I've managed to convince one of my friends to retrain their character, originally they where going to go Monk 6/Cleric 4/Sacred Fist 10. That is a crappy build, we all know this, let's see what we can do to improve this.
Since this isn't my character I don't have complete control over what goes into it, and I won't have control over how it's used. We are using some rules from Pathfinder, like feats every 2 levels and nerfed polymorph/wildshape. We also have access to an old 3rd party supplement called Swashbuckling Adventures, which has a number of very powerful melee feats in it.
[spoiler="His new Build"]
We use a powerful point buy, not certain about all his attributes but strength will be 20 and wisdom will be 18.
Monk 2, Druid 4, Sacred Fist 4
H : Combat Reflexes
1 : *Unarmoured Defense
M1: Stunning Fist
M2: ?
3 : *Bruiser
5 : Flying Kick
7 : Combat Casting
9 : Snap Kick
He likes to charge, he's partial to the Flying Kick feat for extra charge damage, stunning fist, combar reflexes and combat casting are needed for Sacred Fist. I'm also recommending that he take a domain in place of an animal companion, the DM runs animal companions so their life expectancy is short.
*: Bruiser lets you apply 2x your strength bonus on an attack, it's written vaguely so it may apply even to Snap Kick, but gives a -2 penalty to attack. Unarmoured Defense increases your base AC by 3 + 1 per 3 levels
[/spoiler]
[spoiler="Attack and Damage Calculations"]
His full attack at level 10 looks like
6 Strength + 8 BAB + 2 Greater Magic Fang, -2 Flurry, Bruiser and Snap Kick = 10/10/10/5, 14/9 if he limits his attacks
That's not great.
Base Melee Damage at level 10
2x Strength (Bruiser Feat, 12 total) + 1/2 Caster Level (Pathfinder Druid Ability, 4 total) + Greater Magic Fang (2 total) + Unarmed Damage (1d8) = 1d8 + 18, (22.5 avg)
He can increase his damage by using Bull's Strength, Produce Flame or the Sacred Fist ability. He also does an extra d12 on a charge, he can cast Lion's Pounce to full attack on a charge as well.
Fully buffed he'll be tossing out 1d8 + 1d6 + 1d12 + 35 damage (49.5 avg) per hit.
[/spoiler]
[spoiler="Spell per Day"]
I've only really thought about to 5th level spells, quantities of each to vary day by day depending on the situation.
1st: Obscuring Mist, Obscuring Mist, Jump, Produce Flame
2nd: Listening Lorecall, the different +4 stat boost spells
3rd: G.Magic Fang, Protection from Energy, Windwall
4th: Lion's Charge, Airwalk, Dispel Magic
5th: Stoneskin, Cure Critical Wounds
7th: Heal
[/spoiler]
I think this could be a very powerful melee character, with or without buffs he hits hard but his attack bonus is pretty sad. The other characters in our group can potententially give him an additional +10 to hit, but I'm getting tired of throwing buffs his way.
So the main points I think I need help on are:
1) How to improve a Druid/Sacred Fist's melee attack bonus?
2) Good spells for an idiot, like buffs he can cast before going into a dungeon
3) Any tips or tricks from someone who's played a similar character.
Thanks for reading!