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3 people marked this as a favorite. |

Is there a story here? Your posts don't give any context, and so it is a difficult thing to respond to your questions.
Many classes could conceivably deal out that much damage in a round as they pass level 10, although some builds will be more consistent than others in doing so. As for your second question, a lot of encounters are solved quite quickly if you inject enough damage into them.
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

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A) It's quite easy to do at higher levels, using magical weapons and various feats that deal extra damage. My Magus is at level 7 and does the following damage on a crit (which happens on a 15):
2d6 (scimitar damage) + 1.5x14d6 (Empowered Intensified Shocking Grasp)
That's just one of his three attacks, and that's just at level 7. Potential maximum damage on a single turn is 162.
B) Some people enjoy breaking the game. Some scenarios require that level of system mastery. Try to beat The Elven Entanglement without somebody who can deal that sort of damage and you might be in trouble.

Pink Dragon |
Is there a story here? Your posts don't give any context, and so it is a difficult thing to respond to your questions.
No story. Just seems to me that posters on the message boards seem to think that 200 hp per round is achievable, which seems excessive to me on a reasonable build and in the context of what a sub-20th level monster may have in the way of hit points.

MrSin |

No story. Just seems to me that posters on the message boards seem to think that 200 hp per round is achievable, which seems excessive to me on a reasonable build and in the context of what a sub-20th level monster may have in the way of hit points.
Do you need infallible proof its possible or something?

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dreadfury wrote:My rangers raptor can pull off 250 damage with a pounce, not counting my full attack. and I was doing that at level 10I know how a druids raptor does that but how does a rangers?
same buffs, boon companion (beastmaster to get the raptor) and Favored enemy. don't forget that amulet of holy fists!!!

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How does a fighter generate 200 hp of damage in a round? And why would you want?
to answer OPs question. as a DPR character the role you have in combat is to eliminate threats or draw attention away from the healers/casters. doing 200 damage ina round assures that at least one thing will go down in a round. Play king of the storval stairs without a decent DPR class and you will be underwater faster than you can growl in anger.

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I have a 11th lvl Ninja/fighter/monk/ranger
I actualy watered down his DPS by adding some other classes (Trap finding and Evasion)
but my initial Math was d3+8+10d6+20 3 times (Claw / Claw / Bite) at 10th level
thats 39-91 (average of 65) damage per attack .. and 3 attacks (4 with Haste - 5 with Ki pool)
Totals of
117-273 for 3 attacks
156-364 for 4 attacks
195-455 for 5 attacks
per Round
however get me against Constructs and Undead and I'm Screwed

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however get me against Constructs and Undead and I'm Screwed
Why's that?
No story. Just seems to me that posters on the message boards seem to think that 200 hp per round is achievable, which seems excessive to me on a reasonable build and in the context of what a sub-20th level monster may have in the way of hit points.
Of course it's achievable. A fighter archer can hit 200 DPR on accident. A Mounted Charge fighter or cavalier could do that much on a single attack under the right conditions. As for why, how many hit points of damage do you feel is appropriate? How did you arrive at that figure?

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Adam Mogyorodi wrote:How does a ranger even get a raptor?beast master/infiltrator. its a decent combo. but you give up 6th level style feat. I took it at 10th level so I could keep improved precise shot.
Unless I'm mistaken it is not actually legal to do that.
When an archetype includes multiple alternate class features, a character must take them all—often blocking the character from ever gaining certain standard class features, but replacing them with other options. All other class features of the base class that aren't mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level, unless noted otherwise. A character who takes an alternate class feature does not count as having the class feature that was replaced for the purposes of meeting any requirements or prerequisites.
But I suppose this is more of a question of whether you can retroactively modify a character by taking an archetype. I don't believe you can without paying retraining costs.

Tels |

200 hp per round of damage seems excessive at any level, given that a 20th level character is averaging 100-150 hp.
What 20th level characters have you looked at that only possessed 100 - 150 hp? My Kingmaker group has a Barbarian pushing 150 hp at level 9 when he rages. When raging, he has a 24 Con (Bears Endurance is a common spell on him), this is a +7 modifier or 63 extra hp; then he took toughness and favored class into hp as well, so that's another 18 for 81 hp in addition to 9 d12s he has for hit die!
Hell, I rolled up a 20th level Monk recently for fun and he had over 200 hp.
100 - 150 hp is average only for d6 hp classes, like wizards.

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How does a fighter generate 200 hp of damage in a round? And why would you want?
200 damage per round with a full attack, power attack & other buffs? Not hard to come by on any martial class with decent gear. You would want to do this for the "Storval Stairs Maneuver," which typically ends fights.

Matthew Downie |

To answer the 'how' with a fighter:
Level 20 Fighter
4 regular attacks plus an extra one for boots of haste.
Strength of 28 (increased by belt of strength, leveling up bonuses, etc...)
Two-handed weapon increases strength bonuses and power bonuses by 50%.
So strength gives +13, and power attack gives +18.
+6 for weapon training (includes +2 for gloves of duelling)
+5 for having a +5 greatsword
+4 for weapon specialization & greater weapon specialization
This is 2d6+46 per hit.
With five hits, that's an average of 265 per round. And you should be getting around one critical hit per round as well.
This is not an optimized fighter. The damage can be increased further with two-handed fighter archetype, holy flaming weapon, enlarge person, Lead Blades, etc.

Matthew Downie |

Remember when you do damage calculations, you have to take into account the ac you are trying to hit, which is roughly 36 for a cr 20 monster.
Well, the question was how you could do 200 damage 'in a round', not 'on average per round', so I was assuming all attacks hit.
Is this thread even PFS related?
I suppose it means I should have restricted it to a PFS-legal level 12 fighter?

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It can happen in PFS. My witch is now level 13.2 after completing Eyes of the Ten, but even before retirement our barbarian was hitting for something like 1d12 + 1d6 + 48 damage. Toss in a haste with a full attack and while it might not be every round, 200 isn't hard to come by.
6th level wizards fire balling for 90+ damage is of greater concern to me.

CRobledo |

CRobledo wrote:Is this thread even PFS related?I suppose it means I should have restricted it to a PFS-legal level 12 fighter?
I don't know! OP didnt have many parameters in his post...
For another data point, I currently have a level 8 Magus/Barbarian/Horizon Walker built specifically for Bonekeep that does around 150 damage. With a standard action (vital strike specialist, with Kensai).

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Any melee type carrying around a x4 weapon can pull off 100 damage at level 3 or or so...I think as GM you just have to roll with it. As a player celebrate your success and move on. I've been playing a heavy-hitter lately and usually as a fighter your mobility is low enough that the rest of the party can be pretty engaged by the time you drag yourself to the front. No different than a baseball team with the 4th batter playing clean-up.

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I would have to say, for most classes, at high level, 200hp of damage per round isn't that good really.
Case in point, level 2 Barbarian, less than a week ago, 'critted' with his Greataxe, while raging, average rolls, for 46 points of damage. Think about it:
Strength: 18 (+4)
Greataxe: 1d12 (x3)
Rage: +4 Strength (total = 22 (+6)
Base Damage: 1d12+6
Crit Damage: 3d12+18
Rage Damage: 1d12+9
Rage Crit Damage: 3d12+27
Damage Range (non crit): 7-18hp
Damage Range (crit): 21-54hp
Rage Damage Range (non crit): 10-21hp
Rage Damage Range (crit): 30-63hp
Now, that doesn't count any feats that may increase anything, magical weapons that the player may have/get, etc. This is just the basic math for a typical, level 1 Barbarian, with a mundane Greataxe. While a fighter can't rage, he/she can still do pretty respectable damage, given the right weapon.
In home campaigns that I used play, 200-400hp each round, for each character, was achievable. It didn't happen everytime (no accounting for natural 1's, lol), but it did happen. Take the above listed Barbarian and give him 11 more levels, without feats, without anything else, just strength and a mundane greataxe, he/she has the possibility to get 63hp of damage, 3 times in a round (also not accounting for any AOO's). That would be a total of 189 points of damage.
So, when you say that people think it's attainable, yes, it in fact is fairly easily attainable, just by the simple math examples that I showed.

wraithstrike |

200 hp per round of damage seems excessive at any level, given that a 20th level character is averaging 100-150 hp.
What class?
Barbarians can have that many hit points by level 10.
20th level fighter. 5.5 hp per level from base dice=110
Consitution modifier of +7 x20=140
favored class 1x20=20
toughness=20
That is 290 which is almost double the 150. I am sure I can get above 290.
Wizard 3.5 X 20 =70
constitution score = +7x20= 140
toughness=20
Even a wizard can get 230
A caster has to focus on the casting stat, maybe points in wisdom, and for physical scores it can focus on constitution, and that is without crafting. It can probably get a +10 con giving it 60 more HP at level 20 for a total of 300.

I3igAl |

Just some basic build:
Two handed Fighter archetype at lvl 20. Wielding a Ranseur.
Strength 20 +5levels +6 Belt +5 Tomes +2 Ioun Stone = 38(+14)
You can use Deavastating attack to to treat a critical as a standard action, being Fighter 20 you also got the capstone to increase your multiplier to x5. You also got your double strangth bonus and get double Power Attack.
Your Attack Bonus is: 20-5(Devastating Blow)-6(Power Attack)+14(Str) +2(Greater Weapon Focus)+5(magic)+7(Weapon Training with Gloves of Dueling)
=+37 Attack Bonus
With a +5 Scythe you'd deal: 2d4 +5magic +28(Str)+24(Power Attack)+5 Weapon Training +7(with Gloves of Dueling) +4 Weapon Specialization
=an average of 71 Damage on a hit
Add Sound and Cold Burst to your weapon. With a standard action you do the following: +37([71x5]+4d10 Sound+ 4d10 Cold)
Since the Average AC of a CR 20 Monster is 36 you'll always hit unless it's a natural 1, giving you a 95% hit chance.
You would deal 0.95x(355+22+22)=379.05 Damage per round(on a standard action) vs a level 20 foe.
This isn't even optimized just the archetype and some really basic feats(Power Attack, Weapon Specialisation) and Equipment(Weapon stil could be enchanted further, only stat enhancers and gloves are equipped). The damage could get pushed much higher with the right feats, though I would rather invest in mobilty and utility from that point on.

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PCs doing lots of damage does not mess up encounter "balance".
My sub optimal lvl 14 samurai did about 200 damage on a buffed full attack. My str was only 20 and I did not take greater weapon focus/spec and my weapon was not up gradable (JR).
compare that to a barbarian a friend played in a different game, he would have laughed at the puny damage i did. He didn't even have the pounce rage power. At the first game we started at lvl 6 and I reacted similarly, but seeing it play out it didn't cause problems.