Searching for the One Hit Wonder


Advice


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Friend asked for help with a build, but I rarely do purely martial builds. Even when I have, they have been maneuver specialists not damage dealers.

Start with some background on the campaign. I am not in this campaign, but wish I was. High optimization, power gaming, min-maxing, specialization, or whatever you want to call it was specifically requested by the GM. He felt they had been getting in a rut and not trying new stuff. So he is using weird monsters/opponents with lots of templates, class levels, builds from the race guide, things from kobold magazine, odd combinations, unusual tactics, etc... Yes, it is pretty hack-n-slash (sounds like at least 80% combat). The theory is that once they try some different things they might night use just ‘meat-n-potatoes’ choices in the future (the GM included).

My friend (let’s call him Jimmy Joe Bob), well his tank recently died in what he feels is a humiliating fashion. So he needs a replacement character. He doesn’t want a caster, the group is already very caster heavy. Besides in this campaign, the casters have been having troubles. Many opponents have had decent SR and high saves. They also have a super high DPR archer in the group. So JJB wants a high damage melee build.

The opponents the group has been having the most problems with (or at least most annoyed by) are tiny flying fairies that are incredibly fast, usually invisible, and have fast healing. So they strike once with flyby attack. If wounded but not killed they just go away until healed up then come back for more slashing.
Between those things and the maneuvering of other opponents, JJB finds that he almost never gets full attacks. It is either charge for a single attack or ready an attack for something that comes within reach.

So JJB is not planning on anything but single attacks (if he manages to get more that is gravy). JJB wants the highest damage possible on a single attack while ignoring the possibility of iterative attacks.
Primary - Therefore whatever combination of classes (he assumes mostly barbarian), feats, and weapon will give the highest single hit damage not counting critical hits or iterative attacks.
Secondary - As far as critical are concerned, to go with the theme, he does not want a ‘constant crit fisher’ build with a high threat range. He wants a high damage weapon with a high critical multiplier. Seems there was also something that increased the multiplier still higher.
Tertiary – Saves have to be at least decent.

High damage melee
Martial class (if it has paladin or ranger levels he would prefer a dip that doesn’t go far enough for spells or an archtype without casting)
CRB, ARG, APG, UM, UC, and ISWG are all that is allowed at present. (Other paizo products might be allowed if requested, but no 3pp.)
Can’t make up a whole new race from the ARG but any of the races detailed options are allowed.
NE, CE, and CN are not allowed.
20 point buy, 2 traits, standard wealth for a 4th level character (the party is averaging a bit beyond the wealth by level chart so far).
If it fits in the build, he would like to try improved sunder with an adamantine weapon.
I believe he said he starts 2 or 3 levels down at 3rd level from dying but gets double exp until he catches up. Not sure what level it will go to, but the GM said he already has plans in place for up to 12th level.

So. Any of you have builds that you think would fit in with what JJB is looking to try?

Edit: Forgot, not interested in mounted cavalier at this time. He doesn’t think there is any way he could keep a mount alive. The current animal companion and familiar do not have long life expectancies.


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Go for a Two-Handed Fighter. You get bonuses to Sunder attempts, double your Str Mod added to damage rolls and if you make it to level 15 you get doubled bonuses from Power Attacks. Pick up a Greatsword and have fun.

Question: Would the GM allow the player to pick a Variant Ability if playing a Tiefling, or would the player be subject to the D100 roll?

Go with an Oni Spawn Tiefling with the following stats:
Str: 20
Dex: 12
Con: 14
Int: 10
Wis: 12
Cha: 5

During tough fights use your SLA Alter Self to add another +2 to Strength.

Feats are as follows:
1: Power Attack, Improved Sunder
2: Furious Focus
3: Weapon Focus (Great Sword)

Favored class bonus into HP if you're in a real meat grinder.

Buy the following items: +1 Full Plate, +1 Greatsword, Cloak of Resistance +1.

You'll have AC of 21, 31 HP, +6 Fort, +3 Ref, +3 Will a +10 attack bonus with your Greatsword and a +11 CMB when Sundering.

A single-attack, using Power Attack will deal 2D6 + 13 damage with no penalty to attack rolls. Is that enough damage?

Shadow Lodge

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Right I have one for you. He will like this. It just gets more brutal as he goes.

Dwarf Barbarian/ Two-handed Fighter:
Str-17 (raise to 18 at 4), Dex 10, Con 16, Wis 12, Int 10, Cha 8
Traits, Glory of Old, Berzerker of the Society (if allowed).
Favored Class Barbarian: +1 rage rounds
Lvl 1: Barbarian, Feat: Power Attack
Lvl 2: Fighter, Feat: Steel Soul
Lvl 3: Fighter, Feat: Furious Focus, Weapon Focus (dwarven Long Axe)
Lvl 4: Fighter,
Lvl 5: Fighter, Feat: Weapon Specialization (Dwarven Long Axe), Extra Rage
Lvl 6: Fighter, Feat: Vital Strike
Lvl 7: Barbarian, Rage Power: Superstition, Feat: Improved Sunder
Lvl 8: Barbarian
Lvl 9: Barbarian, Rage Power: Witch Hunter, Feat: Furious Finish
lvl 10: Barbarian
Lvl 11: Barbarian, Rage Power: Spell Sunder, Feat: Improved Vital Strike
lvl 12: Fighter, Feat: Raging Vitality

Equipment: Boots of springing a striding for mobility, + 3 Spiked Mithril Plate Armor for Defense, +1 Furious Invigorating Adimantine LongAxe, Belt of Strength +4. If they can afford it, Pauldrons of the Juggernaut and Bracers of the Duelist.

Assuming all of the above:

Level 12: 35 rounds of rage. Saves vs Spells & Spell Like: Base+8 +3 vs supernatural abilities, +5 against poisons.

AC: 22 (18 while large and raging HP 153 (193 while raging)
Vital Strike To Hit: +27, Damage: 94 static.

Basically he uses vital strike and overhand chop to max out the single hit damage when he is at level 12 he can max his damage by dropping out of rage and being fatigued . But if he kills them his weapon removed the fatigued condition. So he can rage and keep killing. If we does get multiple attacks he is still a wreaking ball. Plus he has amazing saves bonus damage against mages and can even sunder magic.

Edit: Oh and at Level 3 while Raging he has 39 HP: Fort: +7 (12 vs. Spells/spell like/poision) +5 Ref vs spells/spell like, +7 Will vs spell/spell like. His to hit is +9 for 1d12+12 damage. Level 4 is 1d12+18.


Some previous threads around the same concept:

Druid math
The one-hit wonder

Silver Crusade

I like the Human Invulnerable Rager Barbarian with a touch of Eldritch Heritage.

20 Point Build, I'll build to 13

STR 18, DEX 12, CON 15, INT 7, WIS 12, CHA 13
Reactionary, Indomitable Faith

FEATS - Power Attack, Raging Vitality, Raging Brutality, Skill Focus Survival, Eldritch Heritage Orc, Improved Eldritch Heritage Orc, Improved Critical Nodachi

R. POWERS - Powerful Blow, Reckless Abandon, World Serpent Totem, World Serpent Spirit, Superstition, Ghost Rager

This gives you a Ghost Touch, Good, Evil, Chaotic, Lawful Aligned Slashing Piercing Weapon.

GEAR - +2 Courageous Furious Nodachi (32,400g), Belt of Giant Strength +6 (36,000g), Robe of Arcane Heritage (16,000g), Boots of Speed (12,000g), Headband of Mental Prowes +2 CHA & WIS, (this comes in under the AWBL 140,000 for 13th level)

Level 4 +1 to STR, Level 8 +1 to STR, Level 12 +1 to CON

FINAL STATS (when raging)
STR 30 (38), DEX 12, CON 16 (24), INT 7, WIS 14, CHA 15

ATTACK (when raging)
Vital Strike, Raging Brutality, Power Attacking, Powerful Blow Nodachi +31 (1d10+51+1d10) with a critical range of 15-20 doing 3d10+92 damage.

My math may be off so double check me, but if your'e asking for a 1 shot wonder no iterative attacks, this is the way, in my humble opinion.


Javaed wrote:

... Question: Would the GM allow the player to pick a Variant Ability if playing a Tiefling, or would the player be subject to the D100 roll?

Go with an Oni Spawn Tiefling ...

He would have to ask since that isn't in the main books. My guess is he would say he can go for it but has to roll. I will tell him to ask.


Human monk of many styles 2 fighter martial artist 2 barbarian 1

Boost strength and intelligence (possibly giving up the human bonus feat and skill point for the extra +2) take kirin style on monk 1 and strike on monk 2. Level 3 grab dragon style as your 3rd level feat and dragon ferocity as your fighter 1 feat. Power attack comes with fighter 2.

Now just hit things hard with your fist. You can also grab elemental fist to add on damage down the road. Finally consider following up with magus for spell combat.

This means once a round you'll hit for 1d6+ str mod*2+ int mod*2+ power attack. At later levels you can add on the magus spell and elemental fist for a bit more umphf.

You can consider following this up with assassin and improved/greater feint to toss a couple of sneak attack dice to the mix when not using spell combat.


hogarth wrote:

Some previous threads around the same concept:

Druid math
The one-hit wonder

Well, those are both casters which he doesn't want. But it is amusing that someone else had the same thread title. I wonder if I had read it before and just forgot.


Abraham spalding wrote:

Human monk of many styles 2 fighter martial artist 2 barbarian 1

Boost strength and intelligence (possibly giving up the human bonus feat and skill point for the extra +2) take kirin style on monk 1 and strike on monk 2. Level 3 grab dragon style as your 3rd level feat and dragon ferocity as your fighter 1 feat. Power attack comes with fighter 2.

Now just hit things hard with your fist. You can also grab elemental fist to add on damage down the road. Finally consider following up with magus for spell combat.

This means once a round you'll hit for 1d6+ str mod*2+ int mod*2+ power attack. At later levels you can add on the magus spell and elemental fist for a bit more umphf.

You can consider following this up with assassin and improved/greater feint to toss a couple of sneak attack dice to the mix when not using spell combat.

I don't think either of us considered monk. That is kind of an odd combination. I think you mean the unarmed fighter though, the martial artist is another type of monk. I'm only seeing 1.5 times strength not 2 times. That is 2 abilities to raise, which is tough. But getting 2 abilities at 16 is probably as easy at 1 at 20.

Not interested in magus since he doesn't want to be a caster. But he could continue with one of the other classes.


Yeah unarmed fighter is right. Dragon style gives you half again str mod on your first hit and dragon ferocity gives half again on all unarmed strikes 1+1/2+1/2= 2.

Yeah I enjoyed an offshoot of this build for a while. I went monk 8 fighter 2 assassin and added crane to the mix. With elemental fist and what not at level 13 I had 4d6+3d6(acid)+41ish damage a hit. I'm still working on ways to increase the damage a bit.

At lower levels it keeps up pretty well. Starting with a 25 point buy as a human you can have 18 str 18 int and a 14 in something else while still hold on to 3 10's. At level1 it's 1d6+4 so a bit behind level 2 is 1d6+12. Level 3 is 1d6+16, and level 4 that's going to be about 1d6+18(19 with magic if you can afford it) which isn't bad at all. Level 5 with urban barbarian would see another damage jump (power attack adding 2 more) and rage adding 4 if your gm doesn't rule that styles and rage don't mix.

Grand Lodge

Check out this thread.


blackbloodtroll wrote:
Check out this thread.

Ah, that was the thread I was looking for.


blackbloodtroll wrote:
Check out this thread.

Aha, yes that is close to the same thing. I will definitely read through it. Thanks.


Something else to consider if you like kirin is to go duelist. You get the int bonus to AC and a level bonus to damage and if you full attack you can use parry to give up later attacks for defense getting you something out of the mix.


At level 3, 20 point buy

Human Ftr3 Two hander archetype

Str 20 Dex 12 Con 14 Int 10 Wis 10 Chr 7

F:+5 R:+2 W:+4 28 HP

Feats: exotic weapon prof: Falcata, WF: Falcata, Furious Focus, Power Attack, Iron Will

Traits: Indomintable Faith, Killer

Gear: Masterwork Falcata and Belt of Strength +2. You have around 1600 for your armour and other toys.

With a large Falcata, power attack w/furious focus and overhand chop, your first strike is: +10 2d6+15 19-20/x3, or a 20.2 DPR against CR 4 monsters.

Level 5:
ftr4/ Bar 1 (Titan Mauler)

+1 str, falcata is now magic, Vest of Con +2

Feats: WS: Falcata, extra rage

With a large Falcata, power attack w/furious focus and overhand chop, your first strike is: +13 2d6+25 19-20/x3, or a 33.46 DPR against CR 5 monsters.

Level 10
Ftr 4/ Bar 6
+1 str, falcata is +3, strength belt and con vest +4

Feats: Improved Crit., Vital Strike
Rage powers: Powerful blow, superstition, reckless abandon

One strike (raging, chop, vital strike, reckless, PA, FF and PB): +24 2d6 +2d6+34 17-20/x3 72.93 dpr, full attack (same, w/o chop though): +21/+16 2D6 + 2d6+29x2 98.425 dpr

This guy should probably do some decent "Whacky" damage for you with all right saves. Pretty straight forward build, could probably be improved upon.

Grand Lodge

Is there anyway to sneak Measured Response in there?

That feat really speeds up the "tons of dice" builds.


blackbloodtroll wrote:

Is there anyway to sneak Measured Response in there?

That feat really speeds up the "tons of dice" builds.

This build is only rolling 4d6 damage at level 10, 6d6 if both hit. Not worth the feat tax when 1 devastating blow is what you're going for.

Grand Lodge

Well, the initial point was to create a big hit build, so less dice were rolled.

That's a very good build, and I was seeing if there was a way to sneak that one tweak in there.


3 lvl two handed fighter for over hand chop. 6 lvls barb for rage of course and Bestial Leaper rage power. Now you can attack at any point of your move action.

Use a large bastard sword as the -2 attack means much less when you don't have to worry about landing iterative. Add impact enchantment.

The vital strike feats of course and the other par for the course damage feats.

After that point one could keep going in Barb if they like or you could try to find a way to get in some more damage. An interesting one is vivisectionist alchemist. This will net you some SA (situational I know but is still of some use.) More str through mutagens and assess to cheap enlarge person pots.

Grand Lodge

Why large bastard sword?

I don't see the mechanical advantage to that.

Is this just that crazy Bastard Sword fetish thing going around?


blackbloodtroll wrote:

Well, the initial point was to create a big hit build, so less dice were rolled.

That's a very good build, and I was seeing if there was a way to sneak that one tweak in there.

Drop Iron Will or Extra Rage if you don't want to roll dice.

But at 10th level (Pretty darn high if you play this guy from level 3) you're only rolling a max of 4 d20 and 14d6 if you score 2 critical hits. Average round will be 2 d20 and 2-6d6. Convince your DM to nix the "roll the multiplier dice" rule and homebrew "Crit = hit x multiplier" and it's 4 d20 and 6d6 on a double crit. 10 dice?

At level five it's only 2 d20 and 6d6 max on a crit, and only 3 dice on a regular hit.

I'd rather rage longer and have decent will saves, but to each his own.

Large falcatas FTW though. Although the OP didn't want to go crit fishing, large falcatas are too good to ignore when you're min/maxing


Stome wrote:

3 lvl two handed fighter for over hand chop. 6 lvls barb for rage of course and Bestial Leaper rage power. Now you can attack at any point of your move action.

Why are you skipping weapon specialization at level 4 FTR? +2 damage man!


Now that you mention it 5 lvls of fighter so one could use gloves of dueling might be worth while as well. More so if someone just wants to avoid the alchemist idea for simplicity or flavor reasons.

-Edit- Why bastard sword? Because a large bastard sword is the best base damage dice one can get. Thus getting the most out of impact/enlarge person/vital strike.

Grand Lodge

Great Terbutje is the same as Bastard Sword, and nothing beats the 19-20x3 of the Falcata.

Why not just go Nodachi(1d10 18-20/x2)(Brace)?

That is martial, and frees a feat spot.


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Firstly the OP out right said they are not looking for crit builds so as was asked I gave crit no consideration. Also since damage from vital strike is not multiplied on a crit it becomes far less valuable. Not worthless of course but not a priority.

As for feat slots. This is hardly a feat starved build.

So with vital strike and improved vs we have a large bastard sword with impact doing 9D8 or 12D8 on a crit (10% chance unless another feat is spent or keen enchantment.)

Falcata 9D6 or 15D6 on a crit. (again 10% chance unless feat or keen.)
Nodachi 6D8

Nodachi is pretty much out hands down.
Bastard sword is doing 36 average and 48 on a crit
Falcata is 27 avg 45 crit.

Now this is from just damage dice not str and power attack ect. So that would push the crit damage in favor of Falcata of course. Though I am not a super math guy and lack the ability to run those numbers. At least without taking all night. Though I am reasonably sure without keen/imp crit Bastard sword wins hands down. With though Falcata likely wins.

In the end though the OP asked for a non-crit fishing build.


LVL10 MAGUS!

shocking grasp for 10d6 + 1D6 + 1.5xSTR+ powerattack(9) and on 15-20 20d6+2d6+3xSTR + powerattack(9)

+3 on metal

pritty much one shot kill!


Said several times, JJB is not wanting a caster build.


magus isnt a caster lolz he is just as much melee as a monk! :-)

he just knows a few tricks


why not a cavalier??

mounted combat/spirited charge gives you triple damage.
I have a halfling cavalier lvl 8 right now that makes the lvl8 barbarian cry when she can not make full attacks.

If I go full monty right now (power attack/challenge/charge) I am at +23 per die, so 69 point of damage before rolling my 3d6, and that is with just a +1 lance and 16 STR

If you go human, get a belt of STR and a +2 or even +3 lance, you could easily hit 100+ dam per hit by level 8 or 9.

It even seems you can combine vital strike with mounted charge, so that would boost the damage output even more


P33J wrote:

I like the Human Invulnerable Rager Barbarian with a touch of Eldritch Heritage.

20 Point Build, I'll build to 13

STR 18, DEX 12, CON 15, INT 7, WIS 12, CHA 13
Reactionary, Indomitable Faith

FEATS - Power Attack, Raging Vitality, Raging Brutality, Skill Focus Survival, Eldritch Heritage Orc, Improved Eldritch Heritage Orc, Improved Critical Nodachi

R. POWERS - Powerful Blow, Reckless Abandon, World Serpent Totem, World Serpent Spirit, Superstition, Ghost Rager

This gives you a Ghost Touch, Good, Evil, Chaotic, Lawful Aligned Slashing Piercing Weapon.

GEAR - +2 Courageous Furious Nodachi (32,400g), Belt of Giant Strength +6 (36,000g), Robe of Arcane Heritage (16,000g), Boots of Speed (12,000g), Headband of Mental Prowes +2 CHA & WIS, (this comes in under the AWBL 140,000 for 13th level)

Level 4 +1 to STR, Level 8 +1 to STR, Level 12 +1 to CON

FINAL STATS (when raging)
STR 30 (38), DEX 12, CON 16 (24), INT 7, WIS 14, CHA 15

ATTACK (when raging)
Vital Strike, Raging Brutality, Power Attacking, Powerful Blow Nodachi +31 (1d10+51+1d10) with a critical range of 15-20 doing 3d10+92 damage.

My math may be off so double check me, but if your'e asking for a 1 shot wonder no iterative attacks, this is the way, in my humble opinion.

Nice build, but I'd like to make a few considerations. While Reactionary and Defender of the Society are no doubt awesome traits, I would switch one of them out for Optimistic Gambler. The Synergy is just awesome. Now your "Touch of Rage" lasts D4+1 rounds and therefore becomes quite useable.

I'd also add the Ragig Leaper Rage Power, so he can jump to his enemies to Vital Strike them.


Bart Vervaet wrote:
why not a cavalier??...
Kydeem de'Morcaine wrote:
... Edit: Forgot, not interested in mounted cavalier at this time. He doesn’t think there is any way he could keep a mount alive. The current animal companion and familiar do not have long life expectancies ...


Alright, here's a couple builds I've come up with, built through 10th level. I've broken them both down a little and shown them at spotlight levels, starting at level 3 since that's where he's starting. Also note that I've built them only with levels and a +1 weapon--especially at their higher level spotlights, they should actually be outputting a good deal more than what's listed.

Build 1: The Destroyer:

This is an orc Fighter (Two-Handed Fighter) 4/ Barbarian (Titan Mauler) 6, taking the classes directly in that order. He's about pain, pain, and more pain for your enemy, with a bit of sundering and survival thrown in for good measure.

1--Fighter 1--Exotic Weapon Proficiency (bastard sword), Furious Focus, Power Attack
2--Fighter 2--Weapon Focus (bastard sword)--Shattering Strike +1
3--Fighter 3--Improved Sunder--Overhand Chop
4--Fighter 4--Weapon Specialization (bastard sword)
5--Barbarian 1--Raging Vitality--Big Game Hunter, Rage
6--Barbarian 2--Jotungrip, Rage Power (Powerful Blow)
7--Barbarian 3--Vital Strike--Massive Weapons 1
8--Barbarian 4--Rage Power (Guarded Life)
9--Barbarian 5--Furious Finish--Evade Reach 5 ft.
10--Barbarian 6--Massive Weapons 2, Rage Power (Greater Guarded Life)

Ability Scores:
Strength: 22 (17+4 racial+1 level 4)
Dexterity: 14
Constitution: 16 (15+1 level 8)
Intelligence: 6 (8-2 racial)
Wisdom: 7 (9-2 racial)
Charisma: 6 (8-2 racial)

This guy is big, tough, ugly, and not the brightest in the bunch. Let's see how he fares in combat, shall we? He uses a Large-sized bastard sword to crush his foes.

Level 3
Attack: 1d20+8
+3 BAB, +5 Strength, +1 Weapon Focus, +1 enhancement, -2 size
Damage: 2d8+14
+5 Strength, +5 Strength (Overhand Chop), +3 Power Attack, +1 enhancement

Level 7
Attack: 1d20+14
+7 BAB, +6 Strength, +1 Weapon Focus, +1 enhancement, -1 size (due to Massive Weapons)
Damage: 4d8+21
+6 Strength, +6 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 enhancement

Level 7 (raging, Powerful Blow)
Attack: 1d20+16
+7 BAB, +8 Strength, +1 Weapon Focus, +1 enhancement, -1 size
Damage: 4d8+26
+8 Strength, +8 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 enhancement, +1 Powerful Blow

[b]Level 10
Attack: 1d20+18
+10 BAB, +6 Strength, +1 Weapon Focus, +1 enhancement (Massive Weapons now eliminates the size penalty)
Damage: 4d8+21
+6 Strength, +6 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 enhancement (Sadly, nothing has changed here...)

Level 10 (raging, Powerful Blow)
Attack: 1d20+16
+10 BAB, +8 Strength, +1 Weapon Focus, +1 enhancement
Damage: 4d8+27
+8 Strength, +8 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 enhancement, +2 Powerful Blow (Only a slight difference here; however, please note that Furious Finish allows him to end his rage and deal maximum damage--a cool 57 points.)

So, in totality, we have a powerful brute who is focused on one thing, and one thing only: laying a mighty smack down on his foes. He does cap out around level 7, though, and beyond 6 levels barbarian doesn't do a ton for him. From here, I'd suggest going back to fighter to grab bonus feats and Weapon Training.

For added fun (and a little more flavor), change the bastard sword feats to those applying to the great terbutje. Drop Improved Sunder to get Disposable Weapon, and perhaps lose Raging Vitality or Furious Finish for Quick Draw. Now the barbarian can carry around multiple Large great terbutjes and break them to confirm any criticals he might happen to threaten. To be fair, this is more useful if you're using a critical-fishing build and a weapon with a higher threat range, but it's still an interesting possibility.

Build 2: The Brutal Hammer:

This human Fighter (Two-Handed Fighter) 10 is a little more complex, as he focuses a bit more on sundering and intimidation. He still packs a punch, though not quite as much as his more damage-based counterpart, and has a couple tricks up his sleeves for when sheer damage output isn't quite what the group needs.

1--Furious Focus, Improved Sunder, Power Attack
2--Weapon Focus (lucerne hammer)--Shattering Strike +1
3--Intimidating Prowess--Overhand Chop
4--Weapon Specialization (lucerne hammer)
5--Bludgeoner--Weapon Training +1
6--Vital Strike--Shattering Strike +2
7--Enforcer--Backswing
8--Greater Weapon Focus (lucerne hammer)
9--Greater Sunder
10--Devastating Chop--Shattering Strike +3, Weapon Training +2

[b][b]Ability Scores:
Strength: 20 (16+2 racial+2 levels 4 and 8)
Dexterity: 12
Constitution: 14
Intelligence: 8
Wisdom: 12
Charisma: 13

Not as strong, quick, or durable, this guy has a little more going on in the mental department than the orc. As you might have guessed from the above, he uses a lucerne hammer in combat--it grants a bonus on sunder attempts against enemy armor. If this isn't liked (may not be a great bonus, and the hammer is a reach weapon), I'd suggest switching to an earth breaker for 2d6 damage.

Level 3
Attack: 1d20+9
+3 BAB, +4 Strength, +1 Weapon Focus, +1 enhancement
Damage: 1d12+12
+4 Strength, +4 Strength (Overhand Chop), +3 Power Attack, +1 enhancement
Sunder CMB: 1d20+11
+3 BAB, +4 Strength, +2 Improved Sunder, +1 Shattering Strike, +1 enhancement
Intimidate: 1d20+11
+3 ranks, +3 class skill, +1 Charisma, +4 Strength

Level 5
Attack: 1d20+12
+5 BAB, +4 Strength, +1 Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 1d12+18
+4 Strength, +4 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 Weapon Training, +1 enhancement
Sunder CMB: 1d20+13
+5 BAB, +4 Strength, +2 Improved Sunder, +1 Shattering Strike, +1 enhancement
Intimidate: 1d20+13
+5 ranks, +3 class skill, +1 Charisma, +4 Strength

Level 6
Attack: 1d20+13
+6 BAB, +4 Strength, +1 Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 2d12+18
+4 Strength, +4 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 Weapon Training, +1 enhancement
Sunder CMB: 1d20+15
+6 BAB, +4 Strength, +2 Improved Sunder, +2 Shattering Strike, +1 enhancement
Intimidate: 1d20+14
+6 ranks, +3 class skill, +1 Charisma, +4 Strength

Level 7
Attack: 1d20+14
+7 BAB, +4 Strength, +1 Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 2d12+18
+4 Strength, +4 Strength (Overhand Chop), +6 Power Attack, +2 Weapon Specialization, +1 Weapon Training, +1 enhancement
Sunder CMB: 1d20+17
+7 BAB, +4 Strength, +2 Improved Sunder, +2 Greater Sunder, +2 Shattering Strike, +1 enhancement
Intimidate: 1d20+15
+7 ranks, +3 class skill, +1 Charisma, +4 Strength

Level 8
Attack: 1d20+17
+8 BAB, +5 Strength, +1 Weapon Focus, +1 Greater Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 2d12+23
+5 Strength, +5 Strength (Overhand Chop), +9 Power Attack, +2 Weapon Specialization, +1 Weapon Training, +1 enhancement
Sunder CMB: 1d20+20
+8 BAB, +5 Strength, +2 Improved Sunder, +2 Greater Sunder, +2 Shattering Strike, +1 enhancement
Intimidate: 1d20+17
+8 ranks, +3 class skill, +1 Charisma, +5 Strength

Level 9
Attack: 1d20+18
+9 BAB, +5 Strength, +1 Weapon Focus, +1 Greater Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 2d12+25
+5 Strength, +5 Strength (Overhand Chop), +9 Power Attack, +2 Weapon Specialization, +2 Devastating Strike, +1 Weapon Training, +1 enhancement
Sunder CMB: 1d20+21
+9 BAB, +5 Strength, +2 Improved Sunder, +2 Greater Sunder, +2 Shattering Strike, +1 enhancement
Intimidate: 1d20+18
+9 ranks, +3 class skill, +1 Charisma, +5 Strength

Level 10
Attack: 1d20+19
+10 BAB, +5 Strength, +1 Weapon Focus, +1 Greater Weapon Focus, +1 Weapon Training, +1 enhancement
Damage: 2d12+26
+5 Strength, +5 Strength (Overhand Chop), +9 Power Attack, +2 Weapon Specialization, +2 Devastating Strike, +2 Weapon Training, +1 enhancement
Sunder CMB: 1d20+23
+10 BAB, +5 Strength, +2 Improved Sunder, +2 Greater Sunder, +3 Shattering Strike, +1 enhancement
Intimidate: 1d20+19
+10 ranks, +3 class skill, +1 Charisma, +5 Strength

The beauty of this build lies in your opportunities. He isn't quite as strong in sheer damage output as the orc Destroyer above, but this fella has reach and can break that nice toy you've got much more easily. He's also got some nice Intimidation tactics, albeit requiring him to deal nonlethal damage (but you could always just kill the enemy after they're K/O'd, so whatever), potentially getting a shot at demoralizing an enemy every time he hits them.

Note that if you don't like Bludgeoner and Enforcer, those can easily be swapped. If you want to keep going with the Intimidation tactic, grab Dazzling Display to replace Bludgeoner, so he can scare everybody within 30 feet. If allowed, Cornugon Smash is a lovely feat that lets him attempt a demoralization every time he hits with a Power Attack (which he should ALWAYS be using).

From here, he could go in a lot of directions. Continuing Fighter would work well, as would dipping into a level of some sort of monk to grab a close-range melee option.

That's all I've got for now, though I'm considering trying to make some sort of gunslinger build for this.

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