Testownia
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Question for those currently playing - how's the Occultist class recently added in "Call of the Wild"? Which mechanics did Holic manage to implement, and how? I don't want to download 30GB just to check this one thing, honestly.
Went through Varnhold with one last month, here were my impressions:
Currently going through Varnhold with a Spiritualist and Occultist. Occultist is... weird to say the least. The spells they have available kinda suck overall and some schools/implements don't even have spells at certain levels, but some of the focus powers are quite nice. Mine's got Transmutation, Abjuration, and Conjuration and overall it kinda feels like a weird weakish magus with support spells and arcanist exploits. I made him strength-focused with a two-handed weapon and he can enlarge himself with focus, cast lead blades, and use an expensive form of arcane enhancement for a big chunk of damage. The Spiritualist, as flavorful as it is just feels like a weaker, less versatile Summoner. I've got a despair phantom that doesn't do much damage despite investing in evolution feats but can inflict up to -4 to enemy saves with it's miserable strikes and aura. The Spiritualist herself can't do too much either; the class does get Animate Dead but unfortunately the CotW version is much more difficult to use effectively than vanilla. The spell list seems better than the Inquisitor's though.
In summary it's a weakish but decent class that doesn't really distinguish itself; HOWEVER I did not take the trappings of the warrior panopoly which boosts it's melee prowess significantly. And melee is where I believe Occultist is best used.
Also beware casting in melee, that psychic caster concentration tax hurts, and you don't want to have to waste a move action just to "center" yourself.
How did Holic implement Outside Contact?
https://www.d20pfsrd.com/alternativ.../occult-classes/OCCULTIST/#Outside_Contact_Su