melee build for mummy's mask


Advice


I was wanting a melee build for a character doing mummy's mask that is thematic.

Any melee class preferably with a d10 or d12 hit dice but will accept a d8 with toughness and 16 con builds, as I need to have enemies focus me.

the other players are a fire theologian cleric, an evoker wizard, and a rogue of some type.

I had been thinking about doing a warpriest of wadjet but wasn't sure how to maximize damage.

Starting at level 3.

Liberty's Edge

I hear Paladin is amazing in this AP. That's what I'd go with.

Horus is an awesome Paladin god, to, if you wanna go Egyptian Pantheon.


go fighter 1, sacred fist warpriest X. You can get crusader's flurry, allowing you to sword and board with a light mace while flurrying. The level in fighter gives you armor proficiencies back, and you can flurry while wearing armor.

Take fate's favoured for a trait, and use that to start of combat.

at level 3 you would look something like this:

Spoiler:

UUnnamed Hero
Human fighter 1/warpriest (sacred fist) of Wadjet 2 (Pathfinder RPG Advanced Class Guide 60, 130)
NG Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
hp 34 (3 HD; 2d8+1d10+14)
Fort +9, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +5 (1d3+6) or
mwk light mace +6 (1d6+6) or
unarmed strike +5 (1d6+6) or
unarmed strike flurry of blows +4/+4 (1d6+6)
Special Attacks blessings 4/day, fervor 3/day (1d6), flurry of blows
Warpriest (Sacred Fist) Spells Prepared (CL 2nd; concentration +4)
1st—divine favor (2), protection from evil
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 16, Int 10, Wis 14, Cha 7
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Power Attack, Toughness
Traits fate's favored
Skills Acrobatics -4 (-8 to jump), Heal +6, Knowledge (religion) +6, Perception +8, Spellcraft +5
Languages Common
SQ blessings (protection: aura of protection, increased defense, travel: agile feet, dimensional hop)
Other Gear mwk full plate, mwk light steel shield, mwk light mace, cloak of resistance +1, 150 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fate's Favored Increase luck bonuses by 1.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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Paladin, doesn't get much better than that for an AP full of undead and evil people. So many smite opportunities, plus if you don't trade it away your immunity to fear will be a big help.

Scarab Sages

Play a Paladin. The immunity to disease and fear alone are worth it.

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