Elements to build around, and the Psychokineticist is considered a bad archetype- trading out "Con-based, Burn = nonlethal" for "Wis-based, burn = wis damage".

Right now, i'd like to see considerations for the possibility of building how i want to. I've got a few weeks until our next meeting, and so far i'm severely disappointed that the community here is not embracing new ideas, versus the "gold standard" builds.
What's the point to having OPTIONS is everyone is following the same build.

That is not to say, that i may change my attitude later. Right now, the group needs an arcane caster with some tricks and gimmicks. Arcanist may be a better direction to go, but lets see what, if anyhting, emerges from this build.

the only thing i'd say is that i'm not sure halfling occultist is the best fit, thematically, with teh AP. you aren't tramping around ruins like in most APs here - this is a war that's happening at the present moment. but...

play the character which you want to play. if you want to be a halfling occultist go for it. it will work out in the end as long as you don't build a tragically poor character, and it doesn't look like you are doing that, so go for it!

and everyone should remember - even optimized characters die from tick swarms.


Holy, little less caffene perhaps. This is after all meant to be fun. There isn't much in the forums about the occultist so there really isn't a cookie cutter type. I was clarifying not just for you but for someone else. I do IT all day best thing to do is not to assume... it is by no means your knowledge I'm questioning.

Not sure why you would ask for guides then get offended but hey all you. Good luck in your travels hopefully you will do better than dying again.

Grand Lodge

I'm calling a close to this build idea. We're getting into more arguments over why i should play a "gold standard" occultist, vs trying to make my proposed build work.

So far, this whole thread is a major turn off to playing an Occultist EVER. If people expect me to play a Transmutation Occultist, then i'm better off playing something that I created.

@ekibus- i asked for guides so i could read on different opinions on the Occultist's abilities. If they all say "first school you take: transmutation, forget everything else" then i probably shouldn't have even asked.

maybe i'll be better off playing a bloatmage, and irritate my party as i use all my spells for Phantasmal Mount or Floating Disk to cart my ass around.


I think the arguments have been mainly from you. I came to offer advice. As I mentioned when I said a gold standard I made the point that it is so good it hurts not to take it and you appeared to agree...then not. I agree the occultist isn't for everyone. If nothing else looking at the occultist from a support role gave me a couple ideas, never considered putting bane on another's weapon but heck that would be a huge boost the the party. Have fun playing your bloatmage and being a irritation to your party

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