Author Topic: Pathfinder Arcanist Occultist Tipps needed  (Read 5257 times)

Offline Loki

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Pathfinder Arcanist Occultist Tipps needed
« on: April 20, 2015, 06:34:09 AM »
Hello there :)

I'm playing in a Pathfinder group, we're at third lvl by now.
Since now i was a Master Summoner, but last week we had our first "real" fight and my dm (+my group) said it may be fine if i change my class.
Because Master Summoner seems way too strong. Can't deny that.

So i'm searching another Summoner flavor class and i happened to find the Arcanist Occultist.
Seems like this may be the class i will stick to.
But how to build a fluff and cool Occultist? I could really use some input from you guys.

As i said, we're at third level
Attributes are:
10, 11, 12, 13, 14 and 16 - in any Order^^
Race is Halfelf or maybe human
Aligment is Neutral Evil
 
I want some cool kind of familiar with UMD, the Imp could be kind of neat.
The only Feats i know i will need are:
Spell Focus Conjuration, Augment Summoning and Superior Summoning. Maybe later lvl Evolved Summoning.

What else could be good?
I may need some other things then Summoning cuz Occultists cant have the full load of summons out at the same time.

Thanks for your help, i appreciate it.

Offline awaken_D_M_golem

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Re: Pathfinder Arcanist Occultist Tipps needed
« Reply #1 on: April 23, 2015, 05:58:00 PM »
hmm ... I just went to the Pathfinder handbooks main page
http://www.minmaxboards.com/index.php?topic=1932.0

and clicked on the Summoning Guide, but it looks like
a small crew has hacked that googledoc.

Why?  Hey this is the internet. 
"Why" is a merovingianly nonsensical question.
(excessively snooty faux french accent:  what iz zis hwy ; zis is not a questee-on)


Anyways,  Summoners of any sort rock.
Get 2 Summons out at once, and you've screwed the action economy.
Your codpiece is a mimic.

Offline Ice9

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Re: Pathfinder Arcanist Occultist Tipps needed
« Reply #2 on: April 23, 2015, 08:46:03 PM »
For a "party friendly" Summoner, meaning primarily that your turn doesn't take 3x as long as everyone else, and you don't cause direct comparisons that make martial classes feel small in the pants, I recommend the following:

1) Master Summoner.  Yes, it's the most powerful archetype.  But, it downplays the Eidolon (often the biggest source of friction) and you're not going to go summon-crazy anyway, you just want the greater summons/day and the free Augment Summoning.

2) Take Evolved Summon Monster instead of Superior Summons.  Possibly multiple times.  Focus on summoning a single strong creature instead of a horde.

3) Make your Eidolon a utility-type, giving it evolutions like Skilled, movement types, and sensory modes.  Possibly some durability.  But not combat stuff - during combat it should be taking support actions only.  Extra Traits as a feat, and then giving it the Helpful and Suicidal traits, is a solid option.

4) Once you have a summon running, sit back and use support actions.  Cast buffs, use Aid Another, hand people things, whatever.  The point is, you're only taking one offensive action (your summoned creature kicking ass), not three of them.

5) If the fight start going really badly, you have the option to take the gloves off and summon multiple things.  But keep that in reserve until you need it.

6) Alternate option: If you're not afraid of overshadowing the skill-types (or maybe your party is lacking one), then going normal Summoner instead of MS will give you a better Eidolon, at the cost of your emergency backup plan being less potent.  Again, don't use it in combat, use it for the skills.

With this style, you may be fine.  Unless the party is so low-op that a single summoned creature makes them look like crap, anyway.  And you have huge endurance, enough for 10+ fights a day.
« Last Edit: April 23, 2015, 08:50:13 PM by Ice9 »