Is Enlarge Person Useful in PFS?


Pathfinder Society

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1/5

Like the title says. I have a couple of char ideas, but they rely on using enlarge person a lot. Would this require me to be picky in my scenarios?

5/5 5/55/55/5

Its a very nice spell to have, at least now that the aasimar tiefling floodgates are closing. Even if you can't cast it on yourself casting it on your front liners is an option.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Although you'll sometimes find yourself traveling through narrow corridors, once combat breaks out you're usually in a big enough place to beef up a bit. Even so, remember that enlarge person has a casting time of 1 round, so be careful. Probably best to carry a stash of potions.

1/5

Thank you.

3/5

Nohwear wrote:
Like the title says. I have a couple of char ideas, but they rely on using enlarge person a lot. Would this require me to be picky in my scenarios?

Are you new? You must be new. I kid, I kid. ;)

But to seriously answer your question, if you like to fight in melee and hit hard, enlarge person is great.

The Exchange 5/5

reduce person I use a lot, Enlarge...er... not so much. I actually have encountered several people who use the Enlarge Person - often from an Alchemist with Infusions (so the Alchemist hands off his extracts as buff spells the PCs can use on themselves - then it's often a choice - "you want an Enlarge, or a Shield?").

Like Jiggy, I think the only problem would be the time delay to get "powered up"... and the short duration of the spell from potions. (so, jump the gun and Enlarge a minute before the fight and you have effectively wasted the potiion,)

Scarab Sages

It's best in potion form, extract form, or used as a swift action SU ability via the growth domain. Even when cast as a normal spell, it's useful, but the casting time hurts.

Liberty's Edge 4/5 *** Venture-Lieutenant, California—Los Angeles (South Bay)

I have used the spell to great effect as a player and seen it work very well as a GM It is particularly effective on characters wielding two-handed weapons who go from medium to large. (I have seen a few monsters suffer criticals at the hands of enlarged PCs. Let's say that usually finishes foes off or gets them to where a single spell or well placed job will finish the job.)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber

Things to note about Enlarge Person:
1)Alchemists can use there extracts as a standard action
2)with Infusion you can let the fighters buff themselves
3)Summoners can use it on there Eidolon.

I have it on a few of my characters and have not had a problem yet,(other then needing the full round to cast with my summoner)

Sovereign Court 5/5

Melee focused Druids and Clerics with the Growth subdomain do Enlarge Person rather well since it's only a swift action for them.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Enlarge Person is a large part of my sorcerer's arsenal. The casting time means that it doesn't always happen, but most of the scenarios he has played in have not been narrow corridors. And for those times, he has magic missile.

1/5

My top two ideas are Mammoth Shaman and Goliath Druid.

Scarab Sages

We don't know if Goliath Druid is going to be legal yet. I really hope so, but just sayin.

Silver Crusade 2/5

My Lore Warden Fighter with a reach weapon who trips a lot always carries three potions of enlarge person into a scenario. 20-foot reach makes him a significant battlefield controller.


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It's funny, I used to see Enlarge Person used a LOT more often. Potions of Enlarge would get chugged like they were purchased by the gallon.

Nowadays, still see it used, but only on occasion.

-j

Silver Crusade Venture-Agent, Florida–Altamonte Springs

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Imbicatus wrote:
a swift action SU ability via the growth domain.

Just remember this only lasts one round, and you need at least a 10 wisdom to do it more then once. I've seen a barbarian with a 7 wisdom take a level dip into cleric for the domain though, then get pissed when he burned his 1 round a day [3 + Wis Mod = 3 + (-2) = 1] on the first fight.

Growth Domain wrote:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

3/5

My earthbreaker fighter uses Enlarge Person a lot. Helps increase his damage output by a decent amount and has helped end fights a lot quicker.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Is it possible to get a wand of enlarge person or can it only be potions?

1/5

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I believe the "problem" with wands is that it does not lower the casting time.

4/5

I have seen it used, to good effect. I think a lot of the time the real benefit of it is reach. The casting time is a bit of a bear though.

4/5

DesolateHarmony wrote:
My Lore Warden Fighter with a reach weapon who trips a lot always carries three potions of enlarge person into a scenario. 20-foot reach makes him a significant battlefield controller.

My Bloodrager/Brawler does the same, using the SLWS to swift draw the potion, standard drink, move into position and draw while moving. This character has been on a trolololol rampage in 2 scenarios so far.

Enlarge is good when used on melee and amazing when used on someone built to want it.

Grand Lodge

Enlarge person is one of the better 1st level spells for just about any character to pick up at some point in their career.

Grand Lodge 4/5

I know more than one GM who hates my Grenadier because of that. :D

nothing like Mutagen (Str), Enlarge Person, Bull's Strength to make your 'middle of the road' Archery based Alchemist into a scary scary man with a +1 adaptive bow and the GM going 'He has a WHAT strength?'.

Add in the other things like a set of Large Durable Arrow set that he hands off to a bystander before starting up..and it's fun.

Not to mention its fun those few times when he gets to use his Falchion. :D

Enlarge Person is an AWESOME spell but like other said, timing is VITAL.

Just imagine arrows the size of POOL STICKS with Explosive Missile AND admixtured Fire/Holy Water..and you know why folks suddenly decide the white haired elf in back isn't to be ignored.

5/5

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Enlarge person archery isnt too great. Arrows return to normal size after leaving an enlaged bow, bull strength is a better option for the same alchemist's actions. Also, no dex penalty.

The Exchange 5/5 RPG Superstar 2010 Top 16

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Enlarged archery is tricky. Buy some large-sized arrows. Round 1: drop your quiver, take the vial of enlarge person, and drink the potion. Round 2: pick up your quiver, shoot your first arrow. (Unless you also want to enjoy the effects of gravity bow or aspect of the falcon.)

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

My ifrit offers his archer companions his reduce person SLA to increase their to-hit without changing their damage die.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

I dropped it from my Summoner.

The casting time being a full round means that the person you meant it for may have moved out of range. Although most of the time it isn't a problem getting enough room, I've hit a few boss fights where it is too crowded to use it. Then there is the recalculation that has to happen.

It can be a great spell in the right group under the right circumstances. I found that at least in my area, the people who most wanted it tended to bring potions of it. I decided that it just wasn't worth the spell known slot.


I had a cleric/monk that used the ki throw feats and a kusari-gama and had Enlarge Person as a domain spell. That gave me 15' reach. It was genuinely one of the best battlefield control characters that I have played with. Stack on some feats like disarm. You make things awesome for your party!

Silver Crusade 5/5

My barbarian 5 / Loving Monolith 3 likes it quite a bit, especially since LM's get it 3/day as a swift action. Before level 6 she was guzzling Enlarge Person potions like they were going out of style. I had planned on going LM for the rest of this character's career, but it's not a horrible splash. The slight loss of BAB makes it somewhat awkward sometimes, but that's only when the character isn't enlarged.

Edit: Some of the prereqs for LM can also be a bit awkward, like taking endurance as a feat and the 1000 gp, so it won't be for everyone.

Sczarni 5/5 5/55/5 ***

Steven Schopmeyer wrote:
My ifrit offers his archer companions his reduce person SLA to increase their to-hit without changing their damage die.

Sorry to break it to you, but...

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Meh, no one ever takes him up on it. Maybe he'll find a knife thrower to use it on one day.

As it is, he's only ever used it as a buff for his fire bolt bloodline power.

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber

I have a human Barbarian/Druid with the growth domain. At low level he is using a quarterstaff that he can pre-buff with Shillelagh, he then will rage and and enlarge himself. Since rage is free action and growth domain a swift, he can do both in the same round. (Growth domain is an Su ability, so he can use it while raging.)

He also can cast Enlarge 1/day thanks to the domain.

Right now he is a barbarian 2/druid 1, probably will go barbarian x/druid 4. Not entirely sure how he'll do at higher levels, but so far has been fun to play.

Grand Lodge 4/5

Runt keeps several Enlarge Person infusions (preserving flasks rock) and the tricky part is the 'handoff' of arrows. You have to explain to some players (and GMs) that the arrows are a: large and b: legal for play.

Two more levels and I can get gravity bow wand as an autowin roll (I'll be @ UMD +19 then)

Grand Lodge

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UndeadMitch wrote:

My barbarian 5 / Loving Monolith 3 likes it quite a bit, especially since LM's get it 3/day as a swift action. Before level 6 she was guzzling Enlarge Person potions like they were going out of style. I had planned on going LM for the rest of this character's career, but it's not a horrible splash. The slight loss of BAB makes it somewhat awkward sometimes, but that's only when the character isn't enlarged.

Edit: Some of the prereqs for LM can also be a bit awkward, like taking endurance as a feat and the 1000 gp, so it won't be for everyone.

I'm curious now. What exactly is enlarged on a Loving Monolith? ;-)

Lantern Lodge 5/5

Aristophanes wrote:
UndeadMitch wrote:

My barbarian 5 / Loving Monolith 3 likes it quite a bit, especially since LM's get it 3/day as a swift action. Before level 6 she was guzzling Enlarge Person potions like they were going out of style. I had planned on going LM for the rest of this character's career, but it's not a horrible splash. The slight loss of BAB makes it somewhat awkward sometimes, but that's only when the character isn't enlarged.

Edit: Some of the prereqs for LM can also be a bit awkward, like taking endurance as a feat and the 1000 gp, so it won't be for everyone.

I'm curious now. What exactly is enlarged on a Loving Monolith? ;-)

I'll tell you when you're older, kiddo.

Silver Crusade 5/5

Aristophanes wrote:
UndeadMitch wrote:

My barbarian 5 / Loving Monolith 3 likes it quite a bit, especially since LM's get it 3/day as a swift action. Before level 6 she was guzzling Enlarge Person potions like they were going out of style. I had planned on going LM for the rest of this character's career, but it's not a horrible splash. The slight loss of BAB makes it somewhat awkward sometimes, but that's only when the character isn't enlarged.

Edit: Some of the prereqs for LM can also be a bit awkward, like taking endurance as a feat and the 1000 gp, so it won't be for everyone.

I'm curious now. What exactly is enlarged on a Loving Monolith? ;-)

Play your cards right and you just might find out...

3/5

Enlarge is a nice tool to have handy, but I wouldn't base a whole character around it.

There are plenty of maps where you have room to use it, but I've seen it gum up the party's mobility on constricted maps. Reach is great, but blocking a hallway isn't too smart.

2/5

Ring_of_Gyges wrote:
Enlarge is a nice tool to have handy, but I wouldn't base a whole character around it.

I would totally (and have) base an entire character around it. Very, very rarely will Large size be a problem (Huge on the other hand, I've seen some issues with my druid) and to be honest, when you're strong enough to bench-press a house you can probably take the squeezing penalty for 5-foot hallways without a hitch.

The comparative upsides are tremendous; and you don't HAVE to always Enlarge yourself. The potion suggestion is an excellent idea, especially since you can take the awesome Potion Glutton feat to effortlessly enlarge yourself for a minute for a mere 50 GP a pop. It'll take a long, LONG time at 50 GP a use to ever wind up spending more than you would've on just permanency-ing Enlarge Person in a home game, which is less convenient anyway.

Shadow Lodge 4/5

I'm gearing up an Mbe'ke Dwarf Druid whose main shtick will be Growth domain ability to up your size as a swift action. That is, unless Goliath Druid gets sanctioned, then I'll change it to Rage subdomain.

I really would like a rockthrowing character.

The Exchange 5/5

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Steven Schopmeyer wrote:

Meh, no one ever takes him up on it. Maybe he'll find a knife thrower to use it on one day.

As it is, he's only ever used it as a buff for his fire bolt bloodline power.

offer it to the Rogue to boost his Disable Device rolls....

Missed the Disable on a trap with a Take 10? if you didn't set it off, you are close, so see if someone had Reduce Person (to boost your dex) and a guidance... and maybe someone else to aid..... that gives a total +4 and retry it with another Take 10....

The Exchange 5/5

Steven Schopmeyer wrote:

Meh, no one ever takes him up on it. Maybe he'll find a knife thrower to use it on one day.

As it is, he's only ever used it as a buff for his fire bolt bloodline power.

Knife Master Rogue here who would take you up on this in a heart-beat....

With my Hell-Cat Stealth, the +5 on stealth (+4 size, +1 DEX) would be grand! Knives out of the Light as a Sniper!

Grand Lodge 4/5

nosig wrote:
Steven Schopmeyer wrote:

Meh, no one ever takes him up on it. Maybe he'll find a knife thrower to use it on one day.

As it is, he's only ever used it as a buff for his fire bolt bloodline power.

offer it to the Rogue to boost his Disable Device rolls....

Missed the Disable on a trap with a Take 10? if you didn't set it off, you are close, so see if someone had Reduce Person (to boost your dex) and a guidance... and maybe someone else to aid..... that gives a total +4 and retry it with another Take 10....

Remember that to aid on Disable Device, you need to be able to disable the device in question on your own without help:

Aid Another wrote:
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

Dark Archive 4/5

Jane "The Knife" wrote:

Knife Master Rogue here who would take you up on this in a heart-beat....

With my Hell-Cat Stealth, the +5 on stealth (+4 size, +1 DEX) would be grand! Knives out of the Light as a Sniper!

Truly, you shall be my most favored servant! Prove your worth and when I come into my heritage as a scion of the NOBLE EFREETI there shall be a place for you at my court.

Perhaps "Royal Assassin."

The Exchange 5/5

Jeff Merola wrote:
nosig wrote:
Steven Schopmeyer wrote:

Meh, no one ever takes him up on it. Maybe he'll find a knife thrower to use it on one day.

As it is, he's only ever used it as a buff for his fire bolt bloodline power.

offer it to the Rogue to boost his Disable Device rolls....

Missed the Disable on a trap with a Take 10? if you didn't set it off, you are close, so see if someone had Reduce Person (to boost your dex) and a guidance... and maybe someone else to aid..... that gives a total +4 and retry it with another Take 10....

Remember that to aid on Disable Device, you need to be able to disable the device in question on your own without help:

Aid Another wrote:
In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

This was not in question.... but then I often adventure with PCs who have some small skill with devices (thou maybe not with magical traps...)

I play with other people who often have +5 to +9 in Disable Device... A wizard for example with Gold Finger and only one rank (1rank, +3 class skill, +3 dex, +2 masterwork tools gives a +9 or auto aid for non-magical traps. with a spell to give her trap finding she can also aid with magical traps.)

The Exchange 5/5

Able Elish wrote:
Jane "The Knife" wrote:

Knife Master Rogue here who would take you up on this in a heart-beat....

With my Hell-Cat Stealth, the +5 on stealth (+4 size, +1 DEX) would be grand! Knives out of the Light as a Sniper!

Truly, you shall be my most favored servant! Prove your worth and when I come into my heritage as a scion of the NOBLE EFREETI there shall be a place for you at my court.

Perhaps "Royal Assassin."

ah... not sure what you are suggesting.

Perhaps you should take this up with my Owner?

Yeah, profession Slave. So Jane is already a "valued servant" - and not currently for sale or rent... ;-)

Dark Archive 4/5

Jane "The Knife" wrote:

ah... not sure what you are suggesting.

Perhaps you should take this up with my Owner?

Yeah, profession Slave. So Jane is already a "valued servant" - and not currently for sale or rent... ;-)

Fret not! The wealth of the efreeti will soon change his mind!

All Pathfinders are servants in the eyes of the Elish brothers, especially when adventuring directly with them. ;)

The Exchange 5/5

In answer to the OP... for me, as a thrown weapon specialist, the bonus to the damage (going from a D4 to a D6 and a STR bonus to damage of +1) is not worth the -2 to hit and -2 to my AC.

But, as always, different people would view this differently...

The Exchange 5/5

Able Elish wrote:
Jane "The Knife" wrote:

ah... not sure what you are suggesting.

Perhaps you should take this up with my Owner?

Yeah, profession Slave. So Jane is already a "valued servant" - and not currently for sale or rent... ;-)

Fret not! The wealth of the efreeti will soon change his mind!

All Pathfinders are servants in the eyes of the Elish brothers, especially when adventuring directly with them. ;)

I am but a lowly slave master, and clearly such matters are beyond me. To promote me to the rank of "servant" would perhaps be reaching above my station. My master, who assigned me to the Pathfinders, would have to tell me of any change in my status. I leave this matter in the Master's hands.

;-)

4/5

The main trick with Enlarge Person is finding the break point for weapons. 1d4 and 1d6 are not worthwhile enlarged. Also, remember that your AC will drop by 2 (1 for -2 Dex and 1 for size).

But any weapon 1d8 or better will have a nice boost when enlarged.

I have a Zen Archer with an Enlarge Person wand and an earthbreaker-wielding Overrun build who carries Enlarge potions. My Abyssal-blooded Bloodrager enlarges when raging--and enlarging with a Lucerne hammer is really nice for the increased reach.

My favorite, though, is my husband's Flowing Monk, enlarged with improved ki throw. He can toss enemies anywhere within his reach.

Shadow Lodge 4/5

Oh another thing EP makes really worthwhile is Orc Hewer. An enlarged dwarf can reach most targets and doesn't need to invest in Giant Killer either. That's two feats(including Strike Back) saved. Makes my Stonelord rather happy and the very situational Goblin Cleaver almost a great feat as well.

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