Most Damage without MAD


Advice


Okay, so my DM is doing a campaign where I'm not allowed to know my other party member's stats.

I'm looking to do the most damage that I can while still being able to take a hit and without MAD - mostly to take as much CON as I can.

So here are my rules for my "Most Damage" build. I appreciate any suggestions and pointers.

1. Core, APG, UC, and UM only. So I can't do Dervish Dance with a Magus.

2. Reasonably sustainable. I like Paladins, but one or two Smite Evils a day means that I'm only a boss killer.

3. ONE primary stat so I can focus on defensive stats as secondary (Mainly Constitution.)

4. Does NOT depend on magic items to complete his build. I don't trust this DM to give me anything or to make anything available. The most damage that Shoelessinsight has given me is a TWF fighter build, but the requirement for a 19 Dex along with maxed strength makes me wary. I don't want to have to hope for a DEX item to fill me out.

OTHER STATISTICS:
1st level
He's using an Adventure Path (Not telling us which one)
20 point buy
He's also banned Ninja and Summoner (Don't get the Ninja ban at all.)

Anyone have any suggestions here?


Barbarian comes to mind. Str, Con, with rage for more str and con. its two stat goodness. what more could you ask for? Wield whatever giant weapon comes your way, and smash things.


level?

Maybe invulnerable rager barbarain?


doctor_wu wrote:

level?

Maybe invulnerable rager barbarain?

Whoops.

1st level.

Thinking about the Invulnerable Rager. That's a simple pick.

Grand Lodge

Reincarnated Druid can die, and die again after 5th level.


Synthesist Summoner. Starts the game w/ 3 natural attacks and pounce if you do quadruped.

Damage per hit is a bit low (since you're stuck w/ 14 str initially), but still enough to down anything you'll face at level 1 and having the 3 attacks gives you better ability to kill multiple foes. Use enlarge person to up damage a bit.


StreamOfTheSky wrote:

Synthesist Summoner. Starts the game w/ 3 natural attacks and pounce if you do quadruped.

Damage per hit is a bit low (since you're stuck w/ 14 str initially), but still enough to down anything you'll face at level 1 and having the 3 attacks gives you better ability to kill multiple foes. Use enlarge person to up damage a bit.

Thanks for reminding me.

He's banned Summoner because he thinks it's overpowered.

He's also banned Ninja for some reason. Not sure what the reason for THAT one is. Maybe he doesn't like all the invisibility (Which makes me wonder why he doesn't ban Wizard.)

Grand Lodge

The ninja is the rogue, has he banned the rogue?


The fighter does the most damage on a consistent basis. Ranger, Paladins, and Barbarians do more damage when their special abilities are activated so the question is do you want to be consistent or do you want to have moments when you can do a lot more damage than normal.


blackbloodtroll wrote:
The ninja is the rogue, has he banned the rogue?

Nope, just the Ninja variant.

Weird huh?


wraithstrike wrote:
The fighter does the most damage on a consistent basis. Ranger, Paladins, and Barbarians do more damage when their special abilities are activated so the question is do you want to be consistent or do you want to have moments when you can do a lot more damage than normal.

Hmm...

Consistency is important, but if I can make it through a day without running out of power (like Rage) then I'm fine with it. My only problem is with abilities that you use once or twice a day to take down a big baddy and then you're tapped out for a while.

One of the reasons I don't like Blaster Wizards - they just run out of steam too quickly with their one shot deals.

Grand Lodge

I would ask him why. I am damn curious now.


Maybe he doesnt like the asian kind of stuff in PF? Did he ban Samurai?


Wasum wrote:
Majbe he doesnt like the asian kind of stuff of PF? Did he ban Samurai?

No. At least he hasn't mentioned it.

It's a shame that Sword Saint is in the Dragon Primer. That one looks pretty cool actually.


Great! You pinned my spelling misstake in your quote!

May thy DM ban all thy favored classes!


blackbloodtroll wrote:
I would ask him why. I am damn curious now.

Heh, I might. We're doing the game through Vent though and I don't want to flood his inbox.

See, he's got a tenuous grasp on game rules and how things should be played, so asking this particular DM for more details might upset him.

Well, at least if I asked. Maybe I'll ask my wife to ask. I played in a game with him in the past and he's never had a Wizard in his games before, and he was a little more than ticked off when I started ending battles with Glitterdust and Color Spray.

So yeah, I'm actually surprised he didn't ban Wizard still.

Again, I'm sure it has to do with the Ninja's invisibility powers. Honestly though, I don't even like the Ninja that much.


If your not worried about being mean and dumb u can play a human barbarian invul rager and start with stats

str 19
dex 14
con 16
int 7
wis 10
cha 7

and be really effective right off the bat..

take feats power attack and raging vitality at 1st

Ive played this same character from 1st ot currently 13th and although hes retarded outside combat when it comes to dishin out damage he has no equal in our party and can 1 round even bosses if he crits a time or 2 on his pounce charge.


Barbarian. Any race really, even if it doesn't get a strength bonus.

I've gamed with a dm like yours. It gets old fast. They're harmless as players, but the power of being in charge goes to their heads.


KaptainKrunch wrote:

...

2. Reasonably sustainable. I like Paladins, but one or two Smite Evils a day means that I'm only a boss killer.
...

Well i have to disagree with you here. Yes, you save your best abilities for the boss. It's not like you need a zillion damage for the mooks. But it's not like paladins have nothing to do when it is not a boss fight. They are still pretty damned decent weapon wielders even when not smiting. Plus they are more durable due to great saves and quick self heals. And you should have the charisma to function reasonably well in social situations.

But if you don't want a paladin that is perfectly reasonable.

Otherwise I would say max melee damage would be either barbarian or fighter THF. There are lots of builds out there.


What do you guys think of the Two-handed fighter?


The two hand fighter archetype is great, esp at higher levels. i would suggest takin iron will early though and a cloak of resistance.. There saves are their downfall... Also if your looking to make a manuever type the lore warden excels at this..

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