Half Giant double hackbutt with enlare person


Rules Questions


Im making a musket master 5 fighter 1 for a good vital strike build but after my base dice become 6d6 do they increase to 9d6 or 6d8 the rules arent very clear on it. Do you guys think this could be a viable build too

Sczarni

If your *base* damage is 6d6, a Vital Strike would become 12d6, since you roll your weapon's damage dice twice. Improved Vital Strike would then become 18d6.

How did you get to 6d6 base damage?


Enlarge person is a no go

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Don't know if there is a gravity bow version for firearms unfortunately :(


Just carry huge cartridges to load into your huge gun when you're Enlarged.

Also, ask your DM about replacing the carriage with an Immovable Rod.

Sczarni

Be sure to take Rapid Reload (double hackbutt) as well.

And while I'm here, shameless Rapid Reload FAQ plug.


Make sure you pay the extra costs for the size increases >.>

That applies to powder and ammunition costs.


Thanks for the enlarge person issue I think large carriages should work great amd the damage dice question was as im large normally so its 6d6 but when I enlarge person what step up does it take. If I go musket Master that should apply to the double hackbut and treat it like a 1h firearm and then apply the free rapid reload right

Sczarni

BloodyManticore wrote:
Thanks for the enlarge person issue I think large carriages should work great amd the damage dice question was as im large normally so its 6d6 but when I enlarge person what step up does it take.

You can use this as a guide. Damage dice roughly doubles for every other size increase, whether natural or manufactured, though exceptions exist.

1d2 => 1d3 => 1d4 => 1d6 => 1d8 => 2d6 => 3d6 => 4d6 => 6d6 => 8d6 => 12d6 => 16d6 => 24d6

For this exercise, 1d12 is the equivalent of 2d6

BloodyManticore wrote:
If I go musket Master that should apply to the double hackbut and treat it like a 1h firearm and then apply the free rapid reload right

Most likely not.

Feel free to click the FAQ request that I linked above.

The issue stems from the Rapid Reloader class feature that you get at level 1. It gives you Rapid Reload (muskets). Since the Rapid Reload feat only applies to one type of firearm, the general consensus is that you need Rapid Reload for each type of firearm you want it for, including the double hackbutt.

Dark Archive

Athaleon wrote:

Just carry huge cartridges to load into your huge gun when you're Enlarged.

Also, ask your DM about replacing the carriage with an Immovable Rod.

Wouldn't said huge cartridges also be enlarged under the spell, and not fit in your gun anymore?

Sczarni

Just drop them before casting the spell, then pick them up afterwards.

It's a blow to action economy, but sometimes you have the time.


I think it is worth mentioning as most people who intend to use the double hackbut forget this, but you have to set it up as a full round action before firing it, or you take a -4 to your attack and get knocked prone from firing it. I wouldn't let someone just say they are always wheeling it around. That's like saying you always have your sword out.

Sczarni

Most people I've seen fire the double hackbutt from prone (with no penalties) anyways.

Though I've only seen one person do it... in a one shot game... at level 10... But still!


Hence the Immovable Rod. You still have to set up to fire, but it's down to a move action and you eliminate all the bulk of the carriage.

As for the Enlarge issues, you can drop the ammo as mentioned, figure out a way to get someone else to load you, or use magic somehow.

You could, next level, take Leadership to have your cohort be your loader. If he is also a musket master, he can be loading your huge gun while also shooting with his own musket.

Though the rules are firmly against it, I wonder if a shrinking projectile (huge when fired, down to large after leaving the barrel) would have the same effect as a discarding sabot round.

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