Doctor Shaft said:
A Hulking Hurler can easily TPK... but only if you give said Hurler some kind of obscene advantage.
Wow. I guess in your games, anything that's not totally insane will just be a total walkthrough then, huh?
I'm incubus. My original build is the one that causes multiple thousands of d6 damage. To do so, it requires:
One feat
None of it's skill points
Almost none of it's equipment allowance
So making one with an obscene hide and move silent score would not be difficult. Or one with an item to let it teleport. Etc etc.
In short - anywhere in any adventure where the party are challenged by a fighter, you could slot in the basic hulking hurler build, and replace that puny weapon damage with something truly obscene.
For reference, I think you can make an equivalent character at CR 7 that does 13d6 (plus 20 or so) a shot. I don't think that's reasonable for a CR 7 encounter. This is not something that a 20d6 damage cap will fix
Finally - it's not the classes, or the race that are the problem. It's CW's insane rules for damage from large objects. Take away hulking hurler, and the character just has to stick to melee to do his insane damage. Take away war hulk, and the character just has to find other ways to boost his carry capacity, and there are plenty of them.
Change CW's rules to say "an object of size X does damage Y, regardless of weight" and the problem just goes away. Stats for improvised weapons already exist. Just read the entry for "club". 1d6 damage, 10ft range, zero price. Now we just need approximate sizes for large, huge, gargantuan and colossal clubs. At a guess, a wagon probably counts as a colossal club. I think that 3d6+1d8+sizeable strength bonus is appropriate for hitting someone with a wagon, don't you?