Why such un-love of "enlarge" spell ?


Pathfinder First Edition General Discussion

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I am not a fan of the enlarge spell as written because the first thing the half orc barbarian tries to do is to get the wizard to enlarge him and cast "permanency" on him.

It has started to get a little cheesy. I would rather have it be less ubiquitous and less able to be permanenced.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
TriOmegaZero wrote:
Kirth Gersen wrote:
Any examples from APs? That would save us a FAQ request.
Interestingly enough, Kingmaker 6 has a Large creature with a ranseur but only a 15ft reach. :/

TriOmegaZero is correct in his original explanation of Large Size and Reach.

I know the routine is normally to double the base number not the modified numbers. So if you assume that you start with 5ft reach and double it to 10ft reach with a shift to large, then the tendency would be to double the base of 5ft again to get 15ft of reach with a large creature wielding a reach weapon. However that is not what the rules say.

A creature that is Tall Large, as opposed to Long Large, has a base reach of 10ft. If that creature wields a reach weapon then the base reach weapon would double that to 20ft.

An example from Jade Regent is the Typhoon Commander, who is a Large Oni wielding a naginata. The description says "Space 10ft; Reach 10ft (20 ft. with naginata)." That is from book 6 The Empty Throne.

This is how I read the rule on Reach weapons based off the description and it seems to be some agreement in print form.


Shadowdweller wrote:
Enlarge person isn't completely useless when placed on a caster. Sure, it makes one's AC even worse, but it allows one to cast melee touch spells over the heads of one's meat shields.

Exactly. Our sorc/dd uses it as his first buff spell (after an extended mage armor) to deliver his touches :-)


im a lvl 1 fighter with two weapon fighting

wielding a longsword and klar i just got enlarged!

my natural reached made it so goblins could chose to run and take an atack of opp or shot their arows and get an atack of opp

i swoped from 1d8+3 and 1d61 to 2d6+4 and 1d82

now i whacked a goblin with each attack at lvl 1 ! and could reach them with my 20ft speed because of my reach!


I'm awaiting the next AP so I can use a polearm master archetype in it. One enlarge later, and I will claim this land in the name of Mars. Isn't that peachy?


Just remember, though, the downside of enlarge with a reach weapon is that you don't threaten within 10' of yourself (barring having claws, armour spikes, a bite, or similar...)

(This isn't me saying enlarge isn't useful -- it's *very* snazzy when cast on the right target -- especially because the bonus to STR is size-based, so it stacks with enhancement bonuses from belts or Bull's Strength)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Tilnar wrote:

Just remember, though, the downside of enlarge with a reach weapon is that you don't threaten within 10' of yourself (barring having claws, armour spikes, a bite, or similar...)

(This isn't me saying enlarge isn't useful -- it's *very* snazzy when cast on the right target -- especially because the bonus to STR is size-based, so it stacks with enhancement bonuses from belts or Bull's Strength)

So you wear a cestus. Problem solved. :-)

(Seriously, after explaining to the gunslinger why my witch wore one, he went out and got one.)


Matthew Morris wrote:
Tilnar wrote:

Just remember, though, the downside of enlarge with a reach weapon is that you don't threaten within 10' of yourself (barring having claws, armour spikes, a bite, or similar...)

(This isn't me saying enlarge isn't useful -- it's *very* snazzy when cast on the right target -- especially because the bonus to STR is size-based, so it stacks with enhancement bonuses from belts or Bull's Strength)

So you wear a cestus. Problem solved. :-)

(Seriously, after explaining to the gunslinger why my witch wore one, he went out and got one.)

I wouldn't allow that -- all reach weapons require 2 hands, and so you need to have both hands on your weapon to be threatening the 15-20'. (I would allow a person to take a hand off and choose not to threaten the outer area -- but again, armour spikes does the same thing without the hand issue).


Tilnar wrote:
I wouldn't allow that -- all reach weapons require 2 hands, and so you need to have both hands on your weapon to be threatening the 15-20'. (I would allow a person to take a hand off and choose not to threaten the outer area -- but again, armour spikes does the same thing without the hand issue).

I would. I'd have it cost a swift action, but I see no problem with allowing a cestus wearing player to quickly snap out a punch and putting his hand back on the weapon.

Silver Crusade

AdamWarnock wrote:
Tilnar wrote:
I wouldn't allow that -- all reach weapons require 2 hands, and so you need to have both hands on your weapon to be threatening the 15-20'. (I would allow a person to take a hand off and choose not to threaten the outer area -- but again, armour spikes does the same thing without the hand issue).
I would. I'd have it cost a swift action, but I see no problem with allowing a cestus wearing player to quickly snap out a punch and putting his hand back on the weapon.

It's not a swift action, it's a free action. That's actually RAW. The problem is that it's a free action that you can only take on your own turn. So it doesn't work for AoOs.


We have two fighters in our group. One of them likes it when I cast Enlarge Person on him, the other hates it. The guy who hates it is our main damage dealer: high Str, high AC, walks up to the enemy with his falchion and kills them. And if he doesn't, they'll attack him right back, so he likes to keep his AC high.

The guy who loves it is the guy who wins fights before anyone can act. He has a glaive and loads of AoOs. Enlarged, he covers a significant part of the battlefield. Anyone moves, he hits them. Someone else moves, he hits them too. The more reach he has, the more often he gets to attack. So Enlarge is awesome on him.

Silver Crusade

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Moral of the story: Enlarge Person is awesome for adding reach or increasing damage on a strength based, medium sized melee combatant. It's a debuff on just about anyone else.

Reverse that for Reduce Person. It's a debuff for strength based melee types, but the dex and AC bonuses make it a buff worth having for everyone else.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Fromper wrote:
AdamWarnock wrote:
Tilnar wrote:
I wouldn't allow that -- all reach weapons require 2 hands, and so you need to have both hands on your weapon to be threatening the 15-20'. (I would allow a person to take a hand off and choose not to threaten the outer area -- but again, armour spikes does the same thing without the hand issue).
I would. I'd have it cost a swift action, but I see no problem with allowing a cestus wearing player to quickly snap out a punch and putting his hand back on the weapon.
It's not a swift action, it's a free action. That's actually RAW. The problem is that it's a free action that you can only take on your own turn. So it doesn't work for AoOs.

Point taken. I use it for my casters, so I didn't think of that. Hmm it would be non-proficient, but you *can* armor spike a hakiri-maki, right?*

(Also helps the gunslinger, since you need a hand free to hold the pistol, and a hand to load it)

*

Spoiler:
Yes, I know it would be as silly as hell, and I'd never do it, but like an adamantine hakiri-maki that gives DR 1/- (for what is basically a WWE championship belt) it is an amusing image.


One of the scariest things I've ever seen in terms of mopping a room was a 2-handed fighter (with a barbarian dip), enlarged, raging, lunge and whirlwind attacking. Yes, all told, it's -6 AC, but 3d6+lots to everyone within 15' at full BAB.


We use Enlarge Person less for combat and more for utility. For example, we had a game a couple months ago where our progression through a cave/dungeon complex was halted by a 15' pit. One of our party was large size so I cast Enlarge Person and had him lay across the pit so we could run across his back to avoid the pit. That sort of use is what I find the spell is best for.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Tilnar wrote:

Just remember, though, the downside of enlarge with a reach weapon is that you don't threaten within 10' of yourself (barring having claws, armour spikes, a bite, or similar...)

(This isn't me saying enlarge isn't useful -- it's *very* snazzy when cast on the right target -- especially because the bonus to STR is size-based, so it stacks with enhancement bonuses from belts or Bull's Strength)

Tell that to my monk/ranger who would use Enlarge Person and his Lucerne hammer and unarmed strikes to control about 80 squares on the battlefield with attacks of opportunity and such. It was truly a sight to behold.


Quote:
Why such LOVE of "enlarge" spell?

Changed that for you.

Liberty's Edge

I had a fighter in my group despise the Enlarge Person spell mostly for rping reasons. Namely that the wizard would cast it on her without asking and then expect her to be ok with it at that point it felt like the wizard was dictating to the fighter how to fight. but otherwise when used with permission i enjoy the spell


Fromper wrote:
Reverse that for Reduce Person. It's a debuff for strength based melee types, but the dex and AC bonuses make it a buff worth having for everyone else.

I don't agree with that at all... Reduce is good for spellcasters and thrown weapon users (what few there are), sure. And probably gun users, too, especially w/ gunslinger's dex to damage...

For any melee character it's always a bad idea, though, even dex-based ones. Especially small dex-based ones, who no longer threaten spaces at all if reduced and have to enter enemies' squares.

For archers it's also not worth the damage loss usually; and you need the Adaptive property (you probably have it anyway, of course) or else you eat a -2 attack penalty for the insufficient strength which wipes out the attack bonus from the spell.


Enlarge? One of my favorite spells for a Battle Cleric. Add the feat Monkey Grip for extra love (you can use weapons one size larger than your character).
I had a cleric with such combo and he dealt 4d6 of damage per attack with a large greatsword that became huge with the spell.

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