Build Advice


General Discussion (Prerelease)


Not sure if this is the appropriate board, but it is the closest I have found.
I am looking for some build advice with my first Pathfinder Toon.

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SOURCE(S)
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Pathfinder
- Beta
- Prestige Classes Web Enhancement
- Spells and Magic Items Web Enhancement
- New feats for Play testing http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/announcements/announcementNewFeatsForPlaytesting

Chronicles
- Campaign Setting
- Gods and Magic
- Gazetteer

Companions
- Second Darkness
- Elves of Golarion

D&D 3.5:
- Player's Handbook
- Complete Divine
- Complete Arcane
- Complete Adventurer
- Complete Warrior
- Complete Mage
- Complete Scoundrel
- Complete Champion

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POINT BUY
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25 (Abilities may be "sacked" to gain extra points - see table below)

Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
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PARTY (level 8, all new characters):
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i. Wiz 1*/Cleric 3/Mystic Theurge 4
ii. Monk 8
iii. Ranger 8
iv. Sorc 5 (Draconic Bloodline)/Dragon Disciple 3
v. Me x/y/z

*Precocious Apprentice has DM approval

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EXTRA:
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- Two traits must be selected from the Companion - Second Darkness.
- Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition, you get a number of bonus hit points based on your race. The frail races (elf, gnome, and halfling) receive 4 hit points. The standard races (half-elf and human) receive 6 hit points. The hardy races (dwarf and half-orc) receive 8 hit points.
- 33,000gp starting cash

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IDEAS:
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Personally, I feel the party needs a backup healer first and foremost. A secondary concern is the lack of Melee DPS/AC. I really have no idea how this is gonna hold up in the context of the adventure (Crucible of Chaos), but we do appear to be lacking in healers and door blockers.

My intial build efforts had been geared towards a Druid with dumped physicals prestiging into Loremaster (possibly even one level of Rogue, although i never got a chance to investigate that fully). However, once I read how Pathfinder Wild Shape works I scrapped it.

So basically, I am looking for some interesting ideas that will help my party, and be fun to play without compromising optimization. I have never RPG'd all that much, and have never seen most of the books I listed until this game, not too mention, this is my first exposure to Pathfinder. My own playstyle is one that likes to do it all when it comes to melee without being an unintelligent brute that can't interact and use skills. Spells, meh, they look good, but I am too lazy to read, so I have never really given a lot of the caster classes much of a run.

The game itself is only running for three sessions atm, before we go back to a separate fortnightly game that we have started (the DM is away). I assume that we will come back to the adventure at some point, but not for many moons.

OK. I think I have covered all the important stuff. Thanks for your time!

-jmo
Straight Cleric seems hard to go past imho.


Try out a paladin - maybe the GM will allow the Paladin Update (I'll just assume he does)

A paladin's able to stand in the forefront and take the fight to the enemy, but he's also an able healer.

I suggest a human paladin of Sarenrae, goddess of the sun, redemption, honesty, and healing.

Ability scores:
Str 18 (20 item; including 2 for level raises), Dex 12, Con 14 (16 item), Int 8, Wis 10, Cha 18 (20 item; including +2 for Human)

As divine bond, select the deific weapon, and add stuff like keen and flaming in addition to raw bonuses, at least at first (I suggest taking improved critical later)

Items: Headband of Alluring Charisma +2 (4000), Belt of Physical Might (Str, Con) +2) (10000), Full Plate +2 (5650), Heavy Steel Shield +1 (1170), Scimitar +2 (8325), Cloak of Resistance +1 (1000), Ring of Protection +1 (2000), mundane gear.

Skills: You get to max out two skills (2 class, -1 int, +1 race), or maybe 3 if you don't go for the bonus hit points for favoured class. I suggest Diplomacy and Knowledge (Religion).

Feats (some suggestions): 1st: Toughness, Weapon Focus (Scimitar); 3rd: Extra Lay on Hands; 5th: Battle Blessing (From Complete Champion, lets you cast Paladin Spells faster); 7th: Selective Channeling.

Feat Alternatives: Power Attack (though only if the DM allows the old Power Attack); Turning Smite.

Later Feats: Critical Focus, whatever critical feats you like, Improved Critical. Powerful Critical looks really neat.

Traits Suggestions:
Armour Expert (Basic->Combat): Lessens your armour penalty
Child of the Temple (Basic->Faith): +1 Knowledge (nobility) and Knowledge (religion)
Ease of Faith (Basic->Fiath): +1 on Diplomacy
Magical Knack [Paladin] (Basic->Magic): Increases your caster level by +2 (no more than your HD). Useful for a paladin with his 1/2lv caster level.

Campaign Trait:
6 Scouting for Fiends: +1 on attacks against evil outsiders

Assuming you take toughness and extra HP for favoured class levels, you'll have an impressive 97 hp on average. Your AC will be 25 (29 against evil during smite)

Your attacks will be at +16/+11 (+5 with smite) for 1d6+7 18-20 (+8 with smite, or +4d6 with smite against fiends or undead), and that's before Divine Bond (which could make your weapon holy, or flaming keen, or just add +2)

Your saves will be at Fort +15, Ref +9, Will +12.

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