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The Coup de Grace Sleeping Guy Challenge, /tg/

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Here's the challenge, /tg/. Look at this smug motherfucker. Just laying there. Sleeping. Just.. Zzzz. Get a job, you sleepy guy. Fuck. Or better yet, die.

Maximum damage for a Pathfinder character in a single attack. It can be any build, be it Dex or Strength. Don't worry about rolling a critical; he's right there. Sleeping. Coup de Grace will just plain do an X8 damage. So, your challenge is to, in a single melee attack, do as much damage as possible. Not multi-strike. Just one mighty whack.

Multiple-strikes are not necessary. You just need to do an astrological amount of damage in one attack.

You may use any Paizo sponsored or accepted source materials for weapons, race stats, feats, class builds. The damage can have an element of magic to it, but it must be delivered via a weapon and primarily be a martial attack with numeric damage, not a spell. Enchants and spells can enhance, but the point is to whack.

Assume your DM will be stringent with prerequisites and strict when it comes to 3rd party sources.

Bonus: Character build max damage for levels 5, 10, 15, 20, 25 and 30.
Extra credit: No sneak attack.
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>>52264963
CORRECTION:
http://www.d20pfsrd.com/gamemastering/combat/#coup-de-grace

>You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

You may take class features or weapons that improve crit multiplier.
>>
>>52264963

>Don't worry about rolling a critical; he's right there.
You don't roll to hit for a coup de grace, and it is an automatic critical

>Coup de Grace will just plain do an X8 damage.
That's not how they work.
>>
Rolled 6, 4, 8, 5 + 78 = 101 (4d10 + 78)

Boring entry-level cheese here.
Two-Handed Figher 3/Bloodrager 1/Mutagenic Mauler 1.

Base 20 Strength + Bloodraging (+4) + Mutagen (+4) = 28 Strength (+9 Strength Mod).

Using a Tetsubo (1d10) two-handed, x4 crit modifier. Overhand Chop doubles your strength mod for the purposes of damage with a two-handed weapon and Power Attack is boosted by 1.5. BAB 5 so Power Attack bonus is 4 x 1.5 = 6 and bonus from Strength is 9 x 2 = 18.

4d10 + 6 + 4(18) at level 5.
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>>52268081
good. goood.
More!
>>
Desintegrator gun-magus. Doesn't even need the named bullet for this one, although I guess it helps.
>>
>>52271530
no no. the point is to do raw damage. Doesn't desintegrator imply it's a fort save-or-die roll, not death by massive damage?
>>
>>52271767
Technically it's (at minimum) 120d6 damage, that, if kills, also disintegrates the body.

...

Although, I just realized that the rules surrounding CDG and spellcasting are wonky, so you may need the Named Bullet after all.
>>
>>52271793
can you explain -how- it gets up to 120d6?!
>>
>>52271827
Certainly.

You take a level of Spellslinger wizard, and use a single gun as your casting focus. This makes all ray attacks crit for x3 instead of x2. Then, you take the rest of your levels as either a Myrmidarch, or an Eldritch Archer Magus. These archetypes gain the ability to combine a shot from a ranged weapon with a ray spell; if the attack crits, the spell crits.

Then, you need the spells Named Bullet and Disintegrate. Named bullet is not on the magus spell list, but can be accessed with an Arcana. This spell makes it so that the bullet you cast it on will always crit against a particular type of creature (or a creature you name) as well as dealing some extra damage on top of that. Disintegrate is a ray spell that deals 2d6 damage/caster level.

So, at level 20, you cast named bullet, then shoot the bullet with a disintegrate. You are basically guaranteed to hit and crit, which triples the already impressive damage of a shot from your (at this level) ridiculously magical gun and the 40d6 damage of disintegrate to be 120d6 + some amount.

If sacred geometry is allowed you could even maximize/empower it.

Obviously, this just barely counts as martial since a gun and a bullet is involved, so probably not what you are looking for.
>>
>>52271951
oh, no. Guns and bows/crossbows count.
The damage just needs to be physical or elemental.

I thought the way crits work in pathfinder was you rolled your damage dice and multipled the result. It seems like the way pathfinder does it is just increase the damage dice by a multiple.

So it looks like Disintegrate does a maximum of 40d6; not sure if that would get multiplied or not. But assuming a level 20 Magus, the extra damage would be 40 with Greater Named Bullet.

So the damage via the spell ray would be multiplied by 4, and lets assume maximization. That'd mean 160d6, if what I'm understanding is true, and yes, you can maximize and empower. So that'd come to nearly a thousand damage before empowerment, then around 1500 when all is said and done with the bonus damage from the Magus levels.. then probably an extra 50-80 from the raw gun damage.
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