The big hit build


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Grand Lodge

Having cohorts and mounts kind of defeats the whole "one attack roll" thing.


A Paladin and Oracle of battle could get really good. Oracle of battle is one of the few divine casters who get enlarge person they also get the clerics spell list which has a ton of buff spells. Mix this with the Paladins smite evil and it can add up real quick. Focus on STR and other physical stats first and enough CHA to cast your highest level spell.


blackbloodtroll wrote:

Gnolls are not really a player race. I know I said any race, but I inferred races with preexisting stat modifiers listed, and 1 hit die.

I am sorry if I did not make that clear

Np making it a dual talent human wouldn't change it in the slightest i just picked gnoll because i could :D

Grand Lodge

Well, everything from Aasimar to Wayang is allowed.


Mysterious Stranger wrote:
A Paladin and Oracle of battle could get really good. Oracle of battle is one of the few divine casters who get enlarge person they also get the clerics spell list which has a ton of buff spells. Mix this with the Paladins smite evil and it can add up real quick. Focus on STR and other physical stats first and enough CHA to cast your highest level spell.

Good point there. Something this simple could pay massive dividends, especially once you start mixing it up with spells like Litany of Righteousness...

Half-Orc Paladin (Oath of Vengeance)

Feats:
1st - Power Attack
3rd - Furious Focus
5th - Skill Focus: Survival
7th - Vital Strike
9th - Eldritch Heritage (Orc Bloodline - Touch of Rage)
11th - Improved Eldritch Heritage (Orc Bloodline - Strength of the Beast)
13th - Improved Vital Strike
15th - Devastating Strike
17th - Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
19th - Greater Vital Strike

Not everybody likes the restrictions some GM's put on their Paladins though.

Grand Lodge

Paladin huh? That seems cool.

Straight Paladin, or some sort of dip?


blackbloodtroll wrote:
Well, everything from Aasimar to Wayang is allowed.

.

.
Well then this might be a great option:

Aasimar (Angel-Blooded) Paladin (Oath of Vengeance)

Attributes:
Str 16 (+2 Racial bonus, +2 at 11th, 15th and 17th)
Dex 12
Con 12
Int 10
Wis 8
Cha 13 (+2 Racial bonus, +1 at 4th, 8th, 12th, 16th and 20th)

Feats:
1st - Power Attack
3rd - Furious Focus
5th - Skill Focus: Survival
7th - Vital Strike
9th - Eldritch Heritage (Orc Bloodline - Touch of Rage)
11th - Improved Eldritch Heritage (Orc Bloodline - Strength of the Beast)
13th - Improved Vital Strike
15th - Devastating Strike
17th - Greater Eldritch Heritage (Orc Bloodline - Power of Giants)
19th - Greater Vital Strike

It would be easy as pie to re-flavor the Orc Bloodline abilities to things of divine origin, like 'Righteous Rage', 'Strength of the Blessed' and 'Power of Angels'...


blackbloodtroll wrote:

Paladin huh? That seems cool.

Straight Paladin, or some sort of dip?

The only time I ever do Paladin is as a 2 level dip or all the way.

Paladins have some really great spells if you're smart about your selections - many can be cast as swift or immediate actions. Couple that with the ability to self heal as a swift action and you can do a lot in a little time.

Grand Lodge

Some builds do favor single class progression.


blackbloodtroll wrote:
Some builds do favor single class progression.

Heh - and as far as single hits, we once had a Smiting 20th level Paladin with a build not quite exactly like the one above make a single hit that went for 30d6+168 damage. Took an Ancient Red Dragon's head right off to open combat - without a critical.


Half-elf 2barb(titan mauler) 18 Summoner (synthesist)

Base Bipedal Stats at lvl 20 with stat increases put into str

Str 26
Dex 19
Con 13
Int 12
Wis 12
Cha 17

with 10 eidolon points spent to become huge, you have following base stats

Str 42
Dex 15
Con 17
Int 12
Wis 12
Cha 17

Natural Reach of 15 feet
Natural Armor class bonus of 21

as a titan mauler you can wield a great club as a gargantuan sized weapon which does 1d10 normally but gargantuan 5d8... if you used an earthbreaker sized for gargantuan, it would be even more.

Without taking any other feats other than the vital strike line that multiplies damage... thats 20d8 + 16 damage, not including your rage bonuses. An average of 70 damage, and this only goes up with magic weapon bonuses, and other feats.

Grand Lodge

I thought there was a series of errata that made the Synthesist, more or less, useless?


I have not seen that.. Would like to know where to find it.

I do realize that it is not PFS legal... but that is all I have heard.

Grand Lodge

Oh. I may have been mistaken.


I suggested the Oracle of battle paladin mainly for enlarge person. Since it last 1 min. per turn all you really need is 1 level. Take War Sight so you can roll twice for initiative and take the better results.

If you play a Samsaran you could also pick up lead blades. According to Hero Labs they stack. That would give you 4d6 base damage for a greatsword. Probably not legal but would really up the damage.

Kind of a one shot wonder though.

Grand Lodge

Can't the Unsanctioned Knowledge feat do that?


Monk (10)/ Druid (10)

20th level monk damage (monastic legacy + monk's robe) = 2d10

After strong jaws (2 size increases) and wildshaping into a huge animal (2 size increases) = 12d8

Improved vital strike (3x damage) = 36d8

If you could figure out some combination to increase the Bab of this chracter to qualify for greater vital strike, that number could be 48d8.

prototype00

Grand Lodge

Sorry, I have to look twice at damage focused Monk builds.

Would that not require a mass of attacks, using Feral Combat Training and what not?


prototype00 wrote:

Monk (10)/ Druid (10)

20th level monk damage (monastic legacy + monk's robe) = 2d10

After strong jaws (2 size increases) and wildshaping into a huge animal (2 size increases) = 12d8

Improved vital strike (3x damage) = 36d8

If you could figure out some combination to increase the Bab of this chracter to qualify for greater vital strike, that number could be 48d8.

prototype00

Im quite sure that when wild shaped a monk does not retain his unarmed attack damage


hoshi wrote:
prototype00 wrote:

Monk (10)/ Druid (10)

20th level monk damage (monastic legacy + monk's robe) = 2d10

After strong jaws (2 size increases) and wildshaping into a huge animal (2 size increases) = 12d8

Improved vital strike (3x damage) = 36d8

If you could figure out some combination to increase the Bab of this chracter to qualify for greater vital strike, that number could be 48d8.

prototype00

Im quite sure that when wild shaped a monk does not retain his unarmed attack damage

At any rate, it's not any better than wild shaping into a creature with a 4d8 natural weapon, like a hippopotamus behemoth, and taking Improved Natural Attack (as in the link I posted earlier). In fact, it's worse because the behemoth gets 1.5x Str bonus to its bite and the monk gets only 1x Str bonus.


If you're still looking at the vital strike chain then I'd probably be inclined to go the Amiri route.

1) Pick up Exotic Weapon Proficiency Bastard Sword

2) Get you hands on a large sized bastard sword

3) ????

4) Profit

Seriously though with a standard greatsword your vital strike damage will, at the end of the chain be 8d6 (average 28) + Stuff. With a large sized bastard sword your damage will be 8d8 (average 36) + the same stuff. You'll have to suck up a -2 to hit for the inapropriately sized weapon but to me that seems worth it.

- Torger


How about a Vital Striking Switch-Hitter? Go Luring, Musketeer Cavalier while mixing in a few levels Musket Master Gunslinger. You ditch your Cavalier's mount and gain the ability to use a Cavalier's challenge at range as well in melee. It would be a dex-focused, single hit build.

Go Human, put your +2 in Dex and make sure you start with 18 Dex. The rest of the points can go where you like, but I built as follows:

Str 10, Dex 18, Con 12, Int 10, Wis 14, Char 13

01 - Cav - Point Blank Shot, Precise Shot, Precise Strike
02 - Gun
03 - Cav - Deadly Aim
04 - Gun
05 - Gun - Rapid Reload (musket), Weapon Finesse
06 - Gun - Piranha Strike
07 - Gun - Vital Strike
08 - Cav
09 - Cav - Rapid Reload (Pistol), Devastating Strike
10 - Cav
11 - Cav - Improved Vital Strike, Extra Grit
12 - Cav

Make sure to couple your Vital Strikes with Deadly Aim or Piranha Strike to maximize damage. When you challenge a target, you deal extra damage equal to your Cavalier levels on ranged attacks. If the target of your challenge hits you with a melee attack, you gain bonus damage on melee attacks instead (and you add your order bonus as well).

A good order to pick is Order of the Dragon, as it gives you and your allies a bonus on attack rolls. You can also share a Teamwork Feat with your entire group for 6 rounds, twice per day. I chose Precise Strike for the extra 1D6 damage.

Assuming a +6 Dex Belt and +3 Weapons:

+3 Musket - 3D12 + 31 Damage
+2 Agile Rapier - 4D6 + 29 Damage (If flanking)

Probably not the most damage you could do, but you bring a bit of party utility, have a good number of skill points and are able to switch between melee and ranged combat. You also don't have to deal with a companion of any sort =)

Grand Lodge

Hmm. I see a lot of Cavalier suggestions.
Is the Cavalier a single hit focused sort of class?

Cavalier is the class I know the least about.


I see several people advocating Eldritch Heritage: Touch of Rage, but the thing takes a Standard action to use, and lasts only 1 round, so how are you gaining any benefit from it?


Rudy2 wrote:

Fighter 4+/Rogue (Scout) 8 works reasonably well; since you're going for one hit anyway, and Scout 8 lets you add your sneak attack damage if you move 10 feet before attacking... Before then, Scout 4 lets you do it on a charge, and you can always move to flank before your single attack.

It loses you 2 BAB, true, but the sneak damage more than makes up for that, plus you get goodies besides. You only lose one combat feat, as you can put two of your four rogue talents to feats via the ninja trick, and one of them to Weapon Focus. This leaves you with one rogue talent to do whatever with (several decent options, nothing amazing)

You'll want to max acrobatics to avoid AoO for this build, naturally. If you're not going the Dodge>Mobility route, consider Skill Focus (Acrobatics) at level 9 or 11, to make it a breeze.

Add in the half orc rogue archtype from ARG, Skulking Slayer and you get D8's for sneak attack damage instead of D6's when using a two-handed weapon.

Scarab Sages

There is a trait that increases the duration of morale bonuses for multiple rounds. This allows you to gain roughly 4 rounds of benefit out of Touch of Rage, making it one of the best buffs in the GAME for those few rounds. Plus, it isn't tied to spells, just your Charisma modifier & effective Sorcerer level.


Ranger 1
Sorcerer 2
Fighter the rest of the way.

Ranger 1 lets you use wands of Lead Blades.
Sorcerer 2 lets you cast 6ish True Strikes per day.
Fighter lets you take Weapon Focus: Greataxe, Weapon Spec: Greataxe, etc, and take Vital Strike at level 7 or 8.

Lead Blades. Greataxe now does 3d6 base damage. Triple crit.
True Strike: +20 to hit on next attack, ignores concealment.
Vital Strike and Everything Else: "I'm rolling 6d6+18 damage, I hit on a +32 or so."


A lance charge is probably top of the line for this. But Druid build can be promising...

hogarth wrote:
At any rate, it's not any better than wild shaping into a creature with a 4d8 natural weapon, like a hippopotamus behemoth, and taking Improved Natural Attack (as in the link I posted earlier). In fact, it's worse because the behemoth gets 1.5x Str bonus to its bite and the monk gets only 1x Str bonus.

This looks like the way to go. Druid 16 / Barbarian 1 / Weapon Master Fighter 3, perhaps? Is sacking more CL worth it for other benefits? Using trait to recoup 2 CL, orange iuon stone, and...varisian tatoo to get us up to 20, I guess? Anyway, Cl 20 for +5 enhancement on Greater Magic Fang.

You'd have Greater Vital Strike, Imp. Natural Attack, Power Attack (+15 damage; furious focus to avoid -5 to hit), weapon training w/ gloves of dueling, rage, greater magic fang and strong jaw spells...

If you started w/ Str 20, got a +6 item, +5 manual, 5 level up points, we're at Str 36. 40 with Rage. 46 with wildshape.

Base damage is 12d8 from bite...if only we could get that one size higher...

Vital Strike attack is looking like 12d8+36d8+36 = 48d6+36 = 204 damage.


Vital strike can not be used in a charge.

Dark Archive

You want a Vital Strike build with a barbarian who is immune to fatigue. Take the feat that allows you to maximize your Vital Strike damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage, 4d8 while enlarged with lead blades. Strike once for 8d8 maximized plus strength, and that's only the first Vital Strike.

Of course, some people will say that immune to fatigue doesn't protect you from Furious Finish's fatigue, but I think that's silly.


Monk with the master of many styles using, boar, tiger and dragon to use the tiger claw with power attack to do massive damage. You can up this a bit by dipping one level into crusader cleric with a strength domain for the rage and the ability to enlarge.


Isn't Furious Finish the power that explicitly says you're fatigued even if immune to fatigue?

Dark Archive

Atarlost wrote:
Isn't Furious Finish the power that explicitly says you're fatigued even if immune to fatigue?

No, that's not the wording. It says you're fatigued even if you wouldn't normally be. That, in my opinion, applies to how barbarians are usually fatigued when they end their rage, yet have an ability that causes them to lose that downside at level 17.

Immune to fatigue is just that. He's immune. It doesn't do anything.


Alternative idea...Half-Elf Synth. Summoner 20 w/ a wand of Strong Jaw. Ideally w/ Wild-Caller, but I guess it's debatable if those stack so I'll leave it out.

Bipedal form. Focusing on Slam.

Evolutions (32 [26+5+1] points)
- Slam (1) (conveniently has highest base damage and replaces 2 weapons w/ 1)
- Huge (10)
- Improved Damage (1)
- Ability Increase Str +10 (20)

Feats: Improved Vital Strike, Power Attack (+12, -4), Furious Focus, Improved Natural Attack, Extra Evolution
Spells: Enlarge Person, Strong Jaw, Greater Magic Fang

Weapon base damage: 8d6
Stength: 16+8+3 +5 manual +6 belt +16 Huge +2 enlarge +10 evo = 66
Str mod = +28; x1.5 = 42

Vital Strike: 8d6+16d6+59 = 143

Synth really hurts for falling short of the point where base damage goes up by +4d6 per size, unfortunately...


Mergy wrote:

You want a Vital Strike build with a barbarian who is immune to fatigue. Take the feat that allows you to maximize your Vital Strike damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage, 4d8 while enlarged with lead blades. Strike once for 8d8 maximized plus strength, and that's only the first Vital Strike.

Of course, some people will say that immune to fatigue doesn't protect you from Furious Finish's fatigue, but I think that's silly.

Unless lead blades is special, 2d8 should be increasing to 3d8.

It goes 2dx-->3dx-->4dx-->6dx-->8dx-->12dx-->16dx generally.

Grand Lodge

Aw. The trait is key to the use of the bloodline power.


Cavalier 20 to exploit lance charge... Should be doing x4 damage. Play an Orc for +4 str, start w/ a 22. +6 item, +5 tome, +5 levels, end at 38. +2 for enlarged (find a suitable mount somehow?), Str is 40.

Str x 1.5 = +22 damage from Str, 2Hing the lance.

PA will add 18.

+5 for enhancement

+20 for challenge

Damage = (2d6+5+22+18+20) x4 = 8d6+260 = 288.

Actually less than I expected... Hmm, could add Rhino Hide armor for an extra 7 damage.

Grand Lodge

As I said, the mount adds more fuss to build.
Mounts are not for every campaign.


I know. But mounted lance charge is clearly going to beat vital strike for damage output. Though that furiou finish feat might make up for it.

Man...I can't believe even a super min-maxed lance cav at 20 can't one shot stuff he charges... I really wasn't expecting the numbers to be so low, when a full attack can do over 600 according to the DPR records threads.

Dark Archive

StreamOfTheSky wrote:
Mergy wrote:

You want a Vital Strike build with a barbarian who is immune to fatigue. Take the feat that allows you to maximize your Vital Strike damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage, 4d8 while enlarged with lead blades. Strike once for 8d8 maximized plus strength, and that's only the first Vital Strike.

Of course, some people will say that immune to fatigue doesn't protect you from Furious Finish's fatigue, but I think that's silly.

Unless lead blades is special, 2d8 should be increasing to 3d8.

It goes 2dx-->3dx-->4dx-->6dx-->8dx-->12dx-->16dx generally.

I'm aware, and that's why he also needs to be enlarged. Luckily, potions of enlarge person are cheap and plentiful.

Grand Lodge

So, there seems to be a bit of a push toward AM Barbarian, the single hit edition.


Mergy wrote:
StreamOfTheSky wrote:
Mergy wrote:

You want a Vital Strike build with a barbarian who is immune to fatigue. Take the feat that allows you to maximize your Vital Strike damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage, 4d8 while enlarged with lead blades. Strike once for 8d8 maximized plus strength, and that's only the first Vital Strike.

Of course, some people will say that immune to fatigue doesn't protect you from Furious Finish's fatigue, but I think that's silly.

Unless lead blades is special, 2d8 should be increasing to 3d8.

It goes 2dx-->3dx-->4dx-->6dx-->8dx-->12dx-->16dx generally.

I'm aware, and that's why he also needs to be enlarged. Luckily, potions of enlarge person are cheap and plentiful.

When you said, "damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage" I thought you were referring to lead blades making it be treated as size large. But you just meant to wield large to begin with at a penalty and then apply both. I see now.

Dark Archive

StreamOfTheSky wrote:
Mergy wrote:
StreamOfTheSky wrote:
Mergy wrote:

You want a Vital Strike build with a barbarian who is immune to fatigue. Take the feat that allows you to maximize your Vital Strike damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage, 4d8 while enlarged with lead blades. Strike once for 8d8 maximized plus strength, and that's only the first Vital Strike.

Of course, some people will say that immune to fatigue doesn't protect you from Furious Finish's fatigue, but I think that's silly.

Unless lead blades is special, 2d8 should be increasing to 3d8.

It goes 2dx-->3dx-->4dx-->6dx-->8dx-->12dx-->16dx generally.

I'm aware, and that's why he also needs to be enlarged. Luckily, potions of enlarge person are cheap and plentiful.
When you said, "damage, and take two levels of metal oracle to grab lead blades. Wield a large-sized bastard sword for 2d8 damage" I thought you were referring to lead blades making it be treated as size large. But you just meant to wield large to begin with at a penalty and then apply both. I see now.

Well, he wanted one big hit. It's less accurate, but it's also the biggest I can come up with.

Grand Lodge

Well, one single attack that hits is nice too.


blackbloodtroll wrote:

So, after a two weapon fighting + natrual attack build, I was looking for a simpler melee build.

Basically, a PC that focuses on hitting once, very hard.

I understand the Vital Strike line is in order, but other that, I am unsure how to go about it.

Let's say 15 point buy, all books allowed.

Any suggestions?

Combine Power Attack with True Strike. Take Levels in Magus: the spellstrike ability lets you cast spells as an attack action instead of as a standard action. It is technically like part of a 2-weapon full attack, but it does not rule out using a 2-handed weapon. Learn Enlarge Person, too.

Does your campaign allow Psionics? Psionic weapon lets you expend your focus to do an extra 2d6 damage, and psionic mediation lets you recover recover your focus as a move action instead of as a full-round action. Deep Impact turns your melee attack into a touch attack.

Use a brace weapon and gain abilities/feats that let you finesse your oponents into charging: what, Goad? a Command spell? Double damage. Take Quick Draw and keep your halberd on your back then whip it out when it is too late. 3.5 had a feat called Hold the Line: charging you would provoke attacks of opportunity. There are Pathfinder equivalents, Reflexive Brace, for example, but I think they are all 3rd party.

2-handed fighter archetype abilities backswing and overhand chop allow extra damage.

How do you feel about grappling? Strangler lets you do precision damage on a pin. Pinning Knockout lets you do double damage while pinning. Of course, once you have your opponent pinned, why bother damaging: just hogtie them! 2 levels in Alchemist with the Tentacle discovery you get +4 on Grapple checks. Improved Grapple, +2, Great Grapple, another +2 and you can grapple as a move action. Rapid Grappler: you can grapple as a swift action. So in 1 round you can shoot in for a grapple as a move action, excecute a pin as an attack action, and then hogtie your victim as a swift action. Damage? 1d6 after 1 level of Monk +1d6 if you use Armor Spikes. And there are feats you can take: Arcane Strike, Belier's Bite, Nightmare Fist, Moonlight Stalker, Dragon Ferocity, all do bonus damage. Belier's bite does Bleed Damage.


hoshi wrote:
Im quite sure that when wild shaped a monk does not retain his unarmed attack damage

There were questions about this when I first made my build, so I asked James Jacob, and apparently you keep your unarmed strike when you are wildshaped. After all, you have a head and feet at least so nothing stops you making unarmed strikes.

Just think about it this way, is there anything stopping an awakened animal from taking levels in monk and using unarmed strike? If not, why not vice-versa?

Quote:
At any rate, it's not any better than wild shaping into a creature with a 4d8 natural weapon, like a hippopotamus behemoth, and taking Improved Natural Attack (as in the link I posted earlier). In fact, it's worse because the behemoth gets 1.5x Str bonus to its bite and the monk gets only 1x Str bonus.

Ah yes, but the behemoth hippopotamus doesn't qualify for dragon style and dragon ferocity for 3x str bonus to it's attacks. Basically the Monk/druid will have the same strength as a straight wildshaped druid, but will do twice the damage based on strength.

Also, 36d8 vs 18d8(4d8->6d8->18d8 for an improved natural attack behemoth with improved vital strike)? I think there is a difference there.

36d8 + 39 (Str 36-> 22 base + 6 belt + 8 wildshape x 3 dragon ferocity) + 5 (enhancement bonus) = 188 average damage

And I'm sure you could find more ways to tack on extra damage, I'm just doing a minimum outlay here.

prototype00


AdAstraGames wrote:

Ranger 1

Sorcerer 2
Fighter the rest of the way.

Ranger 1 lets you use wands of Lead Blades.
Sorcerer 2 lets you cast 6ish True Strikes per day.
Fighter lets you take Weapon Focus: Greataxe, Weapon Spec: Greataxe, etc, and take Vital Strike at level 7 or 8.

Lead Blades. Greataxe now does 3d6 base damage. Triple crit.
True Strike: +20 to hit on next attack, ignores concealment.
Vital Strike and Everything Else: "I'm rolling 6d6+18 damage, I hit on a +32 or so."

no it won't.... ranger lvl 1has no caster level. you can't use wants.


welll.
sap master won't do, how often the opponent is falt footed? ??
": Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent"
it will only work IF taken with the dazzling dosply line of feats.

personaly, i like one of the 2:
1. fighter, with big 2 handed sword and spring attack, he is massive and allow 1 blow given and taken.
2. a half orc rogue with 1 dip of fighter, scout archtype.

Silver Crusade

666bender wrote:
AdAstraGames wrote:

Ranger 1

Sorcerer 2
Fighter the rest of the way.

Ranger 1 lets you use wands of Lead Blades.
Sorcerer 2 lets you cast 6ish True Strikes per day.
Fighter lets you take Weapon Focus: Greataxe, Weapon Spec: Greataxe, etc, and take Vital Strike at level 7 or 8.

Lead Blades. Greataxe now does 3d6 base damage. Triple crit.
True Strike: +20 to hit on next attack, ignores concealment.
Vital Strike and Everything Else: "I'm rolling 6d6+18 damage, I hit on a +32 or so."

no it won't.... ranger lvl 1has no caster level. you can't use wants.

Spell Trigger:- '...Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin...'

Wands are spell trigger items.

A 1st level ranger can use any wand that contains any spell on the ranger spell list.


I posted a Cavalier build mostly to show one that didn't use a mount as well as to provide a ranged option. You're probably seeing a bunch of Cavaliers due to the challenge mechanic, which adds your Cav level to damage, but only against the challenged target.

For a really simple build, how about Titan Mauler? Using the suggested clarification found here: [ http://paizo.com/forums/dmtz4qa7?Titan-Mauler-what-can-and-cant-it-wield ] would allow you to wield larger 2 handed weapons. So how about a Huge Great Sword (-4 attack Penalty, reduced as you level up) for damage rolls of 4D6? Toss in bonus damage from raging and power attacking, and you'd be a beast.

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