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<blockquote data-quote="Cheiromancer" data-source="post: 1623667" data-attributes="member: 141"><p>Ur-Priest can be entered after 5 levels. Cleric 4/Rogue 1 will do it, as will Wizard 1/Ranger 1/Rogue 3, etc.. It wouldn't be the end of the world if it took a 6th level Occultist to do it, but 9th level is too late. And that's what a poor Fort Save would entail... and a wizard could do it by then (taking bluff as CC).</p><p></p><p>And, unfortunately, feats don't increase your base fort save, and so don't help meet the Ur-Priest's pre-requisites.</p><p></p><p></p><p></p><p>I'll think about it- but it seems to me that the class is a little weak at the first few levels (compared to the rogue). After 4th level it looks like a rogue/wizard multiclass- and multiclassing with spellcasters is weaker than going with a single class. That's ok, since you have to count the ability to qualify for prestige classes to be a strength, but I estimate that it is only when it is in the teens that it starts to hold its own.</p><p></p><p>But at level 10+ you have to compare the occultist to a wizard. Being 3 levels behind a wizard is a lot. I really doubt if the skill points and the extra hit points make up for it. The occultist is a wizard who lacks bonus feats and a whole school of magic, and who has been forced to multiclass with 3 levels of rogue. It takes a fair number of special perks to make that up.</p><p></p><p>For instance, look at a rogue 3/wizard 5/arcane trickster 10 and compare it to an 18th level occultist. Similar spellcasting, but the wizard has 2 more feats (1st and 5th level), and the occultist has more hit points. But improved toughness (+1 hp/level) is a feat, so that is one- the occultist has a better familiar, but how much is an extra banned school worth? The AT has saves of +5 +11 +12 (total 28) while the occultist has saves of +11 +11 +11 (total 33). So that's +5 more than the arcane trickster. That's about the equivalent of two feats or so? (one +1 to all saves, one +2 to one save). Special abilities- hmmm. Don't really know how to compare them. The arcane trickster has +7d6 sneak attack damage, and can declare an impromptu sneak attack 2/day, and ranged legerdemain 3/day. How does that compare with +3d6, improved evasion, (improved) uncanny dodge and spell resistance?</p><p></p><p>Skill points- before int bonuses, the AT will get 6x8 + 5x2 + 10x4 = 98 skill points. The occultist will have 21x4 = 84. Even if the decipher script pre-requisite was a waste for the AT, the AT is still ahead by a little.</p><p></p><p>I don't know, but I have trouble seeing how the occultist is really stronger than an arcane trickster. I could tone down some of the abilities- reduce spell resistance to level+5, replace improved evasion with immunity to disease, (the 19th level ability would be immunity to poison), but I don't think that capping the spell level at 6th would be appropriate.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1623667, member: 141"] Ur-Priest can be entered after 5 levels. Cleric 4/Rogue 1 will do it, as will Wizard 1/Ranger 1/Rogue 3, etc.. It wouldn't be the end of the world if it took a 6th level Occultist to do it, but 9th level is too late. And that's what a poor Fort Save would entail... and a wizard could do it by then (taking bluff as CC). And, unfortunately, feats don't increase your base fort save, and so don't help meet the Ur-Priest's pre-requisites. I'll think about it- but it seems to me that the class is a little weak at the first few levels (compared to the rogue). After 4th level it looks like a rogue/wizard multiclass- and multiclassing with spellcasters is weaker than going with a single class. That's ok, since you have to count the ability to qualify for prestige classes to be a strength, but I estimate that it is only when it is in the teens that it starts to hold its own. But at level 10+ you have to compare the occultist to a wizard. Being 3 levels behind a wizard is a lot. I really doubt if the skill points and the extra hit points make up for it. The occultist is a wizard who lacks bonus feats and a whole school of magic, and who has been forced to multiclass with 3 levels of rogue. It takes a fair number of special perks to make that up. For instance, look at a rogue 3/wizard 5/arcane trickster 10 and compare it to an 18th level occultist. Similar spellcasting, but the wizard has 2 more feats (1st and 5th level), and the occultist has more hit points. But improved toughness (+1 hp/level) is a feat, so that is one- the occultist has a better familiar, but how much is an extra banned school worth? The AT has saves of +5 +11 +12 (total 28) while the occultist has saves of +11 +11 +11 (total 33). So that's +5 more than the arcane trickster. That's about the equivalent of two feats or so? (one +1 to all saves, one +2 to one save). Special abilities- hmmm. Don't really know how to compare them. The arcane trickster has +7d6 sneak attack damage, and can declare an impromptu sneak attack 2/day, and ranged legerdemain 3/day. How does that compare with +3d6, improved evasion, (improved) uncanny dodge and spell resistance? Skill points- before int bonuses, the AT will get 6x8 + 5x2 + 10x4 = 98 skill points. The occultist will have 21x4 = 84. Even if the decipher script pre-requisite was a waste for the AT, the AT is still ahead by a little. I don't know, but I have trouble seeing how the occultist is really stronger than an arcane trickster. I could tone down some of the abilities- reduce spell resistance to level+5, replace improved evasion with immunity to disease, (the 19th level ability would be immunity to poison), but I don't think that capping the spell level at 6th would be appropriate. [/QUOTE]
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