Need Help building melee damage dealer


Advice


I finally get to play in a game! I will be joining a Midgard/Freeport/Razor Coast tactical min/max power gaming group on Mondays.

This is a nice stretch for me as normally I run more role playing and less proficient type games. Half of my players have not read more of the game than basic class/race information.

I am a gamer who loves all types of gaming so I jumped at the chance to play with these guys.

However,I want to be able to hold my own and start at a distinct disadvantage as this play style isn't my norm. I mean these guys often milk every last point out and I hear stories of one trick ponies that decimated encounters they should have lost.

Again,this style of play I think could be fun as I know it going in and well frankly tactical style play is so different for me that it's like a new game.

All that said I can use any Pathfinder book as well as Midgard, Freeport or Razor Coast class/feat ect.. Oh and also Tome of Secrets.

I start out at first level and I think the first adventure is (To Slay a Dragon).

I was told to make a melee damage dealer that doesn't need to rely on outside buffs. Added to that I would like help making something a little more easy to play while still staying in the ballpark.

I'm thinking Fighter or Barbarian but really I have no idea what class's are best for my needs. I think the group is caster heavy so that is why I was asked to play a melee character.

ANY help you guys could give would be greatly appreciated.

Thanks in advance!


Oh and I was told to use a 32 point buy character. Kinda high but....who am I to argue with the DM 8)


Are you starting at 1st level?

If you want something easy to play, I suggest a fighter. With a fighter, all of your bonuses and abilities will pretty much work all the time, against any enemy.


Barbarian is great. Your goal is to win the fight through HP attirition. Meaning you will do more damage to them quicker than them to you.

I would look at the fauchard 1d10 with a crit range of 18-20 with reach. Later look to get a keen one. meanign you would threat a crit on a 15+.

Stregnth here is your friend. Blast that as high as possible.

If you want some big cheese I would look at 2 levels of ragechemist/vivisectionist. They have a mutagen that bumps their strength 6. With your rage thats another 4. So +10 strength.

So at 3rd level with a keen weapon +1 fouchard you could do be hitting with like a +12 Power attack (1d10+18) 15-20 x2. With possible 1d6 sneak attack. Your average HP would be over 40. So a crit would drop yourself in one hit.

Also there is a reason they are all casters. On their successful spell the enemy is done. On your you do damage and maybe drop them.

Grand Lodge

Two Handed Fighter.

Do not take levels in Monk, or Rogue.

Nodachi, Falcata, and Fauchard are great weapon choices.

Power Attack, Weapon Focus, etc.

What races are available?


at 1st level the formula is simple... play something with full BAB, a high strength, a weapon you wield in 2 hands, and power attack if you can manage it.

Anything from a weapon as simple and cheap as a spear to a ridiculously exotic flying blade, the adding x1.5 of your strength modifier as well as the increased returns on power attack will push your damage to crazy levels. (at level one, you will rarely fight things that you don't kill with a 'minimum' damage roll).

Barbarian works nicely because the rage mechanic spirals your strength up to keep you damage output climbing.


I agree with all the aforementioned posts... except on one thing and this is provided more information. I have a few personal favs but they come in later on in the game so it would be good to know what levels your aiming for with this DM.

As far as min/maxing works heres my advice: Always know what your building towards. If you want something done, a job fufilled est., you need to know where your aiming. If your going to milk every last drop out of a build you have to know your end goal before ever you spend any points on attributes or hell even pick a class and a race.

Alright so now for my Favs however this comes in LATER not straight away at level 1: Magus (for level 9 - 11 maximized damage nova no one can touch on high point buy ins), Paladin/Lore Oracle (For AC+HP tank and godlike saves plus CHA to REF twice with eventual banishment on hit), Druid/Barbarian (For 38d8 a round on a retardedly high chance of hitting but this is, earliest, level 13 but you can still do some nasty things with a druid melee/tank class).

The only one you might have a hard time seeing is the Druid/Barbarian. Basically its Beast Shape 3 for Huge Hippopotamus plus the feat list: Improve Natural Attack (Bite), Vital Strike, Improved Vital Strike, Natural Spell (for the spell that enhances your bite its like level 1 or 2). This all adds up to Hippopotamus going ca-chunk 38d8 every round. Only known counters: Negative Energy creatures and... thats all I can think of. For this build its Druid 8/ Barb 5. You really want Druid 8/Barb 7 for Maximum affect of raging est. You can rage and destroy with this and it lines up nicely with picking Barbarian on your first go.


If you're min/maxing and want a melee damage dealer absolutely nothing beats Oracle 1/Barbarian X. Two hand a falchion, rage cycle to your hearts content at mid to high levels, and destroy any spell you want with a pouncing spell sunder.


Here's an example of a first level fighter. He's simple to play, but performs remarkably well. Also, has he levels up, he turns into a min-maxed forum build known as "Falchion Fred", a gold medal winner in the DPR Olympics. (DPR=Damage Per Round)

Just a Fighter?:

Male Human Fighter 1
CG Medium Humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Falchion +6 (2d4+6/18-20/x2)
. . . . . Chakram +4 (1d8+4/x2) (Thrown range 30')
. . . . . Cestus +5 (1d4+4/19-20/x2) (B/P damage, usable in grapple, can't be disarmed)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Toughness +3, Weapon Focus (Falchion)
Traits Indomitable Faith, Reactionary
Skills Acrobatics -3 (-7 jump), Climb +3, Escape Artist -3, Fly -3, Perception +2, Ride -3, Stealth -3, Survival +5, Swim +3
Languages Common, Orc
Other Gear Four-mirror armor, Cestus, Chakram, Falchion, 4 spare Chakrams, Pathfinder's kit, 8 GP
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Also, while he's quite straightforward, that doesn't mean he's not full of options, should you choose to use them. He's proficient with just about every piece of equipment you'll find, and has oodles of feats.

Some options to grow into:
  • A composite longbow gives you an excellent attack against flying enemies. Later you can upgrade to a +1, or +1 adaptive, and cheaply add Lesser Bracers of Armor for an additional +1. If you find yourself liking the ranged option, choose it as your second Weapon Training category for even more bonuses.

  • Four feats can make you a ridiculous flying charger: Mounted Combat, Ride-by Attack, Spirited Charge, and Leadership at level 9 to get a Pegasus as a mount.

  • Past level 10, if you find yourself tiring of wielding the damage hose, you can spice it up with status effects whenever you crit. Make enemies stand where you want them while bleeding, and blind; later upgrade that to dropping everything they hold and being completely unable to act.

  • Make enemies stand still for their beatings with Dazing Attack.

  • With a cheap magic item, Grappler's Mask, you can add two new techniques to your arsenal.


How high of a level is it projected to get to?

This is a bit cheesy, but depending on whether or not you'd be able to get a level 16 or 20 Greater Magic Fang potion, you could use Alchemicial allocation as a level 4 alchemist, then use it with feral mutagen or split into monk and hit with flurries.

In addition, you'd go for a necklace of mighty fists (4000g) with agile ability, along with weapon finesse feat to obtain a +5 to attack and damage with 20 dex (or +6 with a belt of dexterity)

It's not very low level stuff, but by level 5 or 6 you could probably get to this (if the potion was allowed) if following normal WBL.

From the potion and amulet alone you'd be getting between +9 and +11 to damage and to hit, and that will be improved by another +2 to damage and hit whenever dex mutagen is active. (to summarize at level 5 that's potentially +15 to hit with 3 attacks: d8+12, d6+12, d6+12) with 7000g spent (no dex belt).

A FoB character (alchemist—monk path) would be doing 2 attacks of 1d6 each, and a feral mutagen character (pure alch) would be doing 3 attacks of 1d6 and 1d8. Mutagens take an hour to create though, so being able to use the feral mutagen in every encounter may be a problem if numerous spread-out encounters occur per day without a chance to rest/remake mutagen. By level 8 the prestige class of Master Chymist could be used to overcome that problem though (if it was/is a problem).

From Master Chymist one can get and addtional +2 damage at CL 11 and +4 at CL 15. At CL 11 the feral mutagen attacks' damage can also go up 1 die step.

Alchemists can be extremely durable due to the spontaneous healing and healing touch passives as well, aside from stuff like resist energy spell or barkskin/shield spell. AC from dex is also great

potential downside?
less BAB, no power attack, weapon specialization, weapon training. But at least for level 4-7 range it seems more effective though, especially considering the fact dex is used instead of str it's like a free +x AC.

Before level 4 they'd just be stuck using BAB to hit and +0 damage, but at least it would still be 3 attacks per round for full attacks when feral mutagen is up. Can throw bombs (or hybridization funneled splash weapons for 2d6+int damage) early on instead too.

__________________

Alternatively there's druid-barbarian (or Druidic avenger). Pump lots of points into str, and at 4th level, wild shape into the rather OP/cheesy (but I guess typically low-AC) Deinonychus for major damage (4 attacks in full attack. Gain pounce at 6th level). This is probably easier to convince a GM that the druid knows about the dinosaur than that an alchemist can find someone who is selling CL 16-20 potions though, but neither are guaranteed.

Going this route, damage may be lower than a fighter until level 4 , but with Shillelagh cast (2d6+1 dmg) and still having high strength (unlike alchemist), it could very well match a fighter's DPS from lvl 1-3 as well.

Strictly damage-speaking, early on Fighters are great for when there's monsters that like to kite or avoid melee since they can do big hits in 1 attack, but fighters can't gain additional attacks easily until level 6, and then it's only 1 extra attack at a significant penalty to hit.
Not to say fighters aren't still good though; they can always cleave and do other stuff, but if the powerful tactics of dino-shape or super-potion are allowed, fighters might then be less effective for outright clobbering of mindless/melee targets.


Lots of sound advice above. I have a fun idea that I'd like to share, revolving around the synergy between lots of natural attacks, the dragon style feats and the feral combat training and martial versatility feats.

My build up to level 10:
Human, alignment: neutral
1 Barbarian / 4 druid / 1 fighter / 1 master of many styles / 3 fighter
Take the growth domain as a druid, for some extra power before wild shape kicks in.
Traits: magical knack; adopted -> enlightened warrior
Ability scores: Str 17+2 race + X levels, dex 14, con 16, int 9, wis 14, cha 10

Feats:
1. power attack, extra rage
3. toughness
5. shaping focus
6. weapon focus claws
7. improved unarmed strike, stunning fist, dragon style, dragon ferocity
8. feral combat training: claws
9. planar wild shape
10. martial versatility: feral combat training

So at level 10 you can spend 3x8 hours a day as a dire tiger, pouncing through difficult terrain and allies for 5 attacks that deal 1.5x strength damage (one of them 2x). You can spend one extra use of wild shape for the celestial template, which lets you smite. Get druid's vestments for an extra wild shape use and you can be a celestial dire tiger 2x8 hours per day. Your AC is pretty solid from mage armor (get a wand), wis to AC, barkskin at CL6 and the regular magic items and wild shape natural armor bonus. Saves are excellent. Hit points are excellent. Damage is amazing.

After level 10 you have options. You can take another monk level for some more stye feats (snake is good, as is tiger or crane), you can take more druid levels for more spells and elemental body options, or you can add more barbarian.

You can also add some archetypes. If the brawler's third level ability works with feral combat training that's a good fighter archetype. Otherwise weapon master might be good. Urban barbarian is nice if you don't like the AC drop.

You can do something similar with a synthesist summoner by the way. You can give your synthesist all identical natural attacks so you don't need martial versatility as much (a tiger doesn't need it that much either, but the nice thing about having it is that the great damage is still there when you're in an aquatic or flying form), so you'd just play a synthesist with a single level monk dip. Possibly a 4 level oath of vengeance paladin dip (or 2 level regular paladin) as well.


@soupturtle: what kind of stats are we looking at for HP, damage, saves, and attacks? This seems like an interesting build.


I'm thinking of a halfling rogue,they have no trap checker so seems one is needed. I love the halflings so it seems the right choice BUT I'm not sure I can build a good dpr character with that selection.

I love the Barb idea but they already have a Half Ogre Barbarian.

Just not sure. Reading the Rogue Guide it looks like Rogue is a little on the weak side.Though TWF sneak attacks seem fun.

Grand Lodge

Whoa.

There are other classes that handle the Trap issue better.


Other class's get the disarm magic traps and stuff to? Well,that would be pretty cool! Err what are they?

On another hand one of my fellow players told me to make a Kobold(Midgard setting race)Monk. I think he is just trying to appeal to my nutty habit of playing off races but he doesn't need to.I will enjoy just getting to play as well as this unique(for me) play style.

Grand Lodge

Okay, let's see:

Trap Breaker Alchemist

Crypt Breaker Alchemist

Sandman Bard

Archaeologist Bard

Seeker Sorcerer

Trapper Ranger

Seeker Oracle


A rogue might not be what they asked you to play. Yes, a rogue can be a melee damage dealer, but they're not very tough. They rely on having other characters in melee to provide flanking and to take hits. If they're a party of all casters and want someone to stand in front of them, a rogue does not fit the bill.

A ranger with either the Trapper or Urban Ranger archetype is just as good at disarming traps as a rogue. I prefer the Urban Ranger because he keeps all the spellcasting ability, but both archetypes are good.

They also have d10 hit dice, full base attack bonus, bonus combat feats, and lots of skills. They get a pet, which I always think is fun:)

You'll get to choose a combat style, and for melee I would suggest Two-Handed Weapon, Two-Weapon Combat, or Weapon and Shield. Two-Handed Weapon is the easy, high damage, and doesn't require many feats, leaving lots open for other things. (It's also the style you would choose if you make a DEX based Dervish Dance Ranger with a scimitar.) Two-Weapon is the classic Ranger style, and I suggest using two light weapons if you use it, so that you can wield the same weapon in each hand. (Shortswords are nice, but wakizashi are my favorite.) Weapon & Shield is the most defensive, of course, and you can use your shield as a weapon, too.


Since nobody has suggested it, how about a Synthesist summoner? High damage, pounce attacks and you get some spell casting on top of that. If you're worried about traps, just summon a critter and send it down the hall.


Goldenfrog wrote:
they have no trap checker so seems one is needed.

Here's a quick take for 11th level multi that might do want you want:

Human

Ranger (trapper/infiltrator) 3/ Paladin (divine hunter if you wish) 2/ Living Monolith1/Rogue (scout/thug) 4/ftr (weaponsmaster?) 1

Feats: Power attack, Endurance, Iron Will, enforcer, intimidating powess, cleave, cleaving finish, combat reflexes, skill focus: stealth, skill focus: intimidate, hellcat stealth, eldritch heritage: shadow, improved eldritch heritage: shadow, lunge (3x day for 10min each), and precise shot (for fun).

Stats at 1st level:

STR 18 (16+2racial)
INT 07
WIS 12
DEX 12
CON 14
CHA 14

Bumps into STR.

Skills (51 ranks): 11 stealth, 11 intimidate, 11 disable, 18 left for dips into things.

Traits: blade of mercy, defender of the society

Saves (before gear): F: 14 R: 10 W: 10

Intimidate will crest around +40 to scare them with your holy wrath.

Salt to taste.

-James


Goldenfrog wrote:

Other class's get the disarm magic traps and stuff to? Well,that would be pretty cool! Err what are they?

On another hand one of my fellow players told me to make a Kobold(Midgard setting race)Monk. I think he is just trying to appeal to my nutty habit of playing off races but he doesn't need to.I will enjoy just getting to play as well as this unique(for me) play style.

Apply previous formula to a trapper ranger with the two handed weapon fighting style.

The immortal philosopher which is me wrote:
at 1st level the formula is simple... play something with full BAB, a high strength, a weapon you wield in 2 hands, and power attack if you can manage it.

Make it a trapper archetype, maybe a half-elf and slap the free skill focus on disable device. You can be a full BAB d10 hit die melee combatant who, as a lucky coincidence, also has a bunch of skill points, can disarm magic traps, and is pretty darned good at it.


Goldenfrog wrote:
I would like help making something a little more easy to play . . .
james maissen wrote:
Ranger (trapper/infiltrator) 3 / Paladin (divine hunter) 2 / Living Monolith 1 / Rogue (scout/thug) 4 / Fighter (weaponmaster) 1

I feel like these two statements don't go together:)


Well, taking enough rogue to get what you want (extra damage, trap finding) might not be too hard, although you will want to multiclass into something with heavier equipment.

A good, simple method for a rogue to get good damage through sneak attack would be to take the Scout Archetype. It allows you to get sneak attack on any charge once you hit fourth level. If you can manage getting pounce, that makes this extremely effective (although most of the options I immediately know of either need you to have 10 or so levels in another class- meaning level 14 before this works- or taking specific races with certain racial feats -which seems like it might be problem since this appears to be using custom races)

A dip into rogue and mostly barbarian levels seems like it would work out well for a strength build. Although barbarian might be a better first level if you are starting from level 1, if only because it is a monster early on. Also allows you immediate access to medium armors and martial weapons.

Grand Lodge

Just, don't do Rogue.

You can just go Freebooter/Trapper Ranger, and the whole party will love you more.

You will do more damage, pump your allies, handle traps, and never be a burden.

It is all win/win.

Note: Rogue fans will tell you different, no matter the numbers or circumstance.

Just because somebodies favorite food is pork rinds, doesn't mean they are good for you.


Blueluck wrote:
Goldenfrog wrote:
I would like help making something a little more easy to play . . .
james maissen wrote:
Ranger (trapper/infiltrator) 3 / Paladin (divine hunter) 2 / Living Monolith 1 / Rogue (scout/thug) 4 / Fighter (weaponmaster) 1
I feel like these two statements don't go together:)

There's easy to build, and then there's easy to play.

The character always hits for nonlethal and rolls an intimidate when they do.. if they succeed they scare the victim.

He normally power attacks unless he has trouble hitting.

He enlarges as a swift action at the start of combat. It isn't hard to have the adjustments for this.

He has a swift smite 1/day, and lunges 3/day. These as well aren't that much to factor in.

He's got a few options, but not a large amount for an 11th level character. He'll pick these up slowly, so it shouldn't be that bad by the time it all comes on line.

-James
PS: I did this on a 20pt buy, forgot that the OP said 32pt.. so he has 12pts to add.


james maissen wrote:
Blueluck wrote:
Goldenfrog wrote:
I would like help making something a little more easy to play . . .
james maissen wrote:
Ranger (trapper/infiltrator) 3 / Paladin (divine hunter) 2 / Living Monolith 1 / Rogue (scout/thug) 4 / Fighter (weaponmaster) 1
I feel like these two statements don't go together:)
There's easy to build, and then there's easy to play.

Very true!

Also, it's a cool character build. I've kinda been itching to try a thug/intimidate build for a while, myself.


Grizzly the Archer wrote:
@soupturtle: what kind of stats are we looking at for HP, damage, saves, and attacks? This seems like an interesting build.

I'm not sure, but lets find out. Lets assume weapon master fighter (choosing claws) and urban barbarian.

Level 10 equipment: +4 str belt, +2 AoMF, +2 cloak, +1 ring, druid's vestments, +2 wis headband, boots of speed, wand of mage armor

I'll assume raging with mage armor and barkskin on. I'll also assume celestial dire tiger form. AC will suffer without mage armor and/or barkskin, but they both last a long time and can be cast many times a day.

HP: 100 (1 maxed d12, 5 d8, 4 d10, 16 con, toughness, 4 levels of favored class bonus)
AC: 26510+4 armor+4 NA+3 NA enh-1 size+1 dex+3 wis+1 ring)
DR 5/evil
Offense: (bab 8, str +11, AoMF +2/+2, -1 size, WF claws, weapon training claws, dragon style, dragon ferocity, power attack -3/+6)
Claw +19 (2d4+33), bite +17 (2d6+24,grab), 2 claws +19 (2d4+25), rake 2 claws +19 (2d4+25)

So that's 6 atacks at ~32 damage each with a roughly 75% chance to hit (against typical AC of 24) which gives around 140 damage on a pounce.

edit: I forgot the saves. They're +17, +7, +12, if I'm not mistaken.

Shadow Lodge

The most kick-ass first-level melee guys have pole-arms and Combat Reflexes: every extra AoO you land for twenty damage is equivalent to a fighter nickle-diming ten hits with Weapon Specialization.

Fauchards are nice; but carry a bardiche at 1st so you don't have to blow a feat on EWP at creation.

32pt barbarian
STR+18(20)
DEX:14
CON:16
INT:12
WIS:12
CHA:07

Race: Half-orc

Traits: Accelerated Drinker, Berserker of the Society

01: Barb1, Combat Reflexes
02: Barb2, [Reckless Abandon+1][Uncanny Dodge]
03: figh1, [Unbreakable archetype], Ferocious Tenacity
04: figh2, STR>21, Power Attack
05: barb3, Stand Still
06: barb4, [Reckless Abandon+2]
07: barb5, Deathless Initiate

Equipment: bardiche, shortsword, potion of Enlarge Person, loincloth

Liberty's Edge

Human Barbarian.

Stats:

Dump CHA, INT
Base wisdom
20 STR, 15 CON, rest in dex

Weapon: Greataxe, Greatsword, etc.

Feats:

Power Attack
Raging Vitality

Rage Stats:

24 STR
19 CON

When you hit you should be dealing 2d6 + 10 (strength) plus another three for Power Attack. Keep a backup weapon around in case you are grappled or knocked prone.

If you want to really surprise your DM, start with some Javelins and Alchemists fires, that way you can deal with ranged only enemies and swarms. The DM might get upset if you crit the CR 2 baddie and deal 4D6 plus 26 damage to him at level 1... But it's all in good fun!

Alternate play:

Take a Lucerne Hammer or a weapon with Reach. Knock the enemies down, and watch them all die horrible deaths as they try to get back up. This works best with a 2-3 DEX modifier and maxed strength.

Feats:

Improved Trip
Combat Reflexes

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