So a "Large" Dorn-Dergar is OK since DD Master makes it a one handed weapon so my dwarf can wield it two handed (without the Titan Fighter level). One size category bigger applies a -2 attack penalty. We are NOT playing any particular campaign setting (complete homebrew everything) so my DM/GM is allowing the Giant-Blooded trait since in this scenario it's only reducing the attack penalty by 1. Large DD does 2d8 dmg, with impact enchantment it'll do 3d8, with enlarge it'll go up to 4d8, vital strike doubles the die. With no mechanism in the game for my dwarven warpriest to get up to an actual huge dorn-dergar???
Belafon wrote:
Giant Weapon Wielder (Ex) At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an over-sized two-handed weapon.Huge one handed DD (due to DD Master feat) becomes large two handed DD, and Giant weapon wielder lets me wield a two handed large weapon. -4 attack penalty (-2 large + -2 for huge), which giant blood trait cuts in half. -2 attack penalty for GWW (were at -4 total now), Irongrip gauntlets reduces penalty by two. Total attack penalty is -2.
Belafon wrote:
DD Master turns the DD into a one handed weapon. You can wield any one handed weapon that’s larger than your normal as a 2 handed with -2 attack penalty per size category. Giant blooded trait cuts this penalty in half. Large -2, huge -4 gigantic -6 (but the trait makes this -3). Impact enchanted on the DD bumps up the damage again but no additional penalty to hit. The gigantic DD does 4d8, with impact it does 6d8, vital strike doubles the die to 12d8
If I min/max this character any more, I’ll get kicked out!! I’ll add in wands of enlarged self/ person until I can cast righteous might to give myself one more damage boost. Devastating Strike & Power Attack/ Furious Focus are on my list, along with a couple others. The Dorn-Dergar is easier to “pull off” / plausible with my dwarven warpriest, plus it give me reach which I wouldn’t get with either the butchers axe or split blade sword. Plus I get free proficiency with the DD since it’s Dwarven.
Combining 1 level of fighter/Titan Fighter with the “Giant Blood” trait with the Dorn-Dergar Master feat... my dwarven warpriest (level 8 total) is able to wield a huge DD with Impact at a -2 attack penalty (8d8 with vital strike) or the same DD BUT Gargantuan at a -3 attack penalty (12d8 with VS).
No it’s not quite as good as you think. You don’t get any additional benefit once the number of extra dice you are adding from VS exceeds three. The MAXIMUM amount of additional damage you can do is +6. Improved Vital Strike wouldn’t do anything to the Devastating Strike damage if you’re already doing 3d6 base before Vital Striking. I read someone else’s interpretation of it as +2 for VS, +4 for IVS and +6 for GVS. That’s where the +6 maximum came from... +6 PER die, not +6 extra damage overall. The feat could have been way better worded to remove ambiguity.
So how long is a large dorn-dergar? Being a medium creature, my reach is 10’, lunge take it to ‘15. If I “enlarge self/person” myself to “large”, my normal threat range is 10’(?), reach takes it to 15’(?), lunge takes it to 20’(?). If I take the “mighty frame feat”, could I wield a “huge” DD (two-handed, with DD Mastery)? Enchanted with Impact (gigantic dmg) and if enlarged goes to “titanic”(?)???? Does the “Devastating Strike” feat work as well as I’m thinking it will? Wielding the large DD, my current damage is 6d6+8 (with VS). DS would add +6 now and really take off once I get improved VS and greater??
Belafon wrote:
We started our characters for this campaign at level 5, so even with that in mind, my character could have just used a medium sized DD for one level until meeting the requirements to wield his heirloom DD...
So with the DD mastery feat, Do I still need a level of Titan Fighter ??? --apparently not. I replaced the level of Titan Fighter with the two feats (TWF and DD Master) and I seem to be at the same point. I'm currently at a -1 penalty to attack rolls due to the weapon being over sized. So now the question is, since my Warpriest is kinda Feat limited, which is better? One level of Titan Fighter OR spending two feats???
Claxon wrote:
Thanks Claxon. I'd seen the "mastery" feat but didn't think it would help me since I had no intention of wielding the DD single handed. Hadn't occurred to me about the size difference making this feat super useful.. I hate I have to pick up TWF but.....
ok... thank you.
Also, I noticed the Monkey grip feat would have made this possible but it didn't make the jump from 3.5 to Pathfinder... bummer.
Can my dwarven warpriest wield a Large Dorn-Dergar two-handed with the -2 attack penalty? YAPCG isn't allowing it and when it blocks something I begin to question whether I've misinterpreted the rules. Assuming I can, what is the range of my reach? I am unable to verify whether the range of a reach weapon is based on the size of the weapon or the size of the wielder. Thank you in advanced.
It’s very frustrating that being able to throw a warhammer without the -4 penalty is damn near impossible (besides enchanting the hammer itself). So many feats that come close, but miss. ‘Throw Anything” only works on improvised weapons, “Throw Hammer” appears to only work on light hammers. I see several magic items (Hammer of Thunderbolts and Dwarven Thrower) that both have the returning ability, but don’t convey a way to throw it without the -4 Penalty. “Holy Ice Weapon” (spell) could create a warhammer, AND gain the returning ability, but not the ability to throw it !!!! Could it be argued, that a standard warhammer, which is obviously not designed to be thrown, would be considered an improvised THROWING weapon, as is anything not designed to be thrown (i.e. no range increment listed in the book), and thus affected by the “Throw Anything” feat??? If there’s something I’m missing please enlighten me... My deity is Torag, so I’m not interested in other “similar” warhammer type/style weapons, just warhammers. All the magic items that add bonuses to thrown weapons (mostly belts), don’t actually convey the ability to throw weapons that don’t have a range increment. Just looking for a simple way to get around the -4 penalty on throwing my warhammer without having to enchant it with the throwing ability.
I was wanting to recreate the “Hammer of Moradin” style of character within the Pathfinder world... say a “Hammer of Torag”. Where any war hammer I pick up “gains” the throwing and returning abilities. I’d like to avoid any specific weapon enchants and instead use feats and other slotted magic items.
So how do you handle cumulative damage from multiple Bleeding Critical hits since they do stack? Do I roll 2d6 each round for every prior confirmed critical and add them together (2d6+2d6+2d6+...), or Do I take the highest two results each round (max of 12 points)?
PFCRB Page 184 "Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”)." Does the "20" in the definition become "19-20" or "17-20" if the critical threat of your weapon is no longer the standard "20"? Does an initial roll within the critical threat range of your weapon guarantee the hit, "regardless of your target’s Armor Class"???
ryric wrote: Greater magic weapon gives +1/4 caster levels, so you'll need CL16 for +4 weapons and CL20 for +5. I'm not sure where you're getting 13 and 17 from. Level 1-4 = +1 Level 5-8 = +2Level 9-12 = +3 Level 13-16 = +4 Level 17-20 = +5 Isn't level 13 the minimum level required to produce a Wand of Greater Magic Weapon +4, and isn't level 17 the minimum for a +5... or does it mean: Level 0-3 = +0
This is the main reason I asked the question.
Darksol the Painbringer wrote:
I wasn't aware of the "nerf", so thank you!!! :(
When I first read the description on Gravity Bow, I thought it sounded great. I'm running a ranger, with Crossbow Mastery, wielding a heavy crossbow of speed. However, I'm not sure my initial assessment was accurate. So I thought I'd get the opinion of the masses.... Standard heavy crossbow damage is 1d10 (average damage of 5). With Gravity Bow, damage bumps up to 2d8 (average of d4+d4=8) although there is debate concerning 2 die verses 1 die would output (on average) slightly higher numbers.... The problem I'm trying to overcome is the fact that casting it (a standard action) means I lose my entire first round of combat. 15th level Ranger, rapid shot & "speed" nets me 5 attacks/rnd. Typical combat only last 2-3 rounds (too many players....) and the spell expires before our next combat starts. Even with a Wand of GB so I'm not burning my spell slots, that still a lot of damage I'm giving up just to get 3 extra damage (on average) times 5 shots. Even taking "critical multipliers" (x3 with Bracers/Falcon) into consideration, is it worth burning my first round of combat to get this spell off? I can see if I have to move to get into range or line of sight, then move and cast, but if I don't have to re-position, is it worth the cost?
It seems to me that Crossbow Mastery has made Repeating Crossbows obsolete. Crossbow Mastery gives me the same # of shots per round as if i was firing a bow. At 15th level, I get 3 attacks/shots. I’ve seen whole debate threads concerning weather rapid reload “functions” on Repeating Crossbows or not. My question is, do i still get an extra shot from Rapid Fire (i.e. 4 per round), or is my “extra” shot somehow superseded by the line “as many shots per round as if you were firing a bow”? |