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

Doh! Sorry, of course you need turn undead before you can take Divine Might.

How about this instead -- max core damage is 98. Max non-core damage is 112.

Half-Orc Druid with heavy warhorse companion. His feat is irrelevant.

The druid attacks with a gnome hooked hammer from his warhorse. He's not proficient with it (unless he spends his feat on Exotic Weapon Prof), but in this scenario he auto-hits for crits.

Let's assume he has 18 str -- not unreasonable for a half-orc.

That does:

Pick (on hand) - 1d6+4 x 4 = 40
Hammer (off hand)- 1d8+2 x 3 = 30

The horse auto-hits with his attacks for criticals doing:

Hoof 1 - 1d6+1 x 2 = 14
Hoof 2 - 1d6+1 x 2 = 14

For a grand total of 98 damage.

In a non-core setting, he could take Monkey Grip (normally a terrible feat) and up the damage to 1d8/1d10. That ups the damage to 112.

I know that doesn't beat the cleric above, but maybe someone can find a way to increase the animal's damage or number of attacks. And if summoned critters are allowed, of course the druid can own easily.
 

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Using base books + The magic of Incarnum: (for us non-core freaks ;) )

A half-dragon skarn barbarian with improved natural attack (claws). Assuming an 18 was put into str, you have a critter with a 28 Str (32 while raging) doing a spine/spine/claw/claw/bite combo for (1d6+11)+(1d6+5)+(1d6+5)+(1d6+5)+(1d6+5).

Assuming they all hit, they all rolled max damage, and they all crit (juuuust a bit of a stretch...) you just pulled [17+(11x4)]x2 for 122 dmg.


It's not LA0, but it's still fun. :)
 
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nittanytbone said:
I know that doesn't beat the cleric above, but maybe someone can find a way to increase the animal's damage or number of attacks.


Improved Natural Attack (Hoof)...



Pick (on hand) - 1d6+4 x 4 = 40
Hammer (off hand)- 1d8+2 x 3 = 30
Hoof 1 - 1d8+1 x 2 = 18
Hoof 2 - 1d8+1 x 2 = 18

For a grand total of 106 damage.

Probably doesn't help much, but what can you do...
 
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Storyteller01 said:
Improved Natural Attack (Hoof)...

Not with a BAB of +3, you don't...

But don't forget the warhorse gets a Bite attack as well.

The druid can also cast Magic Fang on one of the warhorse's natural weapons...

-Hyp.
 

Piratesmurf said:
Not with a BAB of +3, you don't...

But don't forget the warhorse gets a Bite attack as well.

The druid can also cast Magic Fang on one of the warhorse's natural weapons...

-Hyp.


My fault. Didn't catch that.

My half dragon would only do 114 damage then.
 

I think the best weapon for the cleric is a dwarven waraxe in each hand. Sure, your attacks are at -10 / -14 since you have no exotic proficiency and your offhand is not a light weapon, but since you're assuming you land a critical hit, it doesn't matter.

Enlarge Person + Magic Weapon (x2) gives a half-orc cleric a 22 str (+6), and a Large dwarven waraxe is 2d8 with x3 crit.

so:
(16 + 6 + 1) x3 = 69 mainhand
(16 + 3 + 1) x3 = 60 offhand

for 129 total damage.
 
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Back when 3.0 was launched I think people reckoned on the dual pick wielding half orc barbarian for maximum, didn't they?

18 Str, +2 half-orc, +4 raging gives

primary hand 1d6 +7 (str) +1 (power attack) x4 crit = 14 x4 = 56
off hand 1d6 + 3 (str) +1 (power attack) x4 crit = 10 x4 = 40

= 96

Looks like we've got more canny since those days!
 


komondorok said:
I think the best weapon for the cleric is a dwarven waraxe in each hand. Sure, your attacks are at -10 / -14 since you have no exotic proficiency and your offhand is not a light weapon, but since you're assuming you land a critical hit, it doesn't matter.

Enlarge Person + Magic Weapon (x2) gives a half-orc cleric a 22 str (+6), and a Large dwarven waraxe is 2d8 with x3 crit.

so:
(16 + 6 + 1) x3 = 69 mainhand
(16 + 3 + 1) x3 = 60 offhand

for 129 total damage.

It looks like we have a new leader on the board (given the OPs new buff/spell limitations). ;)

And, from someone with only a single post to his credit. Welcome komondorok.

Boy, are the rest of us a bunch of slackers! :lol:
 

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