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Hawk7915
2009-08-02, 01:27 PM
A friend of mine has a dream. A dorky dream, but a dream nonetheless. He wants a character that can deal 20d6 damage in a single attack roll. The limitations:

Not a Caster - there are lots of spells that let you roll 20d6+ dice (Disintegrate, Polar Ray).

Not ToB: I'm not as familiar with ToB but I know there are some high dice maneuvers in there. This guy hates ToB though, so even if there is a maneuver that does 20d6, it's right out.

Level 20: If it's not possible until level 20, that's cool, but no epic level stuff.

Gestalt is fine, but not preferred.

So I have two ideas:

1. Gestalt Rogue 11/Assassin 9 // Warlock 19/Scout 1
- Assuming this all stacks out, the 'lock wins initiative or goes invisible, moves 10', and fires off a 9d6 Eldritch Blast that gets +1d6 skirmish damage and +10d6 sneak attack damage against the enemies flatfooted touch AC. Add various invocations and maybe Craven, and this is a deadly attack.

2. A Scout 19 with Improved Skirmish using a Greatsword that is enchanted to be a +1 Shocking Flaming Icy Acidic Sonic Vicious Holy Demonbane Sword against a Balor :smallbiggrin:.
- Move 20' and you get 7d6 Skirmish dice for your 2d6 sword. All those properties grant 1d6 fire, 1d6 ice, 1d6 electric, 1d6 acid, and 1d6 sonic damage, 2d6 holy damage, and 4d6 untyped damage (you also take 1d6). Only against evil demons, and your attack bonus sucks, and you probably are better off trying to make full attacks via Dervish or Lion Barbarian or whatever...but 20d6 in one swing, baby!

So, what are your guy's builds? What's the lowest level this is possible? Can you get more dice of damage?

Zergrusheddie
2009-08-02, 01:33 PM
Rogue19//Sneak Attack Fighter 18/Something else 1 using a shortsword would work. Sneak Attack (Rogue) 10d6 + Sneak Attack (Fighter) 9d6 + Shortsword 1d6 = 20d6.

Dogmantra
2009-08-02, 01:33 PM
I don't have a full build, but lots of Rogue PrCs have +1d6 sneak attack at first level. Take a lot of first levels, and you can build up around +15d6 as opposed to only 10d6.

Woodsman
2009-08-02, 01:34 PM
Not ToB: I'm not as familiar with ToB but I know there are some high dice maneuvers in there. This guy hates ToB though, so even if there is a maneuver that does 20d6, it's right out.

How can you hate ToB? The classes in there aren't as nearly as powerful as full casters.

AstralFire
2009-08-02, 01:36 PM
+1 flaming, shocking, frost, holy, anarchic, vicious, merciful weapon.

Rogue 20.

Terrible. But it works.


How can you hate ToB? The classes in there aren't as nearly as powerful as full casters.

Some people have this idea that the swordsage's two mystical disciplines = the entire book is 'anime'. I'd rather not have this full argument again, so let me do a sneak preview:



RAAAAAAAAAR WEEABOO FIGHTAN MAGIXS

RAAAAAAAAAAR THERE IS ZERO MAGIC HERE, BAKA-SAN

YAR YOU BE PULLIN' ME PEGLEG, NINJA LOVER

YOU ARE VERY GAIJIN, HADOKEN AND DIE

«~Keep it civil in here or this thread gets locked~» - Astral is not the Sheriff in the Playground

Random832
2009-08-02, 01:37 PM
Gestalt Rogue 19//CAdv Ninja 19 - Sneak Attack +10d6 stacks with Sudden Strike +10d6.

Also, put a ridiculous amount of damage abilities on a weapon. (Flaming Frost Shock Holy Orcbane Shortsword = 8d6 against evil orcs. If money is no object, you can be True Neutral and have a golf bag full of these)

Adumbration
2009-08-02, 01:42 PM
Warlock 17/Hellfire Warlock 3. That's 14d6 right off the bat as a ranged touch attack. +4d6 from Warlock's Scepter, making it 18d6.

Hmm. Does anyone have ideas on adding +2d6 to that?

Woodsman
2009-08-02, 01:46 PM
Some people have this idea that the swordsage's two mystical disciplines = the entire book is 'anime'. I'd rather not have this full argument again, so let me do a sneak preview:

This doesn't make much sense to me, but I can see how it would to other people.

I'll leave it at that.

Hawk7915
2009-08-02, 01:57 PM
This doesn't make much sense to me, but I can see how it would to other people.

I'll leave it at that.
I know it's dumb, but this guy is usually our DM and is convinced that ToB is OP. I don't want to get into an argument, but suffice to say that when a 2WF Swashbuckler using Two-weapon Pounce is one on the most powerful characters our play group has ever seen, ToB probably is more powerful than we need.


Gestalt Rogue 19//CAdv Ninja 19 - Sneak Attack +10d6 stacks with Sudden Strike +10d6.


Doesn't that technically only add up to 18d6? Of course, Assassin 1 on the Rogue side + a shortsword or Rapier for weapon = 20d6, but just being accurate :smallsmile:.

My scout build, I believe, can get higher. Take Monkey grip for a Large Greatsword and it's up to 21d6! That's right: Monkey. Grip.

Any way to get this up that high without Precision damage? I'm thinking something large monkey-gripping a huge weapon...

Zergrusheddie
2009-08-02, 01:57 PM
Orc Fighter

Feats:
Mounted Combat
Ride-by Attack
Spirited Charge
Headlong Rush


Equipment:
Strongarm Bracers (8k)
A Shocking Fiery Large Lance
A Huge Horse

Spells:
Enlarge Person

Your weapon does 3d6. With Spirited Charge and Headlong Rush, that's 12d6. Add in Shocking and that 16d6. Fiery makes it 20d6.

You need to charge, have about 16,700 gold, be an Orc, and be at least level 4.

HamHam
2009-08-02, 02:02 PM
Warlock 17/Hellfire Warlock 3. That's 14d6 right off the bat as a ranged touch attack. +4d6 from Warlock's Scepter, making it 18d6.

Hmm. Does anyone have ideas on adding +2d6 to that?

Bloodline levels.

Hawk7915
2009-08-02, 02:02 PM
Orc Fighter

Feats:
Mounted Combat
Ride-by Attack
Spirited Charge
Headlong Rush


Equipment:
Strongarm Bracers (8k)
A Shocking Fiery Large Lance
A Huge Horse

Spells:
Enlarge Person

Your weapon does 3d6. With Spirited Charge and Headlong Rush, that's 12d6. Add in Shocking and that 16d6. Fiery makes it 20d6.

You need to charge, have about 16,700 gold, be an Orc, and be at least level 4.
I'm not familiar enough with this to know if it checks out, but I think we have a winner! You can easily do this before ECL 10 with WBL I think, and it doesn't use precision damage, and it doesn't have a ridiculously long-named weapon so you could actually get some enhancement to it later on.

ericgrau
2009-08-02, 02:07 PM
You can get +8d6 from a magic weapon plus another +10d6 (vampiric touch) if it's spell storing, then +11d6 sneak attack on top of that. Greatsword for 2d6. 31d6 total. Easy. Not sure what's the earliest level for 20d6.

Fuzzy_Juan
2009-08-02, 02:08 PM
hmm...rogue 1, monk 1, rogue 9, ascetic rogue, superior unarmed strike, monks belt... for 2d10 base hand damage. and level 10 rogue sneak attack of 5d6.

add improved unarmed strike for the upgrade to 4d8.

add greater mighty wollop (or combination of that and enlarge/polymorph) to go from med-large, large-huge, huge-gargantuan, gargantuan-collosal...so 4 size increases...4d8 goes to 6d8 (med to large), 6d8 goes to 8d8 (large to huge), 8d8 goes to 12d8 (huge to gargantuan), and 12d8 caps then at 16d8 (gargantuan to collosal).

after that, grab an amulet of mighty fists and enchant it or some gauntlets with flaming, frost, lawful...all that jazz...if you get some exhalted stuff, you can also get sacred strike to bump those sneak attacks to d8's vs. evil.

Not the 20d6 that he envisioned...however, I hope he can lice with the upgrade to d8s. 16d8 with a sneak boost of 5d6 plus extra d6 for enchantments can stack up in bad bad ways for those on the recieving end.

Alleine
2009-08-02, 02:08 PM
I remember Sinfire Titan mentioning in a Warlock thread about getting retarded high damage through PrC abuse. It went something like Warlock -> Hellfire Warlock + bloodline + Legacy Champion + Uncanny Trickster, and maybe another PrC.

Bloodlines, Legacy Champion, and Uncanny Trickster all increase previous class features, so you continued Eldritch blast progression and Hellfire blast progression. A major bloodline adds another 6d6 to hellfire, Legacy champion and uncanny trickster advance advance whichever of the two you took first for some double advancement in everything else. I don't recall exactly what the damage output was, but it was many, many d6.

Siosilvar
2009-08-02, 02:12 PM
Since your player doesn't want ToB, replace Warblade with any full BAB class (besides Fighter).

Rouge 12/Psychic Rogue 1/Spellthief 1/Assassin 1/Invisible Blade 1/Ronin 1 // Ranger 2/Lion Totem Barbarian 1/SA Fighter 9/Warblade 3/Ninja 1/Nightsong Enforcer 1

Gets Full BAB, Pounce, TWF, 15d6 Sneak Attack and 1d6 Sudden Strike at 15th level. Use a pair of +1 Deadly Precision Assassination Kukris (total enhancement +4) for +1d4+1, +3d6 Sneak Attack, making 19d6+1d4+1 damage, which is the same average as 20d6.

Levels which get a SA bonus are in red.

1: Rogue//Ranger - 1d6, WF (Kukri)
2:Psychic Rogue//Ranger - 2d6, TWF
3:Spellthief//Lion Totem - 3d6, Pounce, Imp. Init
4:Rogue//SA Fighter - 4d6, Evasion
5:Rogue//Warblade - 5d6
6:Assassin//Warblade - 6d6, EWP (Bastard Sword)
7:Invisible Blade//Ninja - 6d6 (1d6 Sudden Strike, 1d6 w/ dagger, kukri)
8:Nightsong Enforcer//Rogue - 7d6
9:Ronin//Warblade - 8d6, Martial Stance (Assassin's Stance, +2d6 SA not included)
10:Rogue//SA Fighter - 9d6
11:Rogue//SA Fighter - 10d6
12:Rogue//SA Fighter - 11d6
...

Pharaoh's Fist
2009-08-02, 02:13 PM
Monk with the Sizing Enchantment on his person. Boost jump, increase size, jump above an enemy, land on him, and deal 20d6 falling damage.

woodenbandman
2009-08-02, 02:30 PM
Just play a king of smack. I won't look it up for you, but suffice it to say that 32d8 damage per hit should be enough for you.

Adumbration
2009-08-02, 02:31 PM
Monk with the Sizing Enchantment on his person. Boost jump, increase size, jump above an enemy, land on him, and deal 20d6 falling damage.

Actually, I think you can do it at 1st level. I can't recall the specifics, but it involved a morbidly obese human that jumped on people. It may have even used Up the Walls feat or something like that.

AmberVael
2009-08-02, 02:33 PM
Here you go:

Rogue 11/Monk 1/Scout 1

+1 flaming shocking gauntlet with an acid energy crystal

2d6 unarmed strike base damage
+6d6 sneak attack
+3d6 skirmish
+2d6 skirmish (improved Skirmish feat)
+1d6 frost damage
+1d6 shocking damage
+1d6 acid damage
+4d6 (greater psionic weapon feat).
Total: 20d6.

You'll want the Swift Ambusher feat, and the Ascetic Rogue feat, which will allow your Rogue levels to count for unarmed strike damage AND skirmish bonuses/damage. Be an Elan or something so you can get psionic feats.
I also recommend some reliable method of catching people flat-footed.

It isn't the best method, and I'm sure a bit of tinkering could improve on it, but it doesn't rely on using a horse (which, IMO, is kind of chancy).

I do think using Warlock has potential, but this is what I thought of just off the top of my head.

AstralFire
2009-08-02, 02:33 PM
I did that with a Half-Giant monk level 11, I think. Greek game.

Epimetheus, but my DM just started calling Super Mario.

Zergrusheddie
2009-08-02, 02:40 PM
I'm not familiar enough with this to know if it checks out, but I think we have a winner! You can easily do this before ECL 10 with WBL I think, and it doesn't use precision damage, and it doesn't have a ridiculously long-named weapon so you could actually get some enhancement to it later on.

You can drop the Storgarm Bracers and instead take:
Feats:
1. Mounted Combat
1F. Ride-by Attack
2F. Spirited Charge
3. Monkey Grip
4F. Headlong Rush

That gets an a -2 to attack but saves you 8 grand.

kemmotar
2009-08-02, 03:30 PM
not that difficult at level 20...

scout 1/rogue 19

feats: swift ambusher, improved skirmish for 17d6 (assuming you can sneak attack and move 20 feet.)

add 3 elemental damage effects for the last 3d6 and you have a simple +20d6 to each attack...

If you wanna go gestalt, add warlock full with scepter for another 14d6, infinite ammo and around the clock flight, invisibility and general fun...

Rixx
2009-08-02, 03:31 PM
Submerge them in molten lava for one round.

AppleChips
2009-08-02, 03:33 PM
For more utility, carry around a ring gate that leads to a lava pit, and pull it down over their head.

Pharaoh's Fist
2009-08-02, 03:39 PM
"Want to see a magic trick?"

negativity 101
2009-08-02, 04:21 PM
Race: Ogre (Large size, enlarged to huge with a
LA. 2, Racial HD 4
str: 18 (originally)
+10 str. (racial)
+ 6 str. (Belt of giant strength, Enchantment bonus)
+5 (Manual of bodily health +5, inherent bonus)
+4 (rage, Barbarian, unnamed)
+2 (Permanency: Enlarge person, Size bonus)

str: 45 - +17

Barbarian/Fighter/Hulking Hurler 1/4/2
ECL 13
BA 10

+1 sizing, returning, frost, shock Rock:
To hit: +29 (+ 10 BA, + 17 str., +1 Weapon focus, +1 weapon)
Dmg: 175d6 + 26 (173d6 bludg, 1d6 cold, 1d6 electricity, +25 (str. bonus), +1 weapon)


Feats: 8 (2 racial, 3 lvls., 3 fighter)
Point Blank Shot (Required for Hulking Hurler)
Power Attack (Required for Hulking Hurler)
Weapon Focus (Rock) (Required for Hulking Hurler)
Instantaneous Rage
Extend Rage
Brutal Throw

Special Abilities:
Rage
Catch weapon
Really throw anything
Two-Handed hurl trick (Overburdended Heave)

Carrying capacity:
Light load: 17024 lb (266 x 16 (High Str.) x 4 (Huge Size))
Medium load: 34112 lb (533 lb x 16 (high str.) x 4 (Huge size))

Rock Weighing 34112 lb
The first 400 lb makes it do 5d6 dmg.
For every additional 200 lb, the Rock does an extra 1d6 dmg. (As defined by Complete Warrior p. 159
34112 lb - 400 = 33712/200 = 168d6 (168,56 rounded down) + 5d6 = 173d6
We now make it an +1 frost, shock, sizing. So it now does an even 175d6
(173d6 bludg dmg, 1d6 cold, 1d6 electricity, can be the size of a marble at the start of combat and returns to sender at the start of the next round.

JaxGaret
2009-08-02, 04:26 PM
All you need is enough gold to form a Peasant Railgun.

negativity 101
2009-08-02, 04:28 PM
Oh, and for tactics... Just throw at the thing that annoys you the most:smalltongue:

kemmotar
2009-08-02, 04:32 PM
now that we're being cheesy...just use the eschew materials anti matter bomb or the locate city bomb:smalltongue:

FMArthur
2009-08-02, 04:36 PM
Guys, you need at least Scout 3 for Swift Ambusher or Improved Skirmish - you don't qualify without the Skirmish AC bonus that you don't get at first level.


Here's a really stupid way to maximize a Sudden Strike:

Halfing Rogue (RoW) 1 / Rogue 1 / Halfling Rogue 1 / Scout 3 / Ninja (CA) 1 / SA Thug (UA) 1 / Master of Masks (CS) 1 / Assassin 1 / Avenging Executioner (CS) 1 / Spellthief (CA) 1 / Nightsong Enforcer (CA) 1 / Psychic Rogue

Halfling Rogue substitution gives an extra d6 on Sneak Attacks with thrown weapons or slings, both times, in exchange for a loss of a d6 on melee Sneak Attacks.

Scout gets Skirmish; move 10ft before attacking to get 1d6 more. At 5th level this is advanced to 2d6; Swift Ambusher (CS, qualify at 6th level) lets Rogue levels stack for this. Improved Skirmish (CS) increases Skirmish by 2d6 when moving 20ft. So starting at 9th level you'll have 2d6 more Sudden Strike than your level.

*So that's a 16d6 Sudden Strike with a thrown weapon (and after moving) by 14th level.*

Finish off with a level of something psionic if you like and take the Psionic Shot and Greater Psionic Shot feats for 4d6 more, or get weapon abilities that add d6s. You'll need Strongarm Bracers to make a Javelin use a d6. :smallwink:

Darrin
2009-08-02, 04:42 PM
1. Get an unseen servant. For example:
http://www.wizards.com/default.asp?x=dnd/fools/20030401c

2. Get a Feather Token: Swan Boat.

3. Ask your DM how much the Swan Boat weighs.

3a. After a few minutes watching him dig through his books, ask him instead, "Ok, so it weighs what, more than 4000 lbs, right?" (It's at least a 20' x 40' boat, roughly the same size as a keelboat or small barge, which can carry several tons as cargo.)

4. Give the feather token to the unseen servant, tell him to fly 15' above your opponent and activate the token.

5. Opponent (and anyone else underneath the boat) takes 20d6 from falling object damage, no save.

(If you have a raven familiar, or a flying character/companion that can activate by speaking a command word, you can do this trick over and over again with a folding boat, only 7200 GP.)

Admiral Squish
2009-08-02, 04:42 PM
For more utility, carry around a ring gate that leads to a lava pit, and pull it down over their head.

I have to do this now. EWP: Ring gate. Drop it over their head (Melee touch attack?), use it to send your enemy's weapon into a lava pit (Disarm), Catch blows (Total defense?)...

Deastorm
2009-08-02, 04:43 PM
It's funny how I can go from hating how unoptimized my regular group is to being thankful for it in one thread = )

Keld Denar
2009-08-02, 05:07 PM
Anyone know how 2d10 increase when you boosts size?

A Human Monk2/PsyWar18 with Tashalatora (Secrets of Sarlona) swings 2d10 fists. Now we add the size boosts.

CL20 Greater Mighty Wallop = +5
Expansion (Augemented) = +2
Fang Ring = +1
Improved Natural Attack = +1
=9 size increases, which, IIRC, should stack.

So...Collosal++++

If 2d10 progresses like 2d6 or 2d8, then you get thus:

2d10 > 3d10 > 6d10 > 9d10 > 18d10 > 27d10 > 54d10 > 81d10 > 162d10

correct me if I'm wrong....either way, thats still a TON of damage...

have fun rolling your attacks!

kemmotar
2009-08-02, 05:11 PM
Guys, you need at least Scout 3 for Swift Ambusher or Improved Skirmish - you don't qualify without the Skirmish AC bonus that you don't get at first level.



my mistake, but still, since both scout and rogue levels stack the mistaken scout 1/rogue 19 is not very different from scout 3/rogue 17...still the same amount of damage..

Nevertheless, i apologize for the misinformation and not looking properly at the scout:smallbiggrin:

Skorj
2009-08-02, 05:21 PM
It's funny how I can go from hating how unoptimized my regular group is to being thankful for it in one thread = )

Yeah, I think there are hulking hurler builds that can throw neutron stars for 1 billion d6 or some such (with free ioun stones if your weapon is sundered - a cookie to anyone who gets that reference).

Haven
2009-08-02, 05:40 PM
Since I haven't seen it mentioned, for any of these builds that work on charging, I suggest the addition of Rhino Hide armor for an extra +2d6.

AmberVael
2009-08-02, 05:41 PM
Guys, you need at least Scout 3 for Swift Ambusher or Improved Skirmish - you don't qualify without the Skirmish AC bonus that you don't get at first level.

Oh. Right. Silly me. I was staring right at the prereqs, too. :smallsigh:

John Campbell
2009-08-02, 06:37 PM
2. A Scout 19 with Improved Skirmish using a Greatsword that is enchanted to be a +1 Shocking Flaming Icy Acidic Sonic Vicious Holy Demonbane Sword against a Balor :smallbiggrin:.
- Move 20' and you get 7d6 Skirmish dice for your 2d6 sword. All those properties grant 1d6 fire, 1d6 ice, 1d6 electric, 1d6 acid, and 1d6 sonic damage, 2d6 holy damage, and 4d6 untyped damage (you also take 1d6). Only against evil demons, and your attack bonus sucks, and you probably are better off trying to make full attacks via Dervish or Lion Barbarian or whatever...but 20d6 in one swing, baby!

The sonic weapon enhancement (screaming) only does 1d4 (and d8s instead of d10s for the burst version). This is the price you pay to do sonic damage, which practically nothing resists.

You can swap it out for energy surge, though, which will give you +3d6 of one of the other energy types (up to Con mod + 1 times per day), though.

This is probably not a really good idea, though, because, speaking of resistances, if you're going up against a balor, you probably shouldn't get to count any of the other energy dice, either. They're immune to both fire and electricity, and have more cold and acid resistance than 1d6 can possibly get through. This is basically true of almost all demons, though most of them replace the actual fire immunity with merely enough fire resistance that you're not getting through it with 1d6.

For balor-smacking, try picking up Monkey Grip (yeah, it sucks, but we're just trying to stack up dice here) and using a Large +1 sacred axiomatic holy surge evil outsider bane charging cold iron greatsword. Use your free level to pick up Barbarian 1, with Complete Champion Lion Totem cheese. That gives you, on a charge, base weapon damage 3d6+1 magic, cold iron, and good (bypasses Mr. Balor's DR), +2d6 from holy (and another +3d6 from the surge once per round, up to Cha mod + 1/day), +2d6 from axiomatic, +2d6 from sacred, +2+2d6 from bane, +2d6 from charging, plus your 7d6 skirmish... on a full attack, for a total of 20d6 per attack (plus an extra 3d6 on the first hit), none of which the balor resists.

Optionally, if it doesn't break the "no caster" rules (I don't see why it should; you need a caster to make magic weapons too), get yourself enlarged for the extra weapon damage.

eta: Ooh, yeah, rhino hide, too, for up to 25d6.

Keld Denar
2009-08-02, 06:46 PM
Yea, I've seen those tables, but I've never seen 2d10 anywhere on them. I guess you could extrapolate that if 1d10 > 2d6 then 2d10 > 4d6.

I could have sworn that I saw somewhere that dice progression from sizes above 2d6 followed a 3/2 > 2 > 3/2 > 2 pattern.

And you aren't really collosal...you are only huge. Your fists, however, ARE!

Kyrthain
2009-08-02, 06:48 PM
I have to do this now. EWP: Ring gate. Drop it over their head (Melee touch attack?), use it to send your enemy's weapon into a lava pit (Disarm), Catch blows (Total defense?)...

Funny. I had just been thinking about a more practical version of the peasant rail gun that involves ring gates, and I stumble upon a thread that mentions both

Fizban
2009-08-02, 07:02 PM
You can get +8d6 from a magic weapon plus another +10d6 (vampiric touch) if it's spell storing, then +11d6 sneak attack on top of that. Greatsword for 2d6. 31d6 total. Easy. Not sure what's the earliest level for 20d6.

Alternatively, be a gish and add another Simiting Spell'd Vampiric touch. Two vamp's at CL20 is 20d6. Technically a spellcaster, but hey, it works.

I hate to be that guy, but why does he want an attack with 20d6? People who make attack rolls don't use d6's, they use power attack (except rogues, but they're squishy).

ZeroNumerous
2009-08-02, 07:19 PM
Warlock 17/Hellfire Warlock 3. That's 14d6 right off the bat as a ranged touch attack. +4d6 from Warlock's Scepter, making it 18d6.

Warlock 11/Hellfire Warlock 3/Legacy Champion 6

5d6+18d6+4d6 as a ranged touch. Add the vest soulmeld that gives DR 1 vs Con Damage. You deal 27d6 at 250ft out due to Eldritch Spear.

John Campbell
2009-08-03, 12:22 AM
Grrr... I just remembered that the charging enhancement only works on mounted charges, which don't get you your skirmish damage.

Well, screw Scout, then. If you're after d6es, skirmish doesn't advance quickly enough anyway. Go Rogue instead, for the 10d6 Sneak Attack dice, deny Mr. Balor his Dex, and Sneak-Attack-mounted-charge his ass. I'm pretty sure you can get Spirited Charge (and its prereqs), Powerful Charge, Greater Powerful Charge, and Monkey Grip into a 19-level Rogue build. Use the other level to pick up any random class that gives you 1d6 Sneak Attack or Sudden Strike at 1st level.

(I'm pretty sure you can better-optimize your Sneak Attack, but I don't feel like figuring out how. There was a thread a little while back that I think thoroughly covered it.)

Use the aforementioned enhancements on a Large lance, wear a rogue's vest and rhino hide, and that gives us:

6d6 weapon damage (with Spirited Charge),
+2d6 from Greater Powerful Charge,
+2d6 from rhino hide,
+2d6 from holy,
+2d6 from axiomatic,
+2d6 from sacred,
+2d6 from bane,
+2d6 from charging
+12d6 Sneak Attack/Sudden Strike (10d6 SA from Rogue, +1d6 from rogue's vest, +1d6 from Ninja or something)...

... for a total of 32d6 damage, not counting the 3d6 surge. If you can get yourself enlarged and get a mount that can still carry you, you get an extra 4d6 from that.

Doc Roc
2009-08-03, 12:36 AM
+1 flaming, shocking, frost, holy, anarchic, vicious, merciful weapon.

Rogue 20.

Terrible. But it works.



Some people have this idea that the swordsage's two mystical disciplines = the entire book is 'anime'. I'd rather not have this full argument again, so let me do a sneak preview:

Nearly fell out of my chair laughing. Made of win.

Person_Man
2009-08-03, 10:34 AM
This has already been suggested, but I though I should re-state it to show how simple it is:

20d6 = 3.5 * 20 = 70 average damage (max 120)

Power Attack + Full BAB + Spirited Charge + Lance Two Handed =

3[1d8 + (Str * 1.5) + (BAB * 2) + magic]

You break 70 damage around level 8 and 120 damage around 11th. Pure core. Pick up Pounce (http://www.giantitp.com/forums/showthread.php?p=5884385), and you're set.

If you don't like lances, there are numerous other ways.

If you just want a giant handful of dice to throw around without using magic, I suggest Incarnum or psionics (especially pimped out Claws of the Beast).

Curmudgeon
2009-08-03, 12:09 PM
A Human Monk2/PsyWar18 with Tashalatora (Secrets of Sarlona) swings 2d10 fists. Now we add the size boosts.

CL20 Greater Mighty Wallop = +5
Expansion (Augemented) = +2
Fang Ring = +1
Improved Natural Attack = +1
=9 size increases, which, IIRC, should stack.
Nope. You can benefit from at most 2 of these.
Multiple magical effects that increase size do not stack.
Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself. If you had actually looked at the stats for the Fanged Ring you would see that it grants Improved Natural Attack (unarmed strike) and thus you can get no benefit from having that feat twice. Greater Mighty Wallop on unarmed strike is the same type of effect as Improved Natural Attack (unarmed strike) -- an effective size increase in the weapon's damage over its natural size -- so should operate in parallel; you can choose +1 from Improved Natural Attack (unarmed strike) or +5 from Greater Mighty Wallop.

You still get 2 real size boosts and 5 effective weapon size boosts, which is pretty impressive.

Indon
2009-08-03, 03:11 PM
A Type VII Necklace of Firebals explodes for over 80D6 damage. Play a fire-immune character, run up next to your enemies, attack yourself with a magical fire attack and intentionally fail the save.

Can a player intentionally fail saves on behalf of his magic items?

Edit: Type II necklaces explode for 18D6.

Fluffles
2009-08-03, 03:22 PM
level: 20th

Centaur Hulking Hurler/War Hulk (http://www.dandwiki.com/wiki/War_Hulking_Hurler_(DnD_Optimized_Character_Build) )

Maxes out at 14319d6+32. Yeah.

Dr_Emperor
2009-08-03, 04:12 PM
I've done this before as an BBEG,
Azurin Incarnate 2/warlock 15/hellfire warlock3

Soulmelds
Lightning gauntlets(bound) 5d6
Incarnate Weapon 1d8
Strongheart Vest

Warlock invocations 8d6 blast
Hideous blow
I suggest invisibility and some kind of status effect

Feats: Open least chakra, bonus essentia
This all adds to 6d6 hellfire + 5d6 lightning +8d6 blast+1d8 weapon+ strength= 19d6+1d8+strength I'm off by a d6 and fail.

BenTheJester
2009-08-03, 07:42 PM
A straight Dragonfire Adept level 15 can do it. No feat, no anything.

Tiamat's Breath at level 15 = 5x 7d6. At level 20 that's 5x 9d6.

Curmudgeon
2009-08-03, 08:36 PM
A Type VII Necklace of Firebals explodes for over 80D6 damage. Play a fire-immune character, run up next to your enemies, attack yourself with a magical fire attack and intentionally fail the save.

Can a player intentionally fail saves on behalf of his magic items?
That doesn't work. While you can voluntarily forego a saving throw and accept the consequences, you must roll a natural 1 on a saving throw to affect items in your possession. If you accept the consequences you don't roll, so your items are unaffected. From Rules Compendium, page 112:
Unless the descriptive text for an effect specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed if the attack can harm objects. Refer to the following table. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and, if the save fails, take whatever damage the attack deals. So you've got to randomly roll a 1 (5% chance), and then randomly select 4 items affected (40% chance if the necklace is the only magical jewelry), and only then can you decide to forego the save. That's a total chance of only 2% each time you try this tactic.

Keld Denar
2009-08-03, 08:54 PM
Except not, in this circumstance, because the specific rules of the Necklace of Fireballs (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#necklaceofFireballs) supercedes the general rule of failed saves and items.



If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.


Also, normally an attended object makes a save as if it were the owner. This one specifically doesn't, as stated in the quoted passage. So while YOU can intentionally fail a save to subject the necklace to fire (per quoted text), you couldn't intentionally fail the save for the necklace. If the necklace rolls well, you need to apply more fire!

imp_fireball
2009-08-03, 09:14 PM
Warlock 17/Hellfire Warlock 3. That's 14d6 right off the bat as a ranged touch attack. +4d6 from Warlock's Scepter, making it 18d6.

Hmm. Does anyone have ideas on adding +2d6 to that?

Channel it through a greatsword. >_>
-----

22 STR 20 CON water orc barb 1 with improved grapple. If the GM allows a sufficiently grappled opponent to be thrown and there happens to be a convenient cliff nearby, move near it, fling enemy off so that it lands upon an area far down that the GM hasn't even bothered to map out. 20d6 damage!

Alternatively, fling them onto a painful obstacle (ie. a trap or sharp corner) so that they suffer both falling damage and any consequence of being caught in a deadly trap (usually it helps to have the rogue locate it and then figure out a way for everyone to get around it without disabling it).

Alternatively (again), invest in Knowledge: Architecture and Engineering and Craft: Trap Making. If money is no object, purchase 20 vials of alchemist's fire - the party can pool resources for this or a few can take craft: alchemy to get it all at level one. Plant them behind a trap door placed conveniently atop a slope (it helps to be dwarf to locate a sufficient inescapable slope that an enemy might somehow not be aware of). Fashion a tripwire. When enemy steps across it - trap door opens - truck load of alchemist's fire dumps down upon enemy. Ensure that it all lands in one small area to eliminate the logic behind a GM fiat. 20d6+ fire damage should result.


That's easy, just make a low level rogue, sweet talk the enemy into jumping off a cliff ("All your friends just did it...).

That requires the enemy to become a fanatic, which is DC 50 - impossible at level one - not to mention it takes multiple rounds for a full talking, unless you make it 'swift' which ups the DC even more.

My barb build is easier.

Curmudgeon
2009-08-03, 10:05 PM
Except not, in this circumstance, because the specific rules of the Necklace of Fireballs (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#necklaceofFireballs) supercedes the general rule of failed saves and items.
Huh. Obviously I missed that, so thanks for pointing it out.

Of course there's the basic problem that a fire-immune character doesn't make saving throws against fire anyway, so there's nothing to fail.

Keld Denar
2009-08-03, 10:48 PM
Forgive my typical skeptacism, but...citation?

The only thing I could find was under:



A creature with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.


No where does it say that a creature doesn't have to roll a save. It just says that it doesn't take the damage. I couldn't find any other references.

Technically, I think undead still have to roll saves vs [Mind Affecting] stuff too, but in since they aren't affected by them, its typically not done. Normally, a DM would shortcut rolling saves for fire immune creatures, since it has absolutely no impact on the game. If, however, it did, in the case of the Necklace of Fireballs, it should be rolled, since nothing states that they don't.

EDIT:
And Imp Fireball, I believe the current record for getting someone from 0 to Fanatic is level 6. A Half Elf Bard (Racial Sub)1/Marshall1/Binder4 or something like that, with Skill Focus and Persuasive can Diplomance someone as a standard action, take 10 on it, and has a +40 minimum Diplomacy score, thus automaking the DC 50 to convert to fanatic and sending millions of fanatical worshipers off the 200' high cliff into total submersion lava.

40d6 FOR GREAT JUSTICE!

Curmudgeon
2009-08-03, 10:55 PM
No where does it say that a creature doesn't have to roll a save. It just says that it doesn't take the damage. I couldn't find any other references.
How would that make any sense? You don't make a caster level check for SR against someone with spell immunity. Someone with diplomatic immunity from laws doesn't have to be arraigned and stand trial for a crime they can't be convicted of. Immunity means there is no effect possible, so the whole process is eliminated.

ZeroNumerous
2009-08-03, 11:05 PM
Immunity means there is no effect possible, so the whole process is eliminated.

"I'm immune to fire, therefore so is my stuff"

Wrong.

Keld Denar
2009-08-03, 11:08 PM
I'm not saying it makes sense, but much of RAW doesn't. There is no reason why you can't check SR against a creature with Magic Immunity. You go into it knowing that the answer is no, but that doesn't mean that the check doesn't "occur". A character with what...a +9 bonus to jump checks can automatically jump over a 10' chasm even on a roll of 1 with a running start. For the sake of expedience, I've seen DMs tell the player of that character that they don't need to roll. No where in the rules does it say that if a character has a +9 jump check they don't need to roll. Rolls are often omitted for the sake of speeding up gameplay.

Technically, say...a Fire Giant's gear, is not covered by its Fire Immunity. If that giant were hit with a Fireball, the giant itself wouldn't be affected. There is a chance that the giant would roll a 1 though, and that it's Cloak of Resistance +1 (assuming it had one) could get burned up. The giant is immune to fire, but its gear is not, and thats still a viable threat to the gear.

Like I said, doesn't come up often, but there are other consequences to failing a save than just taking damage that you would be immune to.

ZeroNumerous
2009-08-03, 11:14 PM
A Half Elf Bard (Racial Sub)1/Marshall1/Binder4 or something like that

Level 4:
Venerable Half-Elf Bard 2/Marshal 1/Dragonfire Adept(or warlock) 1.

24 CHA: +7
Marshal Aura: +7
Ranks: +8
Beguiling Invocation: +6
Item of Diplomacy: +2
Skill Focus: +3
Diplomacy Feat: +2
Racial: +2
Circlet of Persuasion(Usable only by Half Elf Bard/Marshal/DFAs[Or Warlocks]) +3
Cloak of Charisma +2(Usable only by Half Elf Bard/Marshal/DFAs[Or Warlocks])
Total: +40

I cheated to do it, but it's possible. :smalltongue:

Can't do it as a standard action, but I can Fascinate as a standard due to Half-Elf Bard 1.

Keld Denar
2009-08-03, 11:32 PM
What about Venerable Half Elf Bard1/Binder1/Warlock1/Marshall1?

Template - Magic Blooded (+2 Cha -2 Wis)
Trait: Trustworthy? (+2 dip -2 bluff)
1st Persuasive
3rd Improved Binding
4th Skill Focus (Diplomacy) from Marshall

Using your items -
Cha = 20 base +3 age +1 level +2 Custom Item = 26 (+8)

So, you have
8 ranks
+8 Cha
+8 Mashall
+6 Beguiling Influence
+2 Racial
+2 Trait
+3 Skill Focus
+2 Persuasive
+3 Custom Circlet

+42

And you can take 10 on it

And if you bind Whats-His-Name, you SHOULD be able to get the ability to make checks as a standard action with no penalty, but I don't recall off the top of my head.

MW Tools are a Competance bonus, and so is the Circlet of Persuasion, so they wouldn't stack.

ZeroNumerous
2009-08-03, 11:36 PM
Template - Magic Blooded (+2 Cha -2 Wis)
Trait: Trustworthy? (+2 dip -2 bluff)

I thought about that one, but I figured it'd be really unlikely to happen. TO-wise, it'd be workable but CO-wise it doesn't fly.


MW Tools are a Competance bonus, and so is the Circlet of Persuasion, so they wouldn't stack.

Tools are Circumstance bonuses.

ShneekeyTheLost
2009-08-03, 11:49 PM
a simple 'charger build, using Power Attack, Shock Trooper, Leap Attack, and a few others, ought to do very well indeed.

Your GM doesn't like ToB? Fine, a one-level dip in Lion Totem Barbarian from Complete Champions, and you have Pounce. Now you get a full attack on your charge. Have a nice day.

But hey, it could be worse... he could Duo-Wield his Duo-Wield so he can shoot bows while he's shooting bows...

tyckspoon
2009-08-03, 11:54 PM
a simple 'charger build, using Power Attack, Shock Trooper, Leap Attack, and a few others, ought to do very well indeed.

Your GM doesn't like ToB? Fine, a one-level dip in Lion Totem Barbarian from Complete Champions, and you have Pounce. Now you get a full attack on your charge. Have a nice day.

But hey, it could be worse... he could Duo-Wield his Duo-Wield so he can shoot bows while he's shooting bows...

Charge builds usually stack static damage and multipliers, not roll dice. You can easily do 20d6 worth of damage, but it doesn't have quite the thrill of rolling your damage by shaking a cube of dice out onto the table. So wrong suggestion for this particular thread.

ShneekeyTheLost
2009-08-03, 11:56 PM
Charge builds usually stack static damage and multipliers, not roll dice. You can easily do 20d6 worth of damage, but it doesn't have quite the thrill of rolling your damage by shaking a cube of dice out onto the table. So wrong suggestion for this particular thread.

There was a thread about maximizing sneak attack which may be of relevance... had something like 35d6 sneak attack at level 20.

Keld Denar
2009-08-04, 12:04 AM
But hey, it could be worse... he could Duo-Wield his Duo-Wield so he can shoot bows while he's shooting bows...

Popular meme is popular.

ZeroNumerous
2009-08-04, 12:12 AM
Popular meme is popular.

I heard you like mudkips. So I put a meme in your meme so you can annoy while you annoy.

On topic: I'd like to hear about the 35d6 sneak attack. Could you PM it to me or post it here?

ShneekeyTheLost
2009-08-04, 12:16 AM
I heard you like mudkips. So I put a meme in your meme so you can annoy while you annoy.

On topic: I'd like to hear about the 35d6 sneak attack. Could you PM it to me or post it here?

here (http://www.giantitp.com/forums/showthread.php?t=111626) is the thread

sofawall
2009-08-04, 01:10 AM
Orc Fighter

Feats:
Mounted Combat
Ride-by Attack
Spirited Charge
Headlong Rush


Equipment:
Strongarm Bracers (8k)
A Shocking Fiery Large Lance
A Huge Horse

Spells:
Enlarge Person

Your weapon does 3d6. With Spirited Charge and Headlong Rush, that's 12d6. Add in Shocking and that 16d6. Fiery makes it 20d6.

You need to charge, have about 16,700 gold, be an Orc, and be at least level 4.

Wait, I thought dice don't multiply, just actual numbers.


How would that make any sense?

Let's check the grammar, and ignore common sense and logic, just using the almighty powers of grammar and RAW... :P

Keld Denar
2009-08-04, 01:47 AM
Let's check the grammar, and ignore common sense and logic, just using the almighty powers of grammar and RAW... :P

But it DOES make sense. Just because you are a Fire Giant, doesn't mean all your gear is immune to fire too. The magical cloak you are wearing is just as vulnerable to fire as that worn by a human.

So yea...if you Fireballed a Fire Elemental, you wouldn't bother rolling. But if you Fireballed a Salamander wielding a +1 Flaming Longspear, there is a (small) chance that spear might take some damage.

Unless someone can cite a sources that dictates that a creature with the Fire Immune property extends that immunity to ALL of his gear? Otherwise the rules state to roll all saving throws, even if the damage is covered by immunities.

sofawall
2009-08-04, 01:56 AM
That's exactly what I meant. It was a jab from an earlier thread.

Ganurath
2009-08-04, 02:17 AM
Let's see... He doesn't want spellcasters, so Magebane is an automatic in. 2d6 If the character in question is a level 8 Psychic Warrior, we can augment Expansion for two size categories. This is incidentally more than the level neccesary to augment Dissolving Weapon to 6d6 acid damage. 8d6 The reason level 8 is so important is because it grants the bonus feat for which we qualify for Greater Psionic Weapon. 12d6 Of course, we should probably mention more about the weapon as well: In addition to the Magebane enchantment, it's a Sizing Greatsword being wielded by a Half-Giant. 18d6 We want to be able to focus most of the feats on being able to get consistent psionic focus and plenty of power points, which is why we aren't taking the proficiency dip for Fullblade. Instead, we'll just toss on some +d6 enchantments like Shocking and Sonic. Or the Strongarm Bracers, if those work with Powerful Build. 20d6

Thespianus
2009-08-04, 08:49 AM
A Type VII Necklace of Firebals explodes for over 80D6 damage. Play a fire-immune character, run up next to your enemies, attack yourself with a magical fire attack and intentionally fail the save.

Awesome weapon. :)

Throw necklace towards BBEG, blast with fireballs, gain XP, go home. :smallsmile:

nysisobli
2009-08-04, 09:36 AM
one dreaded name......pun-pun

Siosilvar
2009-08-04, 09:39 AM
A Type VII Necklace of Firebals explodes for over 80D6 damage. Play a fire-immune character, run up next to your enemies, attack yourself with a magical fire attack and intentionally fail the save.

Can a player intentionally fail saves on behalf of his magic items?

Edit: Type II necklaces explode for 18D6.

10+9+9+7+7+5+5+3+3 = 56. Where's your 80 coming from?

@v: True enough.

AppleChips
2009-08-04, 09:50 AM
10+9+9+7+7+5+5+3+3=58. But it is less than 80.

ericgrau
2009-08-04, 11:53 AM
Solution: 2 necklaces of fireball.

ZeroNumerous
2009-08-04, 12:32 PM
Solution: 2 necklaces of fireball.

Why stop at two? You've got.. what.. 500k GP at 20th level?

At 8.7k per necklace that gives you 57 full sized necklaces and 4,100 gold left over to do whatever you want with.

Still merely 3,306d6 fire damage, but if you're gonna up the ante then go for broke..

sofawall
2009-08-04, 12:50 PM
760,000, if I remember correctly. That's 30 extra necklaces.

Indon
2009-08-04, 02:04 PM
10+9+9+7+7+5+5+3+3 = 56. Where's your 80 coming from?

@v: True enough.

I think I inadvertently added the Type VI and VII together, heh.


Still merely 3,306d6 fire damage, but if you're gonna up the ante then go for broke..

"Boy, let me tell you the story about how I destroyed everything around me in a 20-foot radius."

ericgrau
2009-08-04, 05:30 PM
There's a crash as another door gets ripped off its hinges and slams into the ground. On the other side of the final door the party readies their actions. Reluctantly the wizard casts resist fire (30) on the party, not sure why to bother when they know a barbarian is coming. Then the final door busts open, and the party sees a barbarian with 87 necklaces and a torch. The readied actions go off and the barbarian fumbles his torch. The wizard recognizes the necklaces. His last words are "Oh sh-".

imp_fireball
2009-08-04, 07:29 PM
thus automaking the DC 50 to convert to fanatic and sending millions of fanatical worshipers off the 200' high cliff into total submersion lava.

A GM could just as easily rule that 'diplomancing' only affects one target and provokes AoO, though. Also, never would a million enemies hear one person talking unless they had epic amplifiers.

Finally, falling damage is reduced when you drop into water. Lava is rather like water (except slightly thicker and hotter).

I still like my barb build since it can grapple with multiple pixies. :smalltongue:

Although you could get all those millions of fanatics to research atomic theory and develop nuclear weapons in the plane of time acceleration. A Hiroshima nuke might do, what, 4000 damage on average in a several klick wide radius?


and 4,100 gold left over to do whatever you want with.

Invest in a mutual fund! Visit the plane of time acceleration x1000000 and... of course, there's also inflation (darn knowledge: local checks are depressing).


But hey, it could be worse... he could Duo-Wield his Duo-Wield so he can shoot bows while he's shooting bows...

Which can only be accomplished through the half-elven ranger2/ranger2/redundomancer1.

Generic Elven Dual Class Ranger took this to the extreme when he dual wielded eight bows, making the arrow swarm epic feat completely worthless. :smallbiggrin:

Curmudgeon
2009-08-05, 09:24 AM
"I'm immune to fire, therefore so is my stuff"

Wrong.
OK, that's wrong. Yet in D&D it's very close to the truth. The Necklace of Fireballs has its own rules, but for most stuff you have to roll a 1 on your save (5% chance, assuming no other abilities like the Pride domain that let you reroll 1s). Then your stuff has to be sorted in order (shields first, then armor, and so on) and only items in the the top 4 categories have a chance to be affected. Next, only 1 of those 4 items gets chosen, at random (25% chance). Finally, it must fail a second save, where you use the better of yours and the item's modifier for the roll, and a 20 always succeeds.

The maximum chance of any particular item failing is 1.1875%, and that's if it's the only item in one of those top 4 categories and will fail a save on a rolled 19.

Telonius
2009-08-05, 09:26 AM
With a sufficiently high cliff, it can be done at level one with a bullrush.
(EDIT: Looks like various incarnations of that were already suggested on page 2...)

ShneekeyTheLost
2009-08-05, 03:33 PM
Binder1/Warlock5/Hellfire Warlock3/Legacy Champion 10

Chausible of Fell Power +2d6

Bind Naberous to offset con burn.

20d6 EB

Pharaoh's Fist
2009-08-05, 03:37 PM
Have the melee oriented damage builds mentioned the Decisive Strike monk yet?

Susano-wo
2009-08-05, 05:35 PM
I know this doesn't much matter, but I gotta say: Ascetic Rogue doesn't affect sneak attack/skirmish etc at all. It adds DC to SA stunning fists, and stacks lvls for unarmed damage (which is plenty awesome :P)

ONe more nitpick, then I'll go away--didn't someone say that using spirited charge & [another x2 on charge feat] would lead to 12d6 damage? unless I'm misremembering feat #2, it would only be 9d6, since x2+x2=x3 multiplier

Keld Denar
2009-08-05, 06:41 PM
I know this doesn't much matter, but I gotta say: Ascetic Rogue doesn't affect sneak attack/skirmish etc at all. It adds DC to SA stunning fists, and stacks lvls for unarmed damage (which is plenty awesome :P)
I believe someone was talking about the Swift Ambusher feat (CScoundrel) which DOES stack levels of Scout and Rogue to determine bonus dice, and then used Ascetic Rogue to get monk damage with his SA and Skirmish.



ONe more nitpick, then I'll go away--didn't someone say that using spirited charge & [another x2 on charge feat] would lead to 12d6 damage? unless I'm misremembering feat #2, it would only be 9d6, since x2+x2=x3 multiplier

Spiritual Charge is x3. Another x2 on top of that would be x4. None of that really matters since bonus variable dice (like Sneak Attack) are never multiplied on a crit.

Sstoopidtallkid
2009-08-05, 10:05 PM
Level 11 Ogre Monk(ECL 13). Imp Nat Attack, Widget of Augmented Expansion, Superior Unarmed Strike, Monk's Belt.

2d10-4d6-6d6-8d6-12d6-16d6-24d6

I need 2 more size increases to make it work(assuming I was right about how size effects damage). Any suggestions?

Darrin
2009-08-05, 10:34 PM
Level 11 Ogre Monk(ECL 13). Imp Nat Attack, Widget of Augmented Expansion, Superior Unarmed Strike, Monk's Belt.

2d10-4d6-6d6-8d6-12d6-16d6-24d6

I need 2 more size increases to make it work(assuming I was right about how size effects damage). Any suggestions?

Mighty Arms graft (FoE) + Battlefist (ECS) would give you another size increase on unarmed damage. Shape Soulmeld or a dip into Totemist for Totem Avatar plus Open Lesser Chakra: Shoulder would also give you a size increase. Then toss Greater Mighty Wallop on top of that.