| Robert Petty |
I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?
| Kolokotroni |
I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?
are you allowed 3.5 material?
| Robert Petty |
Robert Petty wrote:I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?are you allowed 3.5 material?
No, only the pathfinder core book.
| Patrick Kropp |
I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?
What does stip you from using it? Yeah you take a -2 penalty, but who cares? Or did I oversee something?
| AvalonXQ |
What does stip you from using it? Yeah you take a -2 penalty, but who cares? Or did I oversee something?
You have to change the effort level when the weapon changes size. A medium character can wield a large one-handed weapon as a two-handed weapon at a -2, and can't wield a large two-handed weapon at all.
As a light weapon, a medium character can wield a tiny two-handed weapon at -4, a small one-handed weapon at -2, or a medium light weapon.
As a one-handed weapon, a medium character can wield a small two-handed weapon at -2, a medium one-handed weapon, or a large light weapon at -2.
As a two-handed weapon, a medium character can wield a medium two-handed weapon, a large one-handed weapon at -2, or a huge light weapon at -4.
If it's not on the above list (and a large two-handed weapon isn't), then by RAW the medium character can't wield it at all.
| DM_Blake |
Robert Petty wrote:I currently building a 15th level half orc (barbarian 7, rouge 8). My strength score is 18 without raging, and I plan to use Improved vital strike. How ever I want to use a large greatsword, but the size increase would put the weapon beyond the two-handed weapon effort. I'm trying to find a way that I might still be able to wield it using only the core rule book. The only thing I can think of doing is using my rouge talents to gain major magic and use enlarge person twice a day, but I would really like to wield it at my current size of medium creature. can any one help please?What does stip you from using it? Yeah you take a -2 penalty, but who cares? Or did I oversee something?
Re-read the section on weapon sizes in chapter 6.
Weapons have a size, and they are built for a creature of a certain size to wield them. As the weapon gets larger, it becomes "sized" for a larger creature. If the creature wielding the larger weapon is not a larger creature, then it requires more "effort" to use it.
For example:
A medium shortsword is a tiny weapon that a medium creature can wield in one hand. The amount of effort to do so is very minimal, so it is a "light 1H weapon".
A large shortwsord is a small weapon that a large creature can wield in one hand as a "light 1H weapon". But for a medium creature to wield it, it takes more effort. It is no longer considered "light" and it is merely a "1H weapon". The medium creature also takes a -2 penalty to hit because the weapon is inappropriately sized for him.
A huge shortsword is a medium weapon that a huge creature can wield in one hand as a "light 1H weapon", or a large creature can wield as a "1H weapon" at -2 to hit. But a medium creature needs even more effort, and now this weapon must be wielded in two hands. He also takes a -4 penalty to use it.
Now, in the section on weapon sizes, it says that if a weapon becomes so big or so small that the effort becomes something other than "Light", "1H", or "2H", then you can't wield it.
Back to the OP's question, the (medium) greatsword is already a 2H weapon. Increasing it to a large greatsword would increase the effort to something more than "2H", which makes it impossible for a medium creature to use.
Edit: It seems I came to this party 6 minutes too late...
| Robert Petty |
You could use a huge sunblade 3d8 base damage, -4 to attacks. With improved vital strike, that would be 19.5 points of average damage more than a medium greatsword.
Not the best option but probably the biggest one.
Thank you, this is exactly the kind of advice I was looking for. Originally I wanted to use a large great sword and enchant it with flaming, frost, shocking, vicious and the required +1, so that on a successful sneak attack from flanking, I would deal 18d6 from my weapon.
| seekerofshadowlight |
Jadeite wrote:Thank you, this is exactly the kind of advice I was looking for. Originally I wanted to use a large great sword and enchant it with flaming, frost, shocking, vicious and the required +1, so that on a successful sneak attack from flanking, I would deal 18d6 from my weapon.You could use a huge sunblade 3d8 base damage, -4 to attacks. With improved vital strike, that would be 19.5 points of average damage more than a medium greatsword.
Not the best option but probably the biggest one.
Ask your GM because not everyone will agree with that. To me you can not do that as the weapons Size is that of a bastard sword not of a short sword. So while it counts as a short sword for proficiency and such it is not the size of a short sword so not usable.
| Robert Petty |
Ask your GM because not everyone will agree with that. To me you can not do that as the weapons Size is that of a bastard sword not of a short sword. So while it counts as a short sword for proficiency and such it is not the size of a short sword so not usable.
In the Sun Blades description it reads:
This sword is the size of a bastard sword.However, a sun blade
is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword
.
This means that it's effort level would still be that of a two-handed weapon if I get a large sun blade. It's really not a matter of how big the weapon is, but how difficult it is to use.
| Robert Petty |
Just to correct my last post, that would be a huge sun blade instead of large, sorry.
I have another 2 other questions if any one cares to answer. How would you go about pricing over sized weapons? I would also like to know what I should consider a sun blade for adding enhancements, if it can evenbe enhanced?
| DM_Blake |
I have another 2 other questions if any one cares to answer. How would you go about pricing over sized weapons? I would also like to know what I should consider a sun blade for adding enhancements, if it can evenbe enhanced?
Cost: This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
So, from medium to large is 2x the price, and it stands to reason that a similar price hike should apply from large to huge. Note that this is just the cost of the ordinary weapon. I would also apply the x2 multipliers on the masterwork cost (twice as big means twice as many gems, twice as much fancy material, twice as much fancy engraving, etc.).
But these multipliers don't apply to the magical costs.
So a +1 longsword is 2,315 gp, and a large +1 longsword is 2,630, and a huge +1 longsword is 3,260, etc.
As for enchanting the Cheeseblade, er, uh, Sunblade, I would treat it as being a +5 weapon for two reasons:
1. It is basically the same price as a +5 weapon.
2. Most things you will fight are evil, and against evil, it is a +4 weapon. On the occasions you fight non-evil, it's a +2 weapon. Even if we take the average, that's +3. I figure the bonus damage against negative energy/Undead is worth +1, and the size thing is worth +1, bringing it up to a a total bonus of +5, roughly.
So, adding Keen, for example, or adding an extra +1 to hit/damage (making it +3/+5 vs. Negatives/Undead), would IMO bump the cost up to that of a +6 weapon and I would charge the full 22,000 gp increase in cost.
| kyrt-ryder |
Great analyses Blake.
Now something you should know Robert, incase the anti-evil and anti-undead angle doesn't appeal to you, and you can get your GM to agree.
In the Expedition to Castle Ravenloft the bare bones version of this magic weapon (called the Sun Sword), cost a total of 3,000 gold (3,600+ 2*the cost of a bastard sword for a huge model) and came as a simple +1 weapon, and it's sole special ability being the ability to wield it as a shortsword.
If your GM calls foul on the modest flat bonus price (some would, especially a good number of those on these boards lol), you could propose the sizing effect would cost a single +1, and you could enhance the weapon in a custom manner from that point out.
| DM Doom |
Personally I don't mess with mods unless the weapon size is very different, a small shortsword would handle enough like a dagger to avoid penalties in the hands of someone proficient with daggers, likewise a small longsword would be treated more as a shortsword. Never cared much for that evolution of the 3rd edition rules much anyway. A large two-handed sword would be a good example of getting a little too big to wield while a small dagger would be a little too small for a medium person to wield effectively.
But then that's me and how I run my games so *shrug* :P
| seekerofshadowlight |
This means that it's effort level would still be that of a two-handed weapon if I get a large sun blade. It's really not a matter of how big the weapon is, but how difficult it is to use.
I disagree, and would never allow it. A 20 foot sword made out of aluminum is lighter and easier to move then one made of steel, does not mean it's any more usable
As I said, best ask your GM.
| Robert Petty |
I think I discovered a problem with this entire setup. Technically master craftsman doesn't allow me to create spell trigger or spell activation items. The sun blade can be swung overhead to create an effect similar to real sunlight, but it doesn't say it is the sun light spell. In any case my DM would have allowed me to do so, but I feel this is really over complicating the entire game, too many questions as to wither something is legitimate or how to go about it. For now I'll stick with something more appropriate.
| AvalonXQ |
Technically master craftsman doesn't allow me to create spell trigger or spell activation items.
Spell trigger and spell activation items are a very specific set of items that also require an appropriate spellcaster to use: scrolls, wands, and staves. Weapons, armor, potions, wondrous items, etc. are not spell activation items. The special spell requirement never applies to these.
| AvalonXQ |
Good point, however what does command activated count as?
Spell trigger and spell completion items are a very specific class of things that require knowledge of the spell in order to use: scrolls, wands, and staves. A weapon or other magic item that can be triggered by anyone (whether by use or command word or simply wearing the thing) isn't one of these special items.
| Robert Petty |
Well I spoke to my DM. Seems like he agrees to my making a sun blade. He needs to review the steps I'm taking to do so. He'll make a determination soon enough, and I'll post the results. Thank you everyone for you'r support and advice.
My Dm and I have decided it was best to stick to making a normal great sword. It is supported by the core rules without any need for special rulings, which is the very reason we are sticking to the core rules. again thank you every one for your help.
| AvalonXQ |
Robert Petty wrote:Well I spoke to my DM. Seems like he agrees to my making a sun blade. He needs to review the steps I'm taking to do so. He'll make a determination soon enough, and I'll post the results. Thank you everyone for you'r support and advice.My Dm and I have decided it was best to stick to making a normal great sword. It is supported by the core rules without any need for special rulings, which is the very reason we are sticking to the core rules. again thank you every one for your help.
A sun blade is included in the core rules without any need for "special rulings".
A good Master Craftsman with 10 ranks in craft (weaponsmithing) that doesn't know daylight can craft a sunblade at DC 20. This isn't a houserule or any "special ruling"; it's the core rules.| Geeky Frignit |
So a +1 longsword is 2,315 gp, and a large +1 longsword is 2,630, and a huge +1 longsword is 3,260, etc.
Actually, I don't think the masterwork cost of the weapon doubles with the size, only the base cost of the weapon.
I'm basing this off of the masterwork cold iron longsword in table 15-11 that costs 330 gp. The 15 gp of the longsword is doubled for being cold iron, but the masterwork component remains 300 gp.
| Evil Lincoln |
At some point, this becomes an issue of mass. You will eventually end up doing pull-ups on the hilt rather than moving the sword.
I think weapons that require two hands for a creature twice your size (to wield, not lift) is as good a place to draw the line. At this point, we're talking about a medium weapon for a Huge creature, right?
If your GM is going to allow you to do this, I suggest you find or invent a feat. But just because you can physically lift something doesn't mean you should be able to wield it as a weapon.
| Sothmektri |
So, from medium to large is 2x the price, and it stands to reason that a similar price hike should apply from large to huge. Note that this is just the cost of the ordinary weapon. I would also apply the x2 multipliers on the masterwork cost (twice as big means twice as many gems, twice as much fancy material, twice as much fancy engraving, etc.)
I don't think that's what you're really paying for with a masterwork weapon, though. I mean, what's the quote about polishing excrement? I think that's the cost of labor for an item of such quality that it's stats are beyond normal (+1 to hit), and the dressing up occurs after. So you're paying more because the smith created a kick-ass blade (or mace head, or what have you). The dressing up, to me, would be a separate cost and would be added on once you know you have a work of art instead of a workaday average blade.
Other than that I'm in full agreement on increasing the MW cost itself, though I'd raise it quite a bit for a huge weapon. The book says:"Adding the masterwork quality to a double weapon costs twice the normal increase"
... which to my mind is reflecting the amount of blade to be worked to such a high degree of quality. If the blade winds up being large enough to make itself a giant pain in the A to maneuver around while working it in the bladesmith's usual workspace, or it is an issue how much of it he can reasonably heat in one go due to the size of the forge, I could see that price spike way the hell up there.
| Sothmektri |
DM_Blake wrote:
So a +1 longsword is 2,315 gp, and a large +1 longsword is 2,630, and a huge +1 longsword is 3,260, etc.Actually, I don't think the masterwork cost of the weapon doubles with the size, only the base cost of the weapon.
I'm basing this off of the masterwork cold iron longsword in table 15-11 that costs 330 gp. The 15 gp of the longsword is doubled for being cold iron, but the masterwork component remains 300 gp.
Sorry, part of my last post was supposed to be addressed to you, but I goofed somewhere.
Page 149 of the Core Rulebook states:
"Adding the masterwork quality to a double weapon costs twice the normal increase"
| Robert Petty |
A sun blade is included in the core rules without any need for "special rulings".
A good Master Craftsman with 10 ranks in craft (weaponsmithing) that doesn't know daylight can craft a sunblade at DC 20. This isn't a houserule or any "special ruling"; it's the core rules.
Creating a sun blade is not the problem. The problem is how making a larger sun blade, and enchanting it would work. For instance, The cost of making a large weapon is twice the cost of making a medium weapon, but the sun blade costs 25,335gp to make. So, would it cost 50,670gp to make? or would I use the cost of a masterwork great sword? Also, The sun blade is a magic weapon, but doesn't have an entry showing if it has a enhancement bonus, or what that value might be. The Dm would need to make some decisions about such rules. I'm sorry if I'm going off rude or ungrateful, But these are the problems that came up while trying to work out such a weapon.
At some point, this becomes an issue of mass. You will eventually end up doing pull-ups on the hilt rather than moving the sword.I think weapons that require two hands for a creature twice your size (to wield, not lift) is as good a place to draw the line. At this point, we're talking about a medium weapon for a Huge creature, right?
If your GM is going to allow you to do this, I suggest you find or invent a feat. But just because you can physically lift something doesn't mean you should be able to wield it as a weapon.
I'm well aware of effort values when it comes to what weapons can be wielded but what sized creatures. The point is not to have an impossibly large weapon dragging behind me. I'm simply looking for the highest base damage a weapon could provide, and a large great sword would have worked, except that it was already a two-handed weapon. There are no other weapons that can provide 3d6 base weapon damage other then a huge sun blade, which can still be wielded as a short sword.
| The Black Bard |
Right, so, upon reading the entry for Sunblade, here we go.
"In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2)."
If you are making a sunblade that is, for all purposes besides size, normal, then pricing it is easy.
Normal Sunblade is 50000+335. Magic + masterwork weapon. Enchanting costs half of the magic value: 25000. Large size masterwork weapon = 370 (it is not stated anywhere that larger sizes increase the masterwork cost. The double weapon entry is just that, a double weapon, not a bigger one). Huge would be double that: 440gp.
So total cost to create would be 25440gp, for a huge sunblade. Simple and done.