Kazumetsa Raijin
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1.) Is it possible to get Unarmed Damage(or any other weapon damage) beyond 12d8?
Huge Sized Wildshape + Strong Jaw is about the best I can come up with(as a monk/druid)
I've already been told that Animal Aspect Gorilla(Druid Spell) and/or Hands of Stone(Brother of the Seal Prestige) do not mix in with these.
| sk8r_dan_man |
Does your Monk/Druid have the Monastic Legacy feat?
Your formal unarmed training continues to bolster your training in other areas.
Prerequisites: Still mind class feature, Improved Unarmed Strike.
Benefit: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.
Kazumetsa Raijin
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Try that Conqueror Ooze build. Seven levels of cave druid, shaping focus to net ooze wildshape, become a carnivorous crystal ooze for 7d8, then apply Strong Jaw to double it to 14d8.
I assume you're referring to it's Slam ability.
Are you sure that is scaled correctly? I was under the impression you only Double your damage die after each size increase after Colossal sized.
| Ipslore the Red |
Ipslore the Red wrote:Try that Conqueror Ooze build. Seven levels of cave druid, shaping focus to net ooze wildshape, become a carnivorous crystal ooze for 7d8, then apply Strong Jaw to double it to 14d8.I assume you're referring to it's Slam ability.
Are you sure that is scaled correctly? I was under the impression you only Double your damage die after each size increase after Colossal sized.
Fairly sure. As I recall, doubling applies if the dice are high enough to be off the chart for enlarge person, natural attacks, and such.
| sk8r_dan_man |
While you're trying to max out your unarmed damage, don't forget to get things like Elemental fist, Thorn Body, Bristle, Amulet of Mighty fists, and Plant Domain druid would get you Wooden Fist. There might be a few others as well. These will each add 1d6 damage of a certain type, and/or static damage based on your druid level.
| sk8r_dan_man |
It occurs to me that that if you wanted, you could get Greater Vital Strike and effectively quadruple your damage dice, before all the extra junk is added. Of course, it would make a lot more sense for a monk to use his flurry of blows if he can, but the idea of rolling 48d10 + other junk for damage on one attack is worth it, no? That's a lot of damage riding on one attack, but assuming you don't get super unlucky with your rolls, that'll kill just about anything.
| prototype00 |
Ipslore the Red wrote:Try that Conqueror Ooze build. Seven levels of cave druid, shaping focus to net ooze wildshape, become a carnivorous crystal ooze for 7d8, then apply Strong Jaw to double it to 14d8.I assume you're referring to it's Slam ability.
Are you sure that is scaled correctly? I was under the impression you only Double your damage die after each size increase after Colossal sized.
Actually in this case it is scaled correctly, strong jaw increases damage by two sizes. Damage dice (if you check the improved natural attack table) increases by x2 for every two sizes (1d4 -> 1d8 or 3d8 -> 6d8)
prototype00
| Leisner |
Sure. It isn't my build, it's graarrg's from the OotS board.
It's due to the Improved Damage evolution, that dumps up the die type of one natural attack.
Improved Natural Attack feat, so slam damage is as if the eidolon was large.
Eidolon is huge. 2 size increases. Damage is as if the eidolon was gargantuan.
Enlarge person (gargantuan eidolon). 1 size increase. Damage as colossal.
Strong Jaw.
Improved Damage evolution.
| prototype00 |
The Eidolon was doing 12d8 damage, not 12d10 which is in the expected range.
Hmm, couple of problems here, though. You are only allowed one "actual" size increase (monster is huge size) and one "virtual increase" (monster's natural attack is treated as one size larger).
So the following don't stack (all virtual size increases): Improved Natural attack, strong jaw and improved damage evolution. In this case, you would go with the highest - i.e. strong jaw.
So the Eidolon would be gargantuan, increasing the damage by three steps and have strong jaw on, so two steps more.
1d8 -> 2d6 -> 3d6 -> 4d6 -> 6d6 -> 8d6 (isn't bad I suppose).
prototype00
| prototype00 |
Its the basic "bonuses of the same sort don't stack" rule. Strong Jaw makes the natural attack "deal damage as if it was two sizes larger" and Improved Natural Attack makes the attack "deal damage as if it was one size larger". Same wording (and presumably, effect).
But yes, you are right, the increase die would do something different, so 8d8, is as I said, not bad.
prototype00
| Leisner |
Then they do stack, as untyped bonuses do stack. AS long as the wording isn't something akind to "as an enhancement bonus", but the bonus type is left untyped (or is certain other bonus types), they do stack.
"A bonus that doesn’t have a type stacks with any bonus."
It doesn't call out the same effect, but the same type of bonus. They are untyped, they stack.
Edit: However, I don't rightly see how they got to 12d10, I get 12d8 or 8d10 depending on which progression I use.
| prototype00 |
Its down to the wording:
The damage for this natural attack increases by one step on the following list, as if the creature's size had increased by one category.
Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is.
It doesn't talk about current natural attack damage (which it would if they stacked), just that the creature does damage as if it were x sizes larger than they actually are. So they are in effect looking at the base damage of the creature and applying an x size bonus. In effect, the effects of INA and Strong Jaws are transparent to each other.
prototype00