What class abilities gives damage that scales with level?


Advice


So.. I started thinking about this a little while ago.. What class abilities (Not spells) gives damage that scales with level?

I know there is Sneak Attack, The Cavalier's Challange, the Monk and Brawlers unarmed damage and the Warpriest's Sacred Weapon damage. Are there any other classes that have a ability that gives damage that scales with level in similar ways to the ones I mentioned?


Given what you are using as examples then almost every class that isn't a full caster has some sort of ability that gives an ability that increases damage as you level.

Inspire courage, smite, rage, studied combat, judgements, precise strike and so on.

Most classes that aren't full casters are given some mechanic to help with attack damage.


What about abilities like the Warpriests Scared Weapon and Sneak attack that dosent have limited uses per day?


Most classes have something that deals damage and scales with level.

From the Core Rulebook:
Barbarian - Rage (not direct damage, but increased Strength).
Bard - Inspire Courags
Cleric - Channel Energy
Druid (not sure)
Fighter - Weapon Training
Monk - Unarmed damage increase
Paladin - Smite Evil
Ranger - Favoured Enemy
Rogue - Sneak Attack
Sorcerer (not sure)
Wizard (not sure)

So all but the 9th level casters get something, and there even the Cleric can channel. The other 9th level casters have more spell-based options, but may also have bloodline/school options. I'm not sure on the Druid, but Wild Shape has some pretty hefty damage options.

For all day options you have the Fighter, Monk, Ranger and Rogue. They vary in power and usefulness depending on your party and what enemies you're facing.

What is it that you're looking for?


Not quite sure what I'm looking for.. Sorry for being so vague.. I just saw people say that Sneak Attack isent good and is too unreliable, And you are best in looking for other ways to add to your damage that is more reliable. So I guess I'm trying to figure out other class features that add extra damage that is more reliable and dosent have uses per day...


Merellin wrote:
Not quite sure what I'm looking for.. Sorry for being so vague.. I just saw people say that Sneak Attack isent good and is too unreliable, And you are best in looking for other ways to add to your damage that is more reliable. So I guess I'm trying to figure out other class features that add extra damage that is more reliable and dosent have uses per day...

Sneak attack is reliable if the party works together.

The problem is, teamwork is discarded in theorycrafting.


(It is also discarded if the group just doesnt work well together. But yeah, its partly a theorycraft thing.)


I feel like the damage of most classes "scales" with level. Rage gets stronger. Weapon Specializations happen. BAB gives iterative attacks. The rogue's "problem" is more about a lack of accuracy than a lack of maximum damage. Most martial classes get bonuses to accuracy in addition to already having a good BAB. This leaves the rogue with a big attack that hardly ever hits and that you have to jump through hoops to use.

If you're just looking for scaling dice, I'm surprised no one mentioned the kineticist though.


Non-use-limited abilities
Alchemist: Mutagen
Investigator: Studied Combat & Studied Strike
Warpriest: Sacred Weapon damage
Ranger: Favored Enemy
Medium: Spirit Bonus (Champion Spirit)
Fighter: Weapon Training
Monk: scaling unarmed damage
Vigilante: Fist of the Avenger, Lethal Grace, Take 'em Alive
Brawler: scaling unarmed damage
Slayer: Studied Target
Swashbuckler: Precise Strike
Kineticist: blast damage

Limited abilities with enough uses to last most combats:
Bard: Inspire Courage
Magus: Arcane Pool
Alchemist: bomb damage
Skald: Inspired Rage
Warpriest: Sacred Weapon
Occultist: Transmutation Implement's Legacy Weapon
Bloodrager: Bloodrage
Barbarian: Rage
Unchained Barbarian: Powerful Stance

Highly limited abilities:
Inquisitor: Judgement
Paladin: Smite Evil
Cavalier: Challenge

And that's without archetypes. Molthuni Arsenal Chaplain Warpriest's Weapon Training, Warrior Poet Samurai's Graceful Strike, Freebooter Ranger's Freebooter’s Bane, and so on.

Note that most of these abilities also increase attack rolls, which is a big part of what makes them better (and can work as an additional damage bonus via Power Attack).

Volkard Abendroth wrote:
Sneak attack is reliable if the party works together.

No, Sneak Attack is reliable if the party has more than one melee and if these other melee(s) don't have pounce or other limited-range-full-attack abilities, and if the enemies are close enough to move half-way around, and then the party needs to work together. Because gimping another character just to enable your crappy NPC class's overrated misnomer-attack isn't "teamwork", it's inefficiency.


Thanks for the replies!

The Kineticist.. This class sounds intresting but every time I try to read it I get information overload.. I am intimidated by the sheer ammount of information to work through and I saw someone explain it away with every class using things you are used to while Kineticist plays like no other class and thus has to have a lot more information on how everyting works... But I get intimidated by it.. Even if it looks realy intresting...


Going to quote myself from the past, but when I get time I should make a better one of these.

Melkiador wrote:

Kineticist can be a lot to take in.

1. You have the blast. That part is pretty straight forward.
2. You have burn, which is like a resource pool but you also take non-lethal damage for how much you’ve used it.
3. You have infusions that modify the blast. These usually cost burn, but the cost goes down as you level because of infusion specialization.
4. You have overflow which gives buffs based on your level and how much burn you've taken.
5. You have metakinesis, which is like metamagic for the blasts, and it uses burn.
6. You have gather power, which can lower the final burn cost of a blast.
7. You have utility powers which may or may not cost burn, with typically no way to avoid the burn if there is any.
8. You have defense powers that are free but you can improve with burn.
9. You have composite blasts which are a lot like regular blasts but usually do multiple damage types with slightly more damage and have burn.
10. You have internal buffer which lets you pay tomorrow’s burn costs today.


Melkiador wrote:

Going to quote myself from the past, but when I get time I should make a better one of these.

Melkiador wrote:

Kineticist can be a lot to take in.

1. You have the blast. That part is pretty straight forward.
2. You have burn, which is like a resource pool but you also take non-lethal damage for how much you’ve used it.
3. You have infusions that modify the blast. These usually cost burn, but the cost goes down as you level because of infusion specialization.
4. You have overflow which gives buffs based on your level and how much burn you've taken.
5. You have metakinesis, which is like metamagic for the blasts, and it uses burn.
6. You have gather power, which can lower the final burn cost of a blast.
7. You have utility powers which may or may not cost burn, with typically no way to avoid the burn if there is any.
8. You have defense powers that are free but you can improve with burn.
9. You have composite blasts which are a lot like regular blasts but usually do multiple damage types with slightly more damage and have burn.
10. You have internal buffer which lets you pay tomorrow’s burn costs today.

Thank you! The class seems realy intresting and could be quite fun. I'l have to sit down and try to push through the mountains of text that intimidate me so with the class. Never seen anyone play one, Nobody in my group has touched them or even mentioned them.


Volkard Abendroth wrote:
Merellin wrote:
Not quite sure what I'm looking for.. Sorry for being so vague.. I just saw people say that Sneak Attack isent good and is too unreliable, And you are best in looking for other ways to add to your damage that is more reliable. So I guess I'm trying to figure out other class features that add extra damage that is more reliable and dosent have uses per day...

Sneak attack is reliable if the party works together.

The problem is, teamwork is discarded in theorycrafting.

I've found more times than I care to count that "teamwork" from a Rogue's perspective means "the barbarian is obligated to put herself in a bad position so that I can do more damage". Flanking isn't always practical to do, and unlike the Slayer a Rogue that isn't sneak attacking doesn't count as a PC class at all.

For the OP's question, if what you want is raw, always on damage bonuses then I don't think it gets much better than a Champion Medium.


It is fairly standard for any class that hits things to have some form of damage scaling (and usually, attack bonuses too, often from the same mechanic).

Mesmerist also has scaling with painful stare. You usually give this damage to someone else (which has the advantage of not being in melee range), but the damage is much nicer if you use it yourself. Add the right feats and favored class bonuses, and you could get 9d6+20 damage on every hit.

Of course, this is a 3/4 bab class without attack bonuses. You can mostly make up for that by not using power attack, but that detracts from your effective damage.

I have fun making a fake knight using mesmerist with this kind of build. Fake medium armor with the armor expert trick, use race to grab a longsword. And lie my rear off and trick people into believing I am a fallen noble (with the NPC class).

Grand Lodge

Why should the remainder of the party adapts to a rogue, instead of the character trying what they could to figure it out self ? Teamwork is no given. To that to work, one has to prove to be able to pull the worth alone if needed. And then only if the player can't despite good efforts, then the others take the risk.

Teamwork is out of the question in theorycrafting most of the times, because of doing so alone, and not with a group. Now someone can take the risk to do so but with the risk of being far less efficient if the others' goals don't match.


Derklord wrote:
Note that most of these abilities also increase attack rolls, which is a big part of what makes them better (and can work as an additional damage bonus via Power Attack).

Note that Power Attack is also an ability that provides a damage bonus that scales with level. Not technically a class ability, but an ability that certain classes (those with decent attack bonuses) are good at using.


Matthew Downie wrote:
Derklord wrote:
Note that most of these abilities also increase attack rolls, which is a big part of what makes them better (and can work as an additional damage bonus via Power Attack).
Note that Power Attack is also an ability that provides a damage bonus that scales with level. Not technically a class ability, but an ability that certain classes (those with decent attack bonuses) are good at using.

You reminded me:

There is also the Halfling Feat Risky Striker.


Animal Companions and Mounts scale up with level.


Druid Wildshape scales up with level.


The Hex > Major Hex Class Features provide two limited options :

* [Hex] Summer's Heat (Su) - this deals Non-Lethal Damage equal to your Witch Level. A Target can only be affected 1/day.
* [Major Hex] Restless Slumber (Su) - this deals 1d10 Damage each Turn and since it acts like Slumber (Su), the number of Rounds increases with your Witch Level, resulting in more Damage. Again, the Target can only be affected 1/day.

Grand Lodge

I will say that kineticists look very intimidating because of all that text, but google N Jolly's guide to the kineticist and that will spell it out.

In play they are actually pretty simple. You gather power, apply an infusion and do the listed amount of damage. They actually have an extremely high floor that's makes them quite easy to play.


Doesn't the investigator's abilities scale up? Yeah, the Studied Combat adds half his level as a bonus to attack rolls and damage rolls and studied strike does as well.


Arachnofiend wrote:
Unlike the Slayer a Rogue that isn't sneak attacking doesn't count as a PC class at all.

This is a little funny to me. Not because she's wrong or anything, but because my only pure Rogue doesn't have Sneak Attack at all. (Phantom Thief archetype.) And yet, she still needs teamwork in order to function in battle well.


Heather 540 wrote:
Arachnofiend wrote:
Unlike the Slayer a Rogue that isn't sneak attacking doesn't count as a PC class at all.
This is a little funny to me. Not because she's wrong or anything, but because my only pure Rogue doesn't have Sneak Attack at all. (Phantom Thief archetype.) And yet, she still needs teamwork in order to function in battle well.

Obviously archetypes that trade out Sneak Attack for something else can work well... I'm not sure if I'd consider the Phantom Thief to be one of those unless you're playing a game where combat just isn't a priority (in which case why the hell is this campaign being run in Pathfinder). The one that trades out sneak attack for 6th level casting is pretty good.


For an exceptionally strong specific scaling power combo go cavalier, dwarf(fcb) and daring champion arytpe. Thus you have challenge(with dwarf fcb) and prisise strike. Heck of a lot scaling damage.

Not that I've ever played it but bar light armor and 1 handed weapon restrictions (bladed brush if you like) it seems quite darn strong.

Side note you can carry your banner(flagbearer?) in your offhand or have a buckler with Heraldric enchant.

P.S I've been thinking about this cavalier I'm building way too much, making an Esquire but noticed this build as the only other really exciting mount less cavalier but I'm about the teamwork feats and have this clan like dwarf theme in my head so ignoring it and didn't want to cheese an Esquire with a daring champion follower - also fancy prancy dwarves? It's more of an elf thing clearly.


Arachnofiend wrote:
Heather 540 wrote:
Arachnofiend wrote:
Unlike the Slayer a Rogue that isn't sneak attacking doesn't count as a PC class at all.
This is a little funny to me. Not because she's wrong or anything, but because my only pure Rogue doesn't have Sneak Attack at all. (Phantom Thief archetype.) And yet, she still needs teamwork in order to function in battle well.
Obviously archetypes that trade out Sneak Attack for something else can work well... I'm not sure if I'd consider the Phantom Thief to be one of those unless you're playing a game where combat just isn't a priority (in which case why the hell is this campaign being run in Pathfinder). The one that trades out sneak attack for 6th level casting is pretty good.

I haven't actually gotten a chance to play her yet. This is because I built her to work with her twin brother who's a Dashing Thief Swashbuckler. I would give her Precise Strike but her brother doesn't have room in his build to take it so it would be useless.

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