Max melee damage at 1st level - core vs. non-core

Stalker0 said:
Orc Paladin

Power attack, divine might.

22 str, 16 cha. 6 str x 1.5 = 9. 1 PA = +2. Divine Might = 3. Smite Evil = 1

With scythe crit....1d8x4 + 9x4 + 2x4 + 3x4 + 1x4= 32+36+8+12+4= 92, but with no buffs.

This thread reminds every evil masterminds why you always send minions....because even the lowlest smuck can get it done one time:)

At level 1, he can't have Power Attack and Divine Might. First of all, he only has 1 feat. Second, he can't turn undead at level 1, so he can't take or use Divine Might.
 

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Victim said:
At level 1, he can't have Power Attack and Divine Might. First of all, he only has 1 feat. Second, he can't turn undead at level 1, so he can't take or use Divine Might.

And Divine Might isn't core.
 

Non-core:

Orc Warblade, armed with a scythe, Power Attack, Punishing Stance (+1d6 damage, but -2 AC), and Steel Wind Strike (initiate strike and make melee attacks against two foes you threaten). Assume 22 strength on the orc.

On a crit this is (2d4+9+2)x4 +1-6= 82 damage inflicted on two opponents, a total of 164 damage with a single standard action.

There might be better ways, but that was my first thought for most damage a character can deal on his turn without outside buffs.
 

Piratesmurf said:
He said "maximum melee damage".

Power Attack adds to melee damage rolls. If you Bull Rush someone off a cliff, is their falling damage melee damage?

-Hyp.

No, but the stampeeding bovine that he also mentioned would be considered melee damage, no?
 

Beckett said:
Orc Warblade, armed with a scythe, Power Attack, Punishing Stance (+1d6 damage, but -2 AC), and Steel Wind Strike (initiate strike and make melee attacks against two foes you threaten). Assume 22 strength on the orc.

Orc is a "Core" race, and Power Attack is a "Core" feat. I thought this was Core vs Non-Core? If you are allowing "Core" for the "Non-Core" stuff, non-Core is going to win all the time.
 

Piratesmurf said:
Half-Orc Cleric with the Strength and Destruction domains. 20 Str plus Enlarge Person for a total of 22. Magic Weapon spell on the Enlarged scythe. Divine Favor spell. Destruction Domain Smite power. Critical for a total of (12 + 9 + 1 + 1 + 1) x 4, or 96 damage.

Sure, he's not proficient, but we're assuming a critical, right?

-Hyp.

Can we start the Scythe out as Large, and take the -2 to wield it? Then when we Enlarge it becomes a Huge Scythe? If so, what would the damage be?
 

Of course, once we start looking at multiple attacks, we've also got AoOs to consider.
That certainly makes things messier. ^_^ But I decided to ignore that and just look at the "on your turn" stuff.

Can we start the Scythe out as Large, and take the -2 to wield it? Then when we Enlarge it becomes a Huge Scythe? If so, what would the damage be?
Nope, using a larger weapon incurs a -2 penalty and knocks its "ease of use" category up one. A scythe is already two-handed, so making it large knocks it out of bounds. Monkey grip eliminates the ease of use problem, but of course that is noncore.
 

For the non-core section: Raptorans can glide at 1st level, which gives them the slight chance of pulling off a dive attack, which deals double damage with a piercing weapon if they move at least 30 ft. and descend at least 10 ft.

I don't know if there's a way to get a flying mount at 1st level, so you can spirited charge on a dive attack with a pair of dual-wielded lances using flaws from Unearthed Arcana, Gestalt classes, and some sort of feat to let you attack with two weapons in a charge.
 

RigaMortus2 said:
Orc is a "Core" race, and Power Attack is a "Core" feat. I thought this was Core vs Non-Core? If you are allowing "Core" for the "Non-Core" stuff, non-Core is going to win all the time.

Right, but I think the idea is to assess the difference. Maybe the OP wants to comment?
 

Ooh, a slight (2hp) improvement.

Rather than two enlarged small scythes (1d8/1d8), use a regular scythe and armor spikes. (2d6/1d8) Now the damages are:
2H Scythe: (12+9+1+1+1)*4=96
Armor spikes (8+3+2)*2=26
Total damage: 122, or 118 w/o one of the buffs.

edit: Hmm, just found a rather dubious improvement on the idea. Armor spikes are only a light weapon, and so potentially I could equip my armor with larger than normal spikes and still be able to use them, increasing the damage by quite a lot, and taking advantage of the fact that armor spikes count as a weapon but you don't need to weild them with your hands. If (and it's a big if) this were legal, it would raise the damage by 20 points.
 
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