Help with a spiritualist melee build


Advice


So I'm playing an aasimar spiritualist with the anger phantom in a game of Hell's Vengeance. The DM is (I think) fairly tough, while the group's relatively optimisation-light, usually more roleplay focused but at least building characters who function (though a couple of us in the group with a bit more experience usually give advice for builds). So as long as it doesn't incapacitate a character we usually go for the thematic choice.

My current build is an archon-aasimar spiritualist 6 / ranger 1 (1 level dip for better proficiencies and favoured enemy (human) for thematic reasons). I do decent damage when my phantom is out, but since it's a semi-intrigue campaign I often have to keep the evil rage monster inside my head to avoid notice.

Due to character deaths, I've gone from being in melee alongside a barbarian to being the party's primary melee for the last couple of levels. (hopefully this will ease up as another character death is giving us some sort of melee martial, and we currently have a sniper rogue and a bones oracle).

I seem to struggle a lot with hitting the enemies. Part of this may just be that I have pretty bad luck, but I was hoping I could get some outside opinions on my build, see if there's something obvious I'm missing.

Idan Firlock - NE Aasimar (archon-blooded) Spiritualist 6 / ranger (sentinel) 1:

HP 73
AC: 18 (+1 breastplate); 22 (when using bonded manifestation)
Init: +1
Fort +11; Ref +6; Will +8 (+4 when phantom in head);

Attacks:
Melee: +1 Unholy Scythe +11 (2d4+8 (+2d6 vs good) 20/x4) (without power attack)
Ranged: +1 Composite longbow (+2) +7 (1d8+3)

Spells (CL6, Conc +8)
2nd (4/day): False Life, Invisibility, Resist Energy, Stricken Heart
1st (5/day): Cure Light Wounds, Inflict Light Wounds, Magic Fang, Identify
0th: detect magic, Mending, read magic, mage hand, grave words, detect psychic significance
At-will: Detect Undead

STR 21; DEX 12; CON 16; INT 12; WIS 15; CHA 7
BAB +5; CMB +10; CMD 21
Feats: Toughness, Power Attack, Skill Focus (bluff), Smiting Reversal (From phantom: Skill focus (intimidate & survival)
Skills: Bluff +15, Know (Arcana) +5, Know (Hist) +5, Know (local) +5, Know (planes) +9, Know (religion) +6, Perception +10, Sense Motive +14, Spellcraft +10, UMD +3
Traits: Ex-Iomedaean (+1 to hit/dmg vs Iomedaeans (campaign trait)), Cunning Liar (Use wisdom for bluff)
SQ: Favored Enemy (Humans +2)
Gear: +1 breastplate, +1 composite longbow (+2), +1 Unholy Scythe, Cloak of Resistance +1, Belt of Giant Strength (+2)

Archie: Anger Phantom 6:

HP 42 (5d10+15)
AC 17 (+6 natural, +1 dex)
Init +1
Fort +6; Ref +2; Will +4;
DR 5/magic

Attacks: Slam +9 (2d6+3, 20/x2) (without power attack)

STR 16; DEX 12; CON 14; INT 7; WIS 10; CHA 15
BAB +5; CMB +8; CMD 19
Feats: Power Attack, Weapon Focus (slam), Toughness, Dazzling Display
Skills: Intimidate +10, Perception +8, Survival +8, Stealth +9

I know my initiative is weak, and AC needs some work. Current plan is to continue advancing spiritualist from here. Pick up haste, fly and mage armor at SP7 and greater magic fang at SP8, swapping out magic fang for shield and SP8.

Any recommendations beyond that?


I’ve made a couple spiritualists for melee

Regarding accuracy:

They have quite a few melee accuracy buffs, but they’re all pretty inconsistent.

Notably you’re about to get Heroism and your Phantom is about to get an aura of fury and a base attack bonus buff and +1 to a stat, which could go strength.

In other words you could potentially be grabbing a further +5 to hit next level.

With flanking from the phantom that means your +11 becomes +18 if you have your Phantom out.

Now I understand the intrigue element, mans the Phantom can’t be out all the time, but there is something to be said for hiding the Phantom in its incorporeal form and just producing its aura.

Also even without him out you’ve got +3 and I would seriously consider buying a cracked pale green ion stone.

Also regarding feats I seriously think that furious focus is note worthy with spiritualists who have no way of getting pseudo pounce to my knowledge.

Definitely consider working towards outflank with your Phantom

I also find it hard not to go for hurtful with anger spiritualists

Regarding AC:

This is harder, spiritualists just aren’t good at it. You do get some defensive spells as you mentioned liked blur and shield

but if you can’t have your Phantom out much surely you can benefit from ectoplasmic bonded manifestation. Also don’t forget about spiritual interference for when you can’t bondedly manifest

Regarding initiative: I wouldn’t worry too much about it, you are a robust save based class and you’re building for melee meaning you probably want to go after your allies anyway.

Grand Lodge

I would use a +3 scythe instead of a +1 Unholy. If you have trouble hitting, it serves lesser purpose to have a bigger starting damage (and 2d6 is likely to do). Straight enhancement is clearly less spectacular, but if the weapon hits more reliably, then you can add specific weapon properties. At that level it might start to be difficult if you have only +9 to hit while using Power Attack.

I might in that aspect prioritize Weapon Focus over Smiting Reversal, also because it's a permanent buff (while the latter is brute but more situational)


Chromantic Durgon <3 wrote:

you’re about to get Heroism and your Phantom is about to get an aura of fury and a base attack bonus buff and +1 to a stat, which could go strength.

Now I understand the intrigue element, mans the Phantom can’t be out all the time, but there is something to be said for hiding the Phantom in its incorporeal form and just producing its aura.

Also even without him out you’ve got +3 and I would seriously consider buying a cracked pale green ion stone.

Also regarding feats I seriously think that furious focus is note worthy with spiritualists who have no way of getting pseudo pounce to my knowledge.

Definitely consider working towards outflank with your Phantom

I also find it hard not to go for hurtful with anger spiritualists.

Been looking at cracked pale green ioun stone - had it mentioned to me.

I'll probably take furious focus as my next feat. Planning on Cornugon Smash at level 11 once I get the automatic ranks in intimidate (seems wasteful to put ranks in intimidate beforehand). Hadn't looked at hurtful before, but reading it now I'm definitely thinking it could be a good level 13 feat.

Spells-wise, it's hard for me not to choose heroism as one of my first few 3rd level spells, but haste and fly seem more pressing since I'm currently the only party member with access to either of those spells and we're fighting angels and the like - we just had a near tpk last session against a Balisse Angel due to a combination of terrible rolls from the party and the inability to get anywhere near it for the first few rounds. Need flight to keep up with that, and a dead party member is being replaced with a barbarian so haste seems pretty vital too.

Might be a toss-up between Greater Magic Fang and Heroism at Spiritualist 8, though I'm not sure I have the spells/day to keep both myself and the phantom strong with heroism.


Chromantic Durgon <3 wrote:


Now I understand the intrigue element, mans the Phantom can’t be out all the time, but there is something to be said for hiding the Phantom in its incorporeal form and just producing its aura.

Also I think I'm missing something here; the phantom can hide in its' incorporeal form? How does that work?


Haste isn’t better unless you have a reliable way to get full attacks.

Fly if you’re the only one providing it is, but you have a Oracle who could also provide a solution to that problem.

Greater magic fang isn’t as important as heroism

You can hide him by phasing him into the walls/floor

Silver Crusade

@OP: You're probably too far along your build for a switch to Reach Tactics to be optimal, but you ought to know it exists as an option. If your current PC switched from the Scythe to a comparable Longspear your damage output will increase and you'll also take less damage. Reach tactics are NOT described anywhere in the Pathfinder rules: it's something one learns about in play.

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