Teddy Rosy: The Most Damaging Martial?


Advice

101 to 150 of 150 << first < prev | 1 | 2 | 3 | next > last >>

Mighty charge the 11th level ability.

Doubles crit threat on weapons during a charge and gives a free combat maneuver on charged target if the charge hits (includes sunder, disarm, trip and bullrush).

Full attack on rnd 2 assuming no charge looks like.

+22/+13/+8 for 44.5 damage a pop

T-Rex hits for +19 at 33 damage

So charging or at least getting good attack buffs from the group is definitely necessary. Or rather I probably could drop off the T-rex as it moves around to flank, activate tactician and tear into it with outflank giving me further bonuses.

We'll stick with the above. The point being that this is not a 1 dimensional guy.


Tarkxt, don't you have sprited charge? That allow to continue after charging, doesn't it?


You're thinking ride by attack and yes yes it does. So another possibility.


Well, whatever feat is :P.

So you can charge, past through the guy and then charge again from the other side

Lantern Lodge

1 person marked this as a favorite.

Bodus the Orc
str 24 dex 13 con 16 int 6 wis 8 cha 5

Monk of the Empty Hand 1, Breaker 11
1.Power Attack
-Improved Unarmed Strike
-Improvised Weapon Mastery
3. Weapon Focus: Improvised?
5. Improved Grapple
7. Greater Grapple
9. Improved Sunder
11. Rapid Grappler

Body Bludgeon
Strength Surge
Smasher
Reckless Abandon

Damage:
PA + Reckless
20/20/15/10
1d8+26
Average 62.525

But, we are here to grapple things :)

CMB = 25 + 3 (Reckless Abandon)
AC 27, CMD 36

Round 1:
Grapple: success on 8 (50% chance)
Pin: success on 6 (60% chance)
Tie up: success on 12 (make that 2, 95% chance, strength surge)

Chance to escape: Average CMB = 24?, no chance of escape.

(Assuming you grabbed a small character)

Round 2 (beat face):

(Against another creature)
20/20/15/10
2d6 + 26
Average: 62.525 to target creature and weaponized creature
Total: 125.05 lethal

(Sundering the ground, AC 10)
16/16/11/6
2d6 + 31
Average: about 146.3 lethal damage :)

Funny blurb:

Now, if I knew this character was going to go far up in levels, I would take 3 levels of monk of the empty hand.

Here's how it goes:
Barbarian Ability : "While raging, if the barbarian pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1d8 points of bludgeoning damage, assuming the opponent is sized Small..."

Monk Ability : "At 3rd level, as a swift action, a monk of the empty hand may use an improvised weapon to deal damage as if it were another type (bludgeoning, piercing, or slashing) for 1 round, regardless of the weapon's normal damage type."

And Finally, Hamatula Strike : "Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple."

Pin Enemy
Take your enemy in hand
Use said enemy to impale another enemy


gustavo iglesias wrote:

Well, whatever feat is :P.

So you can charge, past through the guy and then charge again from the other side

Certainly a possibility.

Ultimately I think people really underrate cavaliers. They point out so many problems without realizing that such problems are shared by quite a few other martial classes and are easily solved through teamwork with the other casters.

I think of interest to note is that the same cavalier posted here is also granting that +5 banner bonus to his mates on the charge as well as possibly giving Outflank to his allies as well. And demanding challenge makes it easier for them to hit. So he is a team player.

I think the only real change I would make to him is replacing trick riding with Lunge and get it on the T-Rex as well so I can punish large creatures as well.

Also of interest is knowing that he'll be doing mounted pounces alongside the mounted barbarians of the world once he gets mounted skirmisher as well.

Actually makes me want to go back adn finish that cavalier guide.


Reddy Tosy

Barbarian (Wild Rager)/Fighter (two handed 10)

Tiefling (Oni Spawn)

Str 22/26
Dex 12
Con 13/17
Wis 16
Cha 5

--------------
Feat listing

1. Power attack
3. Extra Rage/weapon focus (nodachi)
5. Weapon Specilization (nodachi)/furious focus
7. Desperate Battler/Extra Rage
9. Improved Critical/Critical Focus
11. Greater Weapon Focus/Iron Will
Rage Power Reckless Abandon -1 ac +1 to hit
----------
The main gimmick is allowing him to take a -2 to hit and a -4 to ac for one extra attack he can always drop that -4 when he wants to have more ac but for this he'll be using Wild Fighting
----------

+24/+20/+15/+10

1d10+29/1d10+33 respectively

His three round dpr comes out to

306.05
-------------
There was a recent errata which actually nerfed him wild rager's chance of going berserk was keyed off of charisma but now it is keyed off of con. But with his 16 wisdom and Iron will he has a +11 to Will assuming your campaign allows traits. While raging he needs to beat a 14 to not go berserk at level 12 it would be easy enough to patch this up with a +3 cloak, which makes him practical in actual play, he's already strong but with a 15% chance of failing his save.
-------------
He has 19 rounds of rage a day which is probabally enough for 3-5 encounters


What about archers?

cupido the angel archer:

Aasimar plumekith fighter weapon master 12
STR 16
DEX 20
Con 14
int 7
wis 12
Cha 7

Feats:
Weapon Focus, Point Blank Shot
Precise Shot
Rapid Shot
weapon specialization
Many shot
Deadly Aim
Greater WF
Imp Critical
Critical Focus
Arcane Strike

Attack: +17*/+17/+12/+7
1d8+19


Phosphorus wrote:

I think a Gunslinger would win. Here's a quick build, probably contains a few errors...

Double Happy the Goblin

Musket Master 5 / Trench Fighter 5 / Urban Barbarian 2

Str:16
Dex:28 (Raging)
Con:10
Int:7
Wis:8
Cha:5

Feats: PBS, Precise Shot,Deadly Aim,Weapon Focus,Weapon Special,Quick Draw,Improved Precise Shot,Rapid Shot,Rapid Reload (Double Barreled Musket), Goblin Gunslinger, Improved Critical (Double Barreled Musket)

Rage Power:Reckless Abandon

Attack: 20/20/20/20/15/15/10/10, d12+29, (19-20 x4)

Gear: 7 Masterwork Double Barreled Muskets, Paper Cartridges, Masterwork Backpack.

Fires both barrels of his musket at once, drops double barreled musket and quick draws another double barreled musket when a misfire occurs. The DPR maths is complicated, as you have to take into account misfires...

He goes through an average of 1.11 Muskets a round due to misfires.

I get a DPR of ~307, giving a 3 round DPR of ~921

(If my maths is correct)

Edit: Assuming Dex x 2 to damage is legal. Without Dex x 2 to damage
I get a DPR of ~229, giving a 3 round DPR of ~686

Lol, another reason I don't let dem firearms in my game. Sweet theorycraft though.

RPG Superstar 2010 Top 32

I don't see why anyone's bothering calculating damage per round at level 12 with no magic items. Nobody fights with no magic items at level 12.


1 person marked this as a favorite.
A Man In Black wrote:
I don't see why anyone's bothering calculating damage per round at level 12 with no magic items. Nobody fights with no magic items at level 12.

It is simply a baseline for mechanical build comparison, not a simulation of actual play.

Any DPR contest is determined by the parametres set up. AC being a very important one, determining whether builds that can get very high attack bonuses shine over those who get very high damage bonuses.

'No magic items' surely has an impact that favors certain builds. In the most extreme cases builds as the goblin gunner, who is allowed to spend about 20K on non-magical firearms, while others cannot buy a +1 weapon. But generelly it has a bias towards full bab classes who can easily get the to hit, as well as significant damage bonuses. Without magic items single-hitters has an advantage over full-attacker, since the latter would benefit from to-hit bonuses on iterative attacks.

But the point is, no matter what, in a DPR contest, the outcome is always biased from the parametres we set up. AC, amount of rounds, flanking or not, size of opponent, availiability of magic items and buffs, and very importantly the character level chosen, all affect which builds can get the highest DPR.
They are never a representation of actual game play, since that - luckily - isn't static.

Grand Lodge

A Man In Black wrote:
I don't see why anyone's bothering calculating damage per round at level 12 with no magic items. Nobody fights with no magic items at level 12.

It's fun! Maybe the fight occurs in an arena with an anti-magic zone.


Broken Zenith wrote:

Alright, who can come up with a more damaging martial build than Teddy Rosy? He's a Human Two-Handed Weapon (archetype) fighter with a Falchion. He doesn't mess around with spring attack or anything craze. There is nothing revolutionary about the build - he grabs all the usual feats. I'm just curious if there is any way to get even more damage.

His 12th Level DPR against an AC 27 enemy is 81.

** spoiler omitted **

Or, a better formatted and more thorough look here.

So, two-handed really is the best way to go. Does somebody have something better? Or anything obvious I've missed?

Samurai Sword Saint.

Racial Heritage Dwarf for dwarf cavalier favored class boon = +18 damage on a challenge (vs ANYTHING unlike paladins), +4 with order of the cockatrice, +6d6 and shaken debuff if you only get a standard action that round.

Katanas do lesser base damage but have +2 to confirm crits, samurai weapon expertise grants +2 to confirm crits, iajutsu strike adds +6 to confirm. All alter your DPR odds favorably.

The class itself is far more robust - being able to ignore fatigue, shaken, sickened, exhausted, frightened, nauseated, staggered, crits and being able to auto stabilize (and keep standing on negatives) never mind double roll vital fort and will saves means you will actually be able to meet your DPR targets in the face of adversity.

AND your 8th level order ability (bonus attack every round if another crits), the awesomeness of honorable stand at 11th or the -2 AC debuff of demanding challenge at 12th.

Grand Lodge

1 person marked this as a favorite.

I have revised my gunslinger:

Double Happy II

Halfling

Mysterious Stranger 5 / Trench Fighter 5 / Urban Barbarian 2

Str:8
Dex:24 (Raging)
Con:8
Int:7
Wis:7
Cha:22

Feats: PBS, Deadly Aim,Weapon Focus,Weapon Special,Quick Draw,Rapid Shot,Rapid Reload, Improved Critical, TWF, ITWF, GTWF.
Rage Power:Reckless Abandon

Attack: 13/13/13/13/8/8/3/3; 2nd hand 13/13/8/8/3/3, d6+25, (19-20 x4)

Gear: 6 Double Barreled Pistols, Paper Cartridges.

Fires main hand pistol first, then drops it and quick draws another pistol, and fires that with his off hand.

Can add Dexterity to damage as a Trench Fighter, can add Charisma to damage as a Mysterious Stranger by spending 1 point of grit and a swift action a round.

Can ignore six misfires, which should be enough for ~3 rounds on average.

DPS ~476, DPS over 3 rounds ~1428

Feel free to find mistakes, as I am sure some must of slipped through!

Shadow Lodge

Recap #3

Teddy is hitting at 81 DPR, 263 over 3 rounds.

TarkXT's The Truck: 375/551:

Great stuff, and looks like fun. The charge does 223. If the enemy is knocked back (70% chance), then its likely he closes next turn, and gets dealt 76 the next two rounds, for a three round total of 375. However, assuming the target can't close, there is a 70% chance of a charge the second round and a .49% charge of the third round. This means there is a statistical average of 223 the first round 179 the second and 149 the next round for a 3 round damage of 551. Awesome build overall, but ride by attack is probably a better way to go.

Frodo's Bodus:

Is this build bargaining on a grapple, pin and tie up in successioon? What do the 50% chance means, because they appear to have no correlation to the numbers needed to be rolled. If the % chances are to be believed, then there is only a 29% chance of succeeding at all three checks. Also, what is the sundering the ground all about?
[spoiler=Vehas' Reddy Tosy: 306?]
I'm not getting the same numbers you are - which attacks have which damage? Also, with Wild Fighting and Reckless abandon, how much are we tanking AC?

Gustavo's Cupido: 105:

With a low attack modifier and low damage, that's only coming out to 35DPR, or 105 over three rounds.

@Insaneogeddon: Sure! I'd love to see the build.

@Phosphorus: Oh gunslingers. With a three round damage of 1428, this is the obvious winner. Can somebody may sure this is correct?


1 person marked this as a favorite.

This build by Phosphorus only reminds me of why I have removed guns from my games. That and my friends (and myself) like to optimize like hell, so given the option we would do it.

Shadow Lodge

Do gunslingers count as martials? since they kinda cheat the AC rule...I think they should probably be left out. Because they will outclass pretty much everything else, especially in a crazy multiclass build.

Lantern Lodge

Bodus was a little more of a joke... Most people know Body Bludgeon is a hilarious yet mostly useless rage power to get.

But as for sundering the ground, essentially if you have nothing to hit, take the guy you have pinned and slam them against the ground over and over as a sunder attempt. Any damage the target takes, the guy you have pinned takes. With the breaker archetype, whenever you attack an unattended target, you add +5 damage per hit.

Now, if you had Pinning Knockout, the question would be if you can perform a sunder attempt with non-lethal damage at a -4 penalty. I had that in there originally, but took it out since I wasn't sure on the ruling. Hence the funny numbers for the to hit for attacking the ground, but the damage should be about correct. I did not include critical at all in any calculation though, the crit range with improvised weapons for this character is 19-20 (Even with a body).

The chances are off, the numbers are correct. I forgot to change the percentages when I realized I forgot to add in rage.

I'll post another, more clear version of the barbarian. soon


@Phosphorus: the reloading thing you're doing only works for one round. After that, your primary weapon is dangling from a weapon cord, and getting it into your hand has been errata'd to be a move action. And since it isn't the same as drawing a weapon (the rules call it 'recovering' the weapon) quick draw won't apply to it either.

It wouldn't even work with gloves of storing, because the rules specifically state you can only wear one of those.


It might be something to note that the gunslinger there has 8 con, 7 wisdom, and has 24000g in equipment.

Maybe he can do a lot of damage but he isn't surviving past like, level 5.

Also, because he doesn't have quick clear, the gunslinger can basically only do that for 3 rounds in a day, or his guns will blow up. It is good for a competition but not a real build

Shadow Lodge

Borris the Barbarian:
Human Barbarian 12

Stats:
Str20
Dex14
Con15
Int10
Wis10
Cha8

Feats:
1Power Attack
1Furious Focus
3Raging Vitality
5Weapon Focus [Nodachi]
7Combat Reflexes
9Improved Critical [Nodachi]
11Extra Rage Power

Rage Powers:
2Superstition
4Lesser Beast Totem
6Beast Totem
8Reckless Abandon
10Greater Beast Totem
11Quick Reflexes
12Come and Get Me

Attacks:
Nodachi +18/+9/+4[1d10+19]
Raging Nodachi +21/+12/+7[1d10+24]
Raging Reckless Abandon Nodachi +25/+16/+11[1d10+24]

Tactics:Starts Raging and Charges Forward getting 3 Attacks [and adding 2 to the attack rolls] if he wins initiative or the enemy is otherwise far enough away to charge. Uses reckless abandon and CaGM each round for up to 4 AoO's/round.

Grand Lodge

soupturtle wrote:

@Phosphorus: the reloading thing you're doing only works for one round. After that, your primary weapon is dangling from a weapon cord, and getting it into your hand has been errata'd to be a move action. And since it isn't the same as drawing a weapon (the rules call it 'recovering' the weapon) quick draw won't apply to it either.

It wouldn't even work with gloves of storing, because the rules specifically state you can only wear one of those.

No, not using weapon cords or gloves of storing. Each round he drops a pistol and quick draws an entirely new one from a holster. He discards one gun each round.

P.S. Maths correction to DPR of ~441, 3 round DPR ~1333.

Grand Lodge

CWheezy wrote:

It might be something to note that the gunslinger there has 8 con, 7 wisdom, and has 24000g in equipment.

Maybe he can do a lot of damage but he isn't surviving past like, level 5.

Also, because he doesn't have quick clear, the gunslinger can basically only do that for 3 rounds in a day, or his guns will blow up. It is good for a competition but not a real build

You're right, it's really just a build to maximize DPR using the parameters set by OP. His build is just theorycraft, I would never want to play a character like that in an actual game :-)

If it was a real game you would have a real point buy, and avoid dumping important stats. e.g. 8/23/10/10/10/20. It would reduce DPR, but this would be made up for with items. A Clear Spindle Ioun Stone in a wayfinder would be a must!

Also, for Double Happy II, he only needs 7,000 gp worth of Double Barreled Pistols for three rounds of firing. (They cost 1,750 each, and they can be crafted for half price.) When you run out of the ability to ignore misfires, you could just drop guns when they become broken, and fix them before the next fight. As they only weigh 2.5 pounds, they could be repaired with the mending cantrip.

Or since you can now use magic, buy a slate spider.

You could even have a longbow for extreme emergencies.

If you need the saves, you could replace the Urban Barbarian levels with Paladin levels, or if alignment is not an issue, add 2 levels of Antipaladin.

The main problem is that very few GMs would allow Gunslingers and Trench Fighters anyway, so it's a moot point.

RPG Superstar 2010 Top 32

HaraldKlak wrote:
It is simply a baseline for mechanical build comparison, not a simulation of actual play.

But it's meaningless because some of the weakest builds with no magic items scale the best with flat per-hit damage boosts (such as from, say, a magic weapon).

Silver Crusade

A Man In Black wrote:
HaraldKlak wrote:
It is simply a baseline for mechanical build comparison, not a simulation of actual play.
But it's meaningless because some of the weakest builds with no magic items scale the best with flat per-hit damage boosts (such as from, say, a magic weapon).

This seems like mostly a thought exercise, but not a very practical one. Honestly I'd rather see it with proper gold instead of not, or possibly a WBL endowed model.

Also I think Double Pistols/Muskets should be capped from discussion, as they're one of the main issues with G. Slingers getting such insane damage. Being able to double up on all static damage (the multiple guns keep the static damage from other character's being able to spend wealth on +X weapons, since in this model you have nothing to spend your money on except extra weapons), leading them to pull out ahead.

We've got misfires on 1-3 for double pistols and 1-4 with double muskets, and again the money being able to be spent on multiples gets around the 2x double pistol reload issue that in a real game would be more of a deterrent towards that play style.

If we're going to do firearms, I'd rule that they only get one, or else you're giving them something to spend their money on that's directly impacting their power (which seems to be the point of lacking WBL in this experiment)

Still trailing along with Harrison, but right now I'm doing more research on how Familiars/Deliver Touch Spell work together before putting up a more definitive build.


Yeah, it's a bit absurd to be unable to buy a masterwork bow for the archer, but spend 7000gp in pistols :P.

Anyway, I agree qith A Man in Black. Some builds get hurt by the lack of magic bonuses much more than other. This is not a test to see which class do more damage, it's a test to pass some certain exam, and that's it. Just like "let's see which class can do more damage under sea" will finish with a lot of guys using harpoons and very little of them using warhammers :P

Shadow Lodge

Let's keep it to no magic items. I don't particularly feel like making things more complicated than they are. I also really don't feel like re-calculating all the DPR. There are a bunch of DPR olympics out there, but they devolve really quickly. By limiting parameters, I think we've actually managed to keep this one on track. This thread's about no magic items, but feel free to make your own thread, which I'm sure will be awesome

In any case I've done a little bit of math, and while magic items do help some builds more than others, the difference isn't staggering. Given that we are comparing numbers like 260 to 500 to 30, it's not a huge deal.

And yes, if this were a competition with a gold medal to hand out, then the rules would be different. But, since it's not, I'm content to look at these cool gunslinger builds and note that they are super expensive, but awesome.

RPG Superstar 2010 Top 32

Broken Zenith wrote:
This thread's about no magic items, but feel free to make your own thread, which I'm sure will be awesome

facepalm dot jpeg

Lantern Lodge

The revised grapple builds, with corrected math

Bodus The Orc 2.0:

Bodus the Orc
Str 24 Dex 13 Con 16 Int 6 Wis 8 Cha 5

Monk of the Empty Hand 1, Breaker 11
1.Power Attack
-Improved Unarmed Strike
-Improvised Weapon Mastery
3. Weapon Focus: Improvised
5. Improved Grapple
7. Greater Grapple
9. Improved Sunder
11. Rapid Grappler

Rage Powers:
Body Bludgeon
Strength Surge
Smasher
Reckless Abandon
Animal Fury

Damage:
PA + Reckless
20/20/15/10
1d8+26
Average 62.525

But, we are here to grapple things :)

CMB = 25 + 3 (Reckless Abandon)
AC 27, CMD 36

Round 1 (no bite):
Grapple: success on 8 (65% chance)
Pin: success on 6 (75% chance)
Tie up: success on 12 (45% chance), or if you only get the target grappled by this point, success on 22.
Use strength surge on the tie up to change it to a success on a 2 (95% chance)(only grappled: 11, 50%)

Chance of round one total success: 46%
Chance of success after 1 failure: 32.5%

Chance to escape from rope: None (Assuming monster CMB of 24 or less)

(Assuming you grabbed a small character)
Round 2 (beat face):
(Attacking another creature)
20/20/15/10
2d6 + 26
Average: 62.525 to target creature and weaponized creature
Total: 125.05 lethal
After three total rounds, 250.1

(Sundering the ground, AC 10)
16/16/11/6
2d6 + 31
Average: about 146.3 lethal damage :)
After three rounds, 292.6 damage

Grapple Ninja 2.0:

Human
Str 22 Dex 12 Con 14 Int 12 Wis 7 Char 12
Ninja 12:
1. Sap Adept
2. Trick: Improved Unarmed Strike
3. Improved Grapple
4. Vanishing Trick
5. Exotic Weapon Proficency: Dan Bong (If magic items were present, change this out)
6. Minor Magic
7. Weapon Focus: Dan Bong
8. Major Magic: Truestrike
9. Greater Grapple
10. Unarmed Combat Mastery
11. Quicken SLA: Truestrike
12. Pinning Knockout

CMB = 22 (using Dan Bongs)
Average AC 27
Average after pinned: 21 at most (-4 dex and loses dex to AC)
Average monster CMD: 36
When grappled: 34

Pre-round (cast truestrike, move into position)
Round 1:
Grapple: success on 1
cast quickened truestrike
Tie up: success on 2

CMD of rope = 42, unbreakable

Round 2:
Unarmed strikes: 15/15/10
3x((1d10+6d6+18)x2(pinning knockout))
Average of: 178
After three rounds, 356 damage

One/day pony, but you'll typically have magic items and won't need to rely on truestrike.

Liberty's Edge

This is my upcoming Paladin I will play:
Paladin (12)
Human

Str:16+2racial+3attribute+4belt
Dex:13
Con:14+4belt
Int:7
Wis:7
Cha:16+4headband

Feats:
Power Attack (human)
Mounted Combat (1)
Spirited Charge (3)
Ride-by-Attack (5)
Lunge (7)
Lightning Reflexes (9)
Combat Reflexes (11)

Mount:
(anyone with flying and mount capacity, which is large by lvl4)
Flyby (1)
Power Attack (3)
Improved Overrun (5)
Combat Reflexes (7)
Greater Overrun (9)
Lunge (11)

Items: +4str&con belt
+a lot of extra gold!
Weapons:
Lance (masterwork)
7str x1,5+8(powerattack)x1,5+1+1d8=23+1d8 (when not charging)
69+3d8=82,5 (when charging)
138+6d8=165 (when diving with the flyby feat).
195 (when using the Lance with spirited charge+dive+smiting).

The Aim: 12bab+7str+1(higher ground)+1masterwork-4powerattack+0dive(charge)=17
Aim (with smite): 17+12=29

Liberty's Edge

Just looked through the dive attack rules, I believe you only deal double damage with a claw attack, sorry about misleading you all.


TorresGlitch wrote:

This is my upcoming Paladin I will play:

Paladin (12)
Human

Str:16+2racial+3attribute+4belt
Dex:13
Con:14+4belt
Int:7
Wis:7
Cha:16+4headband

Feats:
Power Attack (human)
Mounted Combat (1)
Spirited Charge (3)
Ride-by-Attack (5)
Lunge (7)
Lightning Reflexes (9)
Combat Reflexes (11)

Mount:
(anyone with flying and mount capacity, which is large by lvl4)
Flyby (1)
Power Attack (3)
Improved Overrun (5)
Combat Reflexes (7)
Greater Overrun (9)
Lunge (11)

Items: +4str&con belt
+a lot of extra gold!
Weapons:
Lance (masterwork)
7str x1,5+8(powerattack)x1,5+1+1d8=23+1d8 (when not charging)
69+3d8=82,5 (when charging)
138+6d8=165 (when diving with the flyby feat).
195 (when using the Lance with spirited charge+dive+smiting).

The Aim: 12bab+7str+1(higher ground)+1masterwork-4powerattack+0dive(charge)=17
Aim (with smite): 17+12=29

The builts here is without magic items.


Darksol the Painbringer wrote:

I would change the weapon of choice from Falchion to Nodachi. It has the same average damage ratio (it's actually easier to max out damage) and Critical Multipliers, but being able to count as 2 damage types for attacks is a huge benefit in the early levels, and by the end levels, it reduces the need for secondary weapons that much more. Plus some other goodies it has that the Falchion doesn't.

When you hit level 12, you can retrain Vital Strike for a more useful feat, since having 3 Attacks makes Vital Strike useless, the same as your Cleave does for 8th level.

I wouldn't really bother with Toughness as a feat, since 1 HP/Level isn't really that worthwhile for a feat, and the Two-Handed Fighter's premise is to kill them before they kill you. Having a strong Initiative to start is the best way to do it.

The Feat "Strong Comeback" synergizes well with the Improved Iron Will/Lightning Reflexes, and since the Fighter's effectiveness can be taken out with one Save or Suck/Die spell, making sure the reroll is good is definitely worth a feat compared to (at best) 20 hit points by the end-game, and when you have a Defiant property weapon, being able to do that several more times per day makes the feat more usable than 20 hit points will ever be. Although casters are squishy, lines of defenses, like Mirror Image, will be interfering greatly with your ability to land a successful hit and dealing damage, and having some defenses to counter their debuffs/save or suck/die spells is going to help you win fights more than 20 hit points by the end-game.

Other than that, the build looks solid to me, and seems quite similar to The Ultimate Fighter I designed.

i'm wondering how your ultimate fighter can afford his gear loadout, as well as how he's getting all those spells as a 1-20 fighter


yeap so far Gunslingers are nasty as hell with so much DPR but still I wish I could play just once with one LOL

Shadow Lodge

@FrodoOfNineFingers:For the grapple ninja, Dan Bongs don't work for grapple builds that are humanoids with 2 arms. When grappling, Humanoids take a -4 CMB to grapple, and Dan Bong only provides a +2, netting a -2 grapple "bonus". I'd swap it out for Extra Ninja Trick[Shadow Clones] just to up survivability.


1 person marked this as a favorite.

Rogue (12) Skulking Slayer
Half Orc
Str:18+2racial+3attribute
Dex:10
Con:10
Int:10
Wis:10
Cha:10
Feats:
Power Attack
Mounted Combat
Spirited Charge
Ride-by-Attack
Death or Glory
Furious Focus
Vital Strike
Weapon Focus Lance
Weapon Versatility
Sap Adept
Sap Master

Traits
The Vessel Between
Heirloom weapon

Mount:
Whatever

Weapons:
Lance

Combat:
This build is predicated on using unexpected charge as a swift action to feint which should auto succeed even on a 1. Now we get sneak attack damage on every charge. Because of weapon versatility we get to deal double sneak attack damage.

The Attack:
+23 6d8+72 6d6 Sneak 6 Bleed
This results in 143dpr not counting bleed. For a total of 465 with bleed over 3 rounds

Sadly not enough damage but I got a couple ideas while I was building it. So I will edit or post another.

Scarab Sages

*Turn Undead Thread*

Your build has a lot of problems.

First off, Sap Master isn't going to work for multiple reasons. Feint will not activate Sap Master. Feint simply denies the target dex, it does make them flat-footed, which sap master requires. Also, Weapon Versatility alone is not enough to activate the sap line, you have to be doing bludgeoning non-lethal damage, and you don't have the bludgoner feat. Expect table variation on if bludgeoner will work on a non-bludgeoning weapon when using weapon versatility.

Secondly, you are using mounted combat on a mount that does not have class features. A single fireball will shut you down.

Finally, it's bad form to favorite your own posts.


FrodoOf9Fingers wrote:
CMD of rope = 42, unbreakable

Holy crap! Where do you get UNBREAKABLE ROPE?????!!!!!!


FrodoOf9Fingers,

It's problematic to go in this direction as well as yours for your Grappling Ninja, but you should consider Hamatula Strike. Every attack with a piercing weapon can be turned into a Grapple, and if you wear Armor Spikes, every Grapple successful Grapple attack does Armor Spike Damage.

And, since the Grapple Check is a seperate attack roll, the Armor Spikes do Sneak Attack Damage, too!

The problem is, it doesn't work with Sap Adept, Sap Master, nor Pinning Knockout. But still, worth a look.


@Frodo,

Pinning Knockout is not usually the way I would go. If I am looking at Gappling to inflict damage, especially Sneak Attack Damage like you are doing, I'd just go for Hamatula Strike and Armor Spikes and do Catch-and-Release.

I would favor a Natural Attack Build for this. Acquire a Helm of the Mammoth Lord, play a Tengu with Claws, take a level in White Haired Witch (Check with your GM to make sure that a Tengu's feathers count as "Hair!"). Gore and Bite are Piercing and so go with Hamatula Strike. White Hair isn't Piercing, but it has a sort of grab ability on its own. To bring your Slashing/Blunt Claws into the HS fun, you'd need to do something like take Snake Style and Feral Combat Training, Claws.

Anyway, a Ninja build like this gets Gore/Hair/Bite/2Claws for 5 attacks/round! Take 2 Weapon Fighting and throw in 2 unarmed Strikes for 7. That'll actually be 10 or 14 attacks/round if you count Hamatula Strike + Armor Spikes!

With Vanishing Trick, the Ninja Master Trick Greater Invisibility, Dirty Tricks to make opponents Blind, or maybe a 1 level dip in Arcanist for the Dimensional Hop Ability for Flanking, you can reliably lock in your Sneak Attack Damage for every one of your many, many natural attacks, and for the Armor Spike Damage for every one of those subsequent Grapples.

Pinning Knockout is very attractive, but if I am going to proscecute a Grapple more than just catch-and-release for the Armor Spike Damage, my goal is not to Pin my opponent, but to Tie my opponents Up.

More later.


Broken Zenith wrote:

Alright, who can come up with a more damaging martial build than Teddy Rosy? He's a Human Two-Handed Weapon (archetype) fighter with a Falchion. He doesn't mess around with spring attack or anything craze. There is nothing revolutionary about the build - he grabs all the usual feats. I'm just curious if there is any way to get even more damage.

His 12th Level DPR against an AC 27 enemy is 81.

** spoiler omitted **

Or, a better formatted and more thorough look here.

So, two-handed really is the best way to go. Does somebody have something better? Or anything obvious I've missed?

Perhaps I missed this on an earlier post, but it seems like the most obvious thing you are missing is Great Cleave.


Imbicatus wrote:

*Turn Undead Thread*

Your build has a lot of problems.

First off, Sap Master isn't going to work for multiple reasons. Feint will not activate Sap Master. Feint simply denies the target dex, it does make them flat-footed, which sap master requires. Also, Weapon Versatility alone is not enough to activate the sap line, you have to be doing bludgeoning non-lethal damage, and you don't have the bludgoner feat. Expect table variation on if bludgeoner will work on a non-bludgeoning weapon when using weapon versatility.

Secondly, you are using mounted combat on a mount that does not have class features. A single fireball will shut you down.

Finally, it's bad form to favorite your own posts.

Sap Adept: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.

Sap Master: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Neither of those say anything about my opponent being flat footed. They only require that I deal non lethal sneak attack damage.

As far as mounts go there are a number of mounts that can be purchased that are much more hardy than a simple horse so despite not having a class feature its not actually that hard to get a mount that can take a couple hits. I just didnt want to add the damage of a mount to my dpr. Woolly Mammoth/Rhino are the first two that come to mind. each adds a fair amount of dpr.

I favorited my own post by accident I was trying to edit it and thought the + would be a menu of some sort.

You are correct about one thing though. I did forget that I would have a penalty to attacks for dealing non lethal damage. So I would switch the trait The Vessel Between for Weapon of Peace (Which overall changes my to hit to 2 less).

Edit I cant read appoarently... Not last night and not this morning... Sap master does require flat footed so we take the Scout archetype. Allowing our charges to treat the opponent as if he were flat footed

Edit again: The reason I took half orc was for skulking slayer... I could just use scout and lose 6dpr go human and get the bludgeoner feat. SO the build will still work as intended.

Scarab Sages

David Miller 977 wrote:


Sap Master: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Neither of those say anything about my opponent being flat footed. They only require that I deal non lethal sneak attack damage..

You may want to re-read the feat you quoted.


David Miller 977 wrote:
Edit I cant read appoarently... Not last night and not this morning... Sap master does require flat footed

I can think of a couple of ways to make your opponent Flatfooted.

Imbicatus wrote:
bludgeoner

You need that.

Cornudgeon Smash Feat: free Intimidate every time you do nonlethal Damage.

Shatter Defenses: a hindered (like Shaken from Intimidate from the previous attack) opponents you hit and Intimidate again are now Flatfooted.

So then for hit #3 and onward, Sap Master is switched on.

Shatter Defenses requires you take Dazzling Display, which lets you Intimidate all foes within 30' as a Full Round Action, which sometimes is a good idea. But now we are talking about 5 Feats here: Power Attack, Bludgeoner, Dazzling Display, Cornudgeon Smash, and Shatter Defenses, 7 if you count sap Adept and Master.

Another option would be if you took the Distracting Attack Rogue Talent. You sacrifice one of your SA damages to make your opponent Flatfooted against some other ally's attack. You can't use it on yourself :( So, a way to make that work for you is if you take Leadership Feat, take a Rogue Cohort, and have him make the Distracting Attacks.

Another thing to look at would be a Mauler Familiar and the Eldritch Guardian Fighter Archetype. Mauler Familiars grow to size Medium and become viable combat partners, in some cases with more HP than Animal Companions. In addition, the Familiar of an Eldritch Guardian knows all of the Combat Feats that its Master knows, including all those Teamwork Feats that are also Combat Feats. It's seems like quite the Pandora's Box.


@Frodo

I wrote:

Pinning Knockout is very attractive, but if I am going to proscecute a Grapple more than just catch-and-release for the Armor Spike Damage, my goal is not to Pin my opponent, but to Tie my opponents Up.

More later.

Prosecuting a Grapple is problematic, depending upon the tactical circumstances. If you are outnumbered, you may be putting yourself at a distinct disadvantage while grappling: no Attacks of Opportunity, -2 to Attack, -4 Dex, even when you are in control of the Grapple. Meanwhile, a successful Grapple Check from your opponent can put him in control of the Grapple, even if you had had him Pinned.

If I'm using Grappling to inflict damage, I use it as a rider on top of other attacks such as via Grab, White Hair, or Hamatula Strike, gaining bonus damage with Armor Spikes (and maybe double Sneak Attack Damage!), perhaps hoping for a way to gain Constrict, too (does not turn into triple Sneak Attack Damage:( ), such as by Wildshaping into a Giant Octopus, grafting onto myself a Fleshwarped Whip (?), or Anaconda Coils, but again releasing my victim with every Attack as a Free Action.

If I want to Prosecute a Grapple, my goal is not to inflict any Damage at all, but rather to Tie Up my opponent. Take 2 levels in Cavalier, Order of the Penitent. The Order of the Penitent Order Ability is Expert Captor, which allows you to Tie Up a Grappled--not Pinned!--opponent, and you don't take the -10 you normally do.

So with Greater Grapple and Expert Captor, if you begin the round adjacent to your opponent, you can Grapple him as a Standard Action then Tie him Up as a Move Action, bypassing the whole idea of DPR altogether.

Take a level in Alchemist. Take the Potion Glutton Feat. Acquire a Wand of True Strike.

Round 1: Use the Wand on yourself, drop it, then Move up to your opponent.

Round 2: Grapple as a Standard Action with a +20 due to True Strike. Use Potion Glutton to take an Extract of True Strike as a Swift Action. Grapple again, again at a +20 due to True Strike to Tie Up your opponent.

4 levels in Alchemist is the fastest way I know to increase your Grapple Maneuver bonus The Crab Familiar--Tumor Familiar Discovery--gives a +2 on Grapple Checks. The Tentacle Discovery gives you a +4 (Grab).

Some other ways of upping your Grapple Maneuver bonus

Improved Grapple: +2
Greater Grapple: +2 (duh)
Coordinated Maneuvers: +2
Armbands of the Brawler: +1
Gauntlets of the Skilled Maneuver: +2
Brawler Armor Enchantment: +2
Adhesive Armor Enchantment: +2
Alchemist Strength Mutagen: +2 (+4 St)
Belt of Giant Strength: +1/+2St (stacks with Mutagen)

So that's +20 so far. The most expensive of these bonuses is the Adhesive Armor Enchantment at 7000gp. That doesn't include your original Strength bonus or BAB. Let's say I like to keep all my ability scores high, so ST 16 for starters, and I multiclass a lot, so by level 12, my BAB is only +9, for an extra +12 for ST and BAB. So by level 12, you can plausibly have a Grapple Mod of +32 even without the +20 for True Strike. A roll of 1 always fails, so that's always a danger. But any single creature with a CMD under 54 is in real danger. What has a CMD of 54?

The Kraken has a CMD of 44.
An Ancient Imperial Sky Dragon has a CMD of 48
The Frumious Bandersnatch has a CMD of 57
A Shoggoth has a CMD of 51
A Balor Demon: 54
Pit Fiend: 53
An Elysian Titan: 59
The Tarrasque: 66

Not bad for a Level 12 character. Now, if only I can find strong enough rope to Tie a Balor Demon up with....

So, that's 1 opponent. What about multiple opponents? I was thinking take a level in White Haired Witch. Take Great Cleave. White Hair lets you Grapple as a Free Action, and when you are Grappling with your White Hair, you are not Grappled yourself. Great Cleave is a Standard Action, so you might use your Move Action for Greater Grapple and Tie Up one of your Cleaved opponents. Take Rapid Grappler, and you can Tie Up a 2nd opponent as a Swift Action.

Since you are not Grappled yourself when you Grapple someone in your White Hair, you can still make Attacks of Opportunity. My favorite AoO triggers are the combination of Bodyguard and Paired Opportunist via a Protector Familiar, and the Broken Wing Gambit Feat. With these, if an opponent attacks you, you get an attack of opportunity. If he takes his +2 attack and damage offered by BWG, you get a 2nd, using 2 of your AoOs to both Grapple and Tie Up your opponent!

Take that, Rosy!

Dark Archive

DPR Olympics Correct? Looks like Animal Companions, Summons, and Mounts are allowed. Ok, here I go.

level 12 Human Shaman, If Varient is Allowed, using varient multiclassing of Bard. Using Heightened Mount, Communal and alter summon monster
Main Item really needed is a rod of Giant summoning, Normal.

:

Feats:
1: Spell Focus(Conjuration)
H: Augmented Summoning
3:Bardic Knowledge
5:Ritual hex
7: Inspire Courage
9: Proxy Summoning
11: Versitile Performance
Hexes:
2: Fortune
4: Chant
8: Scar
10: Secret(Heighten Spell)
12: Guiding Star

Wandering Hexes:
6: Arcane Enlightenment

Giant Huge Earth Elemental

Str= 40(28Base+4 Augmented+8 Giant)
Attack= +21(10BaB+15Str-4 Size)
Damage= 3d6+15

With long term Buffs online(Heroism, Hunter's Blessing, Barkskin, 2 Monsterous Extremeties), and since the spell lasts 48 Hours, it makes sense to add in items to the Mix(Amulet of Mighty fists +2, Belt of Strength +4) it becomes:

2 Slams +29(3d6+21) and 2 wings +24(2d6+10)DPR: 79.5
Turning on Power Attack
2 Slams +26(3d6+27) and 2 Wings +19(2d6+13)Dpr: 97.5
Using Bardic Performance
2 Slams +28(3d6+29) and 2 Wings +21(2d6+15)Dpr: 105.5
If i can cast Divine favor on it using proxy summoning, then:
2 Slams +31(3d6+32) and 2 Wings +24(2d6+18) Dpr: 117.5

Spells used:
3:Heroism x1
5: Hunter's Blessing x1
1: Divine Favor x1
2: Alter Summon Monster
6: Mount, Communal(Heightened)x1


Please note this is just 1 Summon. with the spells of a 12th level shaman, the DPR can go Higher.

With Ritual Hex, you can gain access to a Grande Hex, which my favorite is the resurection one, however you can get summon spirit, to gain access to a 18 HD ghost, which increases the DPR even more. even though shaman is a spell caster, i belive this follows the rules of Martial, as clerics can go martial, heck, even eldritch knights are a thing.


Moospuh wrote:

DPR Olympics Correct? Looks like Animal Companions, Summons, and Mounts are allowed. Ok, here I go.

level 12 Human Shaman, If Varient is Allowed, using varient multiclassing of Bard. Using Heightened Mount, Communal and alter summon monster
Main Item really needed is a rod of Giant summoning, Normal.

** spoiler omitted **
Please note this is just 1 Summon. with the spells of a 12th level shaman, the DPR can go Higher.

With Ritual Hex, you can gain access to a Grande Hex, which my favorite is the resurection one, however you can get summon spirit, to gain access to a 18 HD ghost, which increases the DPR even more.

I believe you've completely missed the mark when the discussion is damaging martial characters.

It's one thing to use magic to enhance yourself to fight better, I'll give that a pass.

But you're just summoning creatures to fight for you. That's like the epitome of "not martial".

Sovereign Court

1 person marked this as a favorite.
Scott Wilhelm wrote:
David Miller 977 wrote:
Edit I cant read appoarently... Not last night and not this morning... Sap master does require flat footed

I can think of a couple of ways to make your opponent Flatfooted.

Imbicatus wrote:
bludgeoner

You need that.

Cornudgeon Smash Feat: free Intimidate every time you do nonlethal Damage.

Shatter Defenses: a hindered (like Shaken from Intimidate from the previous attack) opponents you hit and Intimidate again are now Flatfooted.

So then for hit #3 and onward, Sap Master is switched on.

Shatter Defenses requires you take Dazzling Display, which lets you Intimidate all foes within 30' as a Full Round Action, which sometimes is a good idea. But now we are talking about 5 Feats here: Power Attack, Bludgeoner, Dazzling Display, Cornudgeon Smash, and Shatter Defenses, 7 if you count sap Adept and Master.

Another option would be if you took the Distracting Attack Rogue Talent. You sacrifice one of your SA damages to make your opponent Flatfooted against some other ally's attack. You can't use it on yourself :( So, a way to make that work for you is if you take Leadership Feat, take a Rogue Cohort, and have him make the Distracting Attacks.

Another thing to look at would be a Mauler Familiar and the Eldritch Guardian Fighter Archetype. Mauler Familiars grow to size Medium and become viable combat partners, in some cases with more HP than Animal Companions. In addition, the Familiar of an Eldritch Guardian knows all of the Combat Feats that its Master knows, including all those Teamwork Feats that are also Combat Feats. It's seems like quite the Pandora's Box.

A Mauler Style Slayer can get Shatter Defenses w/o Dazzling Display

I also find Enforcer more effective than Cornugon Smash as it lasts for rounds equal to damage...


Scott, you know you are responding to things people said over 2 years ago, right?


Lune wrote:
Scott, you know you are responding to things people said over 2 years ago, right?

Where DOES the time go?

101 to 150 of 150 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Teddy Rosy: The Most Damaging Martial? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice