Advice (needed once more) Looking for solid Melee Build


Advice


I am Looking for The Best possible Melee Build (Great out put in damage) But Good skills.
'
I am ok Muticlassing and or Dipping (several times if necessary)

I want some with great effect in battle or great effect with skills


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Easiest way to do this is to make a slayer. Full BAB, d10 hit dice, proficient in all martial weapons, 6 skill points per level and has 3 of the 4 social skills as class skills.


Staying full BAB and using strength with a two handed weapon is probably the easiest route. After power attack and furious focus, you can spend your feats on movement and survivability.

Slayer is an excellent suggestion. Paladin may be an option if you want to help the party and depending on what campaign you are in or what you want to do with your character. Cavalier if you need or want a horse/mounted combat build. Cavalier also has a lot of intimidation potential, if that's your thing.

Grand Lodge

Twf sword (kukri or wakazashi) and board slayer is amazing.

The key abilities are twf at level h1/2, gtwf, shield master at 6, oppertunist and bashing finish at 10.

I like quick draw with a heavy shield. When you only get a single attack like in the first round of combat you can study and charge with power attack and two hand the shield. This helps keep your damage up every round of combat.


Grandlounge wrote:

Twf sword (kukri or wakazashi) and board slayer is amazing.

The key abilities are twf at level h1/2, gtwf, shield master at 6, oppertunist and bashing finish at 10.

I like quick draw with a heavy shield. When you only get a single attack like in the first round of combat you can study and charge with power attack and two hand the shield. This helps keep your damage up every round of combat.

TWF is a trap. It's feat intensive and overall underwhelming in actual combat. If you want to go crit fishing, do it with a keen Greatsword. Leave the kukri in the kitchen where it belongs.

Grand Lodge

That not actually true. It is feat intensive yes, but many builds including this one out perform two-hand weapons at higher levels

This build also has better AC and enchants a weapon, essentially, for free.

Note: my first post should have said improved twf not gtwf (gtwf is a trap).

This means twf is is 2 feats. Power attack Cornugon smash and hurtful are three and a top tier option for many builds.


Sword and board slayer is definitely the proper way to do the switch hitter TWF build. I've just seen the dual weapon thing fail more than excel.

Charging in with the shield in two hands with power attack is legit. QuickDraw scimitar(s) and swing away. Take the flame of the dawnflower trait for extra fire damage on critical hits. If that's your thing.

I would personally rather take Greatsword Battler and add vital strike to my charges with a Greatsword...


investigator str based.
Lv3 is mutagen, lv4 is studied combat adding 1/2 level to attack and damage, lv4 is also alchemical allocation for heroism. Throw inspired on your weapon and at lv9 get combat inspiration.

this lets your attack and damage just be awesome, and with at least 8 skills points a level and class features that boost skills and heroism you're really good at skills.

Grand Lodge

I new build I have that I like it is a bonded investigator. With one level blood conduit bloodrager. This gave me the the feat to grapple well. With rage, mutagen study, resinous skin eventually polymorph spells.

I still have power attack to do what chesspwn is suggesting. But I also have a familiar that can drink you extracts and hit your grappled/pinned target. The familiar also gives you a second chance (though lower bonus) to make your checks.

Also I love the idea of an investigator binging devil to themselves to help them get into the mind of the evil they are trying to combat.

Grand Lodge

I currently have a Half-Orc Fated Champion Skald for PFS with a level dip in celestial bloodline bloodrager. Gave up my blood rage power for a Valet familiar (celestial compsognathis for +4 init and can give out fast healing 1) and took the Amplified Rage and Skald's Vigor feats. Because my Valet familiar is always next to me, when I start my raging song I get +8 str and con from raging and fast healing 8. At level 9 he has a +1 furious bloodsong adamantine falchion and he hits like a truck. He also makes a great party face thanks to versatile performance and can throw out a good number of party buff spells.


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Druidzilla characters are very good at making their enemies dissolve in a storm many high damage attacks.


VoodistMonk wrote:
TWF is a trap. It's feat intensive and overall underwhelming in actual combat. If you want to go crit fishing, do it with a keen Greatsword. Leave the kukri in the kitchen where it belongs.

1. Nobody crit fishes with a greatsword: that is what the nodachi is for.

2. Starting ~10th level an optimized fighter TWFing with kukri can out damage an optimized fighter with a nodachi. The TWF fighter will have access to more/larger static damage bonuses than the THF, and be more likely to crit with those bonuses (due to more die rolls).


Volkard Abendroth wrote:
VoodistMonk wrote:
TWF is a trap. It's feat intensive and overall underwhelming in actual combat. If you want to go crit fishing, do it with a keen Greatsword. Leave the kukri in the kitchen where it belongs.

1. Nobody crit fishes with a greatsword: that is what the nodachi is for.

2. Starting ~10th level an optimized fighter TWFing with kukri can out damage an optimized fighter with a nodachi. The TWF fighter will have access to more/larger static damage bonuses than the THF, and be more likely to crit with those bonuses (due to more die rolls).

Every party needs a kitchen maid. Lol.

Full BAB TWF aren't bad, I just really like flicking $#!+ at dual wielders. I've played them, I'm as guilty as the next guy. If I ever play another TWF, it will absolutely be a Thunder and Fang build.


How about a Half Orc with a Bite Attack, Invulnerable Rager Barbarian. Have him take Sympathetic Rage and Amplified Rage via 3 levels in Warpriest. Make him a Warpriest of Green Faith. Have him take Claws as a Rage Power, get him a Helm of the Mammoth Lord. Have him take a level in White Haired Witch. Favored Weapons of Green Faith are Druid Weapons, and Druid Weapons include natural weapons, so all those natural weapons: Bite, 2 Claws, Hair, and Gore will all benefit from Sacred Weapon Damage without needing to take Weapon Focus for them. If your GM doean't allow that because Druid Weapons only include weapon damage obtained from Wild Shape, then be a Warpriest of Dahak and get Sacred Weapon for your Bite at least, and comfort yourself in taking the Blessings of Detruction. When your Sacred Weapon Damage gets up to 1d8, take a level in Living Monolith so you can grow a Size bigger with Enlarge Person SLA. Maybe take a level in Ranger so you can use a Wand of Strong Jaw, getting all your Natural Attacks up to 4d6 each. As a Half Orc, you can get Scent as a Feat. Get Blind Fighting, too, and acquire an Eversmoking Bottle. you will enjoy a 50% Miss Chance due to Total Concealment. Invulnerable Rager will give you DR. Make your Familiar a Protector Familiar and take that Feat that lets your other classes count for Familiar levels, and your Protector Familiar gives you Shield Other, absorbing half the damage you take. If you take 2 levels Alchemist and make that Familiar a Tumor Familiar, it will get Fast Healing 5, or if your GM doesn't allow that, just use your Warpriest Spells to heal your Familiar, too.


I've worked out a Grappling feature that could fit into any of a lot of characters that can be quite devastating.


Slayer if you're more interested in skills.

Bloodrager for damage if skills are secondary.

Just feel that Bloodrager gives more combat options for dealing more damage then a Slayer does. While the Slayer has a nice access for skills and the skill ranks to grab them.

Another class that might work is the Unchained Monk.


Scott Wilhelm wrote:
I've worked out a Grappling feature that could fit into any of a lot of characters that can be quite devastating.

Colour me interested. I've always like grappling as a way to control the battlefield, even if I used to do it with black tentacles more then with my melee build...


Unstoppable Dwarven Titan Mauler with an oversized Dwarven Longhammer, dwarven boulder helmet and heavy armor.

*Unstoppable is an alternate dwarven racial trait that gives Toughness as a bonus feat.


VoodistMonk wrote:
Grandlounge wrote:

Twf sword (kukri or wakazashi) and board slayer is amazing.

The key abilities are twf at level h1/2, gtwf, shield master at 6, oppertunist and bashing finish at 10.

I like quick draw with a heavy shield. When you only get a single attack like in the first round of combat you can study and charge with power attack and two hand the shield. This helps keep your damage up every round of combat.

TWF is a trap. It's feat intensive and overall underwhelming in actual combat. If you want to go crit fishing, do it with a keen Greatsword. Leave the kukri in the kitchen where it belongs.

Then go with double weapons. It provides you with the option to go 2 handed or TWF as you please. Slayers and rangers are the ideal users of such weapons, since they can do str based TWF builds. While the stats on such weapons are usually not that great, they allow you to get more of the per hit bonuses, so they work well enough.

Grand Lodge

With shield master kukri builds you can enchant the shield as a weapon and the shield. Using the shield for numerical bonuses and the weapon portion for things like holy or flaming for a really powerful weapon that outperforms most single weapons 2 handed weapons.


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DthKnell wrote:
Scott Wilhelm wrote:
I've worked out a Grappling feature that could fit into any of a lot of characters that can be quite devastating.
Colour me interested. I've always like grappling as a way to control the battlefield, even if I used to do it with black tentacles more then with my melee build...

The Cavalier Order of the Penitent has the key ability: Expert Captor.

Expert Captor wrote:
the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so.

Greater Grapple, as you probably know lets you Grapple a 2nd time in a round as a Move Action.

Greater Grapple wrote:
Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent)

So this means that if you begin your round adjacent to your opponent, you can Initiate the Grapple as a Standard Action then Tie Up your opponent as a Move Action: done and dusted in 1 round! Now, you need to bring up your Grapple Maneuver Bonus. Cavaliers get a Bonus Teamwork Feat and the Tactician Ability which gifts the Feat to all allies, so take Coordinated Maneuvers for a +2. Between them Improved and Greater grapple grant a +4.

Take levels in Alchemist: a Tentacle gives you a +4 on Grapple Checks. A King Crab Tumor Familiar gives you a +2.

Armbands of the Brawler gives you a +1.
Gauntlets of the Skilled Maneuver gives you a +2.
There is an Ioun Stone that gives you a +1 on all attack rolls.
The Adhesive Armor Enchantment gives you a +2.
The Brawling Armor Enchantment also gives you a +2, but it's a very expensive enchantment now, and it can only be applied to Light Armor, not even to a Mithril Agile Breastplate.
The Alchemal Strength Mutagen will give you a +2 (+4 St)
A Belt of Giant Strength will give you a +1/+2St boost.

That's a Full time +19 through Feats, Class Abilities, and magic items the most expensive of which costs 7000gp. I had a PFS Grappling character that had a full time Grapple mod of +30 at level 9.

I thought of a trick. Take Infusion. Use Shared Spells to give your Familiar Touch Injection. Give your Familiar an Infusion of True Strike. Cast True Strike on yourself and close with your opponent. The next round you Initiate a Grapple as a Standard Action. Your familiar uses Touch injection to give you True Strike again as a Readied Action. You Tie Up your oppoent, again with the extra +20 as a Move Action. If I had thought of this when I was playing with Olga, she would have had a 91% chance hogtying and dominating anything with a GMD of 52 or less at level 9. The GMD of a Balor Demon is 54.

I thought of another Trick. Take a level in White Haired Witch. Use Great Cleave with your hair. When a White Haired Witch Grapples someone in her hair, she is not Grappled herself, and there is no particular limit as to how many people she can thave Grappled in her hair! Great Cleaving is a Standard Action. She might still have he Move Action left to Tie Up one of them. She might take Rapid Grappler and Tie Up a 2nd with her Swift Action. Since she is not Grappled herself, she might make Attacks of Opportunity, so perhaps if she can make good on a Feat like Broken Wing Gambit, she might Tie Up people outside of her round as the try to free themselves!

All this Grappling I'm describing is compeletly undone by Freedom of Movement. The classic way to fix this is the Inescapable Grasp Class Ability of the Tetori Monk, which is given at 9th level. Most of my ideas involve extensive dipping, and so a character like mine wouldn't see Inescapable Grasp for quite a long time. But the build features I'm describing are relatively cheap, so you might have enough Feats left over for something else. A couple levels in Ranger with Freebooter's Bane, Precise Shot, and a Wand of Gravity Bow, and you are a formidable Archer by level 2. You are already taking levels in Alchemist to be a better Grappler: be a Grenadier Alchemist and shoot exploding arrows. I was thinking about knitting the Expert Captor Grapple feature with a Ninja that uses Vanishing Trick, Drunken Ki, and a Wand of Scorching Ray to spam Ranged Touch Attacks vs. Flatfooted AC that do Sneak Attack Damage, then also able to sneak up on your and just Grapple and Tie you Up when you least expect it!


Play an Inquisitor. For better skills and out of combat use, make it a Sanctified Slayer Inquisitor. Studied Target increases both your skills and your offensives, and is available at will, unlike regular Judgement. But there's much more an Inquisitor can do.

If you want more out of combat skill usage, then you can take the Conversion Inquisition to make all of your face skills (Bluff, Diplomacy, Intimidate) WIS-based instead of CHA-based. If instead you want more melee offense, grab the Destruction (Rage) domain to give yourself a fairly powerful attack steroid, and eventually gain access to Rage and Rage Powers. Once you have Rage, give your weapon the Furious enchantment and watch enemies melt before you. But that's STILL not all.

Inquisitors also have spells. The Inquisitor has tons of access to skill-boosting spells, like Focused Scrutiny and Hunder's Eye. The Inquisitor also has tons of access to attack boosting spells, like Divine Favor and Wrath. The Inquisitor even has access to the spell that boosts both: Heroism.

You literally cannot go wrong with an Inquisitor.


Kaouse wrote:

Play an Inquisitor. For better skills and out of combat use, make it a Sanctified Slayer Inquisitor. Studied Target increases both your skills and your offensives, and is available at will, unlike regular Judgement. But there's much more an Inquisitor can do.

If you want more out of combat skill usage, then you can take the Conversion Inquisition to make all of your face skills (Bluff, Diplomacy, Intimidate) WIS-based instead of CHA-based. If instead you want more melee offense, grab the Destruction (Rage) domain to give yourself a fairly powerful attack steroid, and eventually gain access to Rage and Rage Powers. Once you have Rage, give your weapon the Furious enchantment and watch enemies melt before you. But that's STILL not all.

Inquisitors also have spells. The Inquisitor has tons of access to skill-boosting spells, like Focused Scrutiny and Hunder's Eye. The Inquisitor also has tons of access to attack boosting spells, like Divine Favor and Wrath. The Inquisitor even has access to the spell that boosts both: Heroism.

You literally cannot go wrong with an Inquisitor.

This is good advice. You could be a half Orc, sacred tattoo, fate's favored (goes excellent with your divine favour spell) and use a 2D6 Orc horn bow. Shaman's apprentice gives you the endurance feat, which is nice.


Horn Bow is for a ranged build. This guy asked for a melee build, specifically.

Course, there's no reason not to have a backup weapon. And Inquisitors are one of the few classes that can switch hit rather effectively, since their attack steroids are rarely specific to melee or ranged attacks.


VoodistMonk wrote:
Volkard Abendroth wrote:
VoodistMonk wrote:
TWF is a trap. It's feat intensive and overall underwhelming in actual combat. If you want to go crit fishing, do it with a keen Greatsword. Leave the kukri in the kitchen where it belongs.

1. Nobody crit fishes with a greatsword: that is what the nodachi is for.

2. Starting ~10th level an optimized fighter TWFing with kukri can out damage an optimized fighter with a nodachi. The TWF fighter will have access to more/larger static damage bonuses than the THF, and be more likely to crit with those bonuses (due to more die rolls).

Every party needs a kitchen maid. Lol.

Full BAB TWF aren't bad, I just really like flicking $#!+ at dual wielders. I've played them, I'm as guilty as the next guy. If I ever play another TWF, it will absolutely be a Thunder and Fang build.

I have a Thunder and Fang build I think is pretty scary.


Kaouse wrote:

Horn Bow is for a ranged build. This guy asked for a melee build, specifically.

Course, there's no reason not to have a backup weapon. And Inquisitors are one of the few classes that can switch hit rather effectively, since their attack steroids are rarely specific to melee or ranged attacks.

That's true. I'm an idiot for suggesting the bow. My B.

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