S2-E26: The Occultist

This week, in another Class Acts segment, we take an in-depth look at The Occultist. This class is based on the idea of someone being able to bend reality to their will, and we talk about how that’s handled mechanically, as well as a number of ways to bring that in through One Unique Things and Backgrounds. And remember, there’s only ever one in the game at a time! This is truly an Unique class!

This topic was selected by our patrons, and one had commented that he doesn’t allow the Occultist to be played at his table. When asked for clarification, this is what he responded:

I think it is related to my take on the Occultist as a “world-breaker.” I don’t mind the class if it was a one-on-one game where the Occultist plays a solo campaign with a GM. But around a table I think it would risk being a spot-light-hogging machine. Every Hero is “unique” in some way, but the Occultist is doubly so, and it’s hard to NOT build the whole campaign around that one person and make everyone else feel like side-kicks.

And the caution to not let this become a ‘spotlight-hogging machine’ is excellent advice. If you have had a player play an Occultist or have played on yourself, leave a comment below and let us know your thoughts on it!


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3 thoughts on “S2-E26: The Occultist

  1. You guys always do a great job covering your subjects. I listen and think of questions and almost every time you address my questions. In this case I wondered how you felt about the possibility of more than one Occultist, and sure enough you touched on that. All in all I haven’t had much experience with the Occultist, but after listening to this I really feel like it’s something I’d love to try!

    This was an excellent season!

  2. I’m new to the podcast, but wanted to thank you for giving me some great ideas for playing my Occultist. I’m surprised that some folks feel it draws too much spotlight. Mechanically, it is a support character. Yes, it has a more colorful backstory than most, but any character can have a splashy One Unique Thing which dominates the game.

    In answer to one of the questions raised in this episode, I’m playing my Occultist in Glorantha. I tied him to the weird reality-bending powers of the dragons. I figured when a dream dragon dies, it just gets subsumed back into the true dragon who dreamed it. In a desperate attempt to stay his own dragon, a dream dragon’s spirit latched onto a nearby human, giving him weird powers and appearing as his shadow. I further created a dragon cult which occasionally is led by an Occultist, but I also liked the idea of each Age having a different Occultist with a different origin.

    Thanks again for your excellent and lively discussion!

  3. Regarding “once per level”, we ruled that it meant at 9th level you get 9 uses. At 10th, you only get one more.
    My occultist is a former librarian that liked to explore ruins, and freed the spirit of The White, which has grafted itself to her (her otherworldly shadow is of a dragon) and whispers “brain melting secrets” to her soul.

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