is there a way other than multitexturing or multipass rendering to scale a texture's intensity above factor 1.0 using the fixed function pipeline?
it can be achived with multipass rendering. for example factor 1.5 can be achieved by rendering the texture at full intensity once and then with color(0.5,0.5,0.5,1.0) a second time using additive blending.
but is there also a way to achieve this with a single pass and without multitexturing?
I'm assuming you're using either an OpenGL 3.0 or OpenGL ES library. I think you could do something like this, though I'm not sure how supported it is.
This should be a bit more supported than my original answer, but you're stuck with using 1.5 as the modulation value.
If you can do it using shaders, you'd be much better off: