Growth Domain- Enlarge Duration


Rules Questions


7 people marked this as FAQ candidate.

Enlarge (Su): As a swift action you can enlarge yourself, 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.

Is this a duration as if you'd had the spell cast on you, or do you get the effect Enlarge Person only for a number of rounds equal to 3+ Wisdom modifier? Not very clearly defined here at all...

Liberty's Edge

Enlarge Person's duration is 1 minute/level, so I'm pretty sure you're going to be Enlarged for 1 minute per level, available a number of times per day equal to 3+ WisMod.


Jeremiziah wrote:
Enlarge Person's duration is 1 minute/level, so I'm pretty sure you're going to be Enlarged for 1 minute per level, available a number of times per day equal to 3+ WisMod.

If so, isn't that so markedly better than any other domain ability?


Personally, I suspect it's supposed to last one round, but they accidentally left that part out.

Scarab Sages

Enlarge isn't all benefit. It's got some drawbacks too. You suffer a penalty to dex, and a penalty to ac and attack rolls (which may or may not be offset by the bonus to strength). Also, you're this giant target who doesn't really fit into places.

I'd say that the dual nature of the spell renders it a fair ability.

Liberty's Edge

My opinion? It is both obscenely powerful and also not without drawbacks. It turns you into a walking pincushion, for one, against ranged enemies. But yes, it's very, very strong in melee, and yes, it is far better than all other domain abilities for that reason - at least, if your character has a melee build. If you're a caster druid or cleric, it's (obviously) useless. But, for an inquisitor, archetypal paladin, melee druid, etc., it's absolutely obscenely strong as written.


Magicdealer wrote:
Enlarge isn't all benefit. It's got some drawbacks too.

Then why isn't Quickened Enlarge Person a 1st level spell?


hogarth wrote:
Magicdealer wrote:
Enlarge isn't all benefit. It's got some drawbacks too.
Then why isn't Quickened Enlarge Person a 1st level spell?

Because crossbows don't shoot laser bolts.

Liberty's Edge

Jeremiziah wrote:

My opinion? It is both obscenely powerful and also not without drawbacks. It turns you into a walking pincushion, for one, against ranged enemies. But yes, it's very, very strong in melee, and yes, it is far better than all other domain abilities for that reason - at least, if your character has a melee build. If you're a caster druid or cleric, it's (obviously) useless. But, for an inquisitor, archetypal paladin, melee druid, etc., it's absolutely obscenely strong as written.

Its ok, pretty decent choice, but there are better options for a melee build imo. Its got the drawbacks that come with being enlarged as mentioned, but also you have to keep in mind that you don't just use one ability and ignore the rest of the things your character can do. Personally any melee build that gets access to chaos and the protean subdomain is going to have displacement by level 5. You have to cast it but theres no denying that it is a very good spell for melee. Also the ferocity domain gives 1/2 your level in untyped dmg, pretty good little boon, and you won't be getting rage from destruction probably if you have growth. Protection domain can give you the shield spell, its a good one for melee characters aswell. Just things to think about, also good idea to figure out exactly how much extra damage enlarge gives you, -1 to hit, but +2 size to str(doesn't stack with righteous might) and the little extra from a bigger weapon usually doesn't add up to that much more overall dmg, it helps, but noone is going to say, "oh thank goodness our cleric is enlarged, i guess we can all relax now".


Dirkfreemont wrote:
Just things to think about, also good idea to figure out exactly how much extra damage enlarge gives you, -1 to hit, but +2 size to str(doesn't stack with righteous might) and the little extra from a bigger weapon usually doesn't add up to that much more overall dmg, it helps, but noone is going to say, "oh thank goodness our cleric is enlarged, i guess we can all relax now".

It's also important to take into account the hit to AC you would take; you can deal (usually only slightly) more damage at a greater range, but your ability to take damage actually goes down, since you lose at the very least one to AC from size, and probably 1 from the Dex reduction as well.

All in all, it seems a fair trade off, given the penalties to AC and loss of ability to manuever in tight spaces.

Liberty's Edge

Dirkfreemont wrote:
Just things to think about, also good idea to figure out exactly how much extra damage enlarge gives you, -1 to hit, but +2 size to str(doesn't stack with righteous might) and the little extra from a bigger weapon usually doesn't add up to that much more overall dmg, it helps, but noone is going to say, "oh thank goodness our cleric is enlarged, i guess we can all relax now".

Wait, huh? The difference between a Greatsword doing 2d6 + whatever and it doing 3d6 + whatever +2 is pretty significant. On a Cleric, it's not really that good... "Hey look, an easier-to-kill Cleric!"... but on an Inquisitor it is pretty brutal. Plus, it's quickened. In a game where action economy is at a premium, that's quite strong. Here's the worst thing about it: it's dippable. Have a 2nd level barbarian or fighter? Become an inquisitor of Erastil! Now you have judgements and the ability to enlarge as a quick action! Take 19 more levels in barbarian/fighter, and you're all set. Really good. It may not be the best possible build, but it's got to be in the top 5 available builds for most games.


You get the bonus of the ferocity domain on a few attacks per day, where as if you get the benefit of enlarge for minutes each time, you get a bonus to damage for minutes per use, in the long run, its vastly more damage potential than the little bit from ferocity domain.


Cartigan wrote:
Because crossbows don't shoot laser bolts.

How dare you say such a hurtful thing. Deep down in my heart, I know it's true.

Liberty's Edge

daemonprince wrote:
You get the bonus of the ferocity domain on a few attacks per day, where as if you get the benefit of enlarge for minutes each time, you get a bonus to damage for minutes per use, in the long run, its vastly more damage potential than the little bit from ferocity domain.

Yeah you can just take ferocity with something like the protean chaos domain was what i was alluding to. I'd go with rage and protean subdomains if i were to make another melee cleric though. As far as the comment about getting to dip one level in inquisitor goes, I could see some people that would do it, not me though. Give me +1 BAB to qualify for feats sooner, and the extra level of fighter or barb to qualify for rage powers and fighter feats sooner. Enlarge is cool, but I'd rather be a better fighter or barb and let someone buff me if they feel like doing it and actually have it work. Enlarge doesn't stack with enlarge, or righteous armor quality out of APG pg 283 (+27,000 gp though, ouch, but still 9th-10 level you might be thinking about getting it).

Dark Archive

I mean, it's a handy and effective way to get a swift-action enlarge. You also get 4 extra skill points, 2 saves, and access to wands of divine might (and can cast it yourself for +1). And since you are enlarged effectively all fights (assuming a 14 wis, 5 mins a day as a swift action), you can build your guy around it... polearm fighter with combat reflexes and 15 foot reach. Seems really solid.

Liberty's Edge

Thalin wrote:
I mean, it's a handy and effective way to get a swift-action enlarge. You also get 4 extra skill points, 2 saves, and access to wands of divine might (and can cast it yourself for +1). And since you are enlarged effectively all fights (assuming a 14 wis, 5 mins a day as a swift action), you can build your guy around it... polearm fighter with combat reflexes and 15 foot reach. Seems really solid.

Here's the thing, if getting enlarge person is that big of a deal take the dangerously curious trait out of APG, if you are a spirit totem barb you have a decent cha already, and maybe get a circlet of persuasion. You'll have enlarge guaranteed at 19 ranks, which wont take that long. Even a fighter could do it if you are building your guy around it, just take 12 cha from the start and keep your awesome fighter levels to qualify for awesome fighter feats sooner. Also judgements don't keep getting better as you take fighter levels, but fighter feats build off of each other. This is just what i think, but if it sounds cool or fun or you have a good character idea that revolves around it I say go for it. Just know that its probably not something to do because you think you are getting some unfair advantage, because you really aren't, especially in the long run.


Personally i like the idea of a growth domain Sacred Servant Paladin. Full BAB, barkskin castable 1/day, and not really caring if he gets hit anyway suits me fine.

Add this to an elf with a curve blade for lots of fun and death.

* edit bad punctuation :)

Liberty's Edge

Bertious wrote:

Personally i like the idea of a growth domain Sacred Servant Paladin. Full BAB, barkskin castable 1/day, and not really caring if he gets hit anyway suits me fine.

Add this to an elf with a curve blade for lots of fun and death.

* edit bad punctuation :)

Aha! Now we're talking. This idea seems worth looking into. Hadn't seen they get a domain power and slots, maybe I'll have to make a sacred servant now...


In a ebberon game i'm in i am planing a Drow Paladin with this ability as a "giant slayer". With the lunge feat i can match reach with them and with a big sword and power attack maybe even damage with them :D

Dark Archive

I mean, it is a big deal. Swift-actioning a growth gives you 10 feat closer, meaning full attack on someone 15 feet away (you can grow in their direction). Wands or spells are full-round because it's really powerful... Pick up a glaive and hit someone 15 feet away for 2d8+ 1-2 more, and give the guy reach. Oh, and now you can use wands of divine power without spending skill points. Perception added as a class skill is nice.

20 point build. Inquisitor 1/Fighter (Polearm) X
Half-Elf (+2 will save and the free hp for inquisitor)
Str: 16 (18)
Int: 13
Wis: 14
Dex: 16 (14)
Con: 10
Chr: 7

Feats: Combat reflexes, dodge, combat expertise, spring attack, whirlwind attack, weapon focus / specialization (by 6th)

Attack everyone within 15 feat by 6th level... Figure +1 sword, +2 str item, for 2d8 +11 at +13 to hit (+8 if adjacent). And get 3 free attacks for people closing... good no?

Liberty's Edge

hmm, does seem like that could be nice, especially if you really can "grow" in whatever direction you choose, and I can't see why you wouldn't be able to. I was just thinking, are you allowed to be a pally of erastil though bertious? true neutral god and you are required to be LG, but I'm definately not sure on this one cause I can't find where it says you must be within one step of the god you fight for as a paladin.

The Exchange

i use the growth domain for the CMB capabilities. its is a +2 due to str and size. and o yeah, no attacks of opportunity because you have reach. so when i trip someone, they have to stand up, spending a move and provoking. now they cant 5 ft adjust and are still 5 ft away, so they can try to use a ranged weapon, which provokes(combat reflexes), or cast defensively, which might provoke, or move, which would provoke, assuming no acrobatics. and i use a sawtooth sabre in one hand, which goes to 2d6 when large, and a flail, also 2d6 with trip. and i have two levels of barbarian for a gore attack that does 2d6 when large. overall, just beating face. nonstop.


Dirkfreemont wrote:
hmm, does seem like that could be nice, especially if you really can "grow" in whatever direction you choose, and I can't see why you wouldn't be able to. I was just thinking, are you allowed to be a pally of erastil though bertious? true neutral god and you are required to be LG, but I'm definately not sure on this one cause I can't find where it says you must be within one step of the god you fight for as a paladin.

Eberron has a NG god with the plant domain :) as well as you can be a Paladin of the Sovereign Host letting you use any of their domains.

As for normal pathfinder a paladin guardian of nature would work i would probably orders of them based around his 4 servants with the plant domain ones vernerating scorchbark.

*edited because i didn't properly understand the post till after i answered :)

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Growth Domain- Enlarge Duration All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions