Gronk de'Morcaine |
I'm at work so limited in what I can look up.
Friend wants to run a Really Big and strong 1/2 orc (will flavor as 1/2 ogre) that uses a maul for large creatures.
Now if I remember correctly, the barbarian archtype that sounds like it allows this really doesn't. So how can he best make a character like that? Understand that there will be attack penalties.
I believe he was considering the ACG Barb&Sorc combo whatever it is called. But don't know if that will work out decently or if he will have to go with some fighter levels to get enough feats.
I think I saw a build like this at some point but I don't remember when or what it was called. Any ideas?
Azten |
Well, there is a way for one specific race, Tiefling, to weild Large weapons. One of the alternate options you can give up your spell-like ability for gives the ability with no penalty. Since Tieflings can come from any race, he could even look like a half-Orc.
And your thinking off an Abyssal Bloodline Bloodrager of at least 4th level.
Scott Wilhelm |
How about Great Cleave, Quick Bull Rush, and Great Sunder? Use a Maul of the Titans. When you sunder, the remainder of your triple damage will pass through to your victim.
You use Quick Bull Rush to position yourself for maximum Cleave effect.
The problem with this is that the Maul of the Titans is a poorly designed magic item. Will your DM allow you to customize the item? Make it an Earthbreaker instead of a Greatclub. Make it adamantine. Make it +1 instead of +3 and save 12000gp, well 8935, actually. Take Master Craftsman, weapons and make the item yourself and juuust right.
Take 1 level in Magus, so you can cast Enlarge Peron on yourself (or use the wand, and your reach extends to 10'.
Arlow |
Exotic weapon profeciency ( large great club). There problem solved and its RAW whitin the field of the feat.
Half-ogre (psionic type) whit orc breed does the.same : +2 str, powerful build (considered large when its best appropriate as for large weapon), darkvision 60 ft, medium size and base 30 ft speed.
magic item as an heritage : gloves of large clubber: can use weapon 1 size cathegory above your own no penalty. Must weild gloves 24 hours before benefitting the effect. If remooved, gloves must be weilded form a whole day again to fonction.
Switching a base race quality (or 2 in this case) for powerful build. Ex.: kill darkvision and orc ferocity or any combo you seem fit.
Traits, could use a or two trait for the ability. Or a trait whit a drawback.
All of the above dont break rules, it just flavor out on not printed option yet. Be the next one writing a rule book ;-) Do remember to use a clan of oppenent whit same ability at some point to make your player have a place in your campain.
Off the board option: large orc, half-giant race from mm, free ability, ect. Game wise its not over powerful as you can adjust encounter orn npc in town réactions (Shreck 1 ). But ur somehow "favoring" one player above the others and from that point, unless all players have same race or bonus, i am pretty certain that everything u will do to balance things out can turn sour.
Remeber rpg rule #1:everyone have fun at the table.
Gronk de'Morcaine |
I think he is planning to use this for PFS. So I can't make up items or races.
He doesn't do PFS very often, so he doesn't want a complicated character that he has to re-learn each time he gets ready to play. We were talking about a PC he had 20+ years ago. So he wanted to see if he could sort of redo it.
iirc. Using a weapon a size to big for you is just a -2 to hit (or was it a -4?) and if a full BaB class it seems like he's going to hit most of the time anyway. Especially if he has the things like weapon focus and high strength.
Gronk de'Morcaine |
Well, there is a way for one specific race, Tiefling, to weild Large weapons. One of the alternate options you can give up your spell-like ability for gives the ability with no penalty. ...
I found :
Superior Clutch: Your hands not only are bigger than
normal, but also have a strong grip useful for wielding
large weapons. You gain a +1 trait bonus on damage rolls
when using weapons intended for creatures of a larger size.
But I assume you are talking about Varient Tiefling Ability number 16. Unfortunately, I don't believe those are PFS legal.
If you meant something else let me know, because I can't find it.
shadowkras |
My gf wanted to do the same thing a while ago, when we figured it wasnt difficult at all. She wanted a halfling capable of wielding a greatsword (she plays too much TERA).
Here is the rule:
Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.
But then, the following text was unclear to us and we scrapped the idea:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Gronk de'Morcaine |
Hmm... I didn't remember that last part.
It sounds like I could wield a large creatures club as a two-handed weapon with a -2 to hit. But I could not wield a large creatures greatclub at all.
Bummer. Sounds like this is a no-go. Anyone know if my reading is correct? Or is there another way around it within the rules?
My gf wanted to do the same thing a while ago, when we figured it wasnt difficult at all. She wanted a halfling capable of wielding a greatsword (she plays too much TERA)...
You could come real close to that with a medium creature's Sunblade.
Scott Wilhelm |
You know what, I am not sure. It had been a while since I looked at it.
But it does seem to me that you should be able to select a large greatsword as an heirloom weapon and be proficient in that specific weapon, still taking a -2 penalty for being inappropriately sized. But you might expect table variation. Vetting the idea with local PFS DMs won't help, because Venture Officers cannot govern their own referees or each other, meaning that if your local venture captain says something is okay with the rules, you can't rely on his word nor his ability to defend the quality of the PFS product from any random PFS DM from houseruling your character away. It's deeply frustrating, because the existence of table variation means that the real quality of PFS adventures is no better than any local DM's at any gaming store's table, despite the implied statement to the contrary.
With the exotic weapon proficiency, you can use an oversized bastard or oversized dwarven war axe sword 2 handed only doing 2d8 damage and taking a -2 penalty. That's +2 damage compared with a greatsword, which does 2d6 with no penalty. Do you get a mathematical advantage by taking a -2 attack/+2 damage? Usually, depending on the AC of your opponent.
Dwarven fighters and barbarians get Dwarven War Axe as a proficiency as a racial trait.
Scott Wilhelm |
Not exactly the direction you wanted to go in, but have you considered the Scizore? It is a one handed martial weapon that does 1d10 and grants a +1 shield bonus to AC, but there is -1 to attack.
If you put the Bashing Enchantment on a large, spiked shield or a Klar, it will do 2d6 on a shield bash, and further enchanting it as a weapon still starts at 2000gp for the first +. Thunder and Fang is a very reasonable option for a big brute with a bigger club idea. How would your Friend feel about wielding 2 weapons that both do 2d6?
Magda Luckbender |
Your friend is just trying to create a fun character, and is clearly not trying to create a super-optimized melee beast. The rules against using out-sized weapons are designed to block powergamers from getting extra damage. These same rules seem to block your friend from easily using a Large greatclub, despite his innocence. I don't believe I've ever encountered a medium-size PFS character who used a Large-size two handed weapon. This leads me to believe it's difficult to accomplish within the rules.
Again, just flavor the weapon as 'a big club' and use the numbers for a medium size weapon like a Great Club or a Tetsubo. Power Attack is a good feat for that fighting style. Despite the simplicity of whacking things with a big stick, it's actually a pretty optimal fighting style. He'll do well in PFS play.
If he wants to become a more sophisticated combatant he can add more weapons: a sling for ranged combat, and a longspear for reach. He could easily have a rich, storied, and successful PFS career using just those weapons.
Scott Wilhelm |
I don't think spiked shields, scizore, and the thunder & fang archtype are as primitive as he is looking for this time.
Then I suggest he forget the Klar, just use the Earthbreaker hammer, and take Furious Focus, Great Cleave, and Quick Bull Rush, kind of what I suggested at first. That should be quite satisfactorily crude and brutal.
By the way--perhaps this is academic--but Thunder and Fang is not an archetype: It's just a feat that lets you use a really big, 2-handed hammer in 1 hand and a small shield with a huge spike made from the skull of something dangerous and big in the other.
Gronk de'Morcaine |
Gronk de'Morcaine wrote:I don't think spiked shields, scizore, and the thunder & fang archtype are as primitive as he is looking for this time.Then I suggest he forget the Klar, just use the Earthbreaker hammer, and take Furious Focus, Great Cleave, and Quick Bull Rush, kind of what I suggested at first. That should be quite satisfactorily crude and brutal.
By the way--perhaps this is academic--but Thunder and Fang is not an archetype: It's just a feat that lets you use a really big, 2-handed hammer in 1 hand and a small shield with a huge spike made from the skull of something dangerous and big in the other.
Sorry, I was thinking of the Thunderstriker fighter archtype. I will check out the feat and show it to him.
Samasboy1 |
Okay, Titan Mauler will let you reduce the penalty for using the wrong size weapon, negating it at 6th level.
You still have the "handedness" issue, so you have to look at if a Large one handed weapon would be better than a Medium two handed weapon.
For one handed weapons that seem to fit the idea...
Club 1d6 x2- 1d8 Large
Mace 1d8 x2- 2d6 Large
Morning Star 1d8 x2- 2d6 Large
Terbutje 1d8 19-20 x2- 2d6 Large
Warhammer 1d8 x3- 2d6 Large
Compare to two handed weapons
Earthbreaker 2d6 x3
Great Club 1d10 x2
Tetsubo 1d10 x4
So a Large Terbutje, Medium Earthbreaker, or Medium Tetsubo look like the best options.
Gronk de'Morcaine |
Your friend is just trying to create a fun character, and is clearly not trying to create a super-optimized melee beast. ...
Definitely not. He usually plays a skill monkey type PC. But as Monty Python says, "Now for something completely different..."
He figured the penalties to hit would offset the damage enough to keep him out of the dreaded Power Gamer label. (His issue, not mine.) But looks like it is not possible. So he will probably just use a standard 2-handed blunt weapon and the true primitive archtype.