Creating something with highest possible damage output


Advice


Hi there!

So the group that I'm playing with came up with a one time only thing where all players try out something and maximise it as best as we can.

We each drew a lot from an idea pile and that is what we should make.
One received 'best healer'. Another received 'best debuffer' and so on.

I drew the 'best damage output' lot. So I wanted to get some advice here on how to make this.

We have a few guidelines regarding this:

- No 3rd party (companions and such of Pathfinder Roleplaying game are allowed. Pathfinder Society isn't allowed)
- We say best damage output but no amount of damage can be dealt when we can't even hit. So we must have a suitable attack bonus
- Damage output is regarded as highest possible damage in a single round
- Also we wanted this as a test for a level we usually play. So let's keep it at a maximum of level 10

Aside from that, we're good to go. We don't need to have a lot of health or whatever. We just need to be able bring a high amount of damage.

If you have any suggestions, please let me know!


Gunslinger with a Vortex gun might be hard to beat...
[Edit] or two small sized vortex guns...


Need to grab AM BARBARIAN.


Is buffing beforehand (or even debuffing the enemy beforehand) permissible?

Assuming no to both then the top damage is almost certainly a sorcerer with bloodline mutations focusing on one spell.

Edit: or possibly someone maxing out caster level for telekinesis, with a large amount of Artokus' fire/acid run thru a hybridization funnel.


Check out the DPR Olympics


I'm not sure that blasters Sorcs can really hit their stride at 10

I don't know what gunslingers can do but I believe inquisitors/war priest archers can hit around 170DPR at this level.

Summoners and druids are probably worth a look too.


Vidmaster7 wrote:
Need to grab AM BARBARIAN.

Never

But seriously pick a build you want to play and optimize the damage for it.

Archers and Gunslingers have amazing damage output on single targets. They can start full attacking sooner than melee and have tremendous Range.

A blasting caster can do good numbers to an entire group of enemies and tag on other nasty effects (Rime and Dazing). Where the archer might be doing more single target when you hit multiple enemies the damage adds up among them.

If you choose to do it melee wise your going to have to figure out what kind of class you want to be and where you want the damage to come from. Pure additions (STR, PA, Specialization), Single Hit (Vital Strike Builds), Precision Damage (Sneak Attack/Precise Strike), Spell damage (Magus, eldritch knight), Lancing.

What is interesting you?


Are you looking for biggest damage in one hit, or most DPR?


What ever you do choose, make sure to use a scroll of glimpse of the Akashic first. For +16 to hit and +16 to damage, on every attack, for a whole minute.


Thank you all! I will take a look at these :)

Chess Pwn wrote:
Are you looking for biggest damage in one hit, or most DPR?

I'd guess DPR because I would like to do more attacks.


Assuming that you can get CL 15 with telekinesis (varisian tattoo, spell specialization, orange prism ioun stone, perhaps a sorcerer bloodline or something) then that's 15 attacks. With acid & Artokus's fire, run thru a hybridization funnel that's 15 touch attacks doing 2d6 fire + 1d6 acid, + 1d6 fire next round. Hmm. Seems less than Chromantic Durgon's archer.

An orc bloodline sorcerer with Blood Havoc, Blood Intensity, Empower Spell, Quicken Spell, traits to take 2 off the cost of metamagic, & CL 14 (with the same boosts as above bar the bloodline) casting their favourite spell - battering blast - gets 2 touch attacks doing 1.5*(7d6+14) and 2 doing 7d6+14, all force damage. Mean touch AC around CR10-13 is 12, it should be possible to get a +9 to attack without too much trouble for this sorcerer. DPR is then 181.9. The DPR gets 50% higher next level which is when it takes off leaving CD's warpriests and inquisitors in the dust, but it looks slightly better than them even now.


Yep looks like battering Blast is our new best bet although it runs out of ammo pretty quick.
Although actually so does the archer because it relies on Divine power.


mythic twohanded fighter with vital strike and a coupple bloodrager levels with furious finish can get well over 600 damage in a single hit and probably over 2000 damage on a crit


I mean we've generally been sticking to level 10 none mythic...


crossblooded sorc, orc and draconic with bloodhavoc will net you on average 100 damage per target with an empowerd fireball at level 7 could probably pump it up to about 150 average damage for level 10 and have the ability to change the element altho you will lose some damage for changing it away from your draconic specilization. with an empowerd persistent fireball and then a quickend persistent fireball you can get some were into the high 200s low 300s(lets say 275 average damage) for damager per target and hit quite a few targets at a time up to 44 targets at a time assuming flat ground and no flyers for up to 12100 damage in a single round in that senario

Grand Lodge

I don't love playing pure martial characters and I don't enjoy archers not because they are bad but because I like having a variety of abilities.That said I have had a blast play 2 highish DPR builds. Both have good defensives and the DPR I'm quoting is on the builds I have played so much of my wealth when into non optmized gear.

Build 1

Eldritch Guardian/martial master/Mutagen Warrior 9/ Ulfen Guard 1 (half elf)

Attack bonus comes from full BAB, str, mutagen, rage, dedicated adversary, outflank, menacing amulet of mighty fist, furious weapon property. You very quickly hit the hit 95% of the time range.

Your damage comes from 2 BAB attacks, 1 from boots of speed, 1 from hurtful. This with a improved crit fauchard should generate a crit every turn. Which activates the outflank, paired opportunist set of attacks; an additional attack for you and a 2 for your flying fox familiar. Then your familiar gets to take a turn.

DPR on this build is north of 200 but what is nice is it can be built with great saves, minor magic abilities, offers flight and battle field control. It is a very adaptable build. If you fit dirty fighting in and strength surge rage power, you can me a beast at combat maneuvers on the fly.

Build 2

Shield and Kukri Sayer (TURN COAT human)

Heavy shield and kukri. The weapon choice is to allow you to switch from thf with the shield to twf with both weapons to keep your damage up when you are not when you can't full attack.

Build Basics

TWF, ITWF, Improve Shield Bash, but the real reason for playing a slayer is Shield Master at level 6 and Bashing Finish at level 10. You will also want to retrain a feat to extra slayer talent to get opportunist at level 10.

The way you play this character is you charge when you need to for a studied 2 hand power attack. Get into position and draw your Kukri. Following rounds, you TWF to generating crits with the Kukri which give extra shield bashes. Then when a teammate attacks you take your opportunist attack. Again, with boots of speed you should be getting 4 TWF/ITWF attacks, 1 haste attack, 1 bashing finish attack and 1 opportunist attack. On top of that you have a 35% chance of an additional crit per round.

This build has good damage with no sneak attack 120ish, 200+ with sneak, and destroys the high HP low AC creatures because you can add power attack to every attack (this is situational but very useful sometimes)

You have lots of skill points and the new turn coat archetype lets you be a decent back up face.


Going back to telekenisis.
You can very easily get at least CL 12 by level 10.

Grab a quicken rod so you can cast twice in a round. That's 24 attacks.

Use AVR's method above with the hybridization funnel for the 2d6 fire and 1d6 acid.

Cast Node of Blasting beforehand on each of the vials you will be using.

Use a scroll of glimpse of the Akashic beforehand.

Now you have 24 attacks that do 6d6 (save for half) + 2d6 fire + 1d6 acid +16.

You will hit on everything but a nat 1 so your crits almost negate your miss chance (because you have a 5% chance to fail to confirm).

If the target saves half the time against the nodes of blasting, then you do 1011.465 average damage in that round. With another 79.8 fire the next round.

If you could get your caster level to 15, you would have 30 attacks for 1264.331 average that round.

It's requires some set up and prior planning but man, that's a lot of damage.

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