Overall Best DPS Melee Build


Advice

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Hey again all. I'm here this time to get some advice on what you all would say would make the best in your face no holds barred killing machine. One of my players decided to run his own campaign and I was tasked with making our non-magical DPS character.

Keep in mind that I'm not playing mindlessly or playing on a power trip. I will develop a full background and creative character concept too and not just shout "I KILL IT" every encounter. But, I would like to to pretty much drop anything I hit instantly. Or get as close to it as possible.

Our DM is starting us out at level 3, giving us 1000 starting gold, and allowing any race lower than CR 2 without the ability to fly or the incorporeal ability. Also, only medium or small size. We have a 25 point buy as well.

I'm thinking of dual wielding bastard swords. What do you all think? Defense is not a priority. I'll gladly sacrifice it to deal more damage. But I'd like to avoid playing a barbarian if possible.

Thanks guys!
- S.N. Rivers


Human supertitious invulnerabl rager barbarian with a two hander.

EDIT: And then I caught the ast line of the post.

Slayer.

With a two hander.


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Dual-wielding bastard swords is the exact opposite of how to get DPR.

If you want non-magical DPR, Barbarians and Archer Slayers will be your best bet. If you would be willing to mix in a bit of magic the Dawnflower Dervish Bard is great as well.


Archer Rangers deal a ton of damage per round because they get so many attacks.


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Wait a minute I'm being silly.

Abyssal Bloodrager with a two hander.


Arachnofiend wrote:

Dual-wielding bastard swords is the exact opposite of how to get DPR.

If you want non-magical DPR, Barbarians and Archer Slayers will be your best bet. If you would be willing to mix in a bit of magic the Dawnflower Dervish Bard is great as well.

What is an "Archer Slayer?" It sounds awesome.


Casey Hudak wrote:
Archer Rangers deal a ton of damage per round because they get so many attacks.

I was considering a close range gun slinger for the up close ballistic touch attacks. I've played too many rangers to want to play another, tempting as it is.


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Sear N. Rivers wrote:
Arachnofiend wrote:

Dual-wielding bastard swords is the exact opposite of how to get DPR.

If you want non-magical DPR, Barbarians and Archer Slayers will be your best bet. If you would be willing to mix in a bit of magic the Dawnflower Dervish Bard is great as well.

What is an "Archer Slayer?" It sounds awesome.

A Slayer that uses a bow. Bows are really freaking good in Pathfinder and Slayers do a great job at using them.

Grand Lodge

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Non magical "melee" level 3 damage monster. Click my avatar and enjoy the love that is a gecko riding halfling doing spirited charges. Makes a great dungeon buster.


Arachnofiend wrote:
Sear N. Rivers wrote:
Arachnofiend wrote:

Dual-wielding bastard swords is the exact opposite of how to get DPR.

If you want non-magical DPR, Barbarians and Archer Slayers will be your best bet. If you would be willing to mix in a bit of magic the Dawnflower Dervish Bard is great as well.

What is an "Archer Slayer?" It sounds awesome.
A Slayer that uses a bow. Bows are really freaking good in Pathfinder and Slayers do a great job at using them.

Oh, you meant the Slayer class but using a bow. For some reason, I was thinking you were referencing an archetype of some sort that was designed to destroy archers. Lol.

I'm thinking being human is my best bet then. For another ranged based feat? The only crappy thing I see is the sneak attack damage is limited to 30 feet. That'd be great if I were using a pistol. Touch sneak attack at 10 feet! Bam! But it sort of nerfs the point of a bow, doesn't it?


The Slayer basically does not care about the fact that he has sneak attack dice, you can never roll sneak attack and still be very strong.


I'm pretty sure pistolero with double barrel pistols actually do deal all of the damage, once they are high enough level.

The trade-off being that you can't do anything else.

EDIT: I wonder how cheesy this would be with savage technologist (with possibly a 1 level dip into GS for quick clear): Grab 2 cestuses (cestii?). Cestus lets you use your hand as if it was empty (with some negatives for disable device... your disable device is smashing things, so you don't mind). Then grab 2 guns. You'd always qualify for the TWF and Sword and Pistol it gives now. While loose out on a few d6s of damage compared to pistolero, you get rage to make up for most of it, and rage powers >>>> deeds.

Also, your manly and gunpowder-y musk brings all the girls to the yard.

Dark Archive

If you want melee dps, just go abyssal bloodrager and get power attack. Everything else is gravy.


Anything under CR2 is an option?

Kasatha Gunslinger Pistolero, triple-wielding pistols with the last hand to reload.

Might be a better four-armed race out there to play with, but that'd be the obvious if you don't want AM BARBARIAN.

Dual-wielding bastard swords will honestly hurt more than it helps. Compared to Sawtooth Sabres, you get +1 damage per swing in exchange for -2 to hit. That's an atrocious trade.

Other option of choice would be a Cavalier. You can either run a mounted lancer or go for a Dex-oriented build using the Daring Champion. For most of the game, Precise Strike paired with Power Attack will actually deal greater damage than a two-handed Power Attacker. At the highest levels, when you can afford a pair of good weapons and have a decent number of usable challenges, you can pick up another weapon of whatever kind you're using and take advantage of your high static damage to TWF-- but you should only do this at high levels, and only do this once you can afford the second weapon and an Effortless Lace to handle the TWFing penalties.


+1 for the Kasatha Pistolero. If you dont wanna use reloading shenanigans you can just use 3 Pistols and still have one free hand for Reloading.

A Juju Zombie is great for everything that needs Cha. (You could even make a Kasatha Juju Zombie Mysterious Stranger Pistolero, since those races and Archetypes stack)

A Sasquatch is CR2 and gets +12 to Str, if you still roll/Point Buy. Could make a great Two Hander Build with this strength.

An natural attack build could also work out well, there are many creatures available with 3 or more natural attacks.


I would point out that the CR2 thing means that objectively you should never run, say, Human-- instead, run a Human with the Advanced template. Same for Kasatha. Be a Celestial/Fiendish/whatever +1 template you like.

I'd point that out to the full party though, 'cause it's a bit cheesy. But, well, when one of the options is the Sasquatch's +12 Str...


On the melee side... strength-based TWF Mutation Warrior X/ Master of Many Styles 2 who alternates between Dragon Style Pummeling Charge and falcata + Dragon Style unarmed strike full attacks, plus tacks on Cornugon Smash -> Hurtful for a bonus two-handed falcata chop every round?


There isn't a best one. At level 3 natural weapons are king and anyone who tells you otherwise is wrong. Just go find a synthesist build at that level and find out :). But for more mundane battle I'd go with war sighted oracle (human or half elf) based on weapon finesse TWF with wakizashi. Get 2 attacks with one of the best crit fishers in the game and have spells and other goodies on top of that.

As for mystery I'd go lunar. Get yourself a scaling pet to do battle along with you or just to deal more damage :) use the half elf FCB to make him even more lethal than you before too long. There are better pure DPS overall but you can adapt to ANY situation on the fly and do well in it while putting out a very good amount of damage without your bag of tricks.


Renegadeshepherd wrote:
There isn't a best one. At level 3 natural weapons are king and anyone who tells you otherwise is wrong. Just go find a synthesist build at that level and find out :).

At level 3 a Barbarian or Alchemist can get more and better natural attacks than a Synthesist. Just saying.

Renegadeshepherd wrote:

But for more mundane battle I'd go with war sighted oracle (human or half elf) based on weapon finesse TWF with wakizashi. Get 2 attacks with one of the best crit fishers in the game and have spells and other goodies on top of that.

As for mystery I'd go lunar. Get yourself a scaling pet to do battle along with you or just to deal more damage :) use the half elf FCB to make him even more lethal than you before too long. There are better pure DPS overall but you can adapt to ANY situation on the fly and do well in it while putting out a very good amount of damage without your bag of tricks.

Why would you use wakizashis? With an Oracle that means you have no way to solve your MAD stat concerns. Slayer or Ranger can solve it by starting with a lower Dex and still getting all the TWF feats they need. Swashbuckler or Daring Champion can solve it by utilizing Sawtooth Sabres and Slashing Grace for Dex-based TWF. Anyone else can solve it by using Rapiers, Effortless Lace, and Fencing Grace.

But there's no way to solve it with an Oracle using wakizashis.

Dark Archive

What makes a war sighted oracle so awesome?


Flexible bonus feats are a pretty useful thing to have. Picking up what you need when you need it can certainly help. And, yanno, they're super-SAD 9th level casters.


kestral287 wrote:

At level 3 a Barbarian or Alchemist can get more and better natural attacks than a Synthesist. Just saying.

no pounce, and both have a maximum of 3 natural attacks at level 3. Also at level 4 doesn't get to take the evolutions of claws, grab (claws), rake = each claw attack potentially is attack + grapple +2 rake attacks (grapple can be released as a free action...).

Grand Lodge

Against any kind of DR the spirited charge/ride by attack wins out.

Sure pounce is nice but against DR/5 every single attack is saved off.

Lancer is doing 1 big hit that equals 3 attacks. DR is only in effect once.

Natural attacks are some of the hardest to penetrate DR of material, alignment, and -

Also crafted weapons out of special materials is easy to come by.


Fruian Thistlefoot wrote:

Against any kind of DR the spirited charge/ride by attack wins out.

Sure pounce is nice but against DR/5 every single attack is saved off.

Lancer is doing 1 big hit that equals 3 attacks. DR is only in effect once.

Natural attacks are some of the hardest to penetrate DR of material, alignment, and -

Also crafted weapons out of special materials is easy to come by.

yes/no. the synthesist uses arcane strike (due to change in SLAs non-synth eidolons cannot) to in the long run bypass most DR, but it is true that arcane strike doesn't ignore cold iron & silver until level 10 and adamantine until level 15 (alignment ceases to be a serious issue at level 10 with a 1 point evolution). Blood-ragers get the same option albeit 3 levels retarded and are well served by taking eldritch claws at level 6 or 7 (full BAB class, the 3/4th BAB synth could take eldritch claws at level 9 to bypass silver but gets silver from arcane strike at level 10 instead of level 13 of the bloodrager). But that is in the long run and in actual play not starting at level 15 DR can be a problem.


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Sear N. Rivers wrote:
I'm thinking of dual wielding bastard swords. What do you all think?

Rather than 2 Bastard Swords, consider getting the Thunder And Fang Feat. It will allow you to wield an Earthbreaker hammer in one hand and a Klar shield in the other, treating your Klar as a Light Weapon, so you only take a -2/-2. You will keep your AC bonus on your Klar when you Bash with it.

Human
Level 1: Fighter: Weapon Focus Klar, 2 Weapon, Weapon Focus Earthbreaker
Level 2: Fighter: Thunder and Fang
Level 3: F2Ranger1: Freebooter, Power Attack

*your starting package*

Have your weapons made of different special materials for a spread of bypassing DR. Make the Hammer Alchamal Silver, and Klar Adamanine, and maybe get some Cold Iron Armor Spikes or something.

The Earthbreaker does 2d6, and initially the Klar does 1d6. A combined 3d6 is on par with your Bastard Swords' 2d10, but there is a +1 equivalent enchantment called Bashing, which will take your Klar from 1d6 damage to 2d6. So now you will be wielding 2 weapons that do 4d6 between them: how cool is that? Plus shields like your Klar can be enchanted as weapons in addition to being enchanted as shields.

Next,

4F2R2: Shield Slam (as a Ranger bonus Feat, you don't need to meet the prereqs.

5F3R2: Improved Bull Rush
6F4R2: Great Bull Rush
7F4R2Cavalier1: Mount, Tactician, Challenge, Paired Opportunist, Combat Reflexes.

With Shield Slam, every shield bash gives you a free bull rush. With great bull rush, every bull rush gives all your allies attacks of opportunity. With Paired Opportunist and the Tactician Class Ability, every AoO your allies get, you get one, too. With Combat Reflexes, you can get a lot of them.

Best of all, if you position it right, your Attack of Opportunity can be another Shield Bash, triggering another bull rush, triggering ANOTHER round of AoO's! And the good times will roll ever on...


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cnetarian wrote:
Fruian Thistlefoot wrote:

Against any kind of DR the spirited charge/ride by attack wins out.

Sure pounce is nice but against DR/5 every single attack is saved off.

Lancer is doing 1 big hit that equals 3 attacks. DR is only in effect once.

Natural attacks are some of the hardest to penetrate DR of material, alignment, and -

Also crafted weapons out of special materials is easy to come by.

yes/no. the synthesist uses arcane strike (due to change in SLAs non-synth eidolons cannot) to in the long run bypass most DR, but it is true that arcane strike doesn't ignore cold iron & silver until level 10 and adamantine until level 15 (alignment ceases to be a serious issue at level 10 with a 1 point evolution). Blood-ragers get the same option albeit 3 levels retarded and are well served by taking eldritch claws at level 6 or 7 (full BAB class, the 3/4th BAB synth could take eldritch claws at level 9 to bypass silver but gets silver from arcane strike at level 10 instead of level 13 of the bloodrager). But that is in the long run and in actual play not starting at level 15 DR can be a problem.

Arcane Strike specifically only bypasses DR/Magic.


As for DPR, anybody say Ranger yet? Can take best TWF feats without DEX requirements. At Level 11 he picks up Shield Master and dual weilds Heavy Shields without any penalty to his attack roles. Add in some castings of Swift Action Spell, "Instant Enemy," and you have quite the recipe for Devastation.


Kaouse wrote:
As for DPR, anybody say Ranger yet? Can take best TWF feats without DEX requirements. At Level 11 he picks up Shield Master and dual weilds Heavy Shields without any penalty to his attack roles. Add in some castings of Swift Action Spell, "Instant Enemy," and you have quite the recipe for Devastation.

About 3 posts up, I said something kind of like that. Please, tell me what you think.


kestral287 wrote:
Flexible bonus feats are a pretty useful thing to have. Picking up what you need when you need it can certainly help.

Not to mention the simple joy of having 6/7 feats when you would normally have 4/5. Me and a friend planned out an angel-blooded 'holy rage' Barbarian 1/ Warsighted Lore Oracle for him, where needing things like Extra Rage and Divine Protection ate all the normal feats. Then along comes Warsighted, and Cornugon Smash -> Hurtful is an easy level 7 combo grab that can be switched out any time it doesn't work. As far as the OP goes, a Divine-Favor-buffed raging Oracle flailing a Greater Magic Weapon +2->+4 furious, courageous greatsword around is a pretty brutal contender.

Grand Lodge

But we are talking level 3. Where DR/silver and cold iron is a thing.

At 3 a halfling lancer is doing 1d6+9 x3. Minimum 30 damage on a non-favored target with a ride by from the ceiling out of everything's reach. Can afford a MW cold iron weapon and a +1 lance if he wants making it +10 to damage instead of 9.


Kaouse wrote:
cnetarian wrote:
Fruian Thistlefoot wrote:

Against any kind of DR the spirited charge/ride by attack wins out.

Sure pounce is nice but against DR/5 every single attack is saved off.

Lancer is doing 1 big hit that equals 3 attacks. DR is only in effect once.

Natural attacks are some of the hardest to penetrate DR of material, alignment, and -

Also crafted weapons out of special materials is easy to come by.

yes/no. the synthesist uses arcane strike (due to change in SLAs non-synth eidolons cannot) to in the long run bypass most DR, but it is true that arcane strike doesn't ignore cold iron & silver until level 10 and adamantine until level 15 (alignment ceases to be a serious issue at level 10 with a 1 point evolution). Blood-ragers get the same option albeit 3 levels retarded and are well served by taking eldritch claws at level 6 or 7 (full BAB class, the 3/4th BAB synth could take eldritch claws at level 9 to bypass silver but gets silver from arcane strike at level 10 instead of level 13 of the bloodrager). But that is in the long run and in actual play not starting at level 15 DR can be a problem.
Arcane Strike specifically only bypasses DR/Magic.

ooops, was reading the wrong column in the cheat sheets. right it is the AoMF which bypasses DR, arcane strike is just a bonus to damage on each attack.

Dark Archive

kestral287 wrote:
Flexible bonus feats are a pretty useful thing to have. Picking up what you need when you need it can certainly help. And, yanno, they're super-SAD 9th level casters.

A few flexible bonus feats does not make a non-melee class into a dpr machine. At best, it makes them somewhat competent in melee.


cnetarian wrote:
kestral287 wrote:

At level 3 a Barbarian or Alchemist can get more and better natural attacks than a Synthesist. Just saying.

no pounce, and both have a maximum of 3 natural attacks at level 3. Also at level 4 doesn't get to take the evolutions of claws, grab (claws), rake = each claw attack potentially is attack + grapple +2 rake attacks (grapple can be released as a free action...).

No, neither has Pounce yet... but they cap at six at level three with Ragebred.

Eidolon has an absolute maximum of three, so the Barbarian/Alchemist has more attacks.

Barbarian or Alchemist should both have better stats at this level, and the Alchemist can apply Sneak Attack to those six attacks, so they also have better attacks.

So at level 3, Pounce is the only edge for the Eidolon. Going forward is rather different, but, well, we did say "at level 3" a couple of times in both our posts.

Silver Crusade

easy, best DPR is a TWF rogue all up in dat grill.


Cory Stafford 29 wrote:
kestral287 wrote:
Flexible bonus feats are a pretty useful thing to have. Picking up what you need when you need it can certainly help. And, yanno, they're super-SAD 9th level casters.
A few flexible bonus feats does not make a non-melee class into a dpr machine. At best, it makes them somewhat competent in melee.

His self-buffs could later on though. OP specifically asked for a non-magic character however. Oracle should be out.

MOunted Combat in general tops DPR, I agree. The "Undersized Mount" feat now allows non-small characters to be mounted combatants in dungeon. I'd say play a Sasquatch Cavalier or Mounted Fury Barbarian.

Dark Archive

rorek55 wrote:
easy, best DPR is a TWF rogue all up in dat grill.

Actually a lot of things leave that in the dust. Two handed power attack, mounted charging, pouncing natural attacks, etcetera all out damage a twf rogue.

Silver Crusade

Cory Stafford 29 wrote:
rorek55 wrote:
easy, best DPR is a TWF rogue all up in dat grill.
Actually a lot of things leave that in the dust. Two handed power attack, mounted cheating, pouncing natural attacks, etcetera all out damage a twf rogue.

not when that rogue has dem sneak attacks


Orc Two-Handed fighter. Yes not as snazy or probably as powerful as some of the builds on here but simple and can hit real hard.

Nemesis, Toughness & Power Attack. Take the orc fighter level bonus and hp bonuses.

Max strength & con. Str22, Con17

HP at 3rd level assuming pfs hp with max level one and 6 each additional level for a fighter plus level bonus plus con plus toughness that's 37 hp and with ferocity you should be able to fight to like -20hp.

Just don't get mind controlled. :)

Exchanging one fighter level for one barbarian level is a good idea.

Also, I'll vote for the small sized cavalier as a potent damage dealer. :)


rorek55 wrote:
Cory Stafford 29 wrote:
rorek55 wrote:
easy, best DPR is a TWF rogue all up in dat grill.
Actually a lot of things leave that in the dust. Two handed power attack, mounted cheating, pouncing natural attacks, etcetera all out damage a twf rogue.
not when that rogue has dem sneak attacks

Not really, he lacks to hit bonus and needs more diverse stats. Even if you were true the Ninja or Vivisectionist Alchemist(make it Beastmorph for pouncing Natural attack+Sneak) have Sneak attack and better Combat abillities.


Lemartes wrote:

Orc Two-Handed fighter. Yes not as snazy or probably as powerful as some of the builds on here but simple and can hit real hard.

Nemesis, Toughness & Power Attack. Take the orc fighter level bonus and hp bonuses.

Max strength & con. Str22, Con17

HP at 3rd level assuming pfs hp with max level one and 6 each additional level for a fighter plus level bonus plus con plus toughness that's 37 hp and with ferocity you should be able to fight to like -20hp.

Just don't get mind controlled. :)

Exchanging one fighter level for one barbarian level is a good idea.

Exchanging the Orc for Sasquatch is even better...


I'll look up the stats for a Sasquatch.


Cory Stafford 29 wrote:
What makes a war sighted oracle so awesome?

its not so much about it being awesome as much as its about your being able to adapt to anything. Im sure anyone here can think a number of builds where you can crit fish better than oracle, or find one that can hit harder than oracle, and so on. But how many can literally change how they fight at will at the cost a move action to fit the circumstances. So since the OP question was "overall" im proposing that a full spellcaster with this big a toolbox is at least a leading contender.

The real question is which mystery/revelation. Battle would offer three feats for free over 12 levels; all of which are better than average for melee combatants. An animal companion that's the same level as you would also increase DPR from lunar. Even loracle would work well enough as then you could replace knowledge with charisma so that you now only need dex, charisma, and a bit of con. Life is also good in the absence of a healer.

Sovereign Court

full bab class + two handed weapon + power attack, at low level, that's all you need.

Lantern Lodge

Why has no one suggested a swashbuckler? I haven't taken the time to hash out a DPR calc to prove it but in my opinion they can out damage and out tank almost every melee build except very specific, such as rage lance pounce, which require circumstances to play and are uber cheese.

Plus level 3 is where the swashbuckler really takes off.


kaisc006 wrote:
Why has no one suggested a swashbuckler?

probably because they start to lose out on the stacking class features of damage that other classes have at mid to high levels. Past a certain point the swashbuckler doesn't add a lot more damage through its features as far as I can tell. I admit the free feats helps towards that end not enough.

I mean an inquisitor without a single feat has greater bane (4D6 per hit) and judgements that should bring in about +5 or 6 at the same level as greater bane. At level 3 the inquisitor has no chance against the swashbuckler though.

Silver Crusade

Eltacolibre wrote:
full bab class + two handed weapon + power attack, at low level, that's all you need.

at low level, you don't even need the full BaB


rorek55 wrote:
Eltacolibre wrote:
full bab class + two handed weapon + power attack, at low level, that's all you need.
at low level, you don't even need the full BaB

agreed. plenty of 3/4 bab classes have means to boost their attack and damage to the same levels as full bab classes. archeologist has archeologists luck, bard has inspire courage, evangelist cleric has inspire courage, clerics could take ferocity, demon, or some such domain.

Full BAB isn't all its made out to be.

Lantern Lodge

Renegadeshepherd wrote:


probably because they start to lose out on the stacking class features of damage that other classes have at mid to high levels.

Hmm I guess I fail to see how. He gains +1 damage per level, if you pick inspired build for rapier at 5th another +2 damage then +1 every 4 levels after that, access to weapon specialization, dex to damage right off the bat. He doesn't need fancy features he is always a killing machine.

For defense, he has parry (which also boosts dpr with riposte), class bonus to dodge, and multiple times add charisma mod to any saving throw.


Cory Stafford 29 wrote:
A few flexible bonus feats does not make a non-melee class into a dpr machine. At best, it makes them somewhat competent in melee.

Don't be too quick to dismiss what a 3/4 'caster' class can do in melee when it's well built (possibly with a dip) and buffed.

If the gap between 3/4 and full BAB is -1BAB/4 levels, just casting Divine Favor/Power with Fate's Favored is +1ab, +1ab/3 levels. If full BAB Power Attack sometimes pulls ahead by 3 damage, Divine Favor/Power adds +1 damage, +1 damage/3 levels. If full BAB has a -5 iterative attack two levels sooner, Divine Power can provide a self-haste effect from mid-level on.

Buffing isn't always easy or even possible, but some builds like the raging Oracle I mentioned above can work a 3/4 BAB class into something that goes from competent without a self-cast buff to monstrous with one. It's easy to focus on generalities, but the devil's often in the details.

On that note, I'm surprised more people haven't mentioned TWF. Sure it's the weaker option in general. But working around it's limitations can, with some classes and features, start to turn having twice as many attacks into a serious advantage.


kaisc006 wrote:

Why has no one suggested a swashbuckler? I haven't taken the time to hash out a DPR calc to prove it but in my opinion they can out damage and out tank almost every melee build except very specific, such as rage lance pounce, which require circumstances to play and are uber cheese.

Plus level 3 is where the swashbuckler really takes off.

Because even if they weren't annoyingly squishy, the Daring Champion Cavalier has his major damage boost, plus keeps the Cavalier's damage boosts on top of it.

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