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Rekijan’s In depth guide to Trappings of the Warrior

1 Introduction
1.1 Role
1.2 Color coding

2 Occultist class
2.1 Class basics
2.2 Class features
2.3 Implement schools, focus powers and mental focus
2.4 Psychic spellcasting

3 Initial choices
3.1 Melee vs ranged
3.2 Ability scores
3.3 Weapon choice
3.4 Race
3.5 Skills
3.6 Archetypes
3.7 Variant Multiclass Magus
3.8 Traits

4 Implement choices
4.1 Implement Schools
4.1.1 Abjuration
4.1.2 Conjuration
4.1.3 Divination
4.1.4 Enchantment
4.1.5 Evocation
4.1.6 Illusion
4.1.7 Necromancy
4.1.8 Transmutation
4.2 Panoply - Trappings of the Warrior
4.3 Order of implements

5 Feats

6 Items

7 Sample builds & tactics


7.1 Melee variant - greatsword
7.2 Melee variant - shield and reach weapon
7.3 Ranged variant

8 Credits
1 Introduction
It isn’t that hard to find a guide on the Occultist class, but with the recent release of Psychic
Anthology something came up that opens up a different variation. The Trappings of the
Warrior panoply allows the already martial combat capable Occultist to become full BAB
(sort of) with 6th-level casting. This guide is meant to detail a few variations available with
this panoply that are not accounted for in the older guides. My intent is to help you through
the process of building your own martial Occultist.

1.1 Role
A vanilla Occultist is a jack-of-all-trades and a master of none. However, with Trappings of
the Warrior you become more of a martial class. The way I look at it you should focus on
building a martial dps character that brings it owns buffs if needed.

1.2 Color coding


Like most guides I will be using a color coding style to visually present how I rank the various
options and abilities.

Red: Bad options;​ As with all characters you only have so many resources. While each
option gives you something, options colored red just don’t hold up with any of the other
options.
Orange: Situational;​ Some options are good when you can use them but generally the
option to use them doesn’t happen enough to justify picking them. So consider how much
you are likely going to be using this if you want to pick it.
Green: Solid;​ These options generally give a substantial benefit and/or are always
applicable.
Blue: Great;​ An option so good that pretty much all people going this build are going to want.
Purple: Must Have;​ Objectively so good that all following this build guide will want to have,
barring extreme circumstances.

2 Occultist class

2.1 Class basics


Alignment: ​No restrictions here.
Hit dice: ​A d8 is solid. It is not quite the martial d10 or exceptional d12, but at least it is not a
caster d6. You have tons of defensive options though, so overall you will be doing fine.
BAB: ​Occultist gets ¾ BAB, but while wielding our panoply weapon we will have full BAB.
Saves: ​Both the important ones (Fort and Will) are high. Fort and Will are more important
because failing a save can mean death or loss of control, where a reflex save usually ‘just’
means damage.
Proficiencies: ​You have a great set of options right from the get go. You are proficient with
all simple and martial weapons, light and medium armor as well as shields (except tower
shields). You can spend a feat to gain heavy armour if you want, which doesn’t impact your
spellcasting, but we will go more indepth about that in the item section.
Skills: ​With 4+INT skill points you will have plenty of skills. The class skills are also solid and
thematic, but more on that later in the skills section.
Psychic spellcasting: ​Spontaneous INT based casting is not a combination you see often.
You gain up to 6th level spells from your restricted class list. In addition, psychic casting also
changes things up from the traditional arcane. More on that later in the psychic spellcasting
section.

2.2 Class features


Focus Powers (Su)​; Focus powers are your unique bag of tricks. Some replicate spells,
some are unique effects, some are good and some are bad. You get one power from each of
your implement schools, and are able to select an additional power every two levels starting
at level 1. Some focus powers have level requirements and you can only select focus
powers from implement schools you have. All focus powers use mental focus and any
saving throw has a DC of 10 + ½ your level + your Int modifier.

Implements (Su)​; Implements are objects you store your mental focus in to fuel your class
abilities. Each implement school is tied to one of the 8 schools of magic and defines what
focus powers and spells you have access to. You choose two schools at level 1, another at
level 2, and one more every four levels after 2 for a total of 7 implements.
You can give your implements to others so they can benefit from the implement’s resonant
power, but attempting to cast a spell without your implement present requires you to make a
concentration check (DC 20 + spell level.) You probably won’t be lending your implements to
others with this build.

Panoply
Psychic Anthology released a variant of implement schools known as a panoply. Panoplies
are chosen like any other implement school, but they have requirements. The one we want
is Trappings of the Warrior, which requires Abjuration with a shield as your implement and
Transmutation with a weapon implement. Each implement has its own resonant power, but
putting mental focus into both of them allows you to activate the resonant power of your
panoply. Panoplies do not grant you spells from a new school, but they still allows you to
choose additional spells from any of the schools they are associated with. For Trappings of
the Warrior, this means Abjuration and Transmutation.

Mental Focus (Su)​; Each day you gain a pool of points equal to your level + Int modifier.
You put these in implements to determine the strength of their resonant power and how
many times you can activate their focus power. You can also leave mental focus in your
body, but this is generally inadvisable since activating powers with mental focus that isn’t
stored in an implement costs twice as much.
Magic Item Skill (Ex)​; Gives you half your level as a bonus to UMD starting from level 2. In
the items sections we go over the use of this skill.

Object Reading (Su)​; Starting from level 2, after a minute of examining an item you can
identify it without having to roll spellcraft. You can also learn some more information about its
historic significance (who used it and such). You can determine if an item is cursed if your
caster level is equal to or greater than the caster level of the item.

Shift Focus (Su)​; Starting from level 4, you can take focus from one implement and put it in
another but you lose one point in the proces. Your best option is still to be smart with how
you assign your focus points, but this gives you some flexibility to deal with the unexpected.

Aura Sight (Su)​; Starting from level 5 you can, as a standard action, activate ​aura sight​ as
the spell for 1 round.

Magic Circles (Su)​; At 8th level you can make a magic circle against any alignment he isn’t
himself, in 1 minute at the cost of one mental focus (generic or from any implement) with a
permanent duration. Only living creatures can break the circle, environmental effects can’t.
An occultist can only have one active. Can’t be used inward to bind an outsider.
So pretty much like the spell, not too exciting but you get improvements for it later on.

Outside Contact (Su)​; At 8th level, you learn the true name of one outsider (max HD of 3).
And when you make a magic circle you can expend an additional point of mental focus to
focus the circle inward and lure that outsider to the circle for up to 10 minutes. It can give
you one piece of information and you can bargain over the price (10, 20, or 30 gold), if you
fail however it can escape without giving any information.
Later on you can know more outsiders and ask more questions for the same price, or make
it deliver a message to a friendly creature you know personally and/or deliver an object
weighing no more than 1 pound.
There’s some nice utility here even though there are other ways to obtain the same
information such as divination spells.

Binding Circles (Su)​; At level 12 you can expend an additional point of mental focus to
make your magic circle an invisible trap. If a living creature of the alignment the circle
protects against walks into the trap it can’t leave the circle, make melee attacks against
targets outside the circle, cast spells that cross the circle’s boundary, or use any ability that
would allow it to leave or disturb the circle. It is allowed a reflex save (DC 10 +half level + Int
modifier, it gains a +4 to the save if it can see the trap). Each hour the trapped creature can
make a Will save (same DC) to escape. The DC to spot (Perception) the trap is 25+half your
occultist level, anNot all that great as far as capstones considered, but the extra focus is
nice. Not many games play to level 20 anyway, so for most build this feature won’t become
relevant.
d can be disarmed with a Disable Device check of the same DC. The circle breaks if
anything crosses the boundary from outside, such as a weapon, spell effect, etc.
If you can set this up properly, it could potentially change the outcome of a battle.
Fast Circles (Su)​; At level 16 you can draw a circle as a full-round action, but it then has a
duration of 1 minute per level (unless used together with outside contact class feature) or 1
round per level if used as a binding circle.
Not that exciting. Sure you can set it up faster, but that also means that the creature you
intend to trap will probably see where you put it and the circle’s duration is greatly reduced.

Implement Mastery (Su)​; At level 20 you select one implement school. For focus powers
with that school you increase the DC to resist any of the effects by 4 and treat yourself as 4
higher for effects and durations. You also gain 4 points of mental focus but can only use
them for the chosen school. An implement of your chosen school with at least one mental
focus in it gets its hardness increased by 20.

2.3 Implement schools, focus powers and mental focus


A big part of the Occultist class is the interaction between implement schools, focus powers,
and mental focus. Because of this significance I decided to include a section explaining how
these features interact.

There are a few different things at work here we first need to name:
Implement school​; a school you pick at certain levels that when picked grants you access
to spells and abilities.
Mental focus​; Every day you refresh a pool of points called mental focus. You get points
equal to your Int mod + level in addition to special abilities, feats, items etc that specifically
say so. These are your resource you have to use to power your abilities. You can hold these
points in your body (generic focus) but then the cost to use them doubles or you can put
them in implements.
An implement​; Each day you choose one physical object to represent each of the
implement schools you have chosen. You only get to pick one implement per school unless
you have taken the same school multiple times. This means you can’t, for example, pick two
swords to invest into if you only have the transmutation school once. This also means if you
chose a school twice you can choose two objects, though you are not forced to invest in both
and you only need one present when you cast a spell.
Focus power​; When you select an implement school, its base focus power becomes
available to you. At every odd level you choose an additional focus power to learn from the
implement schools you have chosen. Each focus power has a specific effect and a mental
focus point cost associated with it. Focus powers are activated by spending the
corresponding point cost out of either the pool of points you have invested into your
implement of the corresponding school, or by spending double the listed point cost out of
any points stored in your body.
Resonant power​; Once you invest mental focus into an implement its resonant power
remains active for as long as at least one point remains in the implement or you refresh your
mental focus. The strength of a resonant power is calculated by the number of points initially
invested in the implement regardless of how many are in it at any given time, so spending
points from the implement to use focus powers doesn’t diminish the strength of the resonant
power as long as at least one point remains in the pool.
Example
At level 1 you get to choose two implement schools. Since you want to go for Trappings of
the Warrior you’ll be starting with Abjuration and Transmutation. You get to choose one level
0 and one level 1 abjuration spell, as well as one level 0 and one level 1 transmutation spell.
All abjuration and transmutation spells from the occultist list are now considered class spells
for you, and you gain the resonant and base focus powers for both schools. You also get to
pick one non-base focus power from either the abjuration or transmutation list that you meet
the prerequisites for.

Let’s say you have an intelligence of 16, which is a +3 modifier and take ​mental focus​ as
your starting feat. This means that each day when you refresh your mental focus pool you
get 6 points of mental focus. You gain one point from your level, three from your Int mod,
and two from the feat.
To put them to good use, invest them in your implements.

You have a shield (abjuration) that can grant you a resistance bonus to saving throws and a
weapon (transmutation) that can grant you a +2 to one physical ability score. The resistance
bonus is capped at +1 on this level and requires 2 points of mental focus. The ability score
requires 3 points. You will have one point left over at this point that can be put into either
implement. To decide where to put your last point consider the following: Which focus power
am I more likely to use? With only 2 points in abjuration, using your focus power twice will
empty it and deactivate your resonant power. If you don’t plan on using Mind Barrier more
than once but would like to get a +1 on your sword with Legacy Weapon more often, go for 2
in abjuration and 4 in transmutation. If you feel you need a bit more defense you can opt for
the 3/3 split so you can soak more damage with Mind Barrier. The extra focus power you
choose at level 1 might influence this decision as well.

Mental Focus calculator


As you might have noticed how much mental focus you have is important. You only have so
much of it, and if you want to keep your BAB as high as possible some are already spoken
for. To get an idea of how much you have and how much you have left I made a
spreadsheet to help: ​Link​.

2.4 Psychic spellcasting


There are some differences between psychic spellcasting and arcane/divine casting that you
should be aware of. You can still use spellcraft to identify psychic spellcasting and for the
most part it follows similar rules to the other types of spellcasting, but nonetheless some
things have a significant enough impact to warrant discussing them here. Note that these
differences apply to all psychic casting classes and not just occultist.

Psychic spells don’t have somatic nor verbal components. If you cast a spell which normally
has those components you instead use emotion and thought components respectively.
You can’t cast a spell with an ​emotional ​(normally somatic) component if you are under the
effect of a non-harmless effect with the emotion or fear descriptors. If you cast a psychic
spell with a ​thought​ (normally verbal) component and you have to make a concentration
check the DC is increased by 10 unless you take a move action to center yourself before
casting the spell. A ​centering jewel​ can reduce this to a swift action.

Psychic spells are not arcane spells so you don’t suffer arcane spell failure chance for
wearing armor. Because you don’t use somatic components, you can cast with your hands
full or even while bound. Because you don’t use verbal components you can even cast while
silenced, gagged or otherwise unable to speak. You still provoke from casting and must
make concentration checks when conditions require you to do so, (such as when grappled,),
because of the required mental effort required to cast.

Since the magic comes from your mental effort you only have to use expensive material
components, which basically equates to psychic casters getting Eschew Materials for free.
You can also substitute expensive material components with items that have both significant
meaning and a value greater than or equal to the spell's component cost. For example, a
5000 gp wedding ring from your deceased wife could be used to cast Raise Dead.

3 Initial choices

3.1 Melee vs ranged


Because you need to invest mental focus in your weapon to be able to benefit from the full
BAB you are less flexible in your weapon choice throughout the day, so you need to assign
your focus carefully.

First we have to delve a bit into a rules debate, namely the unclear answer to this question:
Does an occultist have to equip a shield to use it as an implement? We know you have to
hold it:
A single bearer must hold all the panoply’s associated implements to gain the
panoply’s resonant power

...but there is no clear definition of holding in the rules. Another panoply uses robes as an
implement and having to hold the robe in your hand seems rather silly, so it seems the intent
is that the implement simply be on your person rather than in your hand. That is what I am
going with in this guide, but you might want to talk this over with your DM. Regardless, I will
go over all the options as they all have their pros and cons except for two weapon fighting.
Two Weapon fighting would require a high Dex for feats, Str or Agile enchants for damage,
investing mental focus in both weapons etc, etc. Bow is an option, although that will take up
most of your feats. This guide is written with a melee build in mind for the most part, noting
options for ranged where appropriate.

3.2 Ability scores


As a melee you want INT > STR > CON > DEX > WIS > CHA.
You want Int for your casting and mental focus. You need Str to hit things accurately and
hard. When going for a two-hander, you want at least an 18 after racials and items because
of the 1.5*Str modifier to damage. A 16 gives a +3 becoming 4 damage, but 18 gives a +4
becoming a +6 to damage which is a significant increase. You want enough Con because
you are a frontline fighter. Your preferred Dex bonus will be dependant on your armor
choice, but even full plate can accommodate a +3 dex modifier if it’s made of mithral. You
don’t really use Wis or Cha, although a low Wis means lower Will saves so don’t dump it too
hard. You will want your Transmutation resonant power to boost Str, but don’t forget you can
still get Dex and/or Con on your belt.

Point buy suggestions*


Point buy Str Dex Con Int Wis Cha

10 14 12 12 14 10 7

15 14 12 14 14 10 7

20 14 12 14 16 10 8

25 16 12 14 16 10 8

As a ranged you want INT > DEX > STR > CON > WIS > CHA
Same as melee, really, except your Dex is a higher priority for both feat prerequisites and
accuracy. You still want Str for damage on a composite bow,. but you could drop it if you go
with firearms. If you use a firearm you want your Transmutation resonant power to boost Dex
for accuracy. If you go with a bow your Dex along with full BAB will be enough for accuracy
and you may want to go for Str to get more damage.

Point buy suggestions*


Point buy Str Dex Con Int Wis Cha

10 12 14 12 14 10 7

15 12 14 12 16 10 7

20 12 16 12 16 10 7

25 14 16 12 16 10 8

* = As an alternative you can leave Int at an odd number and round out Cha. This hurts your
Int in the beginning, but if you don’t plan on using a ​Book, Tome of Clear Thought​ +5 it
makes better use of your level up stat increases even though it also leaves you behind in Int
mod for the first levels.

3.3 Weapon choice


Melee weapons styles
One-hander and shield:​ You are neither proficient with a tower shield nor do you want the
penalty to hit (and acp) so you probably want to go with a heavy shield. This means you
don’t have that hand free but you don’t cast with somatic components so this shouldn’t be an
issue. Under normal circumstances a shield will restrict you to wielding weapons one
handed, so no 1.5*Str to damage unfortunately..
Pros: ​Higher AC, Still effective when grappled.
Cons: ​Lower damage.

Two hander and shields:​ There are some tricks you can apply to use a two handed
weapon and still rock a shield, though this comes at the expense of feats and or accuracy.
Shield Brace​ (feat) is an obvious option that you can combine with a spear or polearm (with
a Nodachi being a good non-reach high crit range option). It is still used as a two handed
weapon so you benefit from 1.5 Str damage and higher power attack damage.

You can extend which weapon can be used with this trick with ​Versatile Design​. It’s a
modification for your weapon. The listed price is 500gp, but it increases to 750gp if on a
magic weapon. It also increases a step in proficiency (simple to martial, martial to exotic).
You can also counteract that with the feat ​Modified Weapon Proficiency​. That feat is also the
only way to wield a modified exotic weapon.

Alternatively you can use ​Weapon Trick​ (feat) (Choke up) to use a two handed polearm in
one hand with a -2 to hit and -2 to damage. This is a smaller investment than shield brace
but with a lower pay-off.

Another alternative is using a buckler. This gives a -1 to hit though, and you don’t get the
shield bonus to AC unless you take ​Unhindering shield​ (feat). You also can’t shield bash with
it without further investment (like ​Upsetting Shield Style​).

With both alternatives your minimum trade-off is a penalty to hit that kind of negates the
main benefit of this build, namely getting full BAB.

Pros: ​Higher AC due to using the shield. High damage.


Cons: ​Can’t use main weapon when grappled (though you can shield bash). Requires
feat(s) to make it work.

Two-hander no shield: ​This one is only an option if your DM agrees that you just need to
have the shield on your person. It is similar to the above options but without all the feats. If
you can’t pre-buff Shield as a spell this will hurt your AC some though.
Pros: ​High damage. Few feats needed.
Cons: ​Can’t use main weapon when grappled. Lower AC compared to others.

Reach vs non-reach
With two handed weapons, and especially with spears and polearms, you are most likely
going to be choosing between reach and a non-reach weapon. And since switching weapons
in combat means losing your full BAB it is not something you are likely going to do. The
advantages and disadvantages of reach are pretty universal so I will only go into the
specifics for this build. In some significant combats when you couldn’t pre-buff, you are going
to spend (most of) your first turn buffing your weapon. This means you can’t attack or full
attack, but if you have reach weapon you could still provoke, though it is dependant on your
enemy. We can’t go full on Combat Reflexes due to not having the necessary Dex (unless
we buff it with a magic belt), but we do have enlarge person to increase our threatened zone
significantly. However the zone in which you can’t attack into is also significant. If you have
to 5ft step just to attack you might get backed into a corner.

Just a shield: ​Your shield counts as a shield and your shield spikes as a weapon. A spiked
heavy shield does only 1d6 damage though (a bashing heavy shield 1d8) though you can
use it two handed for both 1.5 Str modifier as damage and power attack. It also has a lousy
crit range and multiplier. You want ​Improved shield bash​ (feat) to keep your AC when
attacking with it though. You also have some options to play around with (​Shield Slam​ and
Shield Master​ for example).
Pros: ​Higher AC. Can use while grappled. Option to keep a free hand open.
Cons: ​Lower damage.​ ​Requires feat(s) and Bashing to work effectively.

Ranged weapon styles


Since you have martial proficiency the best option is automatically a composite longbow.
The biggest benefit is you can full-attack even from range. And on a class that can fly, make
himself invisible etc that is a big bonus. The downside is if they get in your face you don’t
have access to something like ​Point Blank Master​. And you have to spread your ability
scores more thinly. In addition you also want quite some feats that you usually want with
archery: Precise shot, point blank shot, rapid shot, manyshot, clustered shots, deadly aim
etc. Which will take up most of your feats.

If you want to go firearms you need to first know what the availability is. If they are
commonplace or everywhere then they don’t cost a feat and become a good option.
However this changes things too much for the scope of this guide.

For both options (bow or firearm) you need to either wear a buckler or depend on the ruling
that having a shield on your person is enough. You also won’t be able to use your weapon
while grappled.

3.4 Race
With racial favored class options
So the first important question is “does my DM use the racial favored class options?”.
Because if yes then the best race is the one that can take “Increase the occultist's total
number of points of mental focus by 1/2 point” option. Which means Elf or Halfling. However
a Half-Elf can also take a Human or Elf racial FCB, so that is an option too. If you want to
then even a human is an option if you take ​Racial Heritage ​(feat) to count as an Elf or
Halfling.

Elf​: ​So the Int bonus is nice, but the Con penalty hurts. The Dex is ok (more so for the
ranged build). The proficiency bonuses are mostly wasted as we already have them from our
class. And the extra bonus to spell resistance won’t come up much as we aren’t building to
be offensive with our spells. We use spells to buff up or martial capabilities.
Halfling:​ Because we want to go for a martial build the Str penalty along with the lower
weapon dice just hurts too much. The bonus to Cha is mostly wasted and the 20ft speed
hurts as well. Overall the worst of the best options.
Half-Elf:​ You get to choose which ability score to increase by 2 and no penalty. As well as
some other nice racial perks. With alternate racial traits they can even get Darkvision
(Blended view). And the option to trade in Skill Focus (adaptability) for +2 to Will saves (Dual
Minded). Alternatively you can trade it in for Ancestral arms to gain Exotic Weapon
Proficiency. Either for a special weapon or to use a martial weapon with versatile design
along with shield brace.
Human:​ Like the Half-Elf a free +2 to one ability score and no penalty. However the main
draw to a Human character is usually the bonus feat, but that is negated by having to pick
racial heritage for that extra mental focus. And their other racial perks are nice but not as
good as the Half-Elf.

Without racial favored class options


General
So without a good racial favored class option it becomes more about what the race itself
gives. And a big part of that are the ability score bonuses and penalties. So see your builds
Ability Score priority to decide whether or not a certain race is a good pick.

Special mentions
Human:​ With a floating bonus and no penalty on top of a bonus feat this is always a solid
pick.
Half-Elf:​ As far as ability scores go same as human, they have some nice alternate racial
traits too if you can pick those. But if you can’t the standards ones probably don’t outweigh a
feat. And chances are if you can’t do racial favored class options you can’t do alternate racial
feats either.
Half-Orc:​ Same as a Half-Elf except his standard racials are a bit better. Darkvision is usually
better than low-light vision, and the ability to act for 1 round after going down to negative hit
points on a class that has access to healing magic can make for a clutch save.
Dhampir​ (​Jiang-Shi-born​ or ​Vetala​-Born​); For melee the Jiang-Shi gives Str and Int and for
ranged the Vetala gives Dex and Int. As well as Darkvision, low-light vision, as well as some
other minor bonuses and weaknesses.
Aasimar:​ The standard one doesn’t have good ability scores but some variants do (either Str
or Int) as well as a whole lot of other interesting racial abilities. If you are allowed to pick all
these goodies however is another matter.
Tiefling:​ See aasimar.
Wayang:​ Bonus to Int and Dex (penalty to Wis) is ok. The smaller size hurts, but without the
penalty to Str like a halfling this is still doable because small size also means +1 to hit and
AC. It lends itself well to a ranged build who wants to sneak around too.

3.5 Skills
Acrobatics (Dex, acp):​ ​As a ​melee​ this is situational and you start of bad with a low dex and
a bit of armor check penalty. So overall not worth to invest in. As a ​ranged​ though this has
more uses (get out of threatened squares to fire your weapon, if you armor is or counts as
light) and a higher start because of a higher dex.
Appraise (Int, class):​ A few ranks with a good Int (and class skill bonus) are all you need. In
most cases you need to make a DC20 check.
Bluff (Cha): ​You need to invest in this to make it worth (trait and feats) because it is not a
class skill and you probably won’t have a high cha score. If you want a social skill I would
recommend either diplomacy or linguistics.
Climb (Str, acp):​ Why climb when you can fly?
Craft (Int, class):​ You could use this for flavour or to make your own implements I guess. It
benefits from your Int and class skill though. But most will skip it.
Diplom​acy​ (Cha, class):​ It is a class skill but one with Cha, if you want to go face you can opt
for ​Clever Wordplay (trait)​ to make it an Int skill though.
Disable Device (Dex, class, acp):​ The biggest downfall of the skill is you can only disarm
non-magical traps. The occultist class isn’t multiclass friendly and the only other way is the
trap finder​ trait, but that is a campaign specific trait. So ask your DM for approval, it might be
worth it then depending on your party.
Disguise (Cha, class): ​I don’t think I can honestly ever see this skill used. Especially with
access to magic.
Escape Artist (Dex, acp):​ If you are holding your implement weapon you can escape
grapples just fine with your CMB. The other usages are very situational.
Fly (Dex, class, acp): ​You will be wanting to fly at some point. Making sure you don’t drop
out of the sky is always a plus.
Handle Animal (Cha):​ You don’t have a pet nor a way to get a high bonus on this. So best to
skip entirely.
Heal (Wis):​ You are better off using your spells for these sorts of things.
Intimidate (Cha):​ You need to invest in this to make it worth (trait and feats) because it is not
a class skill and you probably won’t have a high cha score. If you want a social skill I would
recommend either diplomacy or linguistics.
Knowledges (Int): You pick up knowledge skills either for RP reasons or for monster lore. As
someone who can apply bane to his weapon the latter is very important. So those are ​blue
and the others are ​orange​. In addition a single rank means you can make the trained only
DC checks. So at least a rank in each eventually is always advised.
Arcana​ (class), ​Dungeoneering​, ​Engineering​ (class), ​Geography​, ​History​ (class),
Local​, ​Nature​, Nobility​, P
​ lanes​ (class), ​Religion​ (class).
Linguistics (Int, class):​ It is a nice skill. With ​xenoglossy​ (feat) you will always be able to
communicate and with ​orator​ (feat) you can even party face with it. Seeing as this a class
skill and off Int that might be worth it if you can’t spare a trait to make diplomacy an Int skill.
Or you can use magic. Alternatively you might want to pick it up for RP reasons.
Perception (Wis, class): ​Without a doubt the most used skill in the game.
Perform (Cha):​ For RP or maybe some prerequisite, other than that, skip it.
Profession (Wis, class):​ Pretty much only for RP.
Ride (Dex, acp):​ You can ride fine outside of combat without the skill and most likely won’t
be riding anything into battle.
Sense Motive (Wis, class): ​If you are going face through diplomacy it is always nice not to be
had. Though with not a lot of reasons to invest in Wis this isn’t going to be very high. At least
it is a class skill.
Sleight of Hand (Dex, class, acp):​ I don’t see a lot of reasons to take this skill, ever.
Spellcraft (Int, class):​ Without read magic (divination) early on this is your only way to read a
scroll.
Stealth (Dex, acp):​ You will rely more on spells to be sneaky but boosting that with a few
ranks you can spare is not a bad idea.
Survival (Wis):​ You could invest a few spare ranks into this if you have to (most DC’s aren't
that high). Though you are better of having another party member provide this.
Swim (Str, acp):​ Water isn’t your friend, but it is usually too situational to invest in.
Use Magic Device (Cha, class):​ With ​pragmatic activator​ this becomes an Int skill, you also
get ½ your level unless you trade away your Magic Item Skill class feature. So it isn’t that
hard to hit those high DC’s (20 to 40). Considering that even Occultist spells you don’t have
an Implement school for yet don’t count as being on your class skill this skill greatly
increases your utility if you are willing to buy the scrolls/wands.

3.6 Archetypes
The following archetypes use specific implements that make it impossible to get shield and
weapon as implements for Trappings of the Warrior, so those are out:
Sha’ir, Talisman Crafter, Tome Eater, Silksworn.
Because we are going for a panoply implement we can’t really drop any more schools or
delay them in any way. As such the following archetypes are automatically a pass for us:
Ancestral Aspirant, Battle Host, Necroccultist, Reliquarian, Secret Broker.
For the Battle Host I want to make a special mention, I sometimes see it recommended. I
wouldn’t based on the fact that you lose to many schools (5 instead of 7). In addition I don’t
think it is legal either. For the panoply you need two different implements. The battle host
only allows you to have one implement. I've seen people argue that shield spike solve this
but I disagree. Either they are part of the shield and you don't have two different implements.
Or you count them as separate but than you are using two items while the battle host may
only have one implement.

Luckily the two archetypes we have left are good for us (and so is taking no archetype).
Haunt Collector: ​This archetype alters your implements, and replaces aura sight, outside
contact, magic circles, binding circles, and fast circles with the ability to interact with haunts.
Can replace some of the lesser useful resonant powers with spirits that grants boons.
Panoply Savant: ​This archetype forces your early implement school choices, and replaces
shift focus, outside contact, magic circles, binding circles, and fast circles with more mental
focus for your panoply associated implements and some other tricks.

Haunt Collector
Possessed Possessions (Su)​; From level 2 when you choose a new implement school he
can choose to have that implement haunted. You do not gain the implement resonant power
and instead select a spirit from the medium (class) list. You gain that spirit’s seance boon
and as a swift action gain bonuses on all checks associated with the selected spirit’s bonus
for 1 round. The bonus is equal to half the amount of mental focus invested in the
implement, max 1 + 1 for every 4 levels. You can use that power a number of times equal to
the amount of mental focus invested, though usage does not consume mental focus.
Spirit Boon Checks

Archmage Damaging spells do 2 extra Concentration checks, Intelligence checks,


damage to each target and Intelligence-based skill checks

Champion +2 on non-spell damage Attack rolls, non-spell damage rolls,


rolls Strength checks, Strength-based skill
checks, and Fortitude saves

Guardian +1 to CMD AC and on Constitution checks, Fortitude


saves, and Reflex saves

Hierophant Healing spells and abilities Wisdom checks, Wisdom-based skill


heal for 2 more per target checks, and Will saves

Marshal Doesn’t seem to do Charisma checks and Charisma-based


anything for us skill checks

Trickster Choose one skill; it Dexterity checks, skill checks, and Reflex
becomes a class skill and saves
you gain a +1 bonus on it
Not all resonant powers are good, so some are worth replacing. Main reason to be a haunt
collector.

Hauntist (Su)​; At 5th level, if you have at least one haunted implement you can use the
haunt channeler class feature from the medium with an effective level of your occultist level -
2.
This means you can always act on the surprise round against a haunt, and with a touch deal
1d6 positive energy per 2 medium levels and ask the haunt a single question. Additionally
you can forgo saving against the haunt effect to absorb it fully into yourself. You suffer the
full effect but it won't affect anyone else. The haunt also gains control of your body for 24
hours. Once per minute you can end this possession with a Will save (DC 20 + half level).

Being able to kill a haunt quickly is nice (if your game even uses them), I wouldn’t
recommend giving the haunt your body to possess though.

Spirit Speaker (Sp)​; At 8th level, if you have at least one haunted implement you can hold a
seance for 10 minutes to ask questions to a destroyed undead or a neutralized/destroyed
haunt. You need to be at the place the haunt or incorporeal undead was destroyed or have
the corporeal undead’s head. It functions as speak with the dead/haunt. Once per day, and
an additional time per day at level 12, 16 and 20.

Not that amazing, if you really wanted to speak with dead you could pick it up as a scroll.

Extricate Haunt (Su)​; In short this allows you to use your haunted implement to create a
haunt at a location. At level 12 it can move so it could seek out targets. The effects are
limited to the spells you can cast. Nice to expand the range of your spells and stay safe. The
fact that the mobile version uses an incorporeal vessel makes up for the slow 10ft speed.
The downsides are it is restricted to medium range (100ft + 10ft per level) and you can’t use
that haunts boon, spirit bonus or focus power until it returns. And if destroyed you don’t get it
back until you refresh your mental focus.

Conclusion
The alteration to implements is great. It is optional so you only trade out the bad resonant
powers. I am personally not sold on the standard class abilities regarding circles, so I think it
is fine to trade those out. Losing aura sight is not a big deal, as you can pick it up with a
spell, you just don’t have it at-will anymore. Being able to extend any spell into a medium
range on an incorporeal carrier is nice, but not without risks.

Panoply Savant
Panoply Specialization
Chose a single panoply (TotW), when you select new implement schools you have to take
one that is a requirement for it (Abjuration or Transmutation) or the panoply itself.
So this restricts you, but only slightly.

Panoply Focus (Su)​; From level 4 gain one extra mental focus each day, needs to be
invested in an implement associated with your chosen panoply. At level 8, and every 4 levels
thereafter, gain an additional point of mental focus.
You always want more focus, and this one gives an additional 1-5. This is the main reason to
pick the archetype. Especially if you don’t have access to the racial favored class bonus.

Implement Specialist (Su)​; From 8th level when you use an implement associated with the
chosen panoply to produce a spell effect you can use your own caster level instead of the
item’s. You can do so 3 + Int mod times each day. If the item doesn’t produce spell effects
you can instead use your own caster level against dispel attempts. In addition if the item has
3 or more daily charges or an ability you can use 3 times per day you can expend 2 points of
mental focus and spend 1 minute to restore one daily use or charge.

It is kind of hard to track down shields and weapons that could benefit from this. I have found
a few, but there might be more. Sadly of the ones I could find only a handful are interesting.

Weapons
Reminder: ​You can only have one implement at a time per school. So sadly you sacrifice
too much by picking up transmutation twice and having such a weapon as a backup.
Angelfall bow​; On hit make a trip attempt (CMD) or shoot them from the sky (Fly check). You
can also once per day dispel a spell or spell-like ability with the light descriptor that affects
you. Not bad at all, but not really worth the 26.900 gp price tag.
Avalanche Sling Staff​; Change a bullet into the stone call spell. Which is 2d6 damage and
makes the square difficult terrain. Not something we need since we can cast already, the
weapon isn’t that great, and the cost is ridiculous (36k).
Bewildering​; +1 bonus; On hit give target the confused condition for 1d6 rounds, it can save
each round with a DC17 Will save. Not bad but won’t stick for long if the duration gets high in
the first place.
Bloatstrike Tail​; Kobol tail enhancement to super low Fort save to force a bad enlarge person
on someone.
Burning​; +2 bonus; set unattended flammable object on fire.
Courtesan's Ire​; A ranged attack, but on a bad weapon.
Crimson Bluff​; Hefty price tag, 65.575 gp. But it is a +2 weapon with speed (+3) which totals
at 50k. So you are paying 15.575 for the ability to once per day create 1d4+3 illusion for one
hour that can flank. Three times per day as a swift action (?) when you are the target of a
melee attack you can swap with an illusion Not a bad weapon, but as to our ability
recharging the 3/day isn’t as great when you only get 4-7 images in the span of one hour.
Death Bill​; A scythe that can do 2d4 plu Cha mod damage in a cone (3/day) but with a save
for half. It also staggers for one round unless the save is made. The DC is a pitiful DC13
reflex.
Dragon's Doom​; +2 dragon bane halberd. Three times per day you can ignore DR as a free
action on a successful hit. A +3 dragon bane would ignore most DR too. So for 40k, not so
great.
Duelist's Comate​; Rapier with an extra attack as a swift action but with different stats, not so
great stats so not such a great weapon.
Earthcracker​; 30ft line difficult terrain and one trip attempt, only deals damage if the combat
maneuver is a natural 20. Not bad, but not exciting either.
Feast of Rats​; Requires you to leave the weapon to use, so no thanks.
Fire Goddess's Blade​; Your scimitar deals 1d8+9 fire damage instead of its normal damage,
and has a mythic power.
Fleshwarped Scorpion's Tail​; A whip is bad weapon and it adds poison with a DC15 save.
Frostbite Sling​; Gain a bad nonlethal damage attack that fatigues.
Ghoul's Lament​;​ Knocks undead prone DC20 fort. Ok in an undead heavy campaign.
Glitterwake​; +2 bonus, ranged weapons only; Glitterdust.
Karusetsu, the Cutting Light​; An expensive 67.500 gp +3 nodachi, but you can do ranged
force damage with it.
Knight-Captain's Lance​; A lance isn’t all that great. The power gives a morale bonus to your
friends against the same target for 1 round. Which isn’t all that exciting.
Lacerating Rapier​; Works on sneak attacks which we don’t have.
Pistol, Loudshot​; DC13/DC15 Fort save to deafen, pass.
Mace of Terror​; Has a fear effect, panick, DC16 Will save and -2 on saving throws. When
you can pick this up for its 38k price tag a DC16 is too low.
Master's Lash​; 120k gold? That is some serious late game stuff. The special part? DC19 Will
save or take -2 to will Saves for 24 hours. Not impressed.
Master's Woe Stiletto​; Can break control of undead. Too situational, too low of a save.
Mind's Eye Blade​; Learn information when you sneak attack or coup de grace an opponent.
They get a save though.
Monastic Warden​; Has a monk enchantment on it, makes ranged attacks of which we have
better options.
Net of Snaring​;​ Can’t deal damage if your main weapon is a net.
Rapier of Puncturing​; Touch attack to deal 1d6 Con damage. A really good ability, sadly on a
bad weapon which hurts you too much.
Rythius, the Kyton Scourge​; Expensive and the whip is not a good weapon, can dimensional
anchor a target when you trip it.
Savage sting​; Blowgun with free poison on it (3/day). A blowgun is a bad weapon sadly.
Shade Bow​; Light crossbows are bad, and we can already make ourselves invisible.
Shearing Sword​; Ignore DR for a minute (standard action). And at the 8350 gp price tag this
+1 greatsword is in a level range where it can matter.
Shrivelblade​; When you sunder a weapon it shrinks, magic weapons get a save (DC14). We
don’t really want to sunder or bother with this. Against a weapon that matters that save is too
low.
Silent Sentry Crossbow​; A light crossbow is too bad of a weapon. This gives you a line which
mentally alarms you when passed.
Skyrocket Crossbow​; A hand crossbow is also bad. The abilities are also not worth it.
Snakebite​; Creates free purple worm poison, and passively increases DC of all poison on
the blade by 1. Sadly on a rapier which hurts our damage output a lot. Also very expensive
for what it does (57k).
Starbow​; A bow that can do a cone attack (5d8, or 10d8 against undead), DC18 Reflex for
half. Damage ignores DR and Energy resist. If damaged by it, a creature is affected by faerie
fire for 1 minute. Arrows affect creatures struck that take penalties in bright light with those
penalties and the arrow also count as a sunrod for 1 minute. All in all a nice bow.
Sorval's Thunder​; Stuns on crits, DC16 Fort save negates. Too low a save, especially if you
need to crit first on an earthbreaker. Also costs 50k.
Sword of Tempests​; Creates Medium Air elementals on crits for 7 rounds. Not a bad
longsowrd but the creature doesn’t scale very well.
Traitor's Blade​; Dagger that can charm (DC18), nope nope.
Trident of Fish Command​; Trident that can charm aquatic animals, no thank you.
Triton's Trident​; Hydraulic push, as the spell. We don’t need a weapon to get spells.

Shields
Disclaimer: ​To benefit from this you obviously need to be using the shield in your build.
Bloodfeast Shield​; 18.770 gp; +2 heavy steel shield. Free action bite attacks (using your
BAB) 1d6 + 1 Con damage (if you are a vampire (or have a similar blood drain) regain 5 hp
or gain 5 tmp hp when using this ability). Sadly you use just BAB, no Str to hit or damage.
Channeling​; Enchant. Don’t think you can get channeling as an occultist.
Collapsible Tower​; 8.170 gp; +2 heavy shield that can transform into a +2 tower shield. Not
proficient with it however.
Deflecting​; +3 bonus; You and allies within 10 gain a deflection bonus equal to the shield’s
enhancement bonus. Also has a mythic ability. Chances are this won’t get far above the ring
of protection everyone is bound to be wearing.
Guard of Man​; I wouldn’t recommend going with a tower shield, but it is there if you want to.
Jarring​; +2 bonus; when hit by a melee attack use immediate action to daze attacker for 1
round (DC16 negates). Low DC by the time you get it, only gets worse because you can’t
increase it.
Lion's Shield​;​ 9.170 gp; 2 heavy steel shield. Free action bite attacks (using your BAB) 2d6
damage. Cheaper bloodfeast, higher base damage but no con damage (and the hp regain
your probably don’t get anyway). Sadly you use just BAB, no Str to hit or damage.
Lyrune​-Quah Klar​; 19.912gp, needs to be used with a shortbow; Free action, negates
concealment and lights up the target as a sunrod for 8 rounds.
Forces you into a shortbow but at least means you can benefit from a shield while using a
bow. So for a ranged build it is actually good just for that alone. The 3/day power however is
a bit underwhelming.
Shield of Covered Retreat​; Allows you or an ally to stand up from prone without provoking.
Not such a big deal. However it is also a +1 heavy shield with arrow deflection which
normally costs 9k. This special shield however is 8.157gp. So if you want a shield with arrow
deflection this one has it and then some, for less gold...somehow.
Shield of Hags​; Super expensive for a DC16 Will cone to apply panicked, shaken if failed or
a freaky voice effect. No thanks.
Spined Shield​; For 5.580gp having an option to do ranged attacks without having to switch
weapons is pretty nice.
Surefooted Shield​; 14.200 gp, +2 heavy shield, passive +2 CMD to some maneuvers. 3/day
when enemy misses a melee attack (or some maneuvers) as an immediate action you can
move 5ft that doesn’t provoke. A bit underwhelming

Panoptic Harmony (Su)​; At level 8 if you use an associated implement spell or power you
treat your caster level as 2 higher, but only if the round before you casted a spell or focus
power of a different associated implement.
Free caster level increase when it happens is not that bad. Usually just extend the duration
but sometimes even more.

Panoptic Call (Su)​; At 12th level you can move your associated implements and similar
items to you. Standard action and 1 point of mental focus at a rate of 30ft per round. Must
attempt a special disarm or steal CMB check if the item is held or worn.
Don’t think you will use this much, you get a bonus when it is your implement with mental
focus invested in it.

Combined Powers (Su)​; At 16th level, for the cost of 2 extra mental focus you can activate
two focus powers at once, but they each have to be from a different associated school.
Action economy at resource cost. Not sure if you are allowed to use the panoply powers too,
or just he once from associated implements. For us it doesn’t matter a lot as those are
reactive. Now while this power on paper sounds good the bad part is there aren’t a lot of
Abjuration powers you want to activate on a regular basis.

Conclusion
I am not all that concerned with losing circle related stuff, nor shift focus. The thing you gain
back from it though is part great, more mental focus, but the rest is meh at best. Mental
focus is a big deal though.

3.7 Variant Multiclass Magus


//TODO great synergy, useful for only for the 2handed build due to feat availability

3.8 Traits
There are a significant amount of traits so I will be only going over the significant ones.
Pragmatic activator (magic):​ (Use Int instead of Cha for Use Magic Device); as mentioned in
the Ability scores part you aren’t going to have a high Cha but you do have a high Int.

Clever wordplay (social):​ (Use Int instead of Cha for one Cha based skill); If you want to be
the party face you can get this to use Diplomacy as an Int skill. You could to Bluff or
Intimidate but Diplomacy is a class skill and will more likely be received better. For this
reason I advise this one above Student of Philosophy (Use Int instead of Cha for diplomacy
to persuade others and bluff to convince a lie is true, so not to gather information or feint in
combat).

Armor Expert (combat):​ (Reduce armor check penalty of any armor you wear by 1); Use
either Mithral Breastplate with 0 ACP or Full Plate with less or 0 ACP, see Item chapter for
more information.

Grief-Filled (social):​ +2 on saving throws against emotion spells and effects; your casting is
hampered by emotional states so having a bonus against it helps. Other more general
saving throw traits usually give +1 but also affect more saves. Or you can opt with a reroll
trait like Second Chance (religion).

Reactionary (combat):​ +2 to initiative; Going before your enemy is always good.

Deadeye​ Bowman (religion):​ if only a single creature is providing soft cover for your target it
does not gain the +4 AC bonus (longbow only); good for the ranged variant.

Trap-​finder​ (campaign trait):​ +1 to Disable Device and allows you to disable even magical
traps; good if your DM allows it and no one else can fill this role. But it being a specific
campaign trait a DM might rule you can’t use it.

There are also a lot of traits that give you a +1 to skill and make it a class skill for you.

For a more general guide on traits I would like to refer you to ​this guide​.

4 Implement choices

4.1 Implement Schools

4.1.1 Abjuration
Implement items
Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Resonant Power
Warding Talisman (Su): You get a resistance bonus equal to half the invested focus (max
1+1 for every 4 levels).
This means you don’t have to buy and upgrade a cloak of resistance and it frees up that slot.
Focus Powers
Base: ​Mind Barrier (Sp): A shield that absorbs damage equal to twice your level. Costs 1
point of mental focus when used as a swift action and 2 with an immediate action. Only lasts
a turn.
Bit expensive for what it does, though early on when your hp pool is small it can be a
lifesaver.
Aegis (Su): Grants your armor a scaling enhancement bonus, standard action.
AC is hardly a great defense, spending time and mental focus to buff it isn’t worth it. Might as
well enchant your armor with what you want.
Energy Shield (Sp): Absorb energy damage equal to 5 times your level. Costs 1 point of
mental focus when used as swift action, and 2 with an immediate action. Lasts a minute.
Need to be level 3 or higher.
You have to choose an elemental type but it lasts longer and prevents more damage.
Globe of negation (Sp): Sort of like the spell globe of invulnerability. But isn’t restricted by
spell level. It does have a limit on how many spells it can stop though. A total combined spell
levels equal to your level. For example a level 15 occultist could stop a level 9 spell and a
level 6 spell. Or 3 level 5 spells. Or any other combination. Cost 3 points of mental focus and
lasts a number of rounds equal to your level. You need to be level 11 or higher.
Depends on if your DM throws a lot of spells your way, but even then you have to precast it
(standard action) and it doesn’t move with you.
Loci Sentry (Sp): Wards an area.
You have better things to spend focus powers and mental focus on.
Planar Ward (Sp): Standard action, 2 points of mental focus, lasts a minute. Creatures not
native to this plane take a -4 to attack you and you gain a +4 circumstance bonus to saves
from them.
Does your campaign revolve around fighting non-native creatures on your own plane? Great!
If not too situational to pick up.
Unraveling (Sp): Like dispel magic, though at range adjacent. Stronger versus psychic
effects and automatically succeeds if the object is in your possession. Must be level 5 or
higher.
The most exciting part is the auto success when the item is in your possession. But if it's
worth a focus power? Not likely.

Spells
Level 0:
Resistance​: ​Doesn’t stack with the resonant and doesn’t last long.
Level 1:
Abjuring step:​ A bit clunky for my taste with it requiring a standard action to activate together
with a limited duration.
Absorb Rune I:​ Don’t think symbols and such come up enough to warrant using this.
Alarm:​ At low levels one of the few spells that can save you from being ambushed.
Hex ward:​ Only useful if you are facing a lot of hexes obviously.
Hold portal:​ Too situational to pick up.
Peacebond:​ A will save, SR, and then a Str check are all options to negate this. So the
chances of it sticking are low. And that is if you even encounter someone with his weapon
still sheathed. Pass please.
Shi​eld​: Allows you to use two handed weapon (including bows) and still get tower shield
levels of protection without any of its negatives. Of course an actual shield with
enhancement bonus still beats this out if you are going that route so its effectiveness is
dependant on your weapon setup. Also works against incorporeal enemies though and
totally negates any magic missiles fired at you.
Shock shield​: A lesser version of shield, sure you can once per cast do a very small amount
of damage but that also dismisses its already smaller defense.
Warding weapon:​ You aren’t primarily a caster so casting a spell to more easily cast spells is
not something you are going to be using a lot, but it could be handy every now and then.
Level 2:
Arcane lock:​ Too situational to pick up.
Bullet shield​: Gain a deflection bonus to firearms and ranged attacks. Doesn’t stack with
your ring of protection but the bonus is significant enough above what the ring will give you
to matter.
Conditional Favor​: Allows you to undo casting a beneficial spell if the target does something
you don’t want him to. So mostly only for RP.
Crimson confession:​ Purely a RP spell as well.
Escape Alarm:​ Detecting if someone escapes has some uses, but not for most games.
Node of blasting​: Protect your implements with boobytraps or otherwise creatively setup
traps.
Obscure object​: Too situational to pick up.
Resist energy:​ Your Energy Shield focus power also protects you but the spell duration is far
greater and they work together.
Level 3:
Cloak of winds:​ Helps too fly in strong winds, in most campaigns that won’t come up often
though. The -4 to hit against ranged attacks is ok-ish but not for a level 3 spell.
Dispel magic​: Solid spell, you aren’t a full 9th level caster but this spell only cares about
caster level which is equal to your level.
Erase impressions:​ ​ Purely a RP spell in pretty much all cases.
Explosive runes​: See also node of blasting.
Free swim:​ Earlier than freedom of movement, but limited to underwater movement.
Guardian Monument, Lesser:​ Only useful if you find yourself helping large groups of humans
often.
Guarding Knowledge:​ Talk about limited protection. So only for planned battles against
something really scary. Means it is better as a scroll.
Magic circle against chaos/​ evil/good/law​: Unless your archetype trades it away you already
have this. You also never gain access to greater planar binding so its usefulness is further
reduced.
Nondetection​: If you are in a scry and fry kind of game this might be a nice pick up early on.
Other than that not so a great pick up.
Protection from energy:​ Beefier and longer lasting than your focus power so it has some
uses. Though it might also be overkill.
Quell Energy​: Funny that it stacks and it removes secondary effects if damage is negated
but ultimately a bit limited and save reduces it to one round.
Resist energy (communal)​: If you are the only source of your party to get this than it can be
great. Otherwise skip it.
Scales of Deflection​: Sadly the spell ends once used, making it very lackluster.
Selective Alarm​: A better trigger is not worth 2 higher spell levels.
Thaumaturgic circle:​ See magic circle.
Level 4:
Ban Corruption:​ Only worth considering if you use the corruptions rules.
Break enchantment:​ It is a situational spell so you might rather have it on scroll, but it uses
caster level. So it is a tough call, hopefully someone else can cast it so you don’t have to
pick it up.
Conjuration Foil:​ You have to prepare for it, it has to happen in the small area and then
hardly does anything. And allows for a partial save.
Curse of magic negation:​ As a 6th level caster you probably won’t get this to stick against
most spellcasters that matter, considering the spell also cost money to use makes it feel not
so attractive.
Dimensional anchor​: Can really ruin a caster or monster's ability to get away from you. You
could relate this to scrolls, but then piercing any SR becomes a problem.
Dismissal​: Chances are if you want to cast this on an outsider of note that it is going to make
its will save and/or have it not pierce spell resistance.
Enchantment foil​: Too situational to pick up.
Fire trap:​ A worse node of blasting (level 2).
Freedom of movement​: Great long duration protection. This one always causes debates
though so make sure you know your DM’s stance on what it does and does not protect
against.
Globe of ​invulnerability​ (lesser)​: When you regularly go up against multiple casters these
spell are great.
Life bubble​: Too situational.
Nondetection (communal)​: If you are in a scry and fry kind of game this might be a nice pick
up early on. Other than that not so a great pick up.
Peacebond Greater​: Same as normal, too many stuff to circumvent it.
Soothe construct:​ ​ Too situational.
Spell immunity:​ Having to choose specific spells to protect against really kills it.
Stoneskin​: A bit pricey to keep on casting but if your opponents can’t pierce DR/adamantine
thats a lot of protection.
Symbol of sealing​: Purely a RP spell.
True form:​ Too situational.
Unbreakable construct​: Too situational.
Wreath of blades​: Basically warding weapon’s expensive upgrade.
Level 5:
Dispel magic (greater)​: A more potent version of dispel magic. You can swap dispel magic at
this point for something else (you are allowed to do so at level 5 and every three levels
thereafter).
Guardian Monument, Greater​: Two spell levels higher for only 2 points of DR more?
Nex's Secret Workshop:​ If you are in a scry and fry kind of game this might be a nice pick
up early on. Other than that not so a great pick up.
Spell immunity (communal):​ Same as the non-communal version.
Spell resistance​: Spell resistance is a double edged sword but potentially lifesaving.
Stoneskin (communal)​: Same as the non-communal version.
Level 6:
Alleviate ​Corruption​: Only useful in campaigns that use the corruption rules.
Antimagic field:​ So you’d better be prepared to do some math with this one as a lot of your
own powers and spells won’t work anymore. Though your ability that grants you full BAB still
works. So it is great for getting up in a caster's face.
Forbiddance​: Too situational.
Globe of ​invulnerability:​ Same as the lesser version.
Repul​ sion​: Considering you want to get in there face not so useful. It has some uses for a
ranged build but since it allows a save and SR chances of it working are slim.
Symbol of vulnerability:​ Not sure I like it for its cost.

Conclusion
Regardless you are going to pick this one up for the Trappings of the Warrior panoply. The
resonant power saves you some gold and the shoulder slot. The energy shield focus and
mind barrier focus powers can make your hit points last longer. And it has a good spell here
and there.

4.1.2 Conjuration
Implement items
Bowl, brazier, compass, figurine, lantern, mirror.
Resonant Power
Casting focus (Su): Increases the duration of conjuration spells that have a duration of
rounds per level.
Since this only affects Glitterdust it is pretty bad. It has some small value if you give away the
implement to an ally. But then you are effectively running around with a school less, not to
mention the mental focus you invested in it. If you are a Haunt Collector then replace this
with a spirit instead.
Focus Powers
Base: ​Servitor (Sp): Like summon monster, but only a single one for a minute and scales up
to 7 (out of 9) with levels.
Summon monster is always nice for its flexibility. Have it fight for you or casts spells (or
both).
Conjure Implement (Sp): Summons an implement for the purpose of casting.
Or just don’t lose your implements.
Flesh Mend (Sp): A scaling curse spell basically (can’t hurt undead with it). Requires level 3.
While not bad you have better options for your focus powers. You can already cast healing
spells and use wands/scrolls if you selected the conjuration school. If you are tempted to
pick this up something is wrong in your game/party.
Mind Steed (Sp): As the spell mount but a little better, sadly at a worse duration.
A spell can do this too (or spell in a wand even).
Psychic Fog (Sp): A worse version of fog cloud and solid fog. Requires level 3.
Just skip it.
Purge Corruption (Sp): Cure poisons and diseases as per spell. Requires level 5 or higher.
Picking up scrolls of these spells should suffice.
Side Step (Sp): Turns your move action into a teleport (10 feet per level) only consuming 5ft
of movement. Requires level 7 or higher.
So starting at level 7 and assuming 30 base speed, you can ‘walk’ 25ft and teleport 70ft all in
one move action. Since teleporting is part of the move action and that movement doesn’t
provoke you could even teleport first then walk an additional 25ft. Take that monsters with
reach I don’t want to be close to!

Spells
Level 0:
Create water:​ Never worry about water, free showers.
Stabilize:​ Save a friend from bleeding out without having to invest in the Heal skill.
Level 1:
Barbed Chains:​ Difficult to judge, the damage is low and trip isn’t such a good debuff and the
shaken is most likely going to be saved against. You get more chains faster than iterative
attacks (though they don’t benefit from haste) but caps out at 4. On the other hand they all
hit at full BAB.
Cure light wounds:​ Great pick up to do some healing here and there, and to use that wand
your party is going to wind up buying.
Desperate Weapon​: A temporary bad weapon? No thanks.
Guardian Armor:​ Gives your armor to a willing ally, who should just be wearing armor himself
if he could?
Icicle dagger​: If you are ever without your main weapon you are already in a bad situation
and this isn’t going to make a difference.
Mage armor​: Doesn’t stack with the armor you will be wearing, so only useful against
incorporeal creatures.
Mount​: A wand of this is enough and better than picking up the spell unless your party
travels a lot, in which case an actual mount might be better.
Returning weapon:​ Not a particular impressive weapon special ability to begin with. You can
already give it to your weapon with legacy weapon as well.
Unseen servant​: Other than fetching stuff from your backpack I don’t see a lot of utility for
this spell outside of roleplay.
Level 2:
Ablative barrier:​ Doesn’t stack with actual armor, only converts a max of 50 damage to
non-lethal.
Apport object:​ A cute little trick, but not worth a second level spell.
Cure moderate wounds​: You already have CLW so this just adds to your ability to heal and
there aren’t a lot of good options at this level. If you have multiple spells to pick Glitterdust
should pretty much always precedent though.
Delay poison​: If you run into particular nasty poisons a lot it might be attractive otherwise you
are better off improving your Fort save to not get poisoned at all.
Glitterdust:​ Chances are you aren’t going to blind enemies much, with it only being a level 2
spell. But revealing invisible creatures is always going to be useful.
Mount (communal):​ Same as non-communal.
Returning weapon (communal):​ Same as non-communal.
Wicker Horse:​ Not significant enough to be worth the spell level increase over mount.
Level 3:
Create food and water:​ Most likely food and water isn’t a big deal in a campaign. When it is
however this could be a lifesaver.
Cure serious wounds:​ Again the improved version competes with another spell for
usefulness (phantom steed in this case). Though but not such a big margin. So if your party
needs the extra healing feel free to pick it up.
Draconic Ally​: Summons a beefed up pseudodragon, which isn’t great to start with.
Minor creation:​ A traveler’s any tool will most likely be better.
Penumbral Disguise​: If you want to be sneaky illusion school is better suited.
Phantom driver​: Too situational.
Phantom steed​: Unlike mount (the spell) this one offers more than just a normal mount, like
moving over water or flying. So for long duration flying before you get overland flight (spell 5
transmutation) it can be helpful
Pocketful of Vipers​: Lots of flavor, sadly not much value.
Sepia snake sigil:​ Too situational.
Symbol of healing:​ For 500gp you could have a wand of CLW with 33 charges healing for an
average of 181.5 healing. To get more healing out of the symbol (at max CL) you need to hit
8+ targets to gain a better cost efficiency. So you can see how that affects its usefulness.
Urban Step:​ Restricted in use by the fact you need two doors/portals in the range.
Level 4:
Cure critical wounds:​ Again solid choice but competing with a better spell this time,
dimension door.
Dimension door:​ Great way of getting around in a decent range (400ft + 40ft per level).
Flash Forward:​ Being able to charge in and potentially not eat a full attack next turn is nice,
but not 4th level spell nice.
Major creation:​ Temporary gain an item might be good if you can be creative with it. But
probably not worth it.
Phantom chariot:​ A phantom steed with more AC and hp and can transport 6 people without
any downsides.
Phantom steed (communal):​ Compared to phantom chariot you don’t get a slightly more buff
steed but you can get lots of them. However it cuts down into the duration.
Poisonous Balm:​ Seems more of an NPC spell or something you only use sparingly (scroll).
Straitjacket:​ I like that it can be used both offensively as a debuff or defensively to cure
conditions. But ultimately a limited grapple isn’t that severe and the conditions aren’t that
common.
Surface Excursion​: Very limited teleportation. The ability to go back and forth is ok, but
doesn’t save it.
Level 5:
Bind Sage​: A conjuration spell to be used as a divination spell. That itself has some merits,
but it can’t compete with other spells at this level.
Cold Iron Fetters​: Limited and save negates.
Create demiplane (lesser):​ A nice getaway to hide in when needed. How much you need it
determines its usefulness though and whether or not you want to make it permanent
(17.500gp per casting). Though please note the class provides no easy way to re-enter the
plane. It doesn’t have planar travel for example.
Cure light wounds (mass):​ Underwhelming for this level.
Planar binding (lesser):​ ​ Lots of potential but your low Cha hurts when dealing with this.
Secret chest​: Too situational.
Teleport​: Great spell to pick up. Makes traveling easy and can make for an emergency exit
strategy as well.
Wall of stone:​ Cutting off or trapping enemies can alter the shape of a battle.
Level 6:
Balance of Suffering:​ Very unlikely that this will consistently pay off.
Call construct​: Too situational.
Create demiplane​: A bigger version of lesser with some traits to give the demiplane, so also
more expensive to make permanent.
Cure moderate wounds (mass):​ Underwhelming for this level.
Getaway:​ Great spell setting up an emergency escape beforehand if you can.
Heal​: Great for burst healing and removing a lot of conditions.
Planar binding:​ Same as the lesser variant.
Roaming Pit​: Problem is at this level most creatures can avoid it altogether.
Treacherous Teleport:​ If you can convince someone to cast a spell on you there are better
things you can do.
Wall of iron​: You can’t shape this wall and it costs money at the cost of being harder to
break. So overall the wall of stone is more likely a better deal.

Concl​usion
It has a bad resonant power, on ok base focus power and only one good additional focus
power. The main reason for picking up this school is the spells. Mainly for healing,
teleportation and some walls maybe. So its usefulness is very dependant on how much the
rest of the party can provide those.

4.1.3 Divination
Implement items
Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Resonant Power
Third Eye (Su): +1 insight on Perception for every 2 mental focus invested (max bonus equal
to level). From lvl3 and 3 points invested gain low-light vision, lvl5 and 6 points Darkvision
60ft, lvl7 and 9 points See invisibility, lvl13 and 12 points blindsense 60 feet, lvl19 and 15
points blindsight 30 feet.
The bonus to perception is always good and the usefulness of the other powers depends on
what you already have available. Low light vision isn’t that exciting. Darkvision is but you
could also get that with racials or the spell. At level 7 however permanent See Invisibility is
extremely useful. It is a focus hungry power though, so you might not be able to reach it at
level 7 without giving up your precious full BAB. Most likely you won’t get this implement until
at least level 10 at which point you could get it, but only with sufficient Int and the racial FCB.
Check out my ​spreadsheet calculator​ to find out when you have enough.
Focus Powers
Base: ​Sudden Insight (Sp): Swift action and 1 point of mental focus to activate, after that a
free action to use on any ability checks, attack roll or skill check to gain an insight bonus on it
equal to half your level (minimum +1).
Since you will most likely invest quite some focus to gain all the sense you can use this
power quite a number of times to gain a solid benefit in any round you can spare the swift
action. It drains it quickly too though if overused.
Danger Sight (Sp): Immediate action, 1 point of mental focus, gain a bonus to AC or saving
throw equal to half your level against one attack. Must be at least level 3 to select.
Solid increase to your AC or saving throw, though again drains your points if overused.
Future Gaze (Sp): Standard action, 1 point of mental focus cast ​Augury (spell)​ with your
occultist level as the caster level.
You get around the minute casting time and material cost but the spell itself isn’t all that.
Mind Eye (Sp): Standard action, 1 point of mental focus. Create an invisible magical sensor
to scout with your senses. Fly speed of 60ft but must stay within a mile of you. Lasts for a
minute per level and you must be level 5 to select this power.
An amazing tool to scout out a dungeon or area to prevent you from being surprised and
enables you to prepare for what lies ahead.
Object Seer (Sp): Full-round action, 1 point of mental focus: Learn more about an object as if
casting commune.
You can learn more about an object but can probably get by with your class feature object
reading.
Powerful Connection (Su): Makes a lot of divination spells easier to succeed if you have a
personal belonging.
If you already have a personal possession of your target you obviously already have a leg up
on the target.
Watchful Eye (Sp): Creates a sensor that shows you what creatures enter a limited area.
Mind Eye is almost always a superior choice.

Spells
Level 0:
Detect magic:​ You can identify without it, thanks to object reading, but it still helps to find
magic items. Unless of course you have the time to inspect every item you find for at least a
minute.You could skip this if other party members have it though.
Detect poison​: A bit situational compared to other options.
Detect psychic​ s​ ignificance​: If you are in occult themed campaign not missing those vital
items that are not magical could be key.
Guidance​: An at will spell to increase rolls is nice for out of combat utility, but it is competing
against much better spells known.
Know direction​: If you care about knowing where north is invest one rank in the survival skill
Read magic:​ To read (and thus use) a scroll you need to be able to read it. That requires a
DC20+spell level spellcraft check, or you can read it once when this spell is active.
Sift:​ If you ended up being the party’s trapfinder and have a high enough perception this
might add some options to safely seek out traps.
Level 1:
Anticipate peril​: A spell that grants a bonus to initiative really should have a longer duration
than a 1 minute per level.
Comprehend languages​: Nice if you do a lot of delving into ancient ruins or have a lot of
languages in your campaign. Otherwise a scroll or wand is more than enough.
Cultural Adaptation​: Small inconsequential bonuses, not worth a precious spell known.
Detect secret doors:​ With a high enough perception you probably won’t need this spell.
Detect snares and pits​: With a high enough perception you probably won’t need this spell.
Diagnose disease​: If you somehow ended up being the party’s healer then getting the heal
skill up might still be more beneficial than this spell.
Discern next of kin​: A nice RP or campaign specific spell, but in such a case some scrolls
should do.
Heightened awareness:​ Gain a bonus to perception, knowledge checks you are trained in
and the chance to gain a bonus to initiative if you dismiss it. Pretty much strictly better than
anticipate peril since the duration is 10 times longer.
Identify​: When you can automatically identify through object reading (class feature) this spell
loses it value. Unless you are scared of cursed items.
Mindlink:​ ​ So in one standard action you can communicate 10 minute worth of information
and transcend language barriers. Nice but situational, so maybe worth it on a scroll but not
as a spell known.
Linked Legacy:​ Automatically share a knowledge check, which you could do with just a free
action speaking.
Object reading​: We already have a class ability that lets us do this.
Psychic​ r​ eading​: Great in an intrigue campaign, but with the chance of getting wrong
information not all that useful.
Speechreader's Sight:​ Makes reading lips within 100ft easier. Not something that comes up
a whole lot in most games.
Level 2:
Analyze aura:​ As a combination of detect alignment, detect magic as well as knowing the
target’s health and emotional state you could do worse, but you can do better as well.
Augury​: You can choose between having this as a spell or focus power. But either way it is
not that amazing.
Blood biography:​ Chances are if you can get a hold of its blood you will soon find out all
those questions. Maybe as a scroll.
Create treasure map:​ Situational, probably not even worth a scroll.
Detect Magic, Greater​: Only useful if you want to really investigate magical stuff. And unless
you want to do that often it is worth a scroll or two at most, not a spell known.
Enchantment Sight​: Too specific for a spell known.
Find​ t​ raps:​ ​If you ended up being the party’s trapfinder this can help you out. But is it worth
it?
Know Peerage:​ Too limited for a level 2 spell.
Locate object​: If you need this at all a scroll should suffice.
Mindshock​: Small amount of non-lethal damage on attacks, too small.
Residual tracking​: Tracking and such probably isn’t your thing, so just knowing what the
creature looks like, and for a level 2 spell at that, probably means you will never use this.
See invisibility:​ Probably the best spell at this level, but from level 7 and higher Third Eye
can grant this for at a near permanent duration. So swap it out then or take scrolls until then.
Sense Fear:​ Very specific for a level 2 spell.
Sense Madness:​ Very specific for a level 2 spell.
Share language:​ Helpful to open up communications, though you still need to get past the
part where you cast in front of the target and touch him.
Share memory​: In an intrigue campaign this could be used to verify things.
Status​: It's nice to be able to know those things, but you won’t be able to do much against
most conditions and can probably see or have them tell you if they need healing. So it is just
down to their relative position and the distance. Not really that impressive.
Voluminous Vocabulary:​ Gives one or more languages to a creature, the fact that its speak,
read, read, and write and for 8 hours makes it ok. But more likely a scroll then spell known.
Winged Sword:​ We can already give our weapon throwing if we need it.
Level 3:
Akashic​ ​Communion​: Being able to redo knowledge skills, with a bonus, can vary from great
to useless depending on how your table runs these things.
Arcane​ s​ ight:​ Unless you are going Haunt Collector you have this at will. If you are however
it is a decent pick.
Clairaudience/clairvoyance:​ Might get you spotting on places your Mind Eye power can’t
reach.
Follow aura​: If you have invested in the survival skill this could help you track aura’s.
Locate weakness​: I suppose you could stack this on top of like a keen greatsword/nodachi
with either impact or lead blades as well as enlarge person to increase your damage
potential even more. But that is a lot of buffs with this one not adding that much, especially
as a level 3 spell.
Meticulous Match​: Too restrictive.
Pierce disguise​: A poor man’s true seeing, situational.
Retrocognition​: Even in occult campaigns it is better to have this as a scroll than a spell
known.
Seek thoughts:​ Nice for an intrigue game but you have to overcome that will save though.
Share language (communal)​:​ As the non-communal version.
Symbol of revelation​: See invisibility or even glitter dust (level 2 conjuration) will serve you
better than this.
Threefold Sight​: Sadly not as good, it helps if you can’t afford to roll very low but otherwise
not that great as it also lessens the chance of a high roll. Think of it more as a sort of take 10
but without the guarantee.
Witness​: Use someone else's senses, but yours are most likely to be better.
Level 4:
Arcane eye​: A worse version than your Mind’s Eye power.
Commune With Texts​: Nice only for RP and some very limited amount of situations.
Contact other plane​: Chance of not being to cast for 1-5 weeks because your Int drops to 8
and still have a chance your answer isn’t reliable? No thanks.
Detect scrying​: Only have to cast this once per day and automatically know if you are being
scryed upon and the chance to see the person trying to scry you and know its location.
Glimpse of Truth:​ Only saves a level and 200gp per casting. So might as well get a scroll.
Locate creature:​ Any important creature probably has nondetection to protect himself. So
situational at best.
Mind probe:​ ​Nice for an intrigue game but you have to overcome that will save though.
Reveal Emotions:​ Nice that it only allows SR, though not something you would use regularly.
Scrying:​ If scrying comes up often in a game, it is often better to have detect scrying than
scrying. And use scrying on a scroll but preferable be cast by someone else.
Symbol of scrying​: Enables cross-planar scrying but only at a location you set up when
trespassed upon. So too situational.
Unerring Tracker​: Tracking will most likely not be a regular thing. So a scroll should suffice.
Vicarious View​: The duration is a bit lackluster but otherwise a good way of tracking or
scouting.
Level 5:
Battlemind​ l​ ink:​ If you have an ally that is also melee (or ranged) this can potentially increase
you to hit.
Commune:​ 500gp to hopefully get a question per level answered. Must be yes or no
questions.
Find quarry:​ A longer range locate person.
Foretell Failure:​ Not bad, but underwhelming for a level 5 spell.
Locate Gate​: Very specific so at best a scroll.
Prying eyes:​ The duration for the scouting eyes is nice, but it is limited to normal vision and
restricted to a 1 mile radius.
Remote viewing:​ Gain a psychic impression of a location. But the description is vague.
True seeing:​ Costly but means you won’t be fooled or affected by darkness, secret doors
hidden by magic, blur, displacement, invisible creatures or objects, illusions, polymorphed
creatures, and transmuted things. Can also see in the Ethereal Plane. Range is capped at
120 feet. Though it will cost you 250gp per casting (1 min/level), it can still be worth it.
Level 6:
Analyze​ ​dweomer​: Object Reading and/or Aura Sight already have this covered. But if you
traded in those class features it is still a decent pick up. Automatically picks up on curses
too.
Find the path:​ A scroll of this like having a get out of Maze (spell) free card. Too situational
for a spell known though.
Legend lore:​ A scroll of this should be enough.
Prediction of failure​: The debuff it gives (shaken and sickened) are pretty nice. They get a
save but that just reduces the duration to round per level instead of permanent. So it is really
only SR that can save them. A caster also needs to save or get a random minor spellblight.
Arguably the best divination spell at this level but not sure you will ever cast this over level 6
spells of other schools.
Scrying (greater)​: It last longer and allows you to cast spells through it. But of those you only
have detect magic, message, and read magic. For the detect alignment spells and tongues
you need another way of casting it. If you couldn’t choose between detect scrying and
scrying level 4 than this could help.

Conclusion
A great resonant power (permanent buff to perception as well as low-light vision, darkvision,
see invisibility, blindsense, and blindsight) as well as other ways to help you scout and
prepare.

4.1.4 Enchantment
Implement items
Censer, crown, helm, musical instrument, necklace.
Resonant Power
Glorious Presence (Su): Gain a +1 competence bonus to Cha based (skill) checks for every
2 points of mental focus invested (max of 1 + 1 for every 4 levels).
If you want to play face this helps a bit unless of course you took a trait to make it Int based.
So if you are a Haunt Collector you might want to consider replacing it.
Focus Powers
Base: ​Cloud Mind (Su): Standard action to try and daze. Mind affecting and can only be
used on target per day.
Dazing is good, staggering is ok. In the best case you wasted your turn to waste his.
Binding Pattern (Sp): Standard action to try and paralyze for 1 round for every 2 levels you
have. Can save again each turn to turn paralyzed into staggered. Mind affecting, compulsion
and must be level 7 to select.
A step up from Cloud Mind, pretty much the only decent thing about this school sadly. It also
eclipses some other focus powers in terms of power.
Forced Alliance (Sp): Basically charm person.
But with a very short duration, better off using the spell. The only upside is that the DC
scales better.
Inspired Assault (Sp): Standard action to buff a creature with a touch. It receives a morale
bonus to attack rolls and saving throws against fear (1 + 1 for every 6 minutes). Lasts a
minute.
Not bad, but competes with other morale bonuses.
Mental Discord (Sp): Disrupts casters.
Binding Pattern completely paralyzes them at the same success rate however.
Mind Slumber (Sp): Try to put creatures to sleep.
But without making them helpless so Binding Pattern is still superior in every way.
Obey (Sp): Like the spell command.
It scales better late game then the spell and is harder to resist if the target is the same
creature type.

Spells
Disclaimer: ​We aren’t going full caster and are spell levels are lower. This means spells that
don’t do anything if a creature saves against them just aren’t worth it most of the time. Such
spells, since there are a lot of them, have been grouped together per level under the Save
Negates.
Level 0:
Daze:​ ​ ​You have no option here and it still is a bad one.
Level 1:
Memorize page​: ​Perfect memory of a few pages at most.
Save Negates:​ ​Charm person,​ C ​ ommand​, ​Forbid action​, ​Hypnotism,​ ​Memory lapse​,
Murderous command​, ​Sleep​.
Level 2:
Bestow weapon proficiency​: You don’t want to swap weapons, so proficiency isn’t going to
be a problem.
Calm emotions:​ Suppresses a multiple amount of conditions, some good some bad so it is
hard to use well.
Investigative mind:​ Nice when you really want to make some appraise, knowledge,
linguistics or spellcraft checks. With a nice duration but only for a number of rolls equal to
your level.
Tactical acumen:​ Short duration and increases to hit bonuses in specific situations. Ok-ish
but not that exciting.
Save Negates:​ ​Aversion,​ D ​ aze monster,​ ​Demand offering,​ ​Hoodwink,​ ​Inflict pain​ (successful
save means 1 round).
Level 3:
Control summoned creature​: The saving throw is against the summoned creature so it has a
higher chance to succeed. But it is rather situational.
Save Negates: ​Deep slumber​, H ​ old person​, S ​ uggestion​, S
​ ymbol of laughter
Level 4:
Confusion:​ Since this hits all creatures in a 15ft burst it can still be useful against groups of
fodder.
Planeslayer's call:​ Short buff, to help you and your allies with their spells against one type of
outsiders. But you aren’t a primary caster so its use for yourself is limited.
Save Negates: ​Charm monster,​ C ​ urse of disgust,​ ​Daze (mass),​ ​Demanding Message​, ​Hold
monster​,​ H
​ ypnotism Greater​, ​Mad Sultan's Memory,​ ​Mind swap​, ​Mindwipe​, ​Symbol of
Distraction​, ​Symbol of persuasion,​ ​Symbol of sleep
Level 5:
Save Negates: ​Contagious Suggestion​, C ​ ommand (greater),​ ​Dahak's Release​ ,​Dominate
person,​ ​Forbid action (greater)​, ​Inflict pain (mass)​, ​Mind fog,​ ​Suggestion (mass),​ ​Symbol of
stunning
Level 6:
Cloak of dreams:​ ​While still a save negates spell it at least forces a save each round when
adjacent to you.
Save Negates: ​Antipathy,​ ​Charm monster (mass),​ ​Demanding Message, Mass​, ​Lost
Legacy,​ ​Symbol of insanity​, ​Symbol of strife,​ ​Sympathy

Conclusion
Too many spells and focus powers that are negated on a save. Considering we aren’t
building for casting and our spells suffer from being lower levels it is not really a good school
for us.

4.1.5 Evocation
Implement items
Gloves, rod, staff, wand.
Resonant Power
Intense Focus (Su): Adds damage equal to half of mental focus invested (max 1 + 1 for
every 2 levels) to damaging evocation spells or focus powers with an instantaneous
duration.
Makes your blasts spells and powers more blasty. Not by a big margin and we aren’t really
building to be a blaster though.
Focus Powers
Base: ​Energy Ray (Sp): Standard action, provokes, 1 mental focus for ray (ranged touch
attack) with a 30ft range. You pick the energy damage and it deals 1d6 + 1d6 for every 2
levels beyond level 1.
A nice ranged backup option, though the 30ft range hurts it.
Energy Blast (Sp): Standard action, provokes, 2 mental focus for a 20ft radius blast with a
range of 100ft. It deals 5d6 damage of energy damage plus an additional 1d6 for every 2
levels beyond 5th. Creatures get a reflex save for half damage. You must be level 5 to select
this power.
Converts mental focus into fireballs. Drains it relatively fast too though.
Energy Ward (Sp): A flexible Flame Shield spell but with a low duration. Requires level 7 to
take.
We probably already have abjuration which protects us against energy damage, the small
damage it deals back is not worth picking this one.
Light Matrix (Sp): A light source you can command to move or move with you on your
shoulder. Can also be used as a touch attack to try and blind someone but doing so ends
the duration. Can only have one active and lasts 1 hour per level.
The duration is nice but we can get darkvision with racials or spells or the divination resonant
power. And it is not worth picking up for the blind alone.
Radiance (Sp): Enchant your weapon to glow and cause creatures to glow on a crit.
Considering it is a standard action and we have better ways to enchant weapons we can
ignore this one.
Shape Mastery (Su): Exclude squares from your evocation spells with an area of effect.
It's up to your Int modifier and costs a point of mental focus per square.
Since we aren’t primarily blasters we might as well be doing other stuff instead of blasting if
that would mean hitting our friends or take the selective spell metamagic feat or rod.
Wall of Power (Sp): Kind of like the spell Wall of Fire, but you can select the energy damage.
But only deals deals damage if they pass through it. Just not worth picking up.

Spells
Level 0:
Dancing ​lights:​ If you don’t have darkvision this or light can help you.
Flare​: Dazzled isn’t worth the standard action to cast it and this spell gives a save and SR?
​ t​: If you don’t have darkvision this or dancing lights can help you.
Ligh
Spark​: The size requirements makes this less useful than you might think.
Telekinetic projectile​: Most of the time a d6 isn’t going to be significant. Especially since it
won’t be one of our earlier schools.
Level 1:
Burning hands:​ If you want evocation spells it is probably for the AoE. So that makes this
your best options.
Floating disk​: Carry some extra stuff, maybe a creative use once and awhile.
Shocking grasp​: Single target spells aren’t probably why you are here for.
Level 2:
Beacon of guilt:​ Marking a thief is not something worth a limited spell known.
Burning gaze​: Does 1d6 fire damage unless they save per standard action, so most of the
time just swing your sword.
Campfire wall​: Why make a neon-sign around your campfire announcing your presence?
Continual flame​: Doesn’t overcome magical darkness, so not much use in it over dancing
lights or light cantrip.
Contact Entity​: Send a message to a creature type and don’t know if it received without a
guaranteed response? No thanks.
Darkness​: If you have darkvision and your enemies don’t this might create an advantageous
area for you but still in a limited radius.
Defensive shock​: A few times when you are hit deal damage back. Not enough to make it
worth it.
Flaming sphere​: The damage isn’t that good and eats up into your full attacks and/or
movement.
Flickering Lights​: Randomize the light level, which might end up doing nothing or hinder you.
Force Sword​: We want our own weapon.
Frost fall​: Some damage and a bit of battlefield control. Not so great but probably best bet at
this level.
Ghost whip:​ Not your main weapon, so not good for this build.
Gust of wind​: Too situational, could work on lower levels but we won’t have this school then.
Pilfering hand​: Situational with a small range, scroll at best.
Protective penumbra:​ You probably don’t have such a weakness so you don’t need its
protection.
Shatter:​ Can’t break magical items, too situational as a damage spell.
Sound burst:​ Too little damage to be worth it.
Level 3:
Agonize​: Torture a good creature you can’t summon with class spells (Planar Ally) to do
extra stuff. Pass.
Call lightning:​ If you can’t full attack every round this might give an ok ranged option.
Daybreak a ​ rrow​: Enchant ammunition against undead and creatures harmed by sunlight.
Daylight:​ Useful to counter magical darkness but most likely you will be rocking darkvision.
Deeper darkness​: Like darkness but if you go to low you won’t even be able to see either.
Fireball​: A solid AoE spell is probably why you wanted evocation in the first place.
Invisibility purge:​ Glitterdust (level 2 conjuration) or See invisibility (divination) can also help
out. So probably not worth it against fireball or call lighting.
Lightning bolt:​ The line and electricity version of fireball.
Motes of Dusk And Dawn:​ Utility is not really you want out of evocation, especially not when
it competes with fireball and lightning bolt. Sadly because otherwise a good spell to control
light.
Spotlight​: Does what you think it does, not worth a level 3 evocation spot though.
Talismanic implement:​ Your spell known is limited so the amount of spells you can prepare
with this is limited as well as taken up one. Even worse it also eats up mental focus.
Tiny hut​: A protective little bubble. Too situational.
Twilight knife:​ A small amount of extra damage when swinging your weapon. Not bad, but
not why you are in this school for.
Wall of Split Illumination​: Can’t really afford a level 3 evocation spell on this.
Wind wall​: Useful to defend against ranged attacks, but short duration and there are other
options. Also defense is not why we are looking at the evocation school
Level 4:
Ball lightning:​ A few electric flaming spheres that can do damage all at once if needed. The
damage scales from 9d6 to 15d6 so not that great unless enemies keep standing in them.
Though it is a move action to direct them all.
Brightest Light:​ Another light spell, but a good one at what it does.
Contingent​ ​scroll​:​ A poor man’s contingency spell, the limited duration really kills it though.
Controlled Fireball​: A lot of situational bonuses for a higher spell slot compared to normal
fireball. It is still pretty good and could allow you to pick lightning bolt at 3 and this at 4.
Etheric shards​: If you can force a creature to stand in the area for a long time you can pile on
some damage and bleed damage over time.
Fire shield:​ Similar to your Energy ward power but less flexible.
Flaming sphere (greater):​ Same as the normal version.
Ice storm​: Small damage (relatively) and some battlefield control.
Pyrotechnic Eruption:​ If the target doesn’t have any fire protection this could potentially end
up dealing lots of damage.
Resilient sphere:​ Trap/protect a creature in a wall of force bubble. Negated by a save and
not what we want from evocation.
River of wind:​ Damage on this spell isn’t worth picking it up.
Send ​ ing​: A nice utility spell, based on your game either a scroll or hope someone else can
cast it.
Shout​: Sonic damage is good, but the damage is rather low.
Spirit-bound blade​: Legacy weapon power already does this and better.
Unbearable brightness:​ Situational debuff spell.
Wall of fire:​ At worst this spell does some battlefield control at best it also deals and keeps
doing damage.
Wall of ice​: Unlike wall of fire this doesn’t deal damage.
Level 5:
Alaznist's Jinx:​ Limited to casters and save negates.
Call lightning storm​: Like call lighting, but at a significant longer range, with more damage
and more bolts.
Cone of cold​: Lots of upfront cold damage in a big cone.
Ectoplasmic Hand:​ Basically a range extender, not what we want from our high level
evocation spells.
Fire snake​: A more party friendly AoE spell.
Interposing hand:​ Has its uses but once more not what you want from evocation.
Wall of force​: A very strong wall, put with a non-permanent duration and in the wrong school
Level 6:
Blade barrier​: An offensive wall for lots of damage including against incorporeal creatures.
But initial save negates damage.
Chain lightning:​ Multi targeted damage spell.
Cold ice strike​: An AoE spell (line) that you can cast as a swift action is pretty impressive
way to up your damage.
Contagious flame:​ A spell that keeps shooting multiple rays of 4d6 fire damage for 3 rounds
is pretty ok. But we rather have AoE.
Contingency:​ Have a spell trigger when you need to. A popular option is to teleport to safety
when you get low. But many other creative options exist.
Forceful hand​: Same as interposing hand.
Freezing sphere:​ The area (40ft burst) is great and the damage is decent.
Last Azlanti's Defending Sword​: Seems underwhelming.
Sirocco:​ The power of this spell isn’t the damage, but that if the damage isn’t all prevented
(save only halves it) you get fatigued or exhausted if already fatigued (no save on that).

Conclu​sion
I sure hope your party doesn’t need you to fulfill the primary AoE blaster role. Because while
this school offers that, it doesn’t do a fantastic job of it. Especially because we are tailoring
our build more towards martial prowess. The focus powers aren’t that great and usually just
copy spells, and sometimes in a bad way too. There are some good spells in here though
but mostly high level stuff. There is however one gem in the spells and that is Contingency.
When properly used this can be a lifesaver, though you could just UMD the spell if you don’t
mind the cost.

4.1.6 Illusion
Implement items
Crystal, hat, mask, prism, ring.
Resonant Power
Distortion (Sp): Standard action gain concealment (5% times the mental focus invested, max
of 5% + 5% for every 2 levels) until you make an attack. Doesn’t increase beyond 50% but
instead then grants invisibility. Creatures with see invisibility, true seeing or similar abilities
ignore the miss chance.
It is on ok power but scales slowly (50% at level 18 meaning you don’t get at will invisibility
until level 20 when lots of creatures can easily counter it).
Focus Powers
Base: ​Minor Figment (Sp): Standard action and a point of mental focus to duplicate minor
image or ghost sounds for a round per level. At level 7 or higher it becomes minutes per
level and it can change once during its duration when a specified condition occurs.
Since ghost sounds is your only cantrip option it is mostly for minor image. Though the
change can be important enough I suppose.
Cloak Image (Sp): Disguise self (as spell) but at later levels more flexible.
But at a tenth of the duration.
Color Beam (Sp): Daze or dazzled on save, ranged touch attack and range of 30ft.
Not worth picking up or spending focus on.
Masquerade (Sp): Disguise into creatures you touch.
So like disguise self.
Mirage (Sp): Creature an illusion to cloak an area. 5ft cube per level and functions as major
image (so duration is concentration +3 rounds). Must be level 5 or higher to select this
power.
If minor figment has been serving you well this might be useful to extend your illusionist
repertoire. Though spells might be enough.
Shadow Beast (Sp): Duplicates summon monster as per shadow conjuration, starts up to
SM5 when you can take it at level 9. But increases by one for every 2 levels above 9 to a
max of SM9 at level 17. They are only 50% effective if disbelieved. Duration 1 round per
level.
Goes higher than the conjuration school’s servitor power (9 instead of 7) but if the will save
is made they are only 50% effective. This extends the monsters you can summon and thus
the utility you can get out of it.
Unseen (Sp): Invisibility as the spell with some extras. Must be level 3 or higher to take this
power.
Invisibility is good enough that you want both as a spell and as power. It also has some
benefit in that you can give it to someone else, though it costs more, you can still see them.
And you can spend additional points to make someone remain invisible if they are within 30ft
when they attack.

Spells
Level 0:
Ghost sound:​ No choice here, but with some creative use a good spell.
Level 1:
Alter musical instrument​: Not sure why this is even on our spell list.
Auditory Hallucination:​ Trick target into hearing something, but not language dependant.
Blurred movement​: A poor man’s blur which you later can’t combine with a full attack.
Decrepit disguise:​ Purely a RP spell.
Disguise self:​ If you want to disguise yourself this is a good spell, except you will ping as
magical.
Disguise weapon:​ It still needs to look like another weapon, kind of defeats the purpose.
Hide Bruises:​ This is more a RP spell for an NPC villain.
Illusion of calm​: Prevents AoO’s until the target hits you and saves.
Magic aura​:​ If you need to make a non-magical item appear magical I am sure you don’t
need to do it often, so get scroll instead of a spell known.
Mask dweomer​: Same as magic aura, but reversed.
Quintessence​: A more general illusion would suffice as well.
Shadow Trap​: Prevents movement but grants a new save each time.
Shadow weapon​: Not your main weapon so not useful.
Silent image​: A nice general purpose illusion you can be creative with.
Vanish:​ Short duration invisibility, good for buffing up, escaping, or getting in position.
Level 2:
Assumed Likeness​: Choose an emotion and gain a bonus based on it if the target fails its
save.
Blur​: Like mirror image gives you an effective miss chance, this one is more stable but also
lower as long as you have images.
Disguise other​:​ Like disguise self, but if this is such a thing in your game that others need it
too then they should probably be investing in it themselves.
Ghostly disguise​: A very narrow Disguise Self.
Implant false reading​: Maybe in an occult intrigue game...I guess?
Instigate psychic duel​: Psychic duels favor creatures with good mental stats, so if you can
get this to work on a brute kind of enemy you have a good chance of taking it down. If you
want to go through the hassle that is psychic duels however.
Invisibility​: You want mirror images more than you want this spell but it is still a very good
one. Probably worth the 4k gold for a Shard of Psychic Power 2.
Magic mouth:​ Funny little spell to mark a place with a message but not something we need.
Mask dweomer (communal)​: Like the non-communal spell.
Minor image​: A small upgrade over silent image, nice but not that important.
Mirror image​: So with the minimum amount of images (2) you have a 66.67% chance an
image is hit instead. With the max amount (8) there is a 88.89% an image is hit. Of course
an image is destroyed every time they are hit or the attack misses your AC by 5 or less. But
if it gets too low you could always recast for more images.
Misdirection​: Too situational at that range.
Phantom trap​: I think this spell is hilarious to mess with your rogue but let’s be nice shall we.
Shifted Steps​: Misdirects sounds has some uses. Though the competition on this level is
fierce.
Symbol of mirroring:​ Like all the symbol spells, not really worth it.
Level 3:
Adjustable disguise​: A disguise self you can keep on changing. Small chance you will ever
need this though.
Audiovisual​ ​Hallucination​: A better Auditory Hallucination, slightly below major image.
Aura alteration:​ Like Mask dweomer too situational.
Displacement​: Another defensive buff, short duration though.
Geomessage:​ A level 3 spell to hide some notes? No thanks.
Illusory script:​ Keep a piece of paper safe by disguising it? Too situational.
Instant Fake​: Leave behind an illusion when you steal stuff, fun but not all that useful.
Invisibility bubble​: Invisibility for underwater.
Invisibility sphere:​ If the party has to rely on you to sneak around this can help. It would be
nice if someone else could provide it instead though.
Magic Aura, Greater​: Like magic aura but with more options.
Major​ image​: If you can get creative with this it can be great utility.
Shadowmind​: Save negates sadly, otherwise a nice little trick.
Undetectable Trap:​ Traps aren’t really a PC thing.
Vision of Hell:​ A level 3 spell to have a chance to give shaken to people (including any
allies)? No thanks.
Level 4:
Complex ​Hallucination:​ Pretty much the phantasm version of major image.
Illusory wall:​ If you want to cut of people with walls you are better up picking up actual walls
from other schools.
Illusion of Treachery:​ Gives too many saves.
Invisibility (greater):​ Shorter duration than normal but you can keep attacking. You don’t
have specific class feature to benefit from it, but it is still a +2 to hit and they don’t get their
Dex mod to AC as well as maybe not being able to hit you at all or with a 50% miss chance.
Impossible Angles​: Lots of debuffs, all hanging on that one save sadly.
Quieting Weapons:​ Firearms aren’t really our thing, and we have better ways to get a target
to be silent.
Shocking image​:​ The damage isn’t worth the increase in spell level over mirror image.
Symbol of striking​: Symbol spells are usually bad, and this one is very weak even for a
symbol spell. It can literally be countered by only making 5ft steps and not doing other stuff
that provoke and even if they hit it is a pitiful amount of damage.
Telepathic Silence​: Very limited.
Wandering star motes​: If this can jump through a lot of creatures chances are it is going to
daze at least a few times. But without being an illusionist specialist the chance is just too low
to justify.
Level 5:
Dream Reality​: Extremely situational and save negates.
False v​ ision​: In a game that features scry and fry a lot this can be a life saver with its high
duration (hour per level). Otherwise not so great.
Illusion of Treachery, Greater​: Like the normal version, too many saves.
Mislead:​ At level 3 you probably didn’t pick major image because of the competition. But at
this level it might be easier to justify picking up greater invisibility + major image in one spell
along with the DC increase because its a higher level spell.
Persistent image:​ As illusions go this one is pretty good running independently on a script
determined by you.
Scripted Hallucination:​ Similar to persistent image.
Seeming​: Pretty much a mass disguise self spell.
Level 6:
Permanent image​: You can do some creative stuff with this considering they are permanent
until dispelled/dismissed. With each casting you can expand your magical fun house.
Project image​: Limited duration, limited usefulness.
Triggered Hallucination​: Offers some potential but permanent image is still more useful.

Conclusion
Illusion spells can have great effects with a bit of imagination. Even if you don’t the
protection and powers they give you are great. Not to mention the utility in summon monster
spells through Shadow Beast. Also pretty much a must have in an intrigue game or one you
have to scout/sneak around a lot.

4.1.7 Necromancy
Implement items
Bone, coin, doll, drum, robe, skull.
Resonant Power
Necromantic Focus (Su): Undead creatures take a -1 penalty against saving throws against
spells cast by the bearer of the implement for every 4 points of mental focus invested. It can
also increase the number of Hit Dice of undead you can control.
The problem is that after sleep when your mental focus resets the extra undead go
uncontrollable. Also focusing on undead control is not exactly the focus of this build. If you
are a haunt collector consider replacing this power.
Focus Powers
Base: ​Mind Fear (Sp): Frighten or shaken (based on HD) on save. Once per day per target
and mind-affecting fear effect.
A save or do nothing effect is usually not worth your turn. Especially if you win up making it
just shaken.
Flesh Rot (Sp): Melee touch attack to deal damage to a living creature.
Chances are your weapon will hit harder. It would at least be situational if it healed undead.
Necromantic ​Servant ​(Sp): Creates a human skeleton or zombie for 10 minutes per level or
destroyed. It has half your max hp, uses your BAB and gets bonus damage equal to half
your level. Starting from 5th level you can expand a point of mental focus as an immediate
action to restore it to full health when it would otherwise be destroyed (if within range 100ft
+10ft per level). And starting from 9th level you can apply the bloody or burning template to
a skeleton or fast to a zombie. Starting from 13th level you can split it into two servants when
you restore it. You can have a max number of servants equal to half your level. And at level
17+ you can grant it a teamwork feat of your choice.
A mixed bag because it is not really clear how it works. It pretty much always is decent
though. Though because it doesn’t specify an increased HD it is very prone to being
destroyed or taken away from your control. It is also unclear if you can have multiple out, if
the splitting ability is the only way to create multiples and if not if that cap applies to just
repeat casting this. Because if you can only have one max until level 13 and only when it
would be destroyed that make is a lot less powerful. It also doesn’t mention that it is an evil
act to create an undead in this manner though your DM might disagree. All these things
influence the rating.
Pain Wave (Sp): All creatures (excludes you) in a 20ft radius within 100ft become sickened
for 1 round per level (1 round with a Will save). Mind-affecting pain effect, requires 7th level.
Sickened is an ok-ish condition, it helps that it is AoE and guaranteed at least one round
even if saved (unless of course they are immune). But not really our focus with this build.
Psychic Curse (Sp): Bestows one of three niche curses.
None of which are particularly strong.
Soulbound Puppet (Su): Gain a temporary construct familiar.
Gives quite some utility and because of the homunculus option you can also possible use it
as a UMD stick.
Spirit Shroud (Su): Shroud that grants tmp hp and later on bonus on saving throws against
death effects, fear effects and spells that bestow negative levels or deal negative energy
damage. Must be at least level 3 to select this power.
It lasts longer than the abjuration base power but that one can have a higher cap (1d6+20
max for Spirit Shroud and 40 for Mind Barrier). Though the cap of Mind Barrier can be
wasted if not used up in a round. Though you could use both. And sadly the bonus to saving
throw doesn’t stack with, nor does it exceed, that of the abjuration resonant power.

Spells
Level 0:
Bleed:​ Undo stabilize? Meh.
Grave words​: It is not a good spell, but it is funny and compared with the competition
probably the most appealing.
Touch of fatigue​: Fatigue is an ok debuff but not something you want to spend a turn
applying since a save negates it.
Level 1:
Cause fear​: The HD limit makes it useless for us for when we get it.
Decompose corpse​: Either a weird RP spell or a bad debuff for non-skeletal corporeal
undead only with a chance of being negated. Pass.
Grasping Corpse:​ Trip or grapple in a funny way, but trip isn’t that useful and the grapple
CMD is your spell DC so not that great.
Inflict light​ wounds:​ Can be useful to heal your undead pets.
Itching Curse​: Small debuff, but capped at 5HD.
Restore corpse:​ Fix up a corpse so it can be a zombie or make it look like when it just died.
Some very limited usage here.
Skin Tag:​ Haunt someone who drinks/eats something. Long term things are usually very
situational.
Sculpt corpse​: If you want to be that creeper that messes with how a corpse looks...
Level 2:
Animate dead (lesser):​ If you want to go the old evil army of the dead necromancer this is a
nice start. But you probably want to swap it out later. Or maybe when you get into this school
you can start with better.
Brow gasher​: Too low level of a spell to have save negates to be effective.
Crafter's Nightmare:​ Long duration but only disrupts crafting, profession and other small
stuff.
False life:​ A bit of extra tmp hp. Not bad when compared to other level 2 necromancy spells,
but maybe not so good compared to the level 2 spells of your other schools.
Inflict moderate wounds:​ Can be useful to heal your undead pets.
Object possession (lesser):​ ​ A funny little spell but not very effective. The fact that it has a
cord to your helpless body is too big of a risk.
Pernicious poison​: We aren’t really doing stuff with poisons, maybe to help a party member?
The no save on the spell is interesting.
Purge spirit​: A nice option to deal damage even to haunts and incorporeal creatures.
Scare​: A better cause feat but still with the HD cap so useless.
Skinsend​: A fun creeper spell, not all that useful though.
Spectral hand:​ We aren’t doing a lot of touch spells so the use is somewhat diminished.
Symbol of Exsanguination:​ Another symbol spell that isn’t worth it.
Unsettling Presence:​ Very limited in what it does.
Level 3:
Animate dead:​ A straight upgrade from the lesser variant.
Bestow curse:​ A strong debuff spell, sadly negated on save.
Flesh Puppet:​ Compared to animate dead this loses you a lot of flexibility for the sake of
having a disguised pet.
Gentle repose​: Situational, might as well have this on a scroll if at all.
Healing thief:​ Combat healing isn’t much of a thing in Pathfinder, so hoping to steal it from
your enemy is too situational.
Inflict serious wounds​: Can be useful to heal your undead pets.
Retributive Reparations​: Negated by save, forces multiple saves and requires you to trick
them into taking an item. Yeah, no thanks.
Riding possession:​ A sneaky more subtle possession spell.
Sands of time:​ Small debuff or a little damage to object, construct or undead.
Sessile spirit:​ Either mess with a class that uses spirits or try to exorcise a possession.
Toxic gift:​ Spread a poison affecting you, might want to work on not getting poisoned
instead.
Level 4:
Conditional Curse:​ A gimmicky bestow curse.
Death ward​: Extra protection against particular nasty effects.
False life (greater)​: At this spell level it just doesn’t grant enough tmp hp for it to be worth it.
Fear​: If saved against it becomes pretty lackluster.
Flesh Puppet Horde:​ Like the non-horde version I just don’t get the usefulness.
Inflict critical wounds​: Can be useful to heal your undead pets.
Masochistic Shadow​: Sadly first save negates, and further saves are allowed as well.
Object possession:​ ​ A funny little spell but not very effective. The fact that it has a cord to
your helpless body is too big of a risk.
Poison:​ ​ Only a single creature and the save negates.
Possession​: The potential is there, though save negates. I don’t particularly enjoy the
playstyle though.
Red Hand of The Killer​: Nice RP spell you can get by with on a scroll.
Spellcurse:​ Most spells at this level would deal 1d6 per caster level (max 10d6). To be better
you would need to fight enemies with 11+ buffs. And it doesn’t even dispel those.
Summoner conduit​: A bit too situational.
Symbol of fear:​ Another bad symbol with a save negates.
Symbol of pain​: The debuff is substantial, but it is on a symbol spell.
Torpid Reanimation​: In most cases normal ​Animate dead​ will suffice.
Umbral Infusion:​ The buff is nice, but the loss of direct control makes it too random for my
taste.
Level 5:
Curse​ (major)​:​ It is not the save to remove that is important but the save to negate. That
save is only 2 higher than bestow curse. It has some additional benefit in that it has some
range.
Entrap spirit​: Temporary gets rid of one incorporeal creature or haunt, but save negates.
Inflict light wounds (mass):​ ​ If you have a big army this might get some mileage, otherwise a
bit underwhelming. Though it can also be useful to slaughter peasants.
Object possession (greater)​: ​A funny little spell but not very effective. The fact that it has a
cord to your helpless body is too big of a risk.
Suffocation​: A save or die spell but it requires the failure of multiple saves.
Symbol of weakness:​ A hefty gold cost to deal 3d6 Str damage.
Unwilling shield​: Save negates for a reverse shield other.
Level 6:
Harm:​ A single target touch attack for big damage, save for half but cannot reduce hp to less
than 1. A great heal if you have a big undead walking around though.
Inflict moderate wounds (mass):​ If you have a big army this might get some mileage,
otherwise a bit underwhelming. Though it can also be useful to slaughter peasants
Plundered Power​: Gets expensive in the long run, not to mention having to repeat sacrifice
something with a good racial spell-like ability. But can open some creative options.
Possession (greater):​ Like the normal version although you don’t leave behind a helpless
body. Though if you get ejected you might be in the danger zone.
Rotting Alliance​: Save negates and takes too long to work after the first tick.
Symbol of death​: Expensive and only kills stuff with a hp restriction. Might as well kill them
normally then.
Temporary resurrection​: If no one has a permanent resurrection spell available (prepared
today) you could use this to bridge that gap. But at this level you are more than able to UMD
a resurrection spell.
Umbral Strike​: A ranged alternative to harm, but significantly less damage (still halved on
save) but can kill something at least. Also blinds on failed save.

Conclusion
Necromantic servant is the most appealing pick up from this school. The other appealing
side is in small parties where it is okay to cast evil spells to bolster your ranks with undead
canon fodder. Beyond that it is a pretty lackluster school.

4.1.8 Transmutation
Implement items
Belt, boots, sandals, vest, weapon.
Resonant Power
Physical Enhancement (Su): A free scaling boost to one physical stat. +2 for every 3 mental
focus invested. Max +2 at level 1, +4 at level 6 and +6 at level 12 and +8 at level 18.
Saves money on at least one stat for your belt (you can for example use this to boost your
Str and you Dex and Con with a belt). Do note this is temporary so you can’t use it to qualify
for feats and such. Oh and at level 18 it can give a +8 which you can’t do without custom
magic items approved by your DM.
Focus Powers
Base: ​Legacy Weapon (Su): It is a standard action to activate lasts for a minute and costs
one point of mental focus to enchant your weapon. You can grant it a +1 enhancement
bonus for every 6 levels and those stack with the weapon. Or you can also give it one
weapon special ability equivalent to that enhancement bonus, but the item must have at
least +1 (from itself or from legacy weapon).
This can help you pierce DR or add damage. Good enchants are bane if you know the
creature type of what you are facing or stuff like Holy. But even stuff like Ghost Touch or
Brilliant Energy (need level 18+ plus for that one).
Mind over Gravity (Sp): Like the spell Fly but better. Must be at least level 7.
Comes online at the same level as the spell but the power has perfect maneuverability,
same duration and its speed isn’t affected by armor. It does however not give you protection
when the duration ends (or is dispelled). Because flying is so powerful you probably want
both the spell as well as the power.
Philosopher’s Touch (Su): Give a weapon the properties of a special material to overcome
DR.
Using legacy weapon will usually grant you this benefit as well. The good materials come too
late level as well.
Quickness (Sp): As the spell haste but only one target but with a higher AC and reflex saving
throw bonus. Must be at least level 5.
Very similar to Mind over Gravity and fly, but now with Haste. It is usually more effective to
give your entire party haste though.
Size Alteration (Sp): As the spells Enlarge person or reduce person but as a standard action
and only a round per level. Also not limited by creature type.
Useful if enlarge person normally can’t be used on you or an ally. But the reduced duration is
a big downsize compared to the spell.
Sudden Speed (Sp): Swift action to increase your land speed by 30ft.
The fact that it is a swift action makes it really good.
Telekinetic Mastery (Sp): Like the spell Telekinesis, but you don’t have to concentrate to
maintain it, but using any of its effects is a standard action. Last for 1 round per level and
you must be at least level 9.
A versatile spell you can get some mileage out of. But the power doesn’t grant much
additional benefits and there isn’t much competition for the spell at that level. Though you
can get this power at level 9 and the spell only at level 13.

Spells
Level 0:
Mage hand:​ Not all that thrilling though it can function as a poor man’s detect magic for
object up to 5 pound (as it doesn’t work on magical objects).
Mending:​ You care about objects (implements) so having a way to repair them can be
handy.
Message:​ Useful to hide your communications.
Open/close​: Useful to remote detonate some traps.
Purify food and drink:​ Not a lot of campaigns where this will be useful.
Level 1:
Alter winds​: Increase or decrease natural wind effects, not very thrilling.
Ant haul:​ You should have a good enough Str for early game until you get stuff like bag of
holding and similar.
Break​: Using spells to break items? Save to negate? Nope.
Charge object:​ RP spell to imprint your psychic imprint.
Crafter's curse:​ Will negates just to hamper someone’s crafting?
Crafter's fortune:​ If you want to go crafting (not a bad option) you can get a substantial boost.
But you have options you will be using more often, as such this is better on a scroll or wand.
Enlarge person:​ Good buff for yourself (except if you are ranged) or a friend with an ok
duration.
Erase​: Mess up magical or mundane writing seems to situational to me.
Expeditious retreat​: You can have a focus power that does this too, not worth a spell slot.
Feather fall:​ Ok spell but not for our limited spell know list. A ring or the snapleaf item servers
your needs too.
Fool's Gold:​ Needing to get the gold in your enemy's position kind of ruins it.
Gravity​ b
​ ow:​ Good if you are going the ranged build to increase your damage. Your longbow
will go from 1d8 to 2d6 (4.5 average damage to 7).
Jury-rig​: Short duration to ignore a broken condition on a weapon isn’t worth a spell.
Keen senses​: A small bonus, not worth the spell.
Lead blades:​ Good for the melee build to increase your damage. Stacks with enlarge
person.
Liberating command:​ Good for helping people with a low CMB get out of a grapple.
Longshot​: The range increment increase of only +10 is not worth a spell.
Magic weapon​: Your Legacy weapon power does this but better.
Mirror polish:​ Make the surface of some metal items into a mirror.
Negate aroma​: Prevent smells...
Pass without trace:​ ​ Too situational.
Reduce person:​ There are some benefits from being small, but also some big drawbacks.
Refine improvised weapon:​ We want to fight with are main weapon.
Reinforce armaments:​ Small benefit to an armor.
Sundering shards​: We won’t be focusing on sundering.
Tears to Wine:​ Turns liquid into mead that buffs Int and Wis skill checks. Duration of 10/min
per level and the bonus scales (+2 to +10).
Vocal alteration​: Helps to complete a disguise. But the duration is limited.
Youthful appearance​: Polymorph the target into a younger version of itself.
Wizened Appearance​: Polymorph the target into an older version of itself.
Level 2:
Accelerate poison:​ We don’t deal with poisons, so too situational.
Air step​: Probably best to wait for actual flying.
Ant haul (communal):​ You probably have some bags of holding or muleback cords now.
Badger's ferocity:​ ​ Concentrating on a spell means not attacking.
Bowstaff​: For a ranged build this can in pinch save you from someone who keeps getting in
your face.
Certain grip:​ Our CMD will probably be ok enough to not need this.
Chill metal:​ The damage isn’t that great and it is spread over 6 rounds. Also save negates.
Codespeak:​ Gaining a secret language can be useful, for a specific campaign or scenario.
Darkv​ ision:​ If you don’t have it from a racial or the divination resonant power yet this can be
a great stand in till then.
Deft Digits​: Basically extends the range of what you can do with your hands. So not very
exciting for a spell of this level.
Disfiguring touch​: A bad bestow curse, double so because it is a lower spell so a lower DC.
Effortless armor​: Duration is too low.
Enter image​: Mostly a RP spell.
Fear the Sun​: You need both favorable light conditions and them to fail the save.
Feast of ashes:​ Fort negates and takes too long to take effect.
Ghostbane dirge:​ Makes an incorporeal creature take full damage from corporeal damage.
Save negates, SR applies, and it can just hide in a wall from the short duration. Against
incorporeal just put ghost touch on your weapon.
Glide:​ A higher level feather fall that allows you some control. Not worth it.
Heat metal​: The damage isn’t that great and it is spread over 6 rounds. Also save negates.
Huntmaster's Spear​: We already have better ways to enhance our weapon.
Kalistocrat's Nightmare:​ Only useful for some laughs.
Knock:​ Very situational to counter lock type of spells.
Levitate:​ Going up? Might as well wait for flight.
Magic siege engine​: Makes a siege weapon +1. Not worth a spell.
Make w ​ hole:​ A better mending, though that is a cantrip. Though this one can restore magical
items. Talk with your DM if destroying magic stuff is something he might consider throwing in
there, most don’t.
Masterwork transformation​: You probably only need this once if that.
Mirror hideaway​: Hide in a mirror. Meh.
Perceive cues:​ 10/min level +5 on perception and sense motive.
Quick Change​: Depends on change shape which we don’t have.
Reinforce armaments (communal):​ Small benefit to a few armors
Rope trick:​ A great place to safely sleep in.
Rotgut:​ Turning water into cheap alcohol might have worked for Jesus but I don’t see it
helping us.
Silk to steel​: We don’t want it as a weapon and we can have an actual shield or the spell.
Spider climb​: Might come in handy before you can fly, but is made obsolete by it.
Splinter Spell Resistance​: We aren’t trying to force a lot of spells on enemies so it is mostly
helping our casters, but it is very good at that.
Telekinetic assembly​: Assemble a disambled siege engine, too situational.
Unerring weapon:​ Short duration to improve critical confirmation roll.
Versatile weapon​: Helps with some DR, but we can already get such help elsewhere.
Violent Accident:​ Basically a damage spell which you have no control over when it happens.
Warp wood:​ ​ Warp some wood, too situational.
Weapon of awe:​ +2 damage and shaken on a crit for one round is not all that great for a
level 2 spell.
Wood shape​: Reshape a wooden object. The only benefit over having someone craft it
would be the time.
Level 3:
Age resistance (lesser):​ If you want to be a cheesy min-maxer this is a great spell for you.
Assume Appearance​: Very limited alter self (you need to have its corpse).
Bloodhound​: Gives you scent and a bonus on perception and survival.
Borrow Corruption:​ Don’t think many people run corruption/sanity rules.
Countless eyes​: A scroll of this for when you go up to heavy flankers or lots of rogues should
be plenty. Only when in a sneaky sneak game with lots of rogues does this become
something to consider.
Cup of dust:​ Save negates, takes a long time to effect the target.
Daggermark's Exchange​: Change one poison into another would be nice if poison’s
themselves would have been good.
Dongun Shaper's Touch​: Reshaping a small, non-magical object isn’t something you want to
do so many times to warrant a spell known.
Darkvision (communal):​ If your party really needs this spell let them pay for the scroll.
Flame arrow​: Or just put the flaming enchant on your weapon permanently.
Fly:​ A great spell. The focus power is better in most cases but more usages isn’t bad.
Full Pouch:​ Most items you want to use this on aren’t worth a level 3 spell as far as I know.
Gaseous form​: Slow but safe way to travel, too bad you can’t do much while in this form.
Ghost Brand:​ Fun little spell but ultimately useless.
Haste​: If a few in your party can benefit from this it beats out the focus power. But in that
case you still would rather have someone else cast this.
Heart of the metal​: With legacy weapon you can probably enchant your weapon enough to
overcome DR as well.
Hostile levitation​: Save negates to inconvenience your target.
Irregular Size​: Not without use, but not great either.
Keen edge​: There are better ways to increase your weapon’s crit range.
Magic vestment:​ Not a lot of value for a level 3 spell.
Magic weapon (greater):​ The fact that it doesn’t help you overcome DR makes it meh.
Rags to Riches:​ Upgrading the items themselves is most likely going to be a better bet.
Secret page:​ Hiding a message on a piece of paper.
Shrink item​: Funny little spell, but you can’t shrink items that matter (magic items).
Slow:​ Removing the ability to full attack from enemies is powerful, but save negates.
Spider climb (communal)​: Just fly your buddies across.
Stone shape:​ Hire a stone mason instead.
Symbol of slowing:​ A low impact symbol.
Temporary Graft​: In most campaigns won’t be worth the hassle to carry body parts around
with you.
Level 4:
Age resistance​:​ If you want to be a cheesy min-maxer this is a great spell for you.
Air walk​: A longer duration way to ‘fly’ equal to your land speed.
Aroden’s Spellsword:​ Hiding a rod or staff can be helpful, but not worth a 4th level spell.
Assume Appearance, greater:​ Less situational, but it is still mostly a weird alter self.
Darkvision (greater)​: Double the range of darkvision so you can out darkvision someone
else’s darkvision?
Echoloc​ ation:​ Blindsight can be handy to have. But most likely better as a scroll option.
Eventually the divination resonant power can grant this. It does combine well with ​Ring of
Continuation​ though.
Majestic Image:​ Not a bad way to set up a line of communication, though somewhat limited
range for that. And requires some planning ahead.
Magic siege engine (greater):​ ​Are you really firing siege engines that much?
Malfunction​: Confusion for one construct only, too limited.
Mirror transport:​ Hide in a mirror and jump to another mirror within 500ft.
Parchment swarm:​ Transform a piece of parchment into damage, if it was a scroll of level 2
or higher becomes an AoE. You can also apply the effect of a level 1 scroll on it (limited).
Actually not a bad spell, but expensive if you want to use it with a scroll.
Planar adaptation​: You still need an outside way to get to another plane, so when you do
prepare for it without taking this as a spell. Unless you think you will be traveling to a lot of
planes regularly.
Rapid repair:​ Grants a construct fast healing 5.
Revenant Armor:​ You are in the thick of things, this helps you get to your healer fast if you
fall down. Which could save your life. The duration is amazing, so much so that you might
also get buy with just casting it from a scroll every few days.
Rigor Mortis:​ With the damage being non-lethal, the rest resisted on save and it being able
to be removed with a heal check this just doesn’t cut it.
Slough​: Well flaying is fun, I mean evil, and Con damage is great but the save negates.
Rusting grasp​: Can’t target magic items with it though.
Treasure stitching:​ Weird way of transporting stuff. I think I’d rather stick with bag of
holdings.
Warp Metal​: Like warp wood still a bit situational. Too getting around metal obstacles is more
difficult.
Level 5:
Age resistance (greater):​ If you want to be a cheesy min-maxer this is a great spell for you.
Air walk (communal)​: If your entire party needs to fly and needs you to do it make them pay
for a scroll?
Awaken construct:​ Give a construct free will, an Int score and feats and skill points.
Control w ​ inds​: Control the winds in an area. But save negates per target. Good for
campaigns that take place on the sea. Otherwise not so much.
Energy siege shot​: Are you really firing siege engines that much?
Fabricate​: When special materials are scarce or you really need to craft fast this is a good
spell. So most of the time it isn’t.
Ghostbane dirge (mass):​ ​Makes an incorporeal creature take full damage from corporeal
damage. Save negates, SR applies, and it can just hide in a wall from the short duration.
Against incorporeal just put ghost touch on your weapon.
Overland flight:​ A very long duration fly.
Particulate Form​: Protects, heals, and attempt to stop a disease/poison, and on multiple
targets.
Telekinesis​: A nice versatile spell.
Transmute mud to rock:​ Mud usually doesn’t pose an obstacle.
Transmute rock to mud:​ ​ Tunnel through rock, trap people, cause cave-ins.
Level 6:
Animate objects​: Make some constructs. Not all that impressive.
Artificer's Curse​: Not that exciting as it affects one item only.
Break, greater​: Using your highest level spell to give the broken condition to items? Magic
items will probably save to negate this as well.
Control construct​: This requires you to run into enemies that control a construct, too
situational except for a scroll.
Disintegrate:​ So it is either 32d6 to 40d6 damage, or 5d6. Or delete objects including those
made of force. The all or nothing (well not much) is kind of scary but it is still your best option
at this level.
Enemy hammer:​ Hit an enemy with an enemy, put each try they get a save to negate. The
damage isn’t so good either.
Energy siege shot (greater):​ Are you really firing siege engines that much?
Ironwood​: You don’t really care about what material your stuff is, why the occultist even gets
this Druid spell is beyond me.
Planar adaptation (mass):​ If you want this than it is at least straight up better than the
personal one. But probably still not worth picking up as a spell known.
Scribe's Binding:​ This is more RP than anything else.
Statue:​ Save or suck, but save negates.
Transfiguring Touch​: Not all that useful for your highest level spell.
Transformation:​ ​ We are already martial enough.

Conclusion
Regardless you are going to pick this one up for the Trappings of the Warrior panoply. The
resonant power saves you some gold on a physical stat boost. Legacy weapon is a great
focus power to boost your weapon. A lot of good spells as well, especially if you get a few
rounds to buff.

4.2 Panoply - Trappings of the Warrior


Implement items
Shield (abjuration) and weapon (transmutation).
Resonant Power
Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement
you treat your BAB as if it were 1 point higher for every 4 points of total mental focus
invested in all of the associated implements (to a max BAB equal to your level). May grant
extra attacks when using the full attack action.
Our build defining power that keeps our martial prowess relevant.
Focus Powers
Base: ​Combat Trick (Ex): Move action and 3 mental focus to gain a single combat feat for
which you qualify, lasts for 1 minute.
Sadly this base power is horrible. For this panoply you need at least transmutation that
through legacy power and the training weapon ability could give you the same benefit for 2
less mental focus. So unless you really need two feats and are willing to spend 4 focus on it
this one will probably never get used.
Counterstrike (Ex): An immediate action costing 1 point of mental focus power when you get
hit with a melee attack; make a single attack at your highest BAB against the creature that
hit you (provided you threaten that creature). If it hits you deal an additional damage equal to
a third of your level (round down, minimum 1). This attack counts as an attack of opportunity.
Since it is both an attack of opportunity AND an immediate action you can’t use this more
than once a turn and it prevents any swift actions on your next turn. But when probably
buffed this can really ramp up your damage.
Shield Ally (Ex): An immediate action, when adjacent to an ally that is the target to a spell or
attack you can expend 2 mental focus to redirect that attack to yourself instead. You must
announce this before the result of any attack roll is known or a saving throw is attempted.
This helps to keep your party safe. Just remember you aren’t invincible yourself. So it is a
good power but you have to use it carefully.
Warrior’s Resilience (Ex): Immediate action when reduced to 0 or fewer hp to remain at 0 hit
points instead. It costs 1 point of mental focus for every 5 points of damage below 0 that you
would otherwise be reduced to (rounded up, minimum of 1).
Compared to Abjuration’s base focus power (Mind barrier) this prevents 5 per point instead
of 2 per point. Not dropping below 0 is of course preferably but this can be life saving (and
focus draining at the same time).

Spells
This panoply allows you to choose an additional Abjuration or Transmutation spell per spell
level, but doesn’t have any of its own.

Conclusion
If you don’t want this panoply than why are you reading this guide? The BAB is huge,
counterstrike ramps up your damage, warrior’s resilience can save you from death and
shield ally can save a friend in a pinch.

4.3 Order of implements


So you get two implements at level 1, another at level 2. Then again at level 6, 10, 14 and
18. With the base schools and Trapping of the Warrior (TotW) there are 9 implements and
only 7 slots. So we have to choose which ones not to take and which ones to take at what
level. The obvious one not to take is enchantment. Necromancy also doesn’t add a whole
lot, but in a small party or if you really want to go evil overlord you could.

Depending on what your party already has consider dropping (but all of these grant you
something as well):
● Evocation: If other people can supply AoE spells. Missing contingency is a pain
though, as multiple scroll costs will pile up.
● Conjuration: If you already have a healer and someone that can teleport the group.
Though you miss out on personal teleports in combat.
● Divination: If you already have someone dedicated to scouting and setting up your
party to be prepared before your fight.

If you are a panoply savant your order is restricted at first. You have to rush TotW, so that
means abjuration, transmutation and then TotW. And of course you want to get to your
panoply fast but there is a little wiggle room. Though you want TotW at least at level 6 so
you can take advantage of iterative attacks.

So at the early levels you could consider conjuration if your party needs healing. Illusion is
also a great choice to get invisibility and mirror image early. In both there is also utility in the
summon variety. Though illusion gets that later. Both also have a bad resonant power you
could replace with a haunt if you are a haunt collector.
Let us get into a bit of math for that example.
By going haunt collector and putting a spirit (champion) in your illusion implement at level 2
you get +2 damage. If you got TotW you would have gotten one extra BAB. The haunted
implement also allows you to increase your to hit and damage a few times per day as a swift
action per round. At level 3 and 4 the difference is the same except you now also have level
2 illusion spells (mirror image), but are also missing out on extra damage from power attack.
At level 5 you are missing 2 points of BAB but at level 6 you get caught up again.

5 Feats
Feats from Occult Adventures
Efficient focus shift​; More efficiently move mental focus twice per day.
Better to just spend your points wisely, it is not that hard.
Extend resonant power​; Split half the power with an ally
Probably better of just having one full powered one.
Extra focus power​; Pick an extra focus power from your chosen implement schools.
There are some strong powers, so getting more in exchange for a feat can be great. Can be
taken once for every school.
Extra mental focus;​ gain 2 more points of mental focus
Mental focus fuels special powers, so you can never get enough. Sadly you can only take
this feat once.
Implement focus​; Spend generic focus more efficiently for one school
Better to just spend your points wisely, it is not that hard.
Intuitive spell;​ metamagic a spell to cast without thought component, +1 spell level
Logical spell​; metamagic a spell to cast without emotion component, +1 spell level
Most of your spells will either be pre-combat buffs or out of combat spells. You don’t want to
be casting in combat.
Rapid Focus Shift;​ Shift focus in a full-round action.
Better to just spend your points wisely, it is not that hard.
Strong implement link​; You can cast spells of one implement school even when not holding
the implement, but are within 30ft.
Or just hold onto your implements?

Psychic duel feats


All of these feats are situational. If you want to delve into psychic duels they are good. It is
not a playstyle I prefer myself though.
Alter binary mindscape​; Opponent needs to spend 1 more point for defensive
manifestations.
Psychic combatant;​ Gain bonus points to use in duels (or against psychic spells)
Psychic defender;​ Gain tmp hp each time you enter a duel (only for the duel)
Shatter mental mask;​ Chance to shatter opponents mental mask, revealing true form

General purpose feat


Heavy armor proficiency;​ Wear heavy armor without non-proficiency penalties
Early on this can be a great defensive option, and doesn’t interfere with our casting.
However you can’t enchant this with ​mental focus​. You could go with this early on and
retrain later, when your spells protect you more than AC can.
Toughness;​ Gain extra hp (equal to your level)
You are a frontline fighter with a d8 hit dice. You have spells and such to protect you, so you
are by no means squishy but the extra hp helps.
Brilliant planner;​ Once per day happen to have an item you need.
A very DM dependant feat since it requires him to be ok with you getting the item. But if you
have an ok DM for this not only can you get random stuff the biggest thing here is scrolls.
When you get this feat you could cast any spell from level 0 to 2. At level 8 you get 3rd level
spells and at level 14 you add 4th level spells too. So put that UMD to use.
Iron Will /​ L
​ ightning Reflexes​ / G
​ reat Fortitude​; +2 to a saving throw
Boosting up saves never hurts if you have the feats to spare.
Leadership​; Grants a cohort and followers.
If allowed this could give you any edge in just about any area. Another caster to buff you with
his actions is always nice.
Extra Contingency​; It is a super late feat (level 19) and only useful if you have contingency
as a spell, but if you do having two emergency save buttons available could be a lifesaver.
Dimensional Agility​ > ​Dimensional Assault​ > ​Dimensional Dervish​ ( > ​Dimensional Savant​ ):
It is quite an investment and requires the spell Dimension Door but it can be used to great
effect. You can’t really get a pounce, but this comes close. Savant is optional and provides
easier flanking for your allies but also allows you to flank with yourself.

Melee build feats


Power ​Attack;​ to hit penalty to get extra damage
You have full BAB so this adds quite a bit of damage on your two handed weapon. Not so
much on a one-handed weapon with shield however.
Shield Focus​ > S ​ hield Brace;​ +1 to shield ac and wield a two handed spear or polearm
together with a shield
Going this option gives great AC. With most spears/polearms you could go for reach, or with
the nodachi you can go for a good crit range.
Weapon Trick​ (Choke up)​; Use two handed polearm in one hand
Only one feat, but with a -2 to hit and -2 to damage.
Improved Critical​; increase crit range
If you can spare the feat and have a good crit weapon this can up your damage potential.
Step Up​ ( > ​Following Step​ > ​Step Up and Strike​ ): You are already a big threat to mages,
and this feat (or optionally the entire chain) makes you that much more frustrating to deal
with them. It is of course not exclusive against casters. Of course less than ideal for reach
melee builds.

Ranged build feats


Point blank shot;​ +1 to hit and damage within 30ft
Mostly needed for precise shot.
Precise shot;​ Don’t take a penalty for firing at targets engaged by your friends
Increased accuracy is always good.
Rapid shot;​ Take a -2 to hit for an extra attack in a full attack
More damage.
Manyshot​; A free chance to deal damage when making a full attack
More damage.
Clustered shots;​ When full attacking only subtract DR once
Potentially a lot more damage when dealing with DR you can’t pierce.
Deadly Aim;​ trade to hit penalty for extra damage
More damage.

6 Items
Weapon
For you weapon go with your weapon choice and then straight up enhancement bonus. Any
special abilities you can add on the fly. The only exception might be ​fortuitous​ for a melee
build (either through reach or counterstrike) and ​adaptive​ for a bow. Speaking about ranged
if you have a melee build you might still want a sling or bow as a backup weapon before you
can reliable fly/teleport to opponents.

Armor
This slot is used for suits of armor that are worn.
Breastplate​: The easy straightforward route is going for a breastplate, once again getting
enhancement bonus as high as possible. But you also want to enchant it with ​mental focus​.
Optionally you can take the ​comfort ​enchant (5000 gp) or the a
​ rmor expert​ trait together with
a mithral version to reduce the ACP to 0. The mithral part also makes it count as light
Full Plate​: Or you can go for a mithral full plate either with or without the proficiency feat.
The downside is it will cost you more and you can’t apply the mental focus enchant. If you
want to go without the proficiency feat you want to get rid of the armor check penalty.
Full plate starts with an ACP of 6. A mithral variant (10.500gp) has an ACP of 3.
Binding a ​steelbone frame​ ​(6000 gp) to it reduces it further to 1 ACP. At that point you have
two options to reduce it to 0. The trait ​armor expert​, or the ​comfort ​enchant (5000 gp).
So a mithral full plate with steelbone frame and armor expert for 16500 gp.
Or a +1 mithral full plate with steelbone frame and comfort for 22500 gp (+1 included in
price).
Though be mindful that if your armor gets dispelled or you enter in an AMF the magic that
reduced your ACP also drops and if you are not proficient that means penalties on attack
rolls and pretty much all skills.

Shield
Lyrune-Quah Klar​; For a ranged build this enables you to use a light shield together with a
shortbow. Since you can shield bash with it that is pretty significant. Not only do you threaten
now, you also can attack a bit even when cornered. Nearly 20k in cost though.

Head
This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be
worn on the head
Cap of the free thinker​ - 12k, 1/day reroll a failed save against mind-affecting effect, as you
don’t want to turn on your party suddenly.

Headband
This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items
that can be worn around the forehead.
Headband of vast intelligence​; Increase your int for bonus spells, higher DCs, more skills,
languages, and mental focus. If you have money left you could always add Wis on it for
better Will saves.
Centering jewel​; Center yourself as a swift action (to cast a spell without the +10
concentration).

Eyes
This slot consists of goggles, lenses, monocles, spectacles, and other items that can be
worn over the eyes.
Eyes of the Eagle​ / ​Lens of Detection​ - One is 2.5k the other 3.5k. They both give a +5
competence bonus on perception checks, the more expensive one also on survival when
tracking. It's a bargain but you might not track a lot.
Eyes of the Dragon​ - 110k, expensive but darkvision 120ft, as well as blindsense 60ft.
Goggles, Truesight​ - At 184,800gp the most expensive eyewear, but constant true seeing is
very valuable.
Goggles of Night​; For 12k you can get Darkvision in case you don’t have it as a racial and/or
are not planning to pick it up with Divination.

Shoulders
This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and
other items that can be worn on the shoulders.
Minor cloak of displacement​; Since we don’t need a cloak of resistance this is a nice
alternative. For 24k gold you get a constant 20% miss chance on you.

Neck
This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other
items that can be worn around the neck or fastened to a cloak.
Swarmbane clasp​; 3k to be immune to swarm distraction, and deal full damage to swarms
with your weapon
Spidersilk Medallion​; 3.240gp and when used as a conjuration implement can produce webs
that grapple (fixed DC of 15 though).
Pendant of the Blood Scarab​; 1k, when you threaten a critical automatically confirm it in
exchange for 1d6 damage once a day. When enlarged and lead bladed on a greatsword
taking 1d6 damage to deal 8d6 plus double the static stuff is easily worth it (and that is just
for a x2 weapon).
Amulet of natural armor​; If you want some more AC and the next step for your ring is too
expensive it is a good choice.
Periapt of Health​; Become immune to diseases for 7.5k. I feel like between the onset and the
rarity of diseases it is not really worth it. But your mileage might vary.
Periapt of proof against poison​; Expensive, 27k gold, but total immunity to poison
Hand of Glory​; Once per day daylight and see invisibility, but that's not what you are paying
8k gold for. It's the ability to wear and benefit from a third ring.

Chest
This slot consists of jackets, mantels, shirts, vests and other items that can be worn around
the torso or chest.
Shroud, Spectral​ can give you a constant see-invisibility as well as be incorporeal 10 round
per day for 26000 gp.
Mantle of Faith​ - 76k, DR5/evil is nice though probably overcome easily at the time you can
afford depending on your campaign.
Mantle of Spell Resistance​ - 90k is a bit expensive but SR21 is nice if you don’t want to pick
it up as a spell.

Body
This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments
and any other article of clothing that can be worn on the body.
Xorn robe​; Untyped bonus to perception +5. Earth glide up to 20 feet per day. Can eat
stone/ore/minerals to sustain. Not to great for 20k but not a lot of alternatives.

Robe of eyes​; Expensive at 120k, but it gives a lot too. See in all directions, Darkvision 120ft.
See all invisible and ethereal within 120ft. +10 competence on perception. Retains dex to AC
when flat-footed, and can't be flanked. Unable to avert or close eyes against gaze attacks .A
light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded
for 1d3 minutes. A daylight spell blinds the wearer for 2d4 minutes.
Kimono, Otherwordly​ - 67k, expensive but, a +4 to all caster level checks is huge. The once
per day maze spell is also fantastic, though the +4 resistance bonus is wasted on us.

Belt
This slot consists of belts and other items that can be worn around the waist.
Belt of Incredible Dexterity​, ​Belt of Mighty Constitution​, or ​Belt of Physical Might.
Since your transmutation resonant power has Str covered you want Dex on your belt to
boost your AC and Initiative as well as some skills. Alternatively you can go for Con or both.

Wrist
This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles,
vambraces, and other items that can worn over the wrists.
Gloves of Reconnaissance​; For 2000gp you can peek through 5ft solid materials and have a
peek once a day for a minute. Nothing major but not a lot of good things in this slot.
Bracers of Archery​; For a ranged build.

Hands
This slot consists of gauntlets, gloves, and other items that can worn on the hands.
Glove of Storing​: 10.000gp. As a free action store or retrieve one item up to 20lbs. That is
pretty much every weapon or a wand, scroll, or rod. Combined with wrist sheathes (see
mundane below) allows easy access to three items total.
Gloves of Dueling​: 15.000gp. A bit overpriced because you can’t make use of the weapon
training improvement. But still a +4 to not get disarmed, sundered, as well as not dropping
your weapon when panicked or stunned has its uses.

Rings
Up to two rings.
Ring of Protection​; A classic and best way to increase AC.
Ring of Feather Falling​; 2.200gp automatic featherfall.
Ring of Sustenance​; 2.500gp to not need food and drink and only sleep for 2 hours.
Ring of Freedom of Movement​; 40k, continually under the effect of a freedom of movement
spell. Though you have it as a spell yourself.
Ring of Evasion​; 25k for the evasion ability
Ring of Regeneration​; 90k, heal 1 damage and 1 non-lethal damage per round. Immune to
bleed. Grow back severed limbs.

Ring of Continuation​; At 56k gold not cheap, but extends your most recent personal
10min/lvl spell to a 24 hour duration. Just be careful that casting another spell that qualifies
overrides the first.
Spells to consider:
● Heightened Awareness​; Divination 1; +2 on perception and trained knowledge skill
(using the +4 initiative dismisses it).
● See Invisibility​; Divination 2; If you don’t want to invest so much mental focus to get
this you could do it with this ring/spell combo
● Perceive Cues​; Transmutation 2; +5 competence bonus on perception and sense
motive.
● Contingent Scroll​; Evocation 4; Makes the duration at least bearable for what it does.
● Echolocation​; Transmutation 4; Blindsight 40ft. Its 10ft more than the divination
resonant power can give, and isn’t level restricted to 19+. Realistically speaking you
could do this ring/spell combo at around level 15 with average wealth by level and no
crafting. Before that I think the price is too big a portion of your wealth to justify it.

Feet
This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can
be worn on the feet.
Boots, Jaunt​; 3/day as a move action move 15ft that doesn’t provoke. 7.2k
Boots of Striding and Springing​; An increase in base land speed of 10ft. 5.5k

Normally boots of speed are good but you can get Haste both as a spell and focus power, so
also on your item for 12k is overkill.

Slotless
Items not worn or carried in one of the above slots are called “slotless” items.
Snapleaf​; 750 one use item to get feather fall. If you don’t want to commit a ring slot for a
ring of featherfall.
Pouch, Pathfinder​; Small bag of holding that doesn’t detect as magic to smuggle stuff.
Efficient Quiver​; More storage for a ranged build.
Bag, Handy Haversack​; A bag of holding of sorts for 2k but retrieving an item is a move
action that doesn’t provoke.
Four-leaf Clover​; 3/day (free action even when not your turn) a +2 luck bonus a single ability
check, saving throw, or skill check.
Shard of Psychic power​; Gain a spell known. It needs to be on your class list, note that if you
don’t have the implement school yet it counts as not on your list.
Black Soul Shard​; Ignore one negative level per week (12k).
Wing of the Shorn Harpy​; 48k, when used as an evocation implement (level 10+) lets you
gain multiple sonic related spells known not normally available to your class.
Book, Manual of Gainful Exercise​; Or any other variant of course to get an inherent bonus to
stats if you have the money to spare.

Slotless - Ioun stones


Tourmaline Sphere​; For 1k you count your Con as 2 higher for negative hit points that cause
death. The 800gp version gives you a +1 insight bonus on saves versus death effects.
Dusty Rose Prism​; 5k gives a +1 insight bonus to AC. Cracked version is 500gp and gives a
+1 competence bonus to initiative.
Pale Green Prism​; For 30k you get a +1 competence bonus on saving throws, skills, ability
checks, and attack rolls. Or 28k for a morale bonus instead. Or 4k for the competence bonus
but only on saving throws and attack rolls.
Orange Prism​; 30k for a +1 on caster level.
Pearly White Spindle​; Like ring of regeneration but cheaper and not per round. Instead you
regain 1 hp per hour for 3400 gp or 4 per hour for 18.000gp or per 10 minutes for 20.000gp.
Slotless - Rods
Metamagic Rod, Quicken​; Even the lesser version is expensive at 35k. But 3/day you can
quicken a spell allowing you to potential cast 2 spells in a round or 1 and still do a full attack
etc etc. Very powerful.
Any other metamagic rod might suit your needs as well.

Mundane
Non-magical items you will want to make your life easier
Spring loaded wrist sheath​; 5gp; Retrieve a small item as a swift action. Takes a full-round
action to store. You can wear one on each arm.Can store stuff like a dagger or a wand, and I
think a scroll or rod too. A dagger can be a cold iron one (4gp) or a silver one (22 gp).
Helpful if you get swallowed whole, grappled or to pierce DR early on. Later on a wand or
scroll in at least one of these.
Scroll case, spring loaded​: Also 5gp, If your DM rules a scroll can’t go in a wrist sheath, you
can always use this. In addition this isn’t limited to one per arm, only limited to what is
reasonable.
Traveler's Any-Tool​; 250gp Flexible item that can transform into a lot of common tools
Masterwork tools​; 50gp for a +2 skill on any one skill check.

And for basic equipment I usually take:


A backpack (2gp), bedroll (1sp), blanket (5sp), 50ft hemp rope (1gp), belt pouch (1gp),
waterskin (1gp), 4 trail rations (2gp), cold weather outfit (8gp), small tent (10gp). For a total
of 29 gp and 6 sp for the bare essentials. But feel free to scour the items for flavorful
additions.

UMD items
A lot of scrolls can be bought after you figure out you need them. Stuff like plane shift for
example isn’t something you need mid combat and usually will have time to go and shop for
barring some special time constraints. Instead we will focus on a list of spells.

As a spontaneous caster we won’t consider spells we could have on our spell known list. But
refer to the spells sections in the Implement Schools chapter for situational spells that aren’t
good enough for a spell known but could be handy on a scroll.

Lastly please consider what your party can do and if they need you as a backup. For
example if you bard has a habit of casting heroism on you then you don’t need it as a wand.
But if your cleric is the only one with healing and you haven’t picked up conjuration yet,
having a wand of cure light wounds might be vital in keeping him alive. Also your wizard
might know teleport, but what if he has used up or didn’t prepare it for today and you need to
teleport your party away right now? Having a scroll then might be important to survival. So
consider these things and judge accordingly what you can cross off due to party
composition.
Spell level 1
Wand of ​cure light wounds​ (or ​infernal healing​ if morality and time is not a concern)
scroll of ​comprehend languages
scrolls of ​Detect Secret Doors​ (until you get a very high perception)
wand of ​mount
wand of ​Obscuring Mist
wand of ​remove fear​ (can’t cast psychic spells when feared)
Spell level 2
scroll of ​see invisibility​ (until you can pick it up with divination)
wand of ​heroism​ (note: bard version is most efficient gold wise)
scrolls of ​silence​ (you don’t need to speak to cast but that pesky mage might)
Spell level 3
scroll of ​fly​ (until you can cast it yourself)
scroll of ​remove disease
scroll of ​remove curse
scroll of ​neutralize poison
scroll of ​tongues
scroll of ​nondetection
scroll of ​windwall
Spell level 4
scroll of ​restoration​ (don't forget your dust, and maybe it is better in potion form)
scroll of ​freedom of movement​ (until you can cast it yourself)
scroll of ​death ward
scroll of ​greater invisibility​ (until you can cast it yourself)
Spell level 5
scroll of ​teleport​ (until you can cast it yourself)
Spell level 6
scroll of ​anti magic field​ (until you can cast it yourself)
scroll of ​stone to flesh
scrolls of ​heal
Spell level 7
scroll of ​greater teleport
Spell level 8
scroll of ​mind blank
Spell level 9
scroll of ​shapechange​ (I just love this spell)
scroll of ​time stop

7 Sample builds & tactics


I will go over some sample builds to showcase what you could do with these. We will briefly
go over the decisions in the early levels and then a table of other class choices you can
make up to level 20. Because wealth and drops fluctuate a lot from game to game we do not
address magic items here. Though we will give some basic advice of specific strategies you
can employ with the builds.
7.1 Melee variant - greatsword
So we will choose Half-Elf as our race at 20pt buy for this example. We will trade in
multitalented for blended view (two favored classes for Darkvision 60ft). Our racial skill focus
will go into Use Magic Device.

We will be using a greatsword and a shield on our back, foregoing the shield AC just having
it there as an implement.

Ability scores after racials: Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8.

We will take the Haunt Collector archetype to replace some bad resonant powers with spirits
as well as the passive damage increase. And our first two implements we will take Abjuration
and Transmutation. As our first selectable focus power we will take Sudden Speed (swift
action > +30ft speed for 1 minute) because it is the best ones without a level requirement.

For abjuration spell we don’t have a choice at level 0, so resistance it is. For the level 1 spell
we will take shield, granting us a +4 shield bonus for a minute per level for when we need
the extra defense. On the transmutation side we will go with mending for our knack to repair
stuff if needed. For the level one spell we can choose between lead blades and enlarge
person. Both are 1 minute per level buffs. Lead blades only gives us a bigger damage dice
while enlarge person does more but also have drawbacks. But the reach and extra damage
far outweighs the dex penalty so let’s go with enlarge person.

For our level one feat we will take mental focus so we have a total of 6 mental focus per day.
On a normal day we will invest 3 in each implement. Without the benefit of always having a
shield our AC won’t be very high so we might need that extra activation of mind barrier to
keep us alive. This means we get a +1 resistance bonus to saves and we will take the +2 in
Str.
Let us take a look at what we look like at level 1.

Init​: +1 ​Senses​: Low-light vision, Darkvision 60ft


Languages​: Common, Elven, +3 languages of your choice
AC​: 16, touch 11, flat footed 15
(+1 dex, +5 armour (scale mail))
hp​: 10 (1HD)
Immune​: Magic Sleep
Fort​ +5, ​Ref​, +2, ​Will​ +3 ​+2 vs enchantment
Speed​: 30ft (6 squares) 20ft in armor
Melee​: greatsword +4 (2d6+6/19-20/x2)
Ranged​: sling +1 (1d4+4) 50ft
Base Atk​: +0, ​CMB​: +4 ​CMD​: 15
Abilities​: Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 8.
SQ​: Mental focus (6 per day), Implements (Abjuration, Transmutation)
Focus power; Mind barrier, Legacy Weapon, Burst of speed
Feats​: Skill focus (UMD), Mental focus
Traits​: Pragmatic Activator, Clever wordplay (Diplomacy)
Skills​ (ACP -4): Diplomacy +7, Knowledge (Arcana, Planes, and Religion) +7, Perception
+6, Spellcraft +7, UMD +7
Spells Lvl 0 - at will Resistance (abj), Mending (tra)
Lvl 1 (2/day) Shield (abj), Enlarge person (tra)

Now at ​level 2​ we increase in some stats but most importantly get our third implement. For a
great defense in mirror image and the utility illusions can give us we take illusion and haunt it
with the Champion spirit. However if you really need more healing in your party consider
conjuration (and haunt it the same way). The haunt means all our non spell attacks do 2
more damage. In addition for each point of mental focus in the illusion implement we can
activate its spirit checks. As well as getting the base focus power for illusion and two spells
known. Ghost sounds is the only 0 level spell but it is a good one if you are creative. For
level one vanish is a great option to buff up, escape or get in position.
With 2 levels, 3 Int mod, 2 from the feat and 1 from two racial favored class bonus we have 8
mental focus per day. We still need 2 in abjuration for the saves, and 3 for the +2 str. So we
have 3 left to spend as we see fit. With 2 points in our illusion implement we can get a +1 to
attack rolls, non-spell damage, Str checks and Fort saves for 1 round as a swift action 2
times per day. Or three times if you invest 3 points. More points in transmutation means
more uses of legacy weapon (or burst of speed) and more points in abjuration means more
mind barrier to soak hp.

Level 3 ​brings us mostly a focus power and a feat. For a feat you can go either Toughness
for more hp, or power attack if you feel you can take the -1 to hit in exchange for the 3
damage. For a focus power Energy Shield from Abjuration gives you protection from energy
damage, while Unseen from Illusion can give you invisibility. Invisibility gives us a bit more
utility than energy shield and next level we can get resist energy as a spell where we would
rather pick up mirror image for illusion over invisibility.

Level 4 ​gives us an ability score increase that we shall put into Int. We do this again each
time we can (level 8, 12, 16, 20). We also gain level 2 spells. For abjuration you can get
resist energy, or bullet shield if you are in a firearm heavy campaign. As discussed we want
mirror image for our illusion spell for the great defensive potential. For transmutation we can
pick up Rope Trick to safely sleep in at night.
Also important to note is that with 4 mental focus in abjuration we can now get a +2 to all
saves. And 4 points in the haunted illusion gives us a +2 bonus instead.

Level 5 ​gives us another feat and focus power as well as the ability to deal with haunts very
well. For the feat you can pick up the feat you didn’t take last time. You can also take the
focus power you didn’t take last time but Quickness (personal haste) is now also an option.

At ​level 6​ we get another implement so we can finish our panoply right on time to increase
our BAB to get an iterative attack. We also get more spells, one for each spell level we have
and we can choose either abjuration or transmutation. For level 0 there is no more abjuration
spell, so we can go for one of the four transmutation spells. Mage hand is an ok option, none
are spectacular so pick whichever. At level one we can pick lead blades, as we were already
considering that one earlier and none for abjuration. For our level 2 spell if you are worried
about magic items getting destroyed Make Whole means you can repair them. Otherwise
you could opt for node of blasting to deter thieves or whichever of bullet shield or resist
energy you didn’t take.

Sample choice overview


Lv Feat Implement Focus power Spells
l

1 Mental focus Abjuration Mind barrier Abj 0 - Resistance


Transmutation Legacy weapon Abj 1 - Shield
Sudden speed Tra 0 - Mending
Tra 1 - Enlarge person

2 Illusion (haunted Minor figment Illu 0 - Ghost sound


- champion) Illu 1 - Vanish

3 Toughness Unseen

4 Abj 2 - Resist Energy


Tra 2 - Rope Trick
Illu 2 - Mirror image

5 Power Attack Quickness

6 TotW Combat Trick Tra 0 - Mage Hand


Tra 1 - Lead blades
Tra 2 - Make Whole

7 Leadership (if Mind of gravity Abj 3 - Dispel Magic


allowed) or Tra 3 - Fly
Brilliant Illu 3 - Major Image
planning Tra 3 - Haste

9 Extra Focus Shadow Beast


Power Counterstrike

10 Divination Sudden Insight Div 0 - Read magic


Div 1 - Heightened awareness
Div 2 - Analyze Aura
Div 3 - Arcane Sight
Div 4 - Detect Scrying
Abj 4 - Freedom of movement
Tra 4 - Echolocation
Illu 4 - Greater Invisibility
Abj 4 - Break Enchantment

11 Improved Mind Eye


critical
13 Iron Will Warrior’s Abj 5 - Greater Dispel Magic
Resilience Tra 5 - Overland Flight
Illu 5 - Persistent image
Div 5 - True Seeing
Tra 5 - Telekinesis

14 Conjuration Servitor Conj 0 - Stabilize


(haunt - Conj 1 - Cure light wounds
Guardian) Conj 2 - Glitterdust
Conj 3 - Phantom steed
Conj 4 - Dimension Door
Conj 5 - Teleport

15 Improved Side step


Iron Will

16 Abj 6 - Antimagic Field


Tra 6 - Disintegrate
Illu 6 - Permanent Image
Div 6 - Prediction of failure
Conj 6 - Heal
Abj 6 - Globe of invulnerability

17 Great Shield Ally


Fortitude

18 Evocation Energy Ray Evo 0 - Light


Evo 1 - Burning Hands
Evo 2 - Frost fall
Evo 3 - Fireball
Evo 4 - Ball lightning
Evo 5 - Cone of cold
Evo 6 - Contingency

19 Extra Energy Blast


Contingency

Tactics
We want to employ a combination of our illusion and divination tricks to scout ahead so we
can prepare. We can do so through unseen/invisibility or mind eye.

This enable us to buff up before a fight. Ideally you want mirror images or shield, enlarge
person and lead blades as well as legacy weapon with the appropriate bane active for big
fights. If the fight doesn’t look that difficult and/or we want to save spells we of course want
to only buff as little as possible.

Mid-to-late game we add conjuration for mobility and some back up healing. At late game we
go for evocation so we can blast mooks if needed as well as setup a contingency to give us
an edge.
7.2 Melee variant - shield and reach weapon
Disclaimer: ​For this build to work in the presented order we first need to talk about another
debated rule discussion. With trappings of the warrior we can have 24+ hours of increased
BAB if we want to. So does that count for qualifying for feats? There have been a lot of
discussions about this but no definitive official word on it. I feel it should count, but I might be
biased. If your table rules you can’t then a lot of feats (shield brace and shield slam) need to
be taken later which screws up the order.

This build has a lot of overlap with the greatsword variant. It starts a bit less rewarding
because you have to build up to shield brace and it is more feat intensive. So we want to go
with human however this means you lose the racial favored class bonus to mental focus. If
that one isn’t available anyway then going for this build as a human is a solid choice. We
also get one more skill point because of our race. To regain a bit of lost potential lost mental
focus let us go with panoply savant. So let us explore that option in this build (which
conveniently lets me show off the most options).

We will use the same ability scores:


Ability scores after racials: Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8.
We pick up Shield focus in addition to Mental Focus as feats, and use our favored class
bonus in hp. Because we can’t get shield brace yet let us go with a one handed weapon for
now. So we end up looking like this. Now because we are using a shield, the spell variant is
no longer needed. There aren’t many good alternatives but Alarm at least helps us sleep at
night.

Languages​: Common, +3 languages of your choice


AC​: 19, touch 11, flat footed 18
(+1 dex, +5 armour (scale mail), +3 (heavy steel shield))
hp​: 11 (1HD)
Fort​ +5, ​Ref​, +2, ​Will​ +3
Speed​: 30ft (6 squares) 20ft in armor
Melee​: longsword +4 (1d8+4 19-20/x2)
Ranged​: sling +1 (1d4+4) 50ft
Base Atk​: +0, ​CMB​: +4 ​CMD​: 15
Abilities​: Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 8.
SQ​: Mental focus (6 per day), Implements (Abjuration, Transmutation)
Focus power; Mind barrier, Legacy Weapon, Burst of speed
Feats​: Mental Focus, Shield Focus
Traits​: Pragmatic Activator, Clever wordplay (Diplomacy)
Skills​ (ACP -6): Diplomacy +7, Knowledge (Arcana, Planes, and Religion) +7, Knowledge
(Dungeoneering) +4, Perception +4, Spellcraft +7, UMD +4
Spells Lvl 0 - at will Resistance (abj), Mending (tra)
Lvl 1 (2/day) Alarm (abj), Enlarge person (tra)
At ​level 2​ we are required by our archetype to take Trappings of the Warrior. Now the spells
we want don’t change but the order in which we get them does.

With​ level 3 ​we get another feat and focus power. For the latter we want Counterstrike,
because at this level we don’t qualify for any other interesting ones except maybe Energy
Shield. So if your campaign is heavy on the elemental damage consider getting that one
early instead. For our feat we take Shield Brace (See disclaimer) This means we can equip a
two handed weapon from the spears or polearm group. You could go with a nodachi (funnily
enough) and not go for reach, but for this build I want to demonstrate the things you can do
with reach so let’s pick the lucerne hammer. If you like another option that is fine too, they
aren’t that different.

Level 4 ​gives us an ability score increase but this time we shall put that into Dex. But at
other levels we stick to Int like the other build. We also gain our level 2 spells. This is also
where we start getting bonus mental focus from the archetype.

At ​level 5​ for the focus power we want either energy shield or counterstrike depending on
which you didn’t pick at level 3. For our feat we want to build into our utility with combat
reflex. This means that when someone rushes into our adjacent squares we can AoO and
then when they hit us we can hit them with our shield. But if you want more raw damage per
hit you can squeeze in power attack but it delays the rest. Note if you don’t count the BAB
increase from TotW as a prerequisites that isn’t all that bad.

At ​level 6​ we have the same choice as the greatsword build has at level 2, except we can’t
haunt an implement.

Sample choice overview


Lv Feat Implement Focus power Spells
l

1 Shield Focus Abjuration Mind barrier Abj 0 - Resistance


Mental Focus Transmutation Legacy weapon Abj 1 - Alarm
Sudden speed Tra 0 - Mending
Tra 1 - Enlarge person

2 TotW Combat Trick Tra 0 - Mage Hand


Tra 1 - Lead blades

3 Shield Brace Counter Strike

4 Abj 2 - Resist Energy


Tra 2 - Rope Trick
Tra 2 - Make Whole

5 Combat Energy Shield


Reflexes

6 Illusion Minor Figment Illu 0 - Ghost sound


Illu 1 - Vanish
Illu 2 - Mirror image

7 Improved Unseen Abj 3 - Dispel Magic


Shield Bash Tra 3 - Fly
Illu 3 - Major Image
Tra 3 - Haste

9 Two-weapon Shadow Beast


fighting

10 Divination Sudden Insight Div 0 - Read magic


Div 1 - Heightened awareness
Div 2 - Analyze Aura
Div 3 - Arcane Sight
Div 4 - Detect Scrying
Abj 4 - Freedom of movement
Tra 4 - Echolocation
Illu 4 - Greater Invisibility
Abj 4 - Break Enchantment

11 Shield Slam Mind Eye

13 Power Attack Warrior’s Abj 5 - Greater Dispel Magic


Resilience Tra 5 - Overland Flight
Illu 5 - Persistent image
Div 5 - True Seeing
Tra 5 - Telekinesis

14 Conjuration Servitor Conj 0 - Stabilize


Conj 1 - Cure light wounds
Conj 2 - Glitterdust
Conj 3 - Phantom steed
Conj 4 - Dimension Door
Conj 5 - Teleport

15 Improved Bull Side step


Rush

16 Abj 6 - Antimagic Field


Tra 6 - Disintegrate
Illu 6 - Permanent Image
Div 6 - Prediction of failure
Conj 6 - Heal
Abj 6 - Globe of invulnerability

17 Greater Bull Shield Ally


Rush

18 Evocation Energy Ray Evo 0 - Light


Evo 1 - Burning Hands
Evo 2 - Frost fall
Evo 3 - Fireball
Evo 4 - Ball lightning
Evo 5 - Cone of cold
Evo 6 - Contingency

19 Extra Energy Blast


Contingency

Tactics
Just like the greatsword build we want to scout to buff up ahead of time. In addition however
top now to continue with this build after 6 it is important to note that getting TWF at level 9
requires you to get a +2 Dex belt. This continues our chain from improved shield bash into
shield slam at level 11. The reason we want shield slam is so we can extend our utility.
Consider an enemy charging us, we get an AoO when they run in. Then they hit us, we use
counterstrike to hit them with our shield, this gives us a free bull rush. They are now likely no
longer threatening us (maybe even breaking up pounce) and are in range to be hit with our
main weapon again. Also when they start adjacent and want to full attack you can potentially
bull rush them out of range interrupting their full attack. At higher level if you go for greater
bull rush the movement also provokes for a potential of 3 AoO’s if they walk/charge in and
attack.

Even before this however reach can work to your advantage. If they don’t have reach and
you are caught without being buffed it doesn’t hurt much to buff on your first round if they still
have to come to you chances are they still provoke.

Because we lack a ranged weapon and already have our hands full getting a Spined Shield
and recharging it with Implement Specialist is advisable.

7.3 Ranged variant


For this build we will be combining the ranged build with the theme of a scared evil overlord
with necromancy so he has some speed bumps in front of him and his opponents.

Same point buy (20) but with the Dhampir with the Vetala-Born heritage as a race for flavor.
As a weapon we will be shooting for a composite longbow. And favored class bonus in hp.

Ability scores after racials: Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 7.

Because we want to take necromancy early we won’t be taking panoply savant. We will be
going for Haunt Collector though, it fits the flavor and extra static damage when you are
shooting multiple arrows is very nice.

Because we don’t get to haunt our implements until level 2 we take abjuration and
transmutation at level one. Since we don’t benefit from enlarge person we shall instead take
gravity bow. But other than that it is mostly the same as the greatsword build. With our
higher Int we get more skill points and will invest that in craft bow to make our own arrows.
Level 1
Init​: +3 ​Senses​: Low-light vision, Darkvision 60ft
Languages​: Common, +4 languages of your choice
AC​: 16, touch 11, flat footed 15
(+1 dex, +5 armour (scale mail))
hp​: 10 (1HD)
Resist Level Drain (Ex)​: No penalties from energy drain (though you still die if you have
enough negative levels to kill you)
Fort​ +5, ​Ref​, +2, ​Will​ +3 +2 vs disease and mind-affecting
Weakness​: -1 to CL when in an area of consecrate or hallow
Speed​: 30ft (6 squares) 20ft in armor
Melee​: dagger +2 (1d4+2/19-20/x2)
Ranged​: longbow +3 (1d8 x3) 100ft
Base Atk​: +0, ​CMB​: +4 ​CMD​: 15
Abilities​: Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 7.
SQ​: Negative Energy Affinity: Reacts to positive/negative energy as if undead
3/day comprehend languages
Mental focus (6 per day), Implements (Abjuration, Transmutation)
Focus power; Mind barrier, Legacy Weapon, Burst of speed
Feats​: Mental focus
Traits​: Pragmatic Activator, Deadeye Bowman
Skills​ (ACP -4): Craft (Bows) +8,Knowledge (Arcana, Planes, and Religion) +8, Knowledge
(Dungeoneering) +5, Perception +4, Spellcraft +8, UMD +7
Spells Lvl 0 - at will Resistance (abj), Mending (tra)
Lvl 1 (2/day) Shield (abj), Gravity Bow (tra)

At ​level 2 ​ when we pick up necromancy for spells we will take Grave words because it is a
fun spell to have and the others don’t help either, and inflict light wounds to heal ourselves
and any future undead pet. We want to haunt it to increase our bow damage.

At ​level 3​ for our focus power we will take Necromantic Servant to protect us. And with our
feat build up our archery capabilities.

At ​level 4 ​we get level 2 spells and will pick us lesser animate dead with it. Make sure you
stock up on onyx gyms because they aren’t that sturdy. Their longevity depends mostly on
their damage reduction. A simple skeleton is 25 gp and has DR5/bludgeoning with its 4hp
and cold immunity. A zombie is 50 gp for its 2HD with DR5/slashing, larger creatures have
more HD. Both can use any weapons they had in life so you might want to have some extra
weapons for them and some armor. Because it is only limited to one per day at level 8, when
we got the normal version, you want to change it to false life or purge spirit.

Sample choice overview


Lv Feat Implement Focus power Spells
l
1 Mental Focus Abjuration Mind barrier Abj 0 - Resistance
Transmutation Legacy weapon Abj 1 - Shield
Sudden speed Tra 0 - Mending
Tra 1 - Gravity Bow

2 Necromancy - Mind Fear Nec 0 - Grave Words


haunted Nec 1 - Inflict light wounds
Champion

3 Point Blank Necromantic


shot Servant

4 Abj 2 - Resist Energy


Tra 2 - Rope Trick
Nec 2 - lesser animate dead

5 Precise shot Energy Shield

6 TotW Combat Trick Tra 0 - Mage Hand


Tra 1 - Liberating Command
Tra 2 - Make Whole

7 Leadership Mind of gravity Abj 3 - Dispel Magic


Tra 3 - Fly
Nec 3 - Animate Dead
Tra 3 - Haste

9 Rapid shot Warrior’s


Resilience

10 Illusion Minor figment Illu 0 - Ghost sound


Illu 1 - Vanish
Illu 2 - Mirror image
Illu 3 - Major Image
Illu 4 - Greater Invisibility
Abj 4 - Freedom of movement
Tra 4 - Echolocation
Nec 4 - Death Ward
Abj 4 - Break Enchantment

11 Manyshot Shadow beast

13 Clustered Unseen Abj 5 - Greater Dispel Magic


Shots Tra 5 - Overland Flight
Nec 5 - Mass inflict light
wounds
Illu 5 - Persistent image
Tra 5 - Telekinesis

14 Divination Sudden Insight Div 0 - Read magic


Div 1 - Heightened awareness
Div 2 - Analyze Aura
Div 3 - Arcane Sight
Div 4 - Detect Scrying
Div 5 - True Seeing

15 Deadly Aim Mind Eye

16 Abj 6 - Antimagic Field


Tra 6 - Disintegrate
Nec 6 - Harm
Illu 6 - Permanent Image
Div 6 - Prediction of failure
Abj 6 - Globe of invulnerability

17 Brilliant Soulbound
Planning Puppet

18 Conjuration - Servitor Conj 0 - Stabilize


haunted Conj 1 - Cure light wounds
guardian Conj 2 - Glitterdust
Conj 3 - Phantom steed
Conj 4 - Dimension Door
Conj 5 - Teleport
Conj 6 - Heal

19 Iron Will Side Step

Tactics
Now the earliest 2 levels are the hardest in this build unless you have a party that can
protect you.. Otherwise you will have to rely on positioning, speed or mind fear to be able to
stay out of reach to shoot your bow without provoking. Being able to 5ft step away is crucial
but terrain or reach might spoil that. So you might have to rely on a melee weapon in the
early game. Starting at level 3 you get a necromantic servant to help relieve some pressure
and at level 4 a skeleton or zombie due to lesser animate dead. At level 7 you can have
more (and better) of those due to the regular animate dead as well as a cohort from
leadership. For followers I suggest miners that farm for onyx gems. At level 11 you can add
in shadow beasts or actual beast at level 18 through servitor.

If you have the 20k to spend and don’t mind downgrading to a shortbow instead a
Lyrune-Quah Klar​ ​helps as well. Not only do you improve your AC by being able to equip
your light shield while still being able to shoot. You can also shield bash with it. But because
of its price tag it comes fairly late so your minions might be enough. In addition without the
improved shield bash feat you lose your AC bonus from the shield and there isn’t much room
for extra feats.
8 Credits & Changelog
Based on the following two builds
● VampByDay’s ​guide
● CockroachTeaParty’s ​guide

And the people of reddit that were kind enough to proof read for me
● MrMachete
● Ichthus95
● Karaisk
● And some who wished to remain anonymous
● <your name here>

Feedback, suggestions, additions are always welcome at: ​grim666reaper@gmail.com

Changelog
7-8-2017
● Added spells from Villain Codex
22-7-2017
● Changed spreadsheet calculator link to new version
21-7-2017
● Added versatile modification to weapon choice
● Added link to mental focus calculator in section 2.3 and the divination resonant power
section.
● Added rule debate on battle host in archetype section
● Added step up and dimensional dervish feats
● Updated ring of continuation
● Added some gloves to items
20-7-2017
● Added spells I had previously forgotten
27-1-2018
● Addes some items

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