New Build at lvl 8 25 point


Advice


I just lost a good character that was dealing high dmg and had a high AC I would not say I was a tank but I was usually first one into battle. I died by drowning of all things. I need Ideas for a new character. I am playing with a bard, cleric rouge and another fighter that is two handed weapon. I am thinking sword and board or an archer. 25 point with 28000 gold starting. I need a character in the next few days and don't have time to sit down im fairly new to pathfinder so I don't know all the finer things. If you have other suggestions DM said to make Fighter Ranger Monk Rogue and I can use archtypes and unchained preferably human. Please break it down and any items I should Thanks.


I recommend a Bomber type Alchemist.

You would Technically be ranged damage but add the much needed board control your group is lacking. It also provides arcane buffs you can infusion out to your mates as bombers don't require much in the way of Extracts.

Here is a good guide site for you. 3 good Alchemist guides there.


If it's an option, I'd go with a magus. They can make themselves really hard to hit with the right spells and can also deal good spike damage with the right spells. And you seem to need an int-based guy anyway.


Louise Bishop wrote:

I recommend a Bomber type Alchemist.

You would Technically be ranged damage but add the much needed board control your group is lacking. It also provides arcane buffs you can infusion out to your mates as bombers don't require much in the way of Extracts.

Here is a good guide site for you. 3 good Alchemist guides there.

I will also say alchemist with bombs, but not for damage. Alchemist bombs are basically a second set of spells for alchemist- spontaneous, with various auto metamagics. So fill in the part of teh 'arcane' role taht the bard doesn't with your bombs. The party has a 'illusion/ enchantment/ buff' arcane guy with the bard. An alchemist's bombs would provide more area control and debuffs through select infusions.

Great thing with alchemist, you can dabble in stuff like that, and still have a different focus. Bombs aim for touch AC, so accuracy is not much of a concern. And you just need to spend some discoveries on bombs- with level 8, you have enough slots that you can make room. So you can be free to be tank-ish melee or ranged character- which ever you feel like.


Thank you for advice I will look into those characters a bit more.


Any suggestions for a fighter sword and board? The DM said alchemist is probably out of question because of meta gaming lol

Silver Crusade

25 point lvl 8 can you do a nice monk unchained

(Or chained+zen archer)

I likes alchemist too (playing one atm and its cool have buffs to mates with infuse, knowledges at 30 with mindchemist, with fast bombs and rapid shot nice dps vs touch try holy bomb to avoid resistances)


How is an alchemist meta gaming?


He gave me options of ranger monk rogue or fighter to rebuild on to stick with the story and I know what's coming up in the story and a bomb throwing alchemist would basically walk through the next two to three sessions. Maybeeta gaming is not the term I should have used. As I said I'm fairly new to pathfinder world less then a year of playing.


That's a really stupid restriction.


It's mostly a bad restriction because it doesn't match what your party needs.


Melkiador wrote:
It's mostly a bad restriction because it doesn't match what your party needs.

Agreed, negotiate with your gm. If it's a plot thing tell your gm to be more flexible this will afect the game longer than whatever story ark he has planned.


Ranger is better than fighter for sword and board but your group needs a controller type. Otherwise it will just be rocket tag with the cleric doing very little but healing and that is supposed to be a side role not a clerics main gig.


Ok thank you I will talk with him


Too bad Druid isn't on the list. You could build a pretty tanky Nature Fang Druid that can sword and board with the best of them (or two weapon, or two handed, or archery). Would even help as a backup healer.


Deathless one do u have a a quick step by step build of this druid he said I can go that route. What would you prefer if you played it? sword board tw th or archer? like what feats and what would u put str int dex all at with 25 point

RPG Superstar 2012 Top 32

Does it have to be Sword & Board? I think if you need to do melee, and you need control, maybe a reach-type warrior? Choose a reach weapon that helps you trip (like fauchard), and maybe choose feats like Combat Reflexes (& Stand Still), Power Attack (& Pushing Assault), and Dirty Fighting (& Improved Trip & Greater Trip, maybe Improved Reposition & Greater Reposition), to lock down opponent's movement and even move them around the battlefield.

If you're new, ranger and slayer make really great intro-classes. Rangers teach you more about spells and animal companions, slayers more about tactical positioning for sneak attack. They both get some bonus feats, but focused into suites of combat styles (so you don't get overwhelmed in choosing them), have decent saves, 6+ skill points, and fun class abilities.

Druids are great versatile classes, but they require a lot of prep work before game sessions (statting out summoned allies, animal companion, and wild shape forms, plus reading up on spells, and maybe even writing up spell cards for easy access.). The Nature Fang Druid replaces a lot of the standard druid's complexity.


Well, it depends on what route you want to go. Are you limited by race? That is, core races ok, like half-Orc?

Two-handed fighter:
Half Orc (sacred tattoo+fates favored)
If you choose human, you get another feat to use.
Worship Gorum
Nature Fang + Druid of Gorum
Str: 18(15+2+1 lvl)
Dex: 14 (13+1 lvl)
Con: 14
INT: 12
Wis: 16
CHA: 8

Since you are starting at 8th level, feat order is not important but I'll list them in optimal order. If you were going from level 1, it would be different.

1: Divine fighting technique (Gorum)
3: Weapon focus (Greatsword) **optional, pick something else if you want**
4: Slayer talent (ranger combat style [gorum]: Power attack)
5: Furious Focus
6: Slayer Talent (ranger combat style [gorum]: Vital Strike)
7: Shield focus
8: Slayer Talent (Combat trick: Unhindering Shield)

Have fun vital striking at the end of a charge, on you first attack of opportunity after, and keeping your shield AC at the same time (use a buckler)

Take the crocodile domain to get a familiar (I recommend protector). Boots your AC, gives effectively 50% more hp due to sharing damage, and boosts sneak attack damage. And the spells are nice.

---------------
For an archery build, reverse the STR and Dex scores. Take the easy feats for archery with your normal feats and save the harder ones (like point blank master) for the ranger combat styles so you don't have to meet the prerequisites.

----------------
I'll try to work up a stat block for my favorite nature fang Druid builds when I get home. I won't lit any magic items, just masterwork, and let you decide where yo want to spend the cash.


Thank you so much I like the look of this so far. I am not limited to races but I am thinking human only because all my minis that I have painted this past year work best for human only half orc is a monk mini but that is not a deal breaker. So human, elf , half elf, half orc are all races I can do.


Two handed Weapon:

Half-orc druid (nature fang, Druid of Gorum) 8
CN Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 88 (8d8+24)
Fort +10, Ref +6, Will +11
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +10 (2d3+10 plus 2d6 sneak attack) or
greatsword +13/+8 (2d6+8/19-20 plus 2d6 sneak attack)
Vital Strike: greatsword +13 (4d6+14/19-20 plus 2d6 sneak attack)
Special Attacks ambush, death roll, sneak attack +2d6, studied target +2 (1st, move action)
Druid (Nature Fang) Spells Prepared (CL 8th; concentration +11)
D Domain spell; Domain Crocodile domain
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +6; CMB +10; CMD 22
Feats Divine Fighting Technique (gorum's Swordsmanship), Endurance, Furious Focus[APG], Power Attack, Shield Focus, Unhindering Shield, Vital Strike, Weapon Focus (greatsword)
Traits fate's favored
Skills Acrobatics +2 (-2 to jump), Bluff +1, Climb +10, Fly +6, Heal +7, Knowledge (geography) +12, Knowledge (nature) +12, Perception +16, Sense Motive +5, Spellcraft +12, Stealth +5, Survival +10, Swim +10
Languages Common, Druidic, Orc
SQ combat style (Gorum), dusksight, loyal bodyguard, nature bond (Crocodile domain), orc blood, shield master, slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), trackless step
Other Gear mwk lamellar (horn) armor[UC], mwk ironwood buckler, greatsword, 33,000 gp
--------------------
Special Abilities
--------------------
Ambush (Ex) Sneak Attack +1d6 per 5 levels beyond 6th.
Death Roll (6/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Divine Fighting Technique (Gorum's Swordsmanship) You may apply Vital Strike to greatsword at end of a charge, or 1 additional damage if you lack Vital Strike.
Druid (Nature Fang) Domain (Crocodile) Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unhindering Shield Still gain buckler's AC bonus when use that hand for other purpose. Hand is considered free.
Vital Strike Standard action: x2 weapon damage dice.

1: Divine fighting technique (Gorum) (See bonus tips)
3: Weapon focus (Greatsword) (see bonus tips)
4: Slayer talent (ranger combat style [gorum]: Power attack)
5: Furious Focus
6: Slayer Talent (ranger combat style [gorum]: Vital Strike)
7: Shield focus
8: Slayer Talent (Combat trick: Unhindering Shield)


Bonus Tips:

You can replace the 1st level domain power granted by your domain, namely Death Roll, with Divine Fighting Technique. You don't need to spend a feat slot on it.
You can/might consider picking up Diehard to mimic Orc ferocity if you like the flavor.


Archery:

Half-orc druid (nature fang) 8
LN Medium humanoid (human, orc)
Init +4; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 88 (8d8+24)
Fort +10, Ref +8, Will +11
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +10/+5 (1d3+4 plus 2d6 sneak attack) or
unarmed strike +10/+5 (1d3+4 nonlethal plus 2d6 sneak attack)
Ranged mwk composite longbow +15/+10 (1d8+5/×3 plus 2d6 sneak attack)
Rapid Shot/Deadly Aim: mwk composite longbow +11/+11/+6 (1d8+9/×3 plus 2d6 sneak attack)
Special Attacks ambush, death roll, sneak attack +2d6, studied target +2 (1st, move action)
Druid (Nature Fang) Spells Prepared (CL 8th; concentration +11)
D Domain spell; Domain Crocodile domain
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 16, Cha 8
Base Atk +6; CMB +10; CMD 22
Feats Deadly Aim, Endurance, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits deadeye bowman, fate's favored
Skills Acrobatics +4 (+0 to jump), Bluff +1, Climb +10, Fly +10, Handle Animal +5, Heal +10, Knowledge (geography) +10, Knowledge (nature) +10, Perception +16, Sense Motive +5, Spellcraft +12, Stealth +7, Survival +10, Swim +10
Languages Common, Druidic, Orc
SQ combat style (archery), dusksight, loyal bodyguard, nature bond (Crocodile domain), orc blood, shield master, slayer talents (ranger combat style[ACG], ranger combat style[ACG], weapon training), trackless step
Other Gear mwk lamellar (horn) armor[UC], mwk composite longbow (+2 Str), 33,000 gp
--------------------
Special Abilities
--------------------
Ambush (Ex) Sneak Attack +1d6 per 5 levels beyond 6th.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death Roll (6/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Druid (Nature Fang) Domain (Crocodile) Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Tattoo +1 to all saves.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

1: Point blank shot
3: Rapid shot
4: Slayer talent (ranger combat style [archery]: Precise shot)
5: Deadly Aim
6: Slayer Talent (ranger combat style [archery]: Point blank master)
7: Weapon focus (Longbow)
8: Slayer Talent (Combat trick: Manyshot)


Bonus Tips:

You can use the Shield Focus + Unhindering shield feats with archery to keep your shield AC as well, though I don't recommend being in Melee as an archer


Back with more

Sword and Board:

Str: 18 (14 +2 lvl, +2 race)
Dex: 15
Con: 14
Int: 13
Wis: 15
CHA: 8

Half-orc druid (nature fang) 8
CN Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 88 (8d8+24)
Sanity 36, threshhold 2, edge 18
Fort +9, Ref +5, Will +9
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +12/+7 (1d3+6 nonlethal plus 2d6 sneak attack)
Two-weapon: heavy shield bash +12 (1d4+4 plus 2d6 sneak attack) and
heavy shield bash +12/+7 (1d4+6 plus 2d6 sneak attack) or
Ranged mwk composite longbow +5/+0 (1d8+2/×3 plus 2d6 sneak attack)
Special Attacks ambush, death roll, sneak attack +2d6, studied target +2 (1st, move action)
Druid (Nature Fang) Spells Prepared (CL 8th; concentration +10)
D Domain spell; Domain Crocodile domain
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 13, Wis 15, Cha 8
Base Atk +6; CMB +10; CMD 22
Feats Combat Expertise, Endurance, Improved Feint, Improved Shield Bash, Shield Master, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Trick (weapon And Shield)
Traits dirty fighter, shield-trained, unpredictable
Skills Bluff +11 (+14 when feinting in combat), Climb +10, Fly +8, Handle Animal +5, Heal +7, Knowledge (geography) +8, Knowledge (nature) +8, Perception +13, Spellcraft +10, Stealth +5, Survival +9, Swim +10
Languages Common, Druidic, Orc
SQ combat style (weapon and shield[APG]), dusksight, loyal bodyguard, nature bond (Crocodile domain), orc blood, paranoid, shield master, slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG]), trackless step
Other Gear mwk ironwood chain shirt, mwk heavy wooden shield, mwk heavy wooden shield, mwk composite longbow (+2 Str), 33,000 gp
--------------------
Special Abilities
--------------------
Ambush (Ex) Sneak Attack +1d6 per 5 levels beyond 6th.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Death Roll (5/day) (Ex) Knock grappled enemy prone and deal 1d8 dmg.
Druid (Nature Fang) Domain (Crocodile) Granted Powers: You are connected with the primal forces of creation and destruction and with the crocodile spirit’s ancient wisdom.
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Familiar can use Bodyguard to protect master, even if not threatening attacker.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paranoid Aid Another DC 15 for attempts to help you.
Sacred Tattoo +1 to all saves.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Studied Target +2 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Two-Weapon Feint Forgo first melee attack to feint
Weapon Trick (Weapon and Shield) You may perform weapon tricks with the chosen weapon type.

1: Improved Shield Bash
3: Combat Expertise
4: Slayer talent (ranger combat style [Weapon and shield]: Two-Weapon fighting)
5: Two-Weapon Feint
6: Slayer Talent (ranger combat style [gorum]: Shield Master)
7: Weapon trick (Weapon and Shield)
8: Slayer Talent (Combat trick: Improved Feint)
9: Improved Two-Weapon Fighting


Bonus Tips:

This one is built for reaching level 9, when you get improved two weapon fighting. Two weapon feint lets you sacrifice an attack to pull off a feint without an action. Weapon Trick (weapon and shield) w/ Improved Feint and Improved two weapon fighting, lets you get an attack of opportunity with your shield when you successfully bluff in a feint. You even get to take a 10 on your bluff check. Feinting means flat footed against you and that means sneak attack with most of your attacks.
At level 10, get Bashing Finish (via ranger combat style) if you intend to use a higher crit range weapon, or pick up combat reflexes.
Remember that shield master lets any enhancement bonus you put on your shield(s) becomes an attack bonus when you slam with it. This is by far the cheapest way to boost your to hit with the shields.


I'd say go magus personally

Look up the myrrh frankenscince and magic guide


An Urban Druid gives up Wild Shape, but can grab Divine Favor through Nobility Domain and gets at-will Alter Self, potentially making it a real powerhouse in melee. Stoneplate armor with the Longstrider spell to fix movement, Barkskin, and maybe a shield is defense like a brick wall too. Strength-based combat with enough DEX for TWF is fairly easy to get on a Human, even if you want good WIS too (Dual Talent can be great).

If you want to get a little fancy, you can get a melee Druid using Quickened Thunderstomp as a level 4 spell, bowling over foes with swift action earthquakes even while fighting.

Frigid Touch is also very handy for a melee Druid.


Just to expand on the Urban Druid thing, if the goal is straightforward high damage and high defense, one level of Urban Barbarian on an Urban Druid set up something like:

Dual Talent Human: 16/18STR, 14/16DEX(+1), 14CON, 10INT, 15WIS(+1), 8CHA
Traits: Fate's Favored, Magical Knack

1B. Two-Weapon Fighting
2D.
3D. Improved Shield Bash
4D. +1WIS
5D. Extra Rage
6D.
7D. Power Attack
8D. +1DEX (or use a DEX item?)
9D. Improved Two-Weapon Fighting

Weapons/Armor: +1 Furious Battle Axe, +1 Furious Bone Spiked Shield +1, Bone Breastplate +2, Deliquescent Gloves.

...will hack down opposition very handily, and will be really quite resilient. Urban Barbarian doesn't lose AC when using Controlled Rage, so good DEX plus a bone breastplate plus a light shield (bone for style points) plus either Barkskin or Ironskin for spell AC is very solid. Alter Self at will is basically permanent +2STR, Rage is +4STR, Furious weapons are basically +1 to enhancement, and Divine Favor is up to +4 attack and damage, so accuracy and damage are both on the extreme end of things. At level 9 with the gear listed, the mainhand and offhand should be doing something like ~24.5/~15.5 (or ~28/~19 with the acid gloves), making a full attack an avalanche of damage.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / New Build at lvl 8 25 point All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Owl, A Witch Retrospective