| Remco Sommeling |
1) not really but a Large scimitar will do just about the same 1d8 instead of 2d4, as a DM I would not be bothered to let a Large guy wield a falchion as a Large scimitar, I think there was an optional rule i 3.5 like that.
2) why would Large size bows work any different ? isn't 1D8 just becoming 2D6 ? if you mean range increment, there are no rules for larger creatures to have larger range.
3) I honestly wouldn't know about the paladin, I don't like prpg paladin and simply do not use it.
| Selgard |
A falchion is a 2 handed weapon.
If you want to use it one handed you would incur the penalties listed int he Equipment section. to quote:
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.
For the large longbow, use the damage chart which is also in the equipment section.
1d8 becomes 2d6. An oddity in the rules: Range doesn't increase or decrease due to the size of the bow. (at least not that I found)
As for the paladin and bows.. I have no clue.
John Spalding
RPG Superstar 2011 Top 32
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Paladin with a bow do very, very well. This is mostly due to small changes in feats and the paladin smite.
Firstly, the smite mechanic really benefits from lots of attacks and archers get them because it lasts so long. It also benefits from full attack actions and archers need to move less often to get their attacks off.
Secondly, in terms of feat changes from 3.5, Deadly Aim is really powerful as is the new Manyshot.
Thirdly, both Divine Bond options work well for an archer. The mount (especially if you are small) is a nice mobility improvement. The Weapon Bond is a decent damage boost as well.
The only issue is that you get feats slower than a fighter (like everyone else) and you need a few feats just to start (Precise shot for one). Going archer is a big feat investment (and even more of a feat investment if you plan on doing Mounted Archery).
That said, because a 2H paladin requires so few feats to shine (Power Attack and Improved Crit are the real goodies) you can switch between the two with relative ease.
| Viletta Vadim |
One of the benefits of archery has always been that you could double- and triple-dip on weapon enhancements. +1-5 from Greater Magic Weapon, normal enhancements on the bow, and if you're willing to splurge (not usually worth it, but it's a strong option), magic arrows. Now, add a bonded weapon for, like, a +22-equivalent weapon. Add to that smiting and Deadly Aim, and archer Paladins are a legitimately viable option.
Now, as to large weapons? They have their damage increased by a die step. A large scimitar goes from 1d6 to 1d8. A large falchion goes from 2d4 to 2d6. Go to the weapons section of the SRD and scroll down to "Tiny and Large Weapon Damage." Alternately, the weapon size chart is pretty much the same as it was in 3.5, so you could just use that instead. Mind that all weapons that use the same damage die are pretty much the same. The scimitar's damage die progress at the same rate as a shortspear.
Adun
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Since you're large size, I'd go with a Giant Mercurial War Pick, Which I believe does something in the range of 4d8 damage. If you take the Monkey Grip Feat, you can use it one handed at a -3 penalty (-2 for the awkwardness from monkey grip and -1 from Mercurial). Also, you have to take Exotic Wep. Prof (Giant War Pick) to use it with monkey grip anyhow.
So, I believe that would be the best weapon, because 4d8 with a x4 crit is amazing, and if you're large sized, you should have a large strength modifier, which makes things much, much better.
| Xum |
Since you're large size, I'd go with a Giant Mercurial War Pick, Which I believe does something in the range of 4d8 damage. If you take the Monkey Grip Feat, you can use it one handed at a -3 penalty (-2 for the awkwardness from monkey grip and -1 from Mercurial). Also, you have to take Exotic Wep. Prof (Giant War Pick) to use it with monkey grip anyhow.
So, I believe that would be the best weapon, because 4d8 with a x4 crit is amazing, and if you're large sized, you should have a large strength modifier, which makes things much, much better.
Thank God Mercurial weapons were banished. And I believe he is not using things from 3.5, are you?
Even if you do allow monkey grip (which is crappy) the penalty would be -7 from my calculations.
There is no best option for weapons really, depends on what you want.
John Spalding
RPG Superstar 2011 Top 32
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In mellee, after level 10 or so, high crit weapons are better (especially if you cast Bless weapon). Before that, it is pretty close to a wash.
I believe that would be the best weapon, because 4d8 with a x4 crit is amazing, and if you're large sized, you should have a large strength modifier, which makes things much, much better.
That probably isn't allowed. In part because there are like 5 versions of mercurial and none are well done.
On a more general note, given the critical effect feats, (e.g. blinding critical) you are better off with a bigger crit range than a bigger crit multiplier.
| Sigurd |
For the record:
I am a human with feat from "Mega-Feats Revisited" by Chris A. Field.
Gigantic (Combat)
You are a sheer wall of muscle, capable of incredible feats of strength.
Prerequisites: STR 15+, CON 13+, Toughness
Benefit: Your great strength allows you to function as if you were a size category larger. You gain a +1 size bonus to your Combat Maneuver Bonus and Combat Maneuver Defense values. Your sheer size means your reach increases by +5 ft. You can still threaten enemies adjacent to you.
You are considered one size category larger for the purpose of determining if special attacks (such as swallow whole) can affect you. You can use weapons designed for creatures in the next size category without penalty, and your lifting and carrying limits are increased, as if you were truly larger.
Pathfinder Mega Feats p.39
http://enworld.rpgnow.com/product_info.php?products_id=65180
I'm treating the character as a sort of Paul Bunyan like paladin hero. I'm not trying to be ridiculous in my strategies. I want a fairly classic sword and shield paladin hero. He doesn't have exceptional stats so I don't think he can afford the archery route but I am interested long term.
The feat allows the character to use large weapons. I don't want huge weapons because that goes into the realm of video games IMHO. I am thinking that even under the affects of an enlarge person this guy is just normal large.
I would like to hear if people think this is too cheezy\powerful.
| Majuba |
I am a human with feat from "Mega-Feats Revisited" by Chris A. Field.
Gigantic (Combat)
...
I'm treating the character as a sort of Paul Bunyan like paladin hero. I'm not trying to be ridiculous in my strategies. I want a fairly classic sword and shield paladin hero. He doesn't have exceptional stats so I don't think he can afford the archery route but I am interested long term.I would like to hear if people think this is too cheezy\powerful.
I'll admit I find the whole Powerful Build/Gigantic thing to be cheesy myself, but sounds like you got a nice idea going.
Selgard was correct, one-handing a falchion would give you a -2 to hit. I think most DM's would let you wield one *as* a large scimitar (dealing 1d8), should you run across magic ones. 2d6 for a Large Longbow, 2d8 for a Large Heavy Crossbow.
I'm playing a bow paladin right now (crossbow at the moment due to 9 Str). With a high dex/cha it works well - hitting decently when not smiting, obliterating when I am (5th level with the bard I can work up to +17 to hit smiting, or +15 for 1d6+11).
In general it works well - the biggest drawback however is your defences/tankness can go unused. I have the best saves and best AC (by far when smiting), but those rarely get used because I am in the back shooting.
| bigandbulky |
I have also considerd the large sized wepon route. I have a ranger stearing down arcane archer and going from 1d8 to 2d6 seems little until you add your feats like many shot and rapid shot, and your extra attacks. Also using the spell from the advanced players gide gravity bow whick makes all of your arrows do next sized wepons damage so 2d6 become 2d8 for 1 min (20 rounds at 3 sec) and my level 7 can shoot 4 aarows a round so my potential 4 1d8 aarows become 4 2d8 arrows potential 32 becomes 64 and add percision damage and other modifiers like a fire bow's 1d6 a turn my potential on a good turn becomes (including +6 damage from all my multipliers) a hopeful but unlikely 128 damge a turn without crit. Also if everything hits but rool 1 on all my damage it becomes 35min damge. And every levil i keep going up.