Most number of attacks possible


Advice


I'm just curious as to what build does the most number of attacks in a single round regardless of whether it's ranged or melee. I'm interested in seeing this at 8th level and at 12th level assuming a 20 point build and standard amount of spending gold. Another assumption I'd like to make is that the number of attacks must be sustainable over 4 different encounters at different times of the day. Can anyone tell me the answer?

Dark Archive

A quick and dirty job, so may not be the best that you can get, but:

A knife fighter with improved/greater two-weapon fighting, quick draw and rapid shot.

8th level: (BAB modified only by TWF and Rapid Shot) +4/-1/+4/-1/+4

12th level: +8/+3/-2/+8/+3/-2/+8

So 5 and 7, respectively. Not necessarily gonna be terribly effective attacks, but that's another story.


Are you allowed to line up mooks to trigger AoO?

One of the better ways to get a large number is to max your Wisdom with Panther Claw to get a large number of retaliatory attacks.


Bruno Kristensen wrote:

A quick and dirty job, so may not be the best that you can get, but:

A knife fighter with improved/greater two-weapon fighting, quick draw and rapid shot.

8th level: (BAB modified only by TWF and Rapid Shot) +4/-1/+4/-1/+4

12th level: +8/+3/-2/+8/+3/-2/+8

So 5 and 7, respectively. Not necessarily gonna be terribly effective attacks, but that's another story.

Not worried about the attack bonus. 5 and 7 is very good. So that's the benchmark everyone needs to beat.


LovesTha wrote:

Are you allowed to line up mooks to trigger AoO?

One of the better ways to get a large number is to max your Wisdom with Panther Claw to get a large number of retaliatory attacks.

I got excited about Panther Claw at one stage. Unfortunately, you only get one retaliatory attack per AoO you generate while moving. Initially, I thought it was your wisdom bonus in retaliatory attacks back at the mook who attempted the AoO.

Nonetheless, you could potentially still get a high number of attacks off in one round. I just find it hard to believe that you could generate those same circumstances 4 times in one day in different encounters.


All you'd need is enough different enemies in each fight, your movement speed with monk (+ barbarian and cleric with travel if you need that little bit more) should let you get them all to swing at you.


If you can use older prints then use a crescent blade from Dragon 275, these allow you to make another attack each time you attack. With the two-weapon tree your attacks would be as follows.

8th - 8 attacks
12th - 12 attacks


c873788 wrote:

I'm just curious as to what build does the most number of attacks in a single round regardless of whether it's ranged or melee. I'm interested in seeing this at 8th level and at 12th level assuming a 20 point build and standard amount of spending gold. Another assumption I'd like to make is that the number of attacks must be sustainable over 4 different encounters at different times of the day. Can anyone tell me the answer?

Hm. Take as a base a magus using the spell monstrous physique, polymorphed into a charda (bestiary 2, has a bite and four claws).

At 8th level this is possible 4x a day, using Arcane Pool points to recall the spell twice, and your starting base attack is +6/+1. Take Multiattack and give up one claw attack to wield a sword, and you have six attacks (sword +6, sword +1, bite +4, 3 x claw +4), spell combat for seven attacks (sword+spell +4, sword +4, sword +2, bite +2, 3x claw +2). Or, improved unarmed strike and improved two weapon fighting, for nine attacks: 2x kick +4, 2x kick +2, bite +2, 4x claw +2. (You'd certainly get good mileage out of an amulet of mighty fists.)

A fighter using potions or a wand (MP I is a 3rd level spell) could have eleven attacks at 12th level, but magus is only 3/4 base attack, so you'd have to wait for 15th level. By that time, you've a couple more levels of Monstrous Physique spells to work with, but I'm not sure if there are any Large or Larger monstrous humanoids with more than five attacks.


threemilechild wrote:


Hm. Take as a base a magus using the spell monstrous physique, polymorphed into a charda (bestiary 2, has a bite and four claws).

At 8th level this is possible 4x a day, using Arcane Pool points to recall the spell twice, and your starting base attack is +6/+1. Take Multiattack and give up one claw attack to wield a sword, and you have six attacks (sword +6, sword +1, bite +4, 3 x claw +4), spell combat for seven attacks (sword+spell +4, sword +4, sword +2, bite +2, 3x claw +2). Or, improved unarmed strike and improved two weapon fighting, for nine attacks: 2x kick +4, 2x kick +2, bite +2, 4x claw +2. (You'd certainly get good mileage out of an amulet of mighty fists.)

I didn't realise that a Magus could get so many attacks by using the charda form. That's very impressive. I think you have the most attacks so far.


Immortalis wrote:

If you can use older prints then use a crescent blade from Dragon 275, these allow you to make another attack each time you attack. With the two-weapon tree your attacks would be as follows.

8th - 8 attacks
12th - 12 attacks

That's alot of attacks. However, my interest is strictly Paizo material which I should have emphasized from the beginning.


Monk at 8th level

Flurry of blows - +6/+6/+1/+1
Haste - +6
Ki Pool - +6

6 attacks

Monk at 12th level

Flurry of Blows - +10/+10/+5/+5/+0
Haste - +10
Ki Pool - +10

7 attacks

If you then combine some other feats etc, it would be possible to get additional attacks through Cleave etc

Can probably have more attacks if you use many shot / rapid shot and Flurry with Shuriken

Scarab Sages

half elf synthesist 8

Biped
str: 20, dex 15, con 13, int 13, wis 14, cha 19

Evolutions: limbs(legs), limbs(arms)x7, claws(feet), bite

short sword(x14)
bite
claws(x2)

17 attacks

Feats: Multiweapon attack

add additional feats and items as desired.

Shadow Lodge

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If you have Great Cleave and an infinite number of mooks lined up in just the right way, not only can you attack infinite times, you can achieve FTL travel and go backwards in time.


Your own power? As in not using UMD to haste yourself and not waiting for the other guy's turn?

I would say monk.

7 attacks base at 16 level
1 additional attack spend 1 ki point
2 Additional attacks if succcessful stunning fist or target flat-footed because you win initiative with Medusa's Wrath

10 attacks

If you're counting attacking back, throw in Snake Style for possibly two extra attacks or Crane Style for 1.

Up to:

12 attacks with Snake Style
11 attacks with Crane Style

Give the monk an amulet of mighty fists with the speed enhancement.

13 attacks with Snake Style
12 attacks with Crane Style

Against a single target. Come and Get Me can probably do better with good stats. But that is the best I can do absent Come and Get Me with no pre-casting of spells and only innate abilities and magic item choices.


Artanthos wrote:

half elf synthesist 8

Biped
str: 20, dex 15, con 13, int 13, wis 14, cha 19

Evolutions: limbs(legs), limbs(arms)x7, claws(feet), bite

short sword(x14)
bite
claws(x2)

17 attacks

Feats: Multiweapon attack

add additional feats and items as desired.

That's pretty sick. You wouldn't have much else. But that would seriously butcher stuff.

Scarab Sages

Maddigan wrote:


That's pretty sick. You wouldn't have much else. But that would seriously butcher stuff.

The level 20 version gets 35+ attacks / round. It looks impressive on paper, but would not recommend actually playing it.

half-elf synthesist 20

biped

str 26 dex 20 con 14 int 13 wis 14 cha 22

limbs(legs), limbs(arms)x16, claws(feet)

short sword(x32)
claws(x2)j

34 attacks

cast haste as needed = 35 attacks

Feats: multiweapon attack, multiattack

add additional feats / equipment as desired.

You can also burn additional spells on evolution surges for things like wings + wing buffet, bite, tail + sting, ect. Enough to bring your natural attacks up to 7 for a total of 40 attacks per round. Toss in an extra evolution surge for large size (+8 str.......)

If your playing a standard summoner instead of a synthesist, you can burn feats for additional evolutions, getting even more attacks / round from your eidolon (not counting any attacks from the summoner). Absolutely nothing throws more dice / round than a poorly built eidolon.


20 Point Buy:

Str 8, Dex 17, Con 8, Int 7, Wis 18, Cha 7

Race: Drow Noble (+4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con)

Str: 8, Dex 21, Con 6, Int 9, Wis 20, Cha 9

Ability Increases: +1 Dex, +2 Wis

Str: 8, Dex: 22, Con: 6, Int 9, Wis 22, Cha 9

Barbarian 12 (Wild Rager): +1 Attack on Full Attack

Rage Powers (6): Animal Fury, Beast Totem Tree (x3), Come and Get Me, Quick Reflexes (Bite, 2 Claws, Pounce, +1 AoO, AoO every time attacked)

Feats (6): Imp Unarmed, Combat Reflexes, Panther Style, Panther Claw, Panther Parry, Improved Natural Attack (claws)

Cash 108,000 gp:
Rhino Hide, 5165 (free great sword damage on charge)
Headband of Inspired Wisdom +6, 18000 (Wis 28)
Boots of Speed, 6000 (+1 Attack)
Belt of Incredible Dexterity +6, 18000 (Dex 28)
Tome of Understanding +2, 52500, (Wis 30)
Total: 99,665

Full Attack: Claw/Claw/Bite/Haste/Wild Fighting/Rhino Hide
AoOs/turn = 11
Retalitory Strikes/turn = 10

Charge past 10 enemies to attack a creature with reach on you. Every time you move past an enemy and provoke an AoO, you get 1 Retalitory Strike from Panther Style and 1 AoO from Come and Get Me, so 20 attacks. Charged enemy has reach, so you get 1 AoO from CaGM, so 21 so far. From Pounce, you get a full 6 attacks at the end of the charge, so total attacks on your turn is 27.

*Note: with one extra level can multi-class into Martial Artist Monk, which frees up 2 more feats.


I am using a very similar build for Jade Regent right now. I'm only Barb10/Monk1 right now, so no CaGM, but it works great.

Changes:
Decent Str & Con
Duergar rather than Drow Noble
Invincible Rager, not Wild Rager (for Fleshwound later)
Feats: Monk gives 2, so get Power Attack and Rending Claws too
Rage Powers: Drop Quick Reflexes for Reckless Abandon
Permanent Enlargement for the extra damage.


Ignoring attacks of opportunity and charging because they are circumstantial, here's a H-O barb...

Half-orc barbarian 2nd level:
BaB = 1 weapon attack
Wild Rager Archetype: +1 weapon
TWF: +1 weapon
Razortusk feat/Tusked trait: +1 bite
Lesser Fiend Totem rage power: +1 gore
Haste potion: +1 weapon
* Full Attack = 6 attacks

Half-orc barbarian 8th level:
BaB = 2 weapon attacks
Wild Rager Archetype: +1 weapon
TWF: +1 weapon
Improved TWF: +1 weapon
Razortusk feat/Tusked trait: +1 bite
Lesser Fiend Totem rage power: +1 gore
Haste potion/boots: +1 weapon
* Full Attack = 8 attacks

Half-orc barbarian 12th level:
BaB = 3 weapon attacks
Wild Rager Archetype: +1 weapon
TWF: +1 weapon
Improved TWF: +1 weapon
Greater TWF: +1 weapon
Razortusk feat/Tusked trait: +1 bite
Lesser Fiend Totem rage power: +1 gore
Haste potion: +1 weapon
* Full Attack = 10 attacks

Yes, this is more than a monk. Because flurry of blows doesn't allow natural attacks, you have to use barbarian to get all this.


Artanthos wrote:
Maddigan wrote:


That's pretty sick. You wouldn't have much else. But that would seriously butcher stuff.

The level 20 version gets 35+ attacks / round. It looks impressive on paper, but would not recommend actually playing it.

half-elf synthesist 20

biped

str 26 dex 20 con 14 int 13 wis 14 cha 22

limbs(legs), limbs(arms)x16, claws(feet)

short sword(x32)
claws(x2)j

34 attacks

cast haste as needed = 35 attacks

Feats: multiweapon attack, multiattack

add additional feats / equipment as desired.

You can also burn additional spells on evolution surges for things like wings + wing buffet, bite, tail + sting, ect. Enough to bring your natural attacks up to 7 for a total of 40 attacks per round. Toss in an extra evolution surge for large size (+8 str.......)

If your playing a standard summoner instead of a synthesist, you can burn feats for additional evolutions, getting even more attacks / round from your eidolon (not counting any attacks from the summoner). Absolutely nothing throws more dice / round than a poorly built eidolon.

Pathfinder_OGC wrote:

Multiweapon Fighting (Combat)

This multi-armed creature is skilled at making attacks with multiple weapons.

Prerequisites: Dex 13, three or more hands.

Benefit: Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands.

I think I'm missing something here. How exactly does Multiweapon Fighting interact with BAB?


It doesn't? It just reduces the penalties for attacking with 3 or more weapons a turn. Iterative attacks = BAB, plus you get one attack from all of your off-hands. There's a reason that there's no such thing as Improved Multiweapon Fighting, lol.


Maddigan wrote:
Artanthos wrote:

half elf synthesist 8

Biped
str: 20, dex 15, con 13, int 13, wis 14, cha 19

Evolutions: limbs(legs), limbs(arms)x7, claws(feet), bite

short sword(x14)
bite
claws(x2)

17 attacks

Feats: Multiweapon attack

add additional feats and items as desired.

That's pretty sick. You wouldn't have much else. But that would seriously butcher stuff.

Only one problem I see with this suggestion; the eidelon's advancement chart specifically limits the number of attacks per round that an eidelon can make. Not even the Rake ability allows for more attack rolls, though it does add additional damage as though you hit your target two extra times, assuming you cam hit twice in the first place.

Taking these two "virtual attacks" into account, an eidelon only gets 6 attacks at lvl 8, 7 at lvl 12, and maxes at 9 at lvl 20.

IMO, you're better off using a monk with flurry of blows. if you're ambitious, you can even take 4 lvls of druid to get wildshape and the Shaping Focus feat as needed to advance that ability and use a form with Rake. (no rule stating it doesn't stack with itself, but check with your DM) it might not be the best 8th or 12th lvl attack build, but it adds up by lvl 20.


Master_Crafter wrote:


Only one problem I see with this suggestion; the eidelon's advancement chart specifically limits the number of attacks per round that an eidelon can make. Not even the Rake ability allows for more attack rolls, though it does add additional damage as though you hit your target two extra times, assuming you cam hit twice in the first place.

Taking these two "virtual attacks" into account, an eidelon only gets 6 attacks at lvl 8, 7 at lvl 12, and maxes at 9 at lvl 20.

IMO, you're better off using a monk with flurry of blows. if you're ambitious, you can even take 4 lvls of druid to get wildshape and the Shaping Focus feat as needed to advance that ability and use a form with Rake. (no rule stating it doesn't stack with itself, but check with your DM) it might not be the best 8th or 12th lvl attack build, but it adds up by lvl 20.

eidolon's have a limit to natural attacks. Not all attacks. they can make as many weapon attacks as they are capable of. A number limited by their number of limbs and bab.


thepuregamer wrote:
Master_Crafter wrote:


Only one problem I see with this suggestion; the eidelon's advancement chart specifically limits the number of attacks per round that an eidelon can make. Not even the Rake ability allows for more attack rolls, though it does add additional damage as though you hit your target two extra times, assuming you cam hit twice in the first place.

Taking these two "virtual attacks" into account, an eidelon only gets 6 attacks at lvl 8, 7 at lvl 12, and maxes at 9 at lvl 20.

IMO, you're better off using a monk with flurry of blows. if you're ambitious, you can even take 4 lvls of druid to get wildshape and the Shaping Focus feat as needed to advance that ability and use a form with Rake. (no rule stating it doesn't stack with itself, but check with your DM) it might not be the best 8th or 12th lvl attack build, but it adds up by lvl 20.

eidolon's have a limit to natural attacks. Not all attacks. they can make as many weapon attacks as they are capable of. A number limited by their number of limbs and bab.

Very well, after a re-read I can concede that point, but even then, with a max BAB of +15 for 3 weapon attacks, and a max of 7 natural attacks (9 with the two virtual with Rake), that is still a max of 12 attacks. Impressive, true, but still not the 35 that was claimed for a 20 lvl build. And that still starts creeping into the issue of major game stall with that number of attacks unless you use some sort of attack automation.

If I'm missing something, please inform me. Personally, I can't say I'm a fan of Summoners due to the "build your own class" effect of the eidelon, but that aside, it may be the most effective choice for this thread if I am reading things wrong. Otherwise, I'd still go monk.


Master_Crafter wrote:
IMO, you're better off using a monk with flurry of blows.

Flurry is good for getting some (pseudo) off-hand attacks earlier than the feats, but monk doesn't achieve the highest attacks/round and there are restrictions to the flurry.


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Master_Crafter wrote:
thepuregamer wrote:
Master_Crafter wrote:


Only one problem I see with this suggestion; the eidelon's advancement chart specifically limits the number of attacks per round that an eidelon can make. Not even the Rake ability allows for more attack rolls, though it does add additional damage as though you hit your target two extra times, assuming you cam hit twice in the first place.

Taking these two "virtual attacks" into account, an eidelon only gets 6 attacks at lvl 8, 7 at lvl 12, and maxes at 9 at lvl 20.

IMO, you're better off using a monk with flurry of blows. if you're ambitious, you can even take 4 lvls of druid to get wildshape and the Shaping Focus feat as needed to advance that ability and use a form with Rake. (no rule stating it doesn't stack with itself, but check with your DM) it might not be the best 8th or 12th lvl attack build, but it adds up by lvl 20.

eidolon's have a limit to natural attacks. Not all attacks. they can make as many weapon attacks as they are capable of. A number limited by their number of limbs and bab.

Very well, after a re-read I can concede that point, but even then, with a max BAB of +15 for 3 weapon attacks, and a max of 7 natural attacks (9 with the two virtual with Rake), that is still a max of 12 attacks. Impressive, true, but still not the 35 that was claimed for a 20 lvl build. And that still starts creeping into the issue of major game stall with that number of attacks unless you use some sort of attack automation.

If I'm missing something, please inform me. Personally, I can't say I'm a fan of Summoners due to the "build your own class" effect of the eidelon, but that aside, it may be the most effective choice for this thread if I am reading things wrong. Otherwise, I'd still go monk.

he has 16 pairs of arms for 32 hands worth of a single attack, plus the two extra main hand attacks at lower numbers, and a couple of clawed feet. He can also as a swift action, use Split Forms to double himself and get 70 attacks


Nickademus42 wrote:
Master_Crafter wrote:
IMO, you're better off using a monk with flurry of blows.
Flurry is good for getting some (pseudo) off-hand attacks earlier than the feats, but monk doesn't achieve the highest attacks/round and there are restrictions to the flurry.

It's dumb and really cuts into attack bonus but, you CAN add the entire TWF tree to a monk using flurry. I've never actually seen anyone do it as it returns the monk to the 3.5 Flurry of Misses handicap. Flurry states the Monk attacks as if using TWF, it does not preclude stacking. There are far better ways for monks to spend their feats.

This is all hypothetical I could be killed by a FAQ I've never looked up.


zagnabbit wrote:
Nickademus42 wrote:
Master_Crafter wrote:
IMO, you're better off using a monk with flurry of blows.
Flurry is good for getting some (pseudo) off-hand attacks earlier than the feats, but monk doesn't achieve the highest attacks/round and there are restrictions to the flurry.

It's dumb and really cuts into attack bonus but, you CAN add the entire TWF tree to a monk using flurry. I've never actually seen anyone do it as it returns the monk to the 3.5 Flurry of Misses handicap. Flurry states the Monk attacks as if using TWF, it does not preclude stacking. There are far better ways for monks to spend their feats.

This is all hypothetical I could be killed by a FAQ I've never looked up.

Flurry is a full-round action, it's not performed "as part of" a full-round action.

Meaning you can't stack full-round actions together, just do one or the other.


Gruuuu wrote:


Flurry is a full-round action, it's not performed "as part of" a full-round action.
Meaning you can't stack full-round actions together, just do one or the other.

This is the logic I was basing things on. Flurry is a full round action that prohibits non-monk weapons, natural weapons and additional natural attacks. This heavily restricts the character from splicing in other attacks, not that you'd want to for the reason zagnabbit mentioned.


As synthesist, but regular summoner, let the summoner have the TWF dagger throwing build mentioned earlier, and also let him spend 2 feats on getting an animal companion (skill focus, eldrtich heritage Sylvan), also let Eidolon use 1 bow, light weapons in all remaining arms, give him rapid shot, many shot. Haste everyone. And at lvl 20 become a copy of your eidolon.

:-) this is fun...

Liberty's Edge

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Not counting summon/shape/polymorph and situationals....

(Also ignoring Haste, since anyone can get it.)

6 melee at 4th: Wild Rager Barb2/Alch2 w/Feral Mutagen and Beast Totem Lesser for four claw attacks (one each limb) and a bite at 4th level, plus one additional (Wild Fighting). Fight only with natural attacks (so they're all primary) and grapple maneuvers. Wild Rager is grossly suboptimal in such a build, so I'd leave that out and be happy with five attacks.

8 ranged at 9th: Sohei archer at 9th has Flurry(4)/Rapid Shot(+1)/Manyshot(+1)/Ki(+1) for 7. A monk/ninja can also do 7 (or 8 if he really roasts Ki) using shurikens with the Flurry of Stars trick at the same level. Both have limited uses of Ki, so the Sohei is usually limited to six, and the m/n to five.


Im currently playing a gestalt mythic campaign and at level 10 i can attack 9 times a round. Rapid shot, rapid shot mythic, improved weapon fighting, weapon fighting, improved weapon fighting mythic, fast bombs. It's sick. My bomb economy is obviously a problem but i got to build my own race and my second build is an archer with many many shot and such rapid shot and what not so i can always attack at least 5 times a round. At the end I'll be throwing ten plus. I currently do 180 damage a round and its all touch and has spell like effects too.

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