Abrar "Glade" Ajmal
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I'm playing a caster druid and wondering how big I could get if I put my mind to it. (Not necessarily the best thing to do, but as a last ditch effort to cause some damage should I run out of spells...) So far I'm thinking Wild shape gets me to Huge size, Enlarge person should still work, pushing me to Gargantuan. Now, using the APG spell "Stron Jaw" which will cause me to deal damage as if two sizes larger, I should be able to deal 2x damage as if Colossal, IF I'm reading this right. Any way to actually get to Colossal size?
Any takers on the validity of this concept?
If so, what would you choose as form for the Wild shape in order to maximise damage? (Huge animal/Elemental perhaps?)
Also, what would be the value of using the Vital strike feat tree in you opinion?
Thanks for your 2-cents
| HaraldKlak |
I'm playing a caster druid and wondering how big I could get if I put my mind to it. (Not necessarily the best thing to do, but as a last ditch effort to cause some damage should I run out of spells...) So far I'm thinking Wild shape gets me to Huge size, Enlarge person should still work, pushing me to Gargantuan. Now, using the APG spell "Stron Jaw" which will cause me to deal damage as if two sizes larger, I should be able to deal 2x damage as if Colossal, IF I'm reading this right. Any way to actually get to Colossal size?
Any takers on the validity of this concept?
If so, what would you choose as form for the Wild shape in order to maximise damage? (Huge animal/Elemental perhaps?)
Also, what would be the value of using the Vital strike feat tree in you opinion?
Thanks for your 2-cents
Sorry, you can't go gargantuan at all. Polymorph chapter state: "In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell."
You could do a huge creature using the spell to give you damage as a colossal one.
Normally I choose shaping in to creatures with as many natural attacks as possible. But the vital strike feats might turn you into a flexible able to move a do significant damage. Perhaps you should choose a form that grant you grab or trip to grant you a little extra.
For sheer damage the mastodon might be a good bid, the gore attack is already 2d8 (I am not sure what colossal damage is, but I think it becomes 6d6). The trample ability lets you have fun running down your enemies.
All in all, mind you, I don't think it is the most efficient build. You will deal more damage with multiple attacks instead, and if you take a pouncing creature, you can charge around without worries. On top of that, the druid is pretty feat starved, and dumping 2 into vital strike, might be instead of something else you'd like. And it will not be until level 15 you can get improved vital strike.
Abrar "Glade" Ajmal
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Ah, I missed that part of the polymorph section, it seems you're right. But as for how damage dice progress up the sizes, do you know where the table listing those can be found? Take an Earth elemental for instance, already Huge is given, what now for two sizes larger? What kind of damage dice are we looking at?
Austin Morgan
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Ah, I missed that part of the polymorph section, it seems you're right. But as for how damage dice progress up the sizes, do you know where the table listing those can be found? Take an Earth elemental for instance, already Huge is given, what now for two sizes larger? What kind of damage dice are we looking at?
Here's this: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules #TOC-Natural-Attacks
And you can also use the list in Improved Natural Attack: http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-feats#TOC-Impro ved-Natural-Attack
| HaraldKlak |
Ah, I missed that part of the polymorph section, it seems you're right. But as for how damage dice progress up the sizes, do you know where the table listing those can be found? Take an Earth elemental for instance, already Huge is given, what now for two sizes larger? What kind of damage dice are we looking at?
The damage from the huge earth elemental (equal to the mastodon) is a bit different. According to Improved natural attack and the tiny and large weapon damage table, the 2d8 becomes 3d8, which then should become 4d8. But the table in the bestiary for natural attacks by size, the increase to colossal size changes 2d8 to 4d6, which becomes 6d6 with an additional increase.
I am not sure what is the correct approach. 6d6 is surely the best with a higher average (21 to 18) and max (36 to 32) than 4d8.
Abrar "Glade" Ajmal
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According to Improved natural attack and the tiny and large weapon damage table, the 2d8 becomes 3d8, which then should become 4d8. But the table in the bestiary for natural attacks by size, the increase to colossal size changes 2d8 to 4d6, which becomes 6d6 with an additional increase.
Yep, after some research and extrapolation and so on and so forth thats the discrepancy I came up with as well... Not that the difference is huge, but wondering which is correct.
I envision this as a one off, last ditch chance to cause some damage, after all spells have been cast, charging in and giving one wallop, using vital strike for added effect... :)
| HaraldKlak |
I envision this as a one off, last ditch chance to cause some damage, after all spells have been cast, charging in and giving one wallop, using vital strike for added effect... :)
For this I recommend a creature with the powerful charge ability. If your GM allow it, take a huge version of a rhinoceros (I prefer larger version of mundane animals than dinosaurs) or just go triceratops.
Sadly (by RAW) not compatible with Vital Strike, but their gore attack is 2d8, the spell bumping it either to 4d8 or 6d6, and on a charge it will be 8d8 or 12d6 + 2xstr modifier.If you can convince your GM to allow vital strike on a charge (which under normal circumstances is pretty fair in my opinion), then you are gonna deal insane amounts of damage...