Challenge: Highest Damage Dealt in a Round


Pathfinder First Edition General Discussion


Simple thought experiment. What is the maximum amount of damage your character can deal in a round.

Rules

1. No Mythic tiers

2. Use whatever you can get your hands on.

3. Bonus points for plausible builds and damage done from character instead of summons or cohorts.

GO NUTS!


I bet the highest personal DPR will come from a lv20 Two-handed Fighter or a Kensai magus.

But to clarify this. Is it the Highest DPR for a characters turn or in 1 round? Because the 1 round could include AoO the character could make and that could really change the outcome.


We'll go one round, to allow in builds that I'm sure involve summoning a ridiculous amount of summons.


I thought the conqueror ooze already won this


AC is also an important thing, otherwise a Synthesist with 500 arms will just have 500 attacks at -1000 and still outdamage everyone else, lol.

But I'm kinda interested in a Sohei Monk

Brawling Armor for +2 attack and Damage with unarmed strikes
Weapon Training for monk weapons, +3 attack and damage with unarmed strikes
Gloves of Dueling for another +2 attack and damage with unarmed strikes
Ki weapon allows for a +5 enhancement bonus for +5 attack and damage

Can Flurry of Blows for 9 attacks with Haste & Ki: 30/30/30/30/25/25/20/20/15
Can attack 2 more times with Medusa Strike: 30/30/30/30/30/30/25/25/20/20/15

Now, you can add all of these hits together with Pummeling Charge, and with free Mounted feats, can theoretically stack Pummeling Charge with Spirited Charge for downright obscene amounts of damage (especially on a crit!).

Of course, more can likely be added to each hit to stack up the points, but I figure that as a general gist, this would be OP enough.

The thing that remains most unclear is whether or not Medusa Strike can be used with Pummeling Charge, IMO.


Ive got a guy who does 800ish damage a round without crits against stuff that is native to a certain terrain.


Scavion wrote:
Ive got a guy who does 800ish damage a round without crits against stuff that is native to a certain terrain.

Oh yeah, is that the Horizon Walker build? Ludicrous bonuses can indeed be gotten with that build.

I was thinking of another build, with an unarmed ninja.

Improved Unarmed Strike

Sap Adept
Sap Master
Knockout Artist

So altogether you do something like 20d6 + 40 per sneak attack, all nonlethal though. But that's on average 110 damage. Add TWF, Haste, and a Ki attack together with Greater Invisiblity (which the Ninja gets access to) and that's closing in on 1000 damage, before damage dice (a ninja can get a monk's damage dice) and before modifiers and other feats.

Since ninja can take the Scout archetype, you can still deal sneak attack on a charge, and arguably even on a spirited pummeling charge... >.>


Unassuming Local Guy wrote:
We'll go one round, to allow in builds that I'm sure involve summoning a ridiculous amount of summons.

Well this also can make the CaGM Barb get insane damage output too.


I would think this would go to a Rage-Lance-Pouncer?
Probably of the Barb 10/Cav 10 variety (since a +10 challenge is better than an improved rage)


Pathfinder Rulebook Subscriber

Since the challenge asks for the maximum damage, not DPR, that means we can assume favorable conditions such as auto-crits, enemies fail all saves, you deal maximum damage. In this case the Blade Adept Arcanist is very strong, focusing on a high-damage spell like Disintegrate with Spell Perfection, Magical Lineage, and Wayang Spellhunter. Get an Orange Prism and Spell Specialization to boost your effective CL to 25. On your turn, cast Intensified Empowered Disintegrate as a Level 6 spell and Quickened Intensified Disintegrate as a Level 6 spell, using the Close Range arcana and Spellstrike to deliver the spell through your weapon.

At CL 25, an Intensified Disintegrate deals 50d6. Empower adds another 25d6, bringing you up to 75d6. Assuming maximum damage, you have 450 damage. On a crit, this becomes 900 damage. The Quickened Intensified Disintegrate deals 50d6, which is 300 maximum, and on a crit it deals 600 damage. Your total damage before adding weapons, buffs, etc comes out to 1500.

In a normal game, this idea is still viable - you can add Maximize for free on the first spell instead of Intensify and come out with 240+20d6 damage. Add a high crit-range weapon and it's possible to hit damage levels high enough to OHKO the toughest foes. Go into Eldritch Knight if you want a decent BAB to back up those spells.

Not sure if it beats Mr. 800 No-Crit up there if he also assumes maximum damage and all crits, but it's a decent baseline for other builds at the very least. Figuring out the weapon damage and what buffs to use would take a loooooooong time.


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Scion of Humanity Aasimar Warpriest 20

32 Dex

Trait: Adopted (Orc, Tusked), Fate's Favored (+1),

Feats: Improved Unarmed Strike, Weapon Focus (Unarmed), Greater Weapon Focus, Weapon Specialization, Power Attack, Martial Versatility (Weapon Focus), Feral Combat Training (Wings), Martial Mastery, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Multiattack, Double Slice, Weapon Finesse, Angelic Blood, Angelic Flesh, Angelic Wings, Metallic Wings, Racial Heritage (Ratfolk), Sharpclaw, Pummeling Strike

Abilities Active: Destruction Blessing (+10), Sacred Weapon (+5), Variant Channeling (Battle, +5),

Items: Amulet of Mighty Fists (Agile, Grayflame, Vicious, Holy)

Spells Active: Divine Wrath (extra attack), Righteous Might (Large size), Weapon of Awe (+2), Moment of Greatness

Full Attack / Pummeling Style (lv20): +31(Divine Wrath)/+31/+31/+31(Bite)/+31(Wing)/+31(Wing)/+31(Claw)/+31(Claw)/+26/+26/+2 1/+21/+16 (before Power Attack subtraction)

Average Damage (with Power Attack): 1033

---

If the Guided weapon enhancement is allowed (Pathfinder Chronicles enhancement, 3.5 era - Wis to Attack and Damage), then:

34 Wis

Feats: Weapon Finesse, Greater Weapon Specialization

Average Damage: 1062

---

Fun workaround of Sacred Weapon (don't need Dual Enhancement):
1) Unarmed Strike requires only one target, because your whole body is considered "Unarmed Strike"
2) Feral Combat Training applies all enhancements placed on Unarmed Strike to the selected Natural Weapon
3) Martial Versatility + Martial Mastery applies Feral Combat Training to all natural weapons.

Result:

You take 1 Swift Action and you power up Unarmed Strike, Claws, Wings, Bite all at once with Sacred Weapon.


chbgraphicarts wrote:


You take 1 Swift Action and you power up Unarmed Strike, Claws, Wings, Bite all at once with Sacred Weapon.

I'm pretty sure that's not how it works. It makes it count as unarmed strikes for things that can boost unarmed strikes but not natural attacks. But it doesn't insta give you a bonus you receive for unarmed strike like with sacred weapon.


Chess Pwn wrote:
chbgraphicarts wrote:


You take 1 Swift Action and you power up Unarmed Strike, Claws, Wings, Bite all at once with Sacred Weapon.
I'm pretty sure that's not how it works. It makes it count as unarmed strikes for things that can boost unarmed strikes but not natural attacks. But it doesn't insta give you a bonus you receive for unarmed strike like with sacred weapon.
Feral Combat Training wrote:
Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

Sacred Weapon augments the damage dealt by an Unarmed Strike to 2d8 at Medium, 3d8 at Large.

If you activate Sacred Weapon or use Magic Weapon to augment an Unarmed Strike by giving it a +5 Enhancement Bonus, Feral Combat Training applies it to your selected Natural Weapon.

Martial Mastery applies Feral Combat Training to all weapons in the Natural Weapons Group.

Therefore, if you activate Sacred Weapon or Magic Weapon on Unarmed Strike, all your Natural Weapons also all get hit by the same effect (that being, +5 enhancement).


The SUPER-NOVA magus
Kensai Bladebound Magus 20

Trait: Magical Lineage, Signature Spell both disintegrate

Feats: intensify spell, spell focus, weapon specialization, quicken spell, power attack, spell specialization, spell perfection, eldrich heritage orc, improved eldrich heritage orc, maximize spell, greater weapon focus, greater weapon specialization, Weapon Focus, skill focus

Arcana: close range, empowered magic, bane blade, quickened magic, one free arcana

Items: Belt of Str + 6

Spells Active: Undead Anatomy III (huge size +6 str), haste, Keen Edge (keen), Holding a disintegrate spell

Full Attack with Katana assuming precise strike works:
+ 32 with a maximized intensified disintegrate on it
+ 32 haste
+ 27
+ 22
+ 32 with a maximized empowered intensified disintegrate on it
+ 32 with a quickened maximized intensified disintegrate on it

Average Damage assuming failed saves : 2496.608

Average Damage assuming failed saves and all crits : 4829


Level 10 wizard with lesser rod of maximize. Cast fireball. Do 60 damage each to targets. 60 targets are standing in the area. 3600 damage. No critical hits required.


Level 20 evocation wizard with magical lineage and wayang spellhunter casting a maximized stormbolts.
That's 170 damage to everyone within 30ft radius spread. As it is centered on you (and you can take out targets) you might want to exclude yourself from the damage so not all squares are hit.

I don't know how many squared a 30ft radius spread will hit but I guess it is some. Assume some sporting event or a busy market place.


The Charge Pouncer
dwarf Wild rager barbarian 11, Gendarme Cavalier order of the sword 8, mammoth rider 1

Trait: Zest for Battle, Community-Minded

Feats: skill focus, Mounted Combat, extra rage power (reckless abandon), Ride-By Attack, Raging Vitality, Raging Brutality, horse master, Spirited Charge, amplified rage, power attack, improved crit, reckless rage, eldrich Heritage orc, improved eldrich Heritage orc, Greater Eldritch Heritage orc

Rage Powers: lesser beast, Ferocious Mount, beast, Greater Ferocious Mount, Greater beast

Items: belt of str con +6
furious courageous bane impact +5 lance
Horsemaster's Saddle
Vambraces of the Tactician
Banner, Champion's
Righteous +1 fullplate
Headband cha +6
manual con +5
belt str +6
Boots of Speed
manual +4
mighty fist +5

Spells Active: haste, touch of rage*, Power of Giants*, righteous might

activate Raging Brutality as a swift

Full Attack with lance charging :
+ 56
+ 56 haste
+ 56 wild fighting
+ 51
+ 46
+ 41

Average Damage : 1371.610

average damage for the first hit : 522.310

Now I didn't calculate the Huge Elephant's attacks, but it has a 50 str and the normal elephant attacks plus improved claws and a bite and pounce and amulet mighty fist +5. So that's another large source of damage from this charge.


Human sorcerer (orc bloodline): spell battering blast

Two possibilities (i dont know if the first is avaible)

1- boost to CL with

+2 from trait:
Gifted Adept (battering blast)
Secret of the Impossible Kingdom (Battering blast)

from feats:

Magic Tattoo EVocation +1
Bloodmage initiate +1
Spell specialization +2
Spell Perfection +1+1+2=+4

equip: 1 rod lesser rapid
1 weapon +10 (+5 courageous and whatever)

CL 30

Throw 6 blast with bonus to hit touch AC 10 base+15 (touch of rage) + dex

6 x 7d6+7 (spell) + 15 (touch of rage + courageous weapon)

standard action

42d6 +57 = 309 (maximized)
42 x 3.5 + 57 = 204 (empowered)
total = 513

Rod of rapid =1026

2 if the trick with caster level it's not avaible (i'm sorry for that)

CL 25 (easy to accomplish)

all the same things above but 5 blast

5 x 7d6+7 + 15

35d6 + 50 = 260 (maximized)
35 x 3.5 + 50 = 142,5 (empowered)
total = 402,5

Rod of rapid = 805

Force damage


I'm not going to calculate it through but an aberrant aegis 16/ titan fighter 1/titan mauler 3 with powerful shape, increased size, improved increased size, brawn +6, improved damage, quickened attacks wielding an aklys 6 sizes larger than he normally is (starts at light so +2 for two-handed, +2 for improved increased size, +1 for powerful build, +1 for titan fighter/titan mauler),with the complete vital strike line, raging and getting some AoOs should deal some damage.
Sadly I do not know what damage dice an aklys (medium 1d8) of +6 sizes would do.

Assuming we start with an orc with 22 Strength with all level bonuses in strength he should have a strength of 41 while raging. (18 base +4 racial +6 brawn, +4 size, +4 rage +5 level)

All the above is without any equipment except for his colossal aklys. (the last 2 size steps come from his increased size which affects the weapon, too). No magic gear, no external buffs and I guess I still have some customization points left. +1 Rage power and not sure about feats.

Damage: (Collossal aklys + 2 size steps)x4 + 22 (strength)+18 PA

Edit:
Feats should be used up. 3 vital strike feats, powerattack, EWP:Aklys.
Traits: Giant blooded for less penalties

Sovereign Court

In actual gameplay it would suck - but I think the top theoretical single target damage in the perfect situation would come from a level 20 suli monk who had been polymorphed into a large earth elemental by Polymorph Any Object.

Their strength would be at least 44, and each of their potential 13 swings (7 base, 1 ki, 1 haste, 2 medusa's wrath, then trip w/pummeling bully to greater trip & vicious stomp to net 2 more) would deal 4d10+34+8d6 (17 strength, 12 power attack, 5 enchantment allying weapon, 4d6 elemental from amulet, 2d6 vicious, 1d6 elemental fist, 1d6 suli elemental) damage. All while mounted on a huge creature with spirited & pummeling charge!:P

Without crits the potential single target damage would be 3,172. With Improved Crit/Pummeling - critting the whole thing is rather likely. And that's without trying too hard. I'm sure there are ways to boost it even higher - but I'm too lazy.


Just going to set this highest possible damage build right here:

Highest DPS in a Single Round:
Stacked Explosive Runes! Triggered by a Greater Dispel Magic guaranteed to fail. You get no save and take as much force damage as there are runes x 6d6 (or more if maximized).

Sovereign Court

Anzyr wrote:

Just going to set this highest possible damage build right here:

** spoiler omitted **

Yes - it is theoretically infinite damage which is dealt in a single round. But your character spent many rounds working on it. So it technically fails the "maximum amount of damage your character can deal in a round". :P (Semantics? Yes. But semantics I shall cling to!)


I can out semantic you~!

We're only looking at the maximum amount of damage that you can *deal* in a round. And all the damage is certainly dealt in one round.

Sovereign Court

Anzyr wrote:

I can out semantic you~!

We're only looking at the maximum amount of damage that you can *deal* in a round. And all the damage is certainly dealt in one round.

Right. All the damage was done in one round - but none of that damage was done by the character in that round. It was done by the exploding runes. The exploding runes weren't created by the creature in that round


The highest caster level guy from the other thread using reach X3 frostbite. It was around 1,4 mill subdual damage. At a range a bit longer than the distance to the Moon.
But of cause a CR 1/3 skeleton is immune to subdual:)


Build 1:
I recall seeing reach builds that had like 40' reach.
Add Whirlwind and Combat Patrol.
Give them non-swarm smallish (tiny? fine?) enemies that fit lots per square.
Add in trip builds that get AoOs, with lots of Dex and Combat Reflexes.

Build 2:
Max speed character.
Full playing field of foes.
Damaging aura.

/cevah


though not the king of DPR Olympics a diabolist theologian cleric based on fireball or other blasting is very practical. Summon as a standard action 7 beasts and then quickened cast an intensified/empowered spell. Depending on specifics you easily get a few hundred damage. Unlike traditional DPR Olympics this diabolist has a meat shield for when things don't go his way so It deserves a little more credit than only dish out damage.

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