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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.
A medium titan mauler can't wield a huge greatsword, or even a large greatsword. The archetype in no way allows that.

yeti1069 |

Javaed wrote:A medium titan mauler can't wield a huge greatsword, or even a large greatsword. The archetype in no way allows that.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.
By RAW, no, but by RAI that has been clarified as being the purpose of the ability in the archetype.

Javaed |
Mergy wrote:By RAW, no, but by RAI that has been clarified as being the purpose of the ability in the archetype.Javaed wrote:A medium titan mauler can't wield a huge greatsword, or even a large greatsword. The archetype in no way allows that.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.
Yep. Read the post from Jay about halfway down the posted link. He offers two alternatives to RAW that accomplish what he actually intended.

Lokie |

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."
True Strike is nice... but unless quickened some how... it does limit you to an attack every other turn.

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yeti1069 wrote:Yep. Read the post from Jay about halfway down the posted link. He offers two alternatives to RAW that accomplish what he actually intended.Mergy wrote:By RAW, no, but by RAI that has been clarified as being the purpose of the ability in the archetype.Javaed wrote:A medium titan mauler can't wield a huge greatsword, or even a large greatsword. The archetype in no way allows that.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.
When the devs errata Ultimate Combat, it may work. For now, not so much.

sunbeam |
Why is everyone so gung ho about the Orc Bloodline for the enhanced strength?
The bonus it gives you is an inherent bonus, which doesn't stack with a tome.
Granted it gives you +6 instead of +5 on your strength (which depending on starting stats and ability score increases may not even give you a modifier in the end), and saves you the cost of a tome.
By the time you reach the levels this all plays out, the cost of the tome is still important, but I'm not sure it is worth paying 3 feats for (Skill Focus, and two Eldritch Heritage feats).
If you can take Opportunistic Gambler as a trait, this bloodline looks much better. But then you would probably want to pump charisma a little just to make it pay off. At that point though, why not take Improved Eldritch Heritage instead of buying a tome?
At the very end you can take Greater Eldritch Heritage and get Power of Giants. That gives you +4 strength over enlarge person, and a few other stats.
But by 17th level it shouldn't be too hard to get an item of some sort that gives you Enlarge Person, or even one of the Giant Body spells.
Just doesn't seem like it is worth it to me to go this route. If you are some class with a reason to pump charisma it seems much more attractive for the Touch of Rage thing alone.

Mercurial |

Why is everyone so gung ho about the Orc Bloodline for the enhanced strength?
The bonus it gives you is an inherent bonus, which doesn't stack with a tome.
Granted it gives you +6 instead of +5 on your strength (which depending on starting stats and ability score increases may not even give you a modifier in the end), and saves you the cost of a tome.
By the time you reach the levels this all plays out, the cost of the tome is still important, but I'm not sure it is worth paying 3 feats for (Skill Focus, and two Eldritch Heritage feats).
If you can take Opportunistic Gambler as a trait, this bloodline looks much better. But then you would probably want to pump charisma a little just to make it pay off. At that point though, why not take Improved Eldritch Heritage instead of buying a tome?
At the very end you can take Greater Eldritch Heritage and get Power of Giants. That gives you +4 strength over enlarge person, and a few other stats.
But by 17th level it shouldn't be too hard to get an item of some sort that gives you Enlarge Person, or even one of the Giant Body spells.
Just doesn't seem like it is worth it to me to go this route. If you are some class with a reason to pump charisma it seems much more attractive for the Touch of Rage thing alone.
1) +5 Tomes being commonly or readily available aren't a given in every campaign, and even in those where they are, those funds could be better spent elsewhere.
2) We don't allow Opportunistic Gambler in our campaign and the feats still get taken. Touch of Rage is a very powerful buff to use on non-casters (my mounted Wild Caller uses the hell out of it), but at the end of the day its about the buffs the last two feats bring. If there was a feat that granted a permanent +2 Strength, one you could take up to 3 times, most martial characters would be all over it... well for three feats you get +6 Strength. Then, Power of Giants is WAY more than a nice version of Enlarge Person... for that fourth feat you get basically unlimited +6 Strength (making the total buff from the feat line +12), +4 Constitution, +4 Natural Armor, enlarged weapons and reach. That's a hell of a pay-off.
Think about the other feats out there. Dodge. Power Attack. Vital Strike. None of those come anywhere near providing the same level of benefits. In my Dragon Disciple build, my mounted Wild Caller build and in my Half-Orc Paladin build its always a must-take.

TarkXT |

sunbeam wrote:Why is everyone so gung ho about the Orc Bloodline for the enhanced strength?
The bonus it gives you is an inherent bonus, which doesn't stack with a tome.
Granted it gives you +6 instead of +5 on your strength (which depending on starting stats and ability score increases may not even give you a modifier in the end), and saves you the cost of a tome.
By the time you reach the levels this all plays out, the cost of the tome is still important, but I'm not sure it is worth paying 3 feats for (Skill Focus, and two Eldritch Heritage feats).
If you can take Opportunistic Gambler as a trait, this bloodline looks much better. But then you would probably want to pump charisma a little just to make it pay off. At that point though, why not take Improved Eldritch Heritage instead of buying a tome?
At the very end you can take Greater Eldritch Heritage and get Power of Giants. That gives you +4 strength over enlarge person, and a few other stats.
But by 17th level it shouldn't be too hard to get an item of some sort that gives you Enlarge Person, or even one of the Giant Body spells.
Just doesn't seem like it is worth it to me to go this route. If you are some class with a reason to pump charisma it seems much more attractive for the Touch of Rage thing alone.
1) +5 Tomes being commonly or readily available aren't a given in every campaign, and even in those where they are, those funds could be better spent elsewhere.
2) We don't allow Opportunistic Gambler in our campaign and the feats still get taken. Touch of Rage is a very powerful buff to use on non-casters (my mounted Wild Caller uses the hell out of it), but at the end of the day its about the buffs the last two feats bring. If there was a feat that granted a permanent +2 Strength, one you could take up to 3 times, most martial characters would be all over it... well for three feats you get +6 Strength. Then, Power of Giants is WAY more than a nice version of Enlarge Person... for that fourth feat you get...
To add to this bumping that charisma is something a lot of characters do anyway. Combat oracles, paladins, and bards already have the charisma, fighters and barbarians can use it through intimidate plus given the possibility of charisma headbands need not have that much charisma all the time. The benefits are huge and the investment is not undoable.

hoshi |
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.
Well you forgot some key things
Power attack, his banner bonus, and most importantly, him being a order of the sword cavilier so he can add his mounts strength bonus to his attack

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I'm surprised that no one has made mention of the Sun Blade. With this little gem of a weapon in mind, you can field a medium character with a huge short sword that deals huge bastard sword damage (3D8 at a -4 penalty on attack rolls).
Add to it all of the necessary tropes for big damage: Enlarge Person/Power of Giants and Lead Blades. This will bring the baseline damage of your Sun Blade to 8D8. This is done easily enough with a Ranger with the Proper Eldritch heritage feats, bringing a Greater Vital Strike to deal 32D8.
However, if you want to maxmize this for what it's worth, don't use Enlarge Person or Power of Giants -- use Monstrous Physique III instead!
If you have to be self-sufficient about it, it's more likely that you'll need to be an Alchemist(Vivisectionist) to pull this off. In this case, you'll be able to get a huge Sun Blade dealing 12D8 damage base as a huge Monstrous Humanoid. Get a good helping of Fighter levels for the much-needed combat feats and BAB required for Greater Vital Strike.
Without ability score modifiers, attack rolls, or damage modifiers taken into account, a Vivisectionist 16 / Fighter 4 should be able to belt out 48D8 + 8D6 on a sneak attack.
Add on your optimized ability scores as a character with Orc Bloodline Eldritch Heritage (+6 inherent bonus to STR), Grand Mutagen (+8 alchemical bonus to STR), Monstrous Physique III (+6 size bonus to STR), and you're looking at a character who can easily surpass 40 STR along with a pretty decent CON.

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I've managed to get a little more crunch behind my build:
Half-Orc Vivisectionist 16 / Two-handed Fighter 4
Damage Dice
Sun Blade (Huge): 1D10 > 2D8 > 3D8
Lead Blades: 3D8 > 4D8 > 6D8
Monstrous Physique III (Huge): 6D8 > 8D8 > 12D8
Sneak Attack (Vivisectionist 16): 8D6
TOTAL (With Greater Vital Strike): 48D8 + 8D6
Damage Modifiers
Strength: 48 (16 Base + 2 Racial + 4 Level + 6 Enhancement + 6 Size + 6 Inherent + 8 Alchemical)
Strength Modifier to Melee (w/ Overhand Chop(ex)): 38
Power Attack (16 BAB): 15
Enhancement: 5
Weapon Specialization: 2
TOTAL: 60
Average damage per swing (48D8 + 8D6 + 60): 304

Breiti |

Race: Orc
Class: Rouge (Scout/Thug) 4/Alchemist(Vivisectionist) X
1st Level: Medium Armor Prof
2nd Talen: Offensive Defense
3rd Level: Power Attack
4th Talen: Furious Focus
5th Level: Toughness
6th Disco: Spontaneous Healing
7th Level: Weapon Focus (Greataxe)
Belt of Thunderous Charging 10000 gc
Rino Hide 5165 gc
+ 1 Greataxe 2050 gc
@Damage at 7th level on a charge:
_________________________________
6d6 weapon (enlarge person + beld) + 4d6 sneak + 2d6 armor +9 (str 22)
+ 6 Power attack = 12d6 + 15 + weapon enchantments
Breiti

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@bbt: Well, before I get into the progression of it, half-orc is just a flavor thing.
Crunch-wise, it would be best to go with something like a Tengu or Lizardfolk, as both can have a bite and two claws off the bat. The Lizardfolk may take some coaxing of the GM in a private campaign, otherwise it's not an option (the +2 to STR and CON with no penalties is nice!).
The 3 primary natural attacks with sneak attack are a perfect thing to have going for your first 10 vivisectionist levels, as your crafting buddy in the party won't be able to make a Sun Blade until 10th level (costs around 25k to craft, around 50k to purchase). Of course, you could always get the crafting feats to make it yourself, which their may be room for. The bad news in this is that an alchemist isn't considered a caster, hence he needs an extra feat spent in Master Craftsman.
Let's assume we're going off of a 20-point buy, you are your own crafter, and you're a Tengu (except for the 20 point buy, this is probably your worst-case scenario):
STR: 16
DEX: 8 + 2
CON: 12 - 2
INT: 14
WIS: 8 +2
CHA: 15
FEATS/DISCOVERIES/BONUS FEATS:
Vivisectionist
1. Skill Focus: (Survival)
2. (D)Vestigial Arm
3. Eldritch Heritage (Orc)
4. (D)Vestigial Arm
5. Power Attack
6. (D)Wings
7. Master Craftsman(Craft: Alchemy)
8. (D)Infusion
9. Craft Magic Arms and Armor
Two-Handed Fighter
10.Vital Strike
11. Craft Wondrous Item, (B)Furious Focus
Vivisectionist
12. (D)Enhance Potion
13. Extra Discovery: Preserve Organs
14. (D)Greater Mutagen
15. Improved Vital Strike
16. (D)Extend Potion
17. Extra Discovery: Mummification
18. (D)Grand Mutagen
Two-Handed Fighter
19. Extra Discovery: Eternal Potion
20. Greater Vital Strike
I gave it a second thought, and by this point, wasting feats on weapon focus and weapon specialization seemed stupid in comparison to the benefits reaped from the higher level discoveries, like Preserve Organs and Mummification. So, for the cost of +1 on attack rolls and +2 on damage rolls, I've got light fortification and immunity to cold, nonlethal damage, paralysis, and sleep.
As you can see, it doesn't really start homing in on the 'big hit' theme until after level 10.
So overall, you're looking at a 302 average damage instead of 304.
There's nothing in the rules that I could find that says 'no' to this build, but from a flavor standpoint, how are you going to convince a GM that a Tengu or Lizardfolk have orc blood in them???

StreamOfTheSky |

StreamOfTheSky wrote: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.
Well you forgot some key things
Power attack, his banner bonus, and most importantly, him being a order of the sword cavilier so he can add his mounts strength bonus to his attack
PA = power attack.
I did not consider banner or order of the sword. My cavalier knowledge is very limited, mostly went with it for the x4 lance damage.

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Well, Lizardfolk has racial hit die, and that's right out.
Would not the Oni-Spawn tiefling with the Maw or Claw alternate racial trait, or using it's Alter Self ability to turn into a lizardfolk work?
Also, Tieflings can be from any humanoid race, so Orc meets flavor requirements.
Well, there's an example of a Lizardfolk generated race in the Advanced Races Guide, but that's about all I was going off of - it had a bite, two claw attacks, +2 to STR and CON, 30 ft speed, +1 natural armor, xenophbic language set, and a racial bonus to swim checks... totalling around 8 racial points (that's less than most standard races).
It's definitely not PFS-legal, but when talking about 20-level builds, I don't think PFS has much say in it.

Rogar Stonebow |

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.
actually there are numerous examples where that doesn't follow suit.
1d2 - 1d6 go to 1dx
1d12 goes to 3d6
2d4 goes to 2d6
2d10 goes to 4d8

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blackbloodtroll wrote:Well, Lizardfolk has racial hit die, and that's right out.
Would not the Oni-Spawn tiefling with the Maw or Claw alternate racial trait, or using it's Alter Self ability to turn into a lizardfolk work?
Also, Tieflings can be from any humanoid race, so Orc meets flavor requirements.
Well, there's an example of a Lizardfolk generated race in the Advanced Races Guide, but that's about all I was going off of - it had a bite, two claw attacks, +2 to STR and CON, 30 ft speed, +1 natural armor, xenophbic language set, and a racial bonus to swim checks... totalling around 8 racial points (that's less than most standard races).
It's definitely not PFS-legal, but when talking about 20-level builds, I don't think PFS has much say in it.
That because you are getting into full blown monsters.
Basically, any race, not in the Race Creation section of the ARG(that where you got that write up), is allowed. Well, that and no 3rd party.
StreamOfTheSky |

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.
actually there are numerous examples where that doesn't follow suit.
1d2 - 1d6 go to 1dx
1d12 goes to 3d6
2d4 goes to 2d6
2d10 goes to 4d8
True. I was thinking specifically of once it hits 2d6 or 2d8 (or some higher amount of d6 or d8, like your 4d8 example) it basically gets stuck on that progression track.
1d12 is practically the same as 2d6 (1 lower minimum, 0.5 lower average), so going to 3d6 effectively is following the track, though. Similar to how 1d8 and 2d4 advance the same.

Gobo Horde |

Well first off, I have to admit that I am completely disappointed by the lack of barbarians and two-handed fighters in the "I hit hard. I smash. Hur dur." camp. Thats supposed to be what they are all about... I was finally pleased to see Mergy suggest the Furious finnish feat as that should be gold for what you are trying to do here and yet no one seems to care about it.
Let me break it down.
you have a potential for 200 damage, so you do an average of 100
you have a potential for 150 damage, but you have furious focus, so you always do maximum damage of 150.
Even if you only had 3/4 the damage, you will do an average of 1 1/2 damage compared to someone else...
Thank you Mergy for suggesting this...
Now that I got that out of my system, I will make a post on how a barbarian can use this to the maximum (even getting by that whole fatigue debate).

666bender |
well... i love things that are easily done, player only with even low magic item world builds.
since, most clever DM allow carefull magic item buying only/ if any.
the druid can make a real havok....
saurian druid that take many knowladge natire ranks can learn well of dinosaurs...
the mighty stegosaurous is a best of choice.
4d6 base damge + trip - what's not to like?
with vital strike + improve vital strike (lvl 16) its 12d6
with 1 simple spell of lvl 4 (at lvl 16, it can be taken several time ofc)
it's 12d6 --- > 12d8 ---- > 24d8
STr score, even with average build can be : 28(18 base + 6 huge + 4 item = 28)tha's +13
greater magec fang bring it another +4 = +17
power attack, another +12 frp total of +29
another bonuses optinal easily:
1. amulet of acid fists = +1d6
2. teamwork feat with pet, precise strike = +1d6
that make's : average of 137 damage + trip with no buffs....
that works EVERY round on ANY creature.

Gobo Horde |

So you are looking for a simple "one hit, you die" kind of build that you or a friend could pick up at a moments notice and not have to worry about keeping track of alot of statistics, attacks, special abilities, spells, pets and what not. He dosent have to be stupid easy, just simple and straight forward. You are quite easy going in regards to class and race, but it seems you want to stick to core or ARG.
Ok we can work with that.
First lets understand a few things. While vital strike is not the DPR king, it is great for colossal hits. It does not increase static damage, but it does scale with the damage die and the size of the weapon. as such, bonuses like +x to all attacks are less useful and things like lead blades or any kind of size increase is going to be optimal. You want the weapon with the biggest base hit die possible and anything that can increase your size. An Earthbreaker or a lucerne Hammer is a good starting weapon 2d6, a large bastard sword is better if you can get the proficiency 2d8. A Huge Sun Blade will most likely be your go to weapon at mid to higher levels 3d8, -4 to hit. Thanks goes to Volkspanzer for bringing this up.
In similar fashion, wands/potions of enlarge person will be great at low levels, lead blade potions/wands are also very potent, at higher levels power of giants (orc sorcerer bloodline) can also increase your size with added benefits as well as being on command (gained through eldritch heritage), but my favourite is Giant Hide armour as it can effectively grant you 2 size increases.
now onto Vital strike and furious finish.
Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.
Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).
First bold point, this is damage dice, not vital strike dice. Base weapon dice, vital strike dice, sneak attack dice, weapon enchant dice (flaming ect) are all damage dice, and so are all maximized. You want to build a non-lethal sneak attacking barbarian/rouge hybrid, this is how you do it. Im going to focus on a more straight forward barbarian but that option is out there. Also note, it works great with gunslingers because of high damage die and the whole double-barrel-counting-as-one-shot thing. Do realize that you can never crit with this as you dont actually roll the dice UNLESS you have a way to automatically threaten. Now I cant think of any off the top of my head, so I will let you figure that one out.
The second bold point, the whole debate about wether fatigue immunity ignores or is ignored, personally I am in the camp of specific (furious finish) trumping general (fatigue immunity) and have found a work around. 2 level dip in Horizon Walker grants you EXHAUSTION immunity (not fatigue) and roused anger lets you rage while fatigued but you are exhausted for X10 minutes. The dip drops that down to fatigued again so you can repeat the cycle.A few quick numbers and I will go onto the build in the next post (to try and break up the wall of text)
Edit: Sadly there seems to be no set speed that anything goes up...Lead blades, strong jaw, enlarge person all seems to differ as to how they go up. as such, I will be using this progression.
1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6
1d10, 2d8, 3d8, 4d8, 6d8, 8d8
Can anyone help me with this?
Earthbreaker (2d6), Enlarge person (3d6), Lead Blades (4d6). Available lvl 1. Vital Strike (8d6). Available lvl 6. Furious Finnish (48 damage). Available lvl 7. That is before adding in BAB, str bonus, rage, or even anything else like a +1 flaming sword or such.
Bastard Sword (2d8), Enlarge person (3d8), Lead Blades (4d8). Available lvl 1. Vital Strike (8d8). Available lvl 6. Furious Finnish (66 damage). Available lvl 7.
Sun Blade (3d8), Giant Hide Armour (6d8), Lead Blades (8d8). Vital Strike (16d8). Furious Finnish (128 damage). Improved vital strike (192). Greater Vital Strike (256). These are just projection numbers and dont include anything but its base damage die after size changes and before any other modifiers or bonuses.
Now I will put this into an actual build for you to use!

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Re: large bastard sword or large dwarven waraxe; if you're a medium creature using a large one-handed weapon it counts as a two-handed weapon for you. Therefore you are wielding it in two hands.
CRB wrote:-
'' A character can use a bastard sword two-handed as a martial weapon''
Are you 'using a bastard sword two-handed'? Yes. Therefore you use it as a martial weapon; no EWP needed.

Gobo Horde |

As for what race you want to use, that is really up to you as many can grant something of value but the best ones are probably the ones that grant a str bonus. humans get the extra feat, half-elves get the bastard sword proficency, half-orcs get great feat selections, orcs get a bonus to str and the same feat selections (but strangely are less likely to have eldritch heritage (ork)). Just dont select a small race as size is king here. If I could make a suggestion, chose the half-giant from psionics unleashed. It is probably banned but the powerful build trait allowing larger weapons is great for this!
Now onto builds!
These are quite mutable, so feel free to change them up.
Race: Human
Class: Barbarian invulnerable rager 5, fighter 1, horizon walker 2, barbarian X
Traits: Focused study, heart of the fields, Optimistic Gambler, zest for battle (adopted)
Favoured class bonus: +1/3 to superstitious rage power
lvl 1: skill focus: survival, exotic weapon prof (bastard sword)
lvl 2: superstitious
lvl 3: power attack
lvl 4: roused anger
lvl 5: raging vitality
lvl 6: fighter, vital strike (this grants you furious focus at lvl 7 instead of 9, can skip if you want)
lvl 7: furious focus, horizon walker, favoured terrain urban
lvl 8: favoured terrain desert, terrain mastery desert (your ragecycling, furious finishing set is now complete), skill focus: perception
lvl 9: eldritch heritage, lesser elemental rage
lvl 10:
lvl 11: improved vital strike, elemental rage
lvl 12:
lvl 13: improved eldritch heritage, eater of magic
lvl 14:
lvl 15: raging brutality, ghost rager
lvl 16: skill focus: ride? fly? sneak?
lvl 17: greater vital strike, reckless abandon
lvl 18:
lvl 19: greater eldritch heritage, auspicious mark
So this sucker is quite resistant to spells and starts to get ALOT of damage with eldritch heritage, elemental rage and raging brutality. This would be the go to build that I would suggest you take. If you are allowed and can take quicken spell-like ability, it is a great feat for touch of rage but is a monster feat.
Race: Half-orc Sunderer
Class:Barbarian breaker 5, fighter 1, horizon walker 2, barbarian X
Traits: Gate crasher, bred for war (adopted), legacy of sand/beserker of the society
Favoured class bonus:+1 rage rounds per level
wield a lucerne hammer
lvl 1: power attack
lvl 2: strength surge
lvl 3: improved sunder
lvl 4: roused anger
lvl 5: destroyers blessing
lvl 6: fighter, vital strike (this grants you furious focus at lvl 7 instead of 9, can skip if you want)
lvl 7: furious focus, horizon walker, favoured terrain urban
lvl 8: favoured terrain desert, terrain mastery desert (your ragecycling, furious finishing set is now complete)
lvl 9: greater sunder, smasher
lvl 10:
lvl 11: improved vital strike, animal fury
lvl 12:
lvl 13: raging vitality, hive totem
lvl 14:
lvl 15: raging brutality, hive resilience
lvl 16:
lvl 17: greater vital strike, reckless abandon
So this is probably my favourite, some time around lvl 11 you should be able to walk through walls all day, every day and anything with a weapon really dosnt make much of a threat at that point. Great rp chances when you come up to a small outpost and you decide to walk from one side by going in a straight line... right through the walls, houses, armoury, fortifications and stunned defenders. Mazes likewise seem to hold little meaning at that point.
I will have to do the damage calculations at a later time as it is getting late, but that second build is starting to look like fun 8D
So now that I have flooded this thread with 3 big walls of text, I say good night!

AndIMustMask |

on the sunder build: I thought the lucerne hammer only gave bonuses to sundering medium and heavy armor, not other stuff. then again with all those bonuses it hardly matters. a piston maul might be worth looking into as well (this weapon has the side effect of having to carry around a bunch of thunderstones, which can be useful in its own right).

Gobo Horde |

The focused study human trait gives you 3 skill focuses for your bonus feat, and since you need to take skill focus: survival, you might as well have the other 2 freebies.
As for the piston maul, I like the idea, but you are probably better off sticking with the hammer by later levels. loosing 2 points off your damage die for +4 to sunder attempts is useful only till lvl 6, where you get vital strike. Vital strike will double that 2 points of damage to 4 so it comes out even and when you get improved vital, you start losing out. You also lose out if you use any enlarging methods like lead blades as it wont scale as well. Lastly it costs a exotic weapon prof. feat, and the build is kinda feat starved as it is.
Why the hammer? it has 2d6 damage, it has reach, it is a martial weapon, and it even has a bonus on sundering attempts for some stuff (med/heavy armour). A earthbreaker would work just as well really but I like the hammer ;)

Lune |

I think prototype00's Monk/Druid build is the best because it doesn't depend on precision damage and has everything it needs by itself without outside buffs or equipment dependability to make it work. It works on it's own merits and does it well. Plus, I'm thinking there are several ways to pump damage even higher. Being a Master of Many Styles on the Monk side is good and it fits the theme of incorporating animal's fighting styles with your own. Dragon Style seems like a natural fit.
I know this is likely going to stir up some conflict but I'm wondering how Tiger Style would work with such a build. The wording of the feat obviously wasn't worded with the intention of being used by something that has paws (or hooves, etc.) rather than hands, but it is really just offering a mechanic. If it works the way that I think it does... well, it could potentially double the damage that some of these builds are doing.

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Can you get specific weapons of varied sizes?
I see the Huge Sun Blade mentioned often, so I ask.
Well, if your GM is REALLY nice, he'll find a way for you to find one in a dungeon. If it comes to crafting it, in the case of magic arms and armor, you can always specify what the base size of it will be, and the price will increase accordingly. Since an increase of a weapon's size only increases the cost of the base weapon, its impact on your Sun Blade's price is next to negligible.

StreamOfTheSky |

If you don't want mounted charger and you don't want a big'gun, Magus with his spellstrike twinked out like crazy might be the damage king for one hit, if he can crit. Which he'll have a 1-in-4 chance of doing w/ his Keen or Imp. Crit Scimitar.
What's the highest single target damage spell they can spellstrike? Would going Samsaran to nab spells from some other spell list help significantly? High level Magus can plunder wizard list on his own, but for lower than 19-20 level builds, it's a thought...

Scott Wilhelm |
AdAstraGames wrote:True Strike is nice... but unless quickened some how... it does limit you to an attack every other turn.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."
The way to quicken True Strike is to not get it as a Sorcerer, but rather to get it as a Magus. At 1st level magi gain the ability to cast magic spells and fight in melee combat as part of full attack action: Spell Combat.
At level 3, they get their first arcana: I like Wand Wielder. Wand wielder lets them use wands in lieu of their spells as part of their full attack. They can then take a level in Ranger and get a wand of Lead Blade for good measure. They can purchase swords with hollow pommels and put their wands there and use them that way.

Scott Wilhelm |
With the Titan Mauler, I am guessing Oni-Spawn Tiefling, for the strength bonus, and strength bonus from it's alter self ability, and superior clutch trait?
Can you get specific weapons of varied sizes?
I see the Huge Sun Blade mentioned often, so I ask.
In the Pathfinder Society, you sure can! They specifically say you can take magic items from the treasure list for money, and it will automatically be properly sized for you. So, if a Mattock of the Titans comes up in a Pathfinder Society adventure, you can get it, and it will be Medium or large sized for you. Of course, then it will be just be a +3 hammer. Then again, that's all it is anyway...

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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?
druid +barbarian + oracle = furious finish into a bajillion d8 damage.
you could also make a 4 winds monk, they dont technically hit 1 time, (they hit 4 times at a standard attack each) with lead blades and enlarge person will net you 12d8x4 +all modifiers x4. mix it with drunken master if you really want to bring the pain every encounter.
then you also have cavaliers spirited charge on a medium sized mount. nothing hits harder then a halfling on a cheeta in a 5foot wide corridor.
oh then you have a magus with a Fauchard, you could do 23d6 on a single hit on a 15-20 x2 with a potential on a crit for an aditional 10d6. with an insanely high to hit.

AndIMustMask |

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?
druid +barbarian + oracle = furious finish into a bajillion d8 damage.
you could also make a 4 winds monk, they dont technically hit 1 time, (they hit 4 times at a standard attack each) with lead blades and enlarge person will net you 12d8x4 +all modifiers x4. mix it with drunken master if you really want to bring the pain every encounter.
then you also have cavaliers spirited charge on a medium sized mount. nothing hits harder then a halfling on a cheeta in a 5foot wide corridor.
oh then you have a magus with a Fauchard, you could do 23d6 on a single hit on a 15-20 x2 with a potential on a crit for an aditional 10d6. with an insanely high to hit.
cant you pop that 10d6 up to 15d6 if you also tack on empower?