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19 deleted 1 character in body
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AC 6-20: Raging Human Barbarian with the Pole ArmPolearm Master feat wielding a Polearm

AC 6-20: Raging Human Barbarian with the Pole Arm Master feat wielding a Polearm

AC 6-20: Raging Human Barbarian with the Polearm Master feat wielding a Polearm

18 replaced http://rpg.stackexchange.com/ with https://rpg.stackexchange.com/
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  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like thisthis but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • Using the point-buy system the half-orc takes a bigger hit than humans to both his to-hit values and his damage (the +2 doesn't get him to a higher Ability Modifier tier). This results in the Barbarian Polearm Master reigning supreme all the way to 24 AC, and the GWF picks up the slack at 25+, cutting the half-orc out of our equation completely.
  • You want numbers? Here's a Google Sheet with some numbers.
  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like this but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • Using the point-buy system the half-orc takes a bigger hit than humans to both his to-hit values and his damage (the +2 doesn't get him to a higher Ability Modifier tier). This results in the Barbarian Polearm Master reigning supreme all the way to 24 AC, and the GWF picks up the slack at 25+, cutting the half-orc out of our equation completely.
  • You want numbers? Here's a Google Sheet with some numbers.
  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like this but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • Using the point-buy system the half-orc takes a bigger hit than humans to both his to-hit values and his damage (the +2 doesn't get him to a higher Ability Modifier tier). This results in the Barbarian Polearm Master reigning supreme all the way to 24 AC, and the GWF picks up the slack at 25+, cutting the half-orc out of our equation completely.
  • You want numbers? Here's a Google Sheet with some numbers.
17 add note for point-buy numbers
source | link
  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like this but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • Using the point-buy system the half-orc takes a bigger hit than humans to both his to-hit values and his damage (the +2 doesn't get him to a higher Ability Modifier tier). This results in the Barbarian Polearm Master reigning supreme all the way to 24 AC, and the GWF picks up the slack at 25+, cutting the half-orc out of our equation completely.
  • You want numbers? Here's a Google Sheet with some numbers.
  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like this but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • You want numbers? Here's a Google Sheet with some numbers.
  • The only source material used for this was the PHB, as I do not have access to all of the adventure paths and supplements
  • Magic users need not apply: Cantrips are almost universally low-damage, and they never get to benefit from base stats to get those sweet, sweet flat bonus damage numbers. All other spells are too consumable to be considered, so they didn't make it to the number crunching stage.
  • Rogues were briefly considered, but sneak attack just isn't reliable enough when you can't count on nearby allies or advantage.
  • No cheese! I tried to stick to a purist approach here. There may be strategies that your GM approves like this but most reasonably GMs would ban that kind of build from their tables for being too OP. This list fits nicely within very vanilla RAW and RAI.
  • I gave all characters rolls of 18 for their stats, then added any racial strength bonus that applied. Point-buy only allows you to get to 16/17 instead of 19/20, and will lower your dmg/r across the board.
  • All damage is given in expected values, done by hand. It's possible I failed my Intelligence(Statistics) check, so if you see something say something
  • Humans used are Variant Humans, to take advantage of the bonus feat. Half-Orc is used otherwise as they're the only race I could find that can possibly add damage to their attacks through the Savagery feature, as well as giving a handy +2 Str.
  • No magic weapons are used, as they are out of the budget of level 1 characters even if they sell all of their possessions, max out their starting gold rolls, and take the Noble background
  • Using the point-buy system the half-orc takes a bigger hit than humans to both his to-hit values and his damage (the +2 doesn't get him to a higher Ability Modifier tier). This results in the Barbarian Polearm Master reigning supreme all the way to 24 AC, and the GWF picks up the slack at 25+, cutting the half-orc out of our equation completely.
  • You want numbers? Here's a Google Sheet with some numbers.
    Bounty Ended with 100 reputation awarded by nitsua60
16 update to-hit numbers, sheet was updated at this point too
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15 fix to-hits
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14 deleted 156 characters in body
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13 added 2 characters in body
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12 fix a wrong number
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11 Add maximum damage
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10 add a few more clarifiers to explain how I got where I got, and what was considered
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9 added 122 characters in body
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8 added 1 character in body
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7 Add high-end numbers
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6 changed up the top-summary a bit--what do you think? (Also, you should double-check my crossovers--I'm going from memory.)
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5 update numbers according to spreadsheet
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4 Added realism, added sheet link
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3 No magic weapons
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2 Add savagery
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1
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