| LeSpriter |
So I have a player who is trying to get a Monster Hunter-esque character, built around using a Large Greatsword to the biggest effect possible, to do single attacks doing ridiculous amounts of damage.
So, he's a Tiefling with 'Fiendish Heritage' #16 to get over not being able to wield such a weapon (as it would become 3-handed).
"You have oversized limbs, allowing you to use Large weapons without penalty"
So I agreed that that combination would work, as for a feat I thought there wasn't much benefit, but it made his character more unique. So after that his weapon deals 3d6 damage; not particularly game breaking to be honest.
He's taken Ranger, as the survival elements of the character match Monster Hunter quite nicely, and the 'Two Handed Weapon' abilities from the APG. It also let him cast the spell 'Lead Blade'; now his sword does 4d6 damage.
He finally earned enough money (lv8) to commission a Large Impact Greatsword
"An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger"
At level 8, even doing 6d6+modifier damage isn't particularly massive, but he enjoys rolling a handful of dice, so I rolled with it (excuse the pun!).
So now he's asking me if the Vital Strike feat chain would combine with it.
"When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total."
It would appear that, as the Impact weapon is technically a weapon ability, that wouldn't work, but the player argues that the ability doesn't work like 'flaming' does, so shouldn't be included in that. While I would agree that, technically, Lead Blades isn't a 'damage bonus' per se, I'm slightly concerned that the player rolling 12d6+modifier could break most encounters. Obviously it's my call at the end of the day, but I just want to ask a few things:
a) does his combination of feats/abilities so far seem legal?b) would Vital Strike allow any of these abilities to combine?
c) would it be game breaking if I allowed Vital Strike to work as my player thinks it should?