Riuken
|
If I get a large bastard sword (with proficiency) and enchant it with impact I get 3d8 weapon damage dice. If I were enlarged or otherwise had my size increased, what would the new damage dice be?
Without using consumables, spellcasting, or permanent castings, how can I increase the damage dice from 3d8? Is there an x/day item of enlarge person or righteous might (not a custom item)?
| Poldaran |
Without using consumables, spellcasting, or permanent castings, how can I increase the damage dice from 3d8? Is there an x/day item of enlarge person or righteous might (not a custom item)?
The only one I can think of off the top of my head would be a Righteous(and the three others for other alignments) armor enhancement.
| notabot |
IIRC the new dice would be 4d8. The size stacking is a bit tricky, but impact makes the weapon act like one size category larger than it is. Since it is large that makes it 3d8 instead. A size increase to the PC would probably stack IIRC bringing you to 4d8.
Juggernaut pauldrons give you it at will (and some other nice benefits). Drinking horn of bottomless valor is also an option.
If you are a cleric you can get a swift action enlarge if you choose the right domain, its one round per use, and its very limited in number of rounds you get.
| Mechanical Pear |
Well, you're burning a feat for the exotic weapon proficiency, and you're taking a -2 penalty for using a wrong sized bastard sword. If you wanted to spend the same feat, and don't mind an additional -2 to your attack rolls, make a Aklys Huge sized (it will be a two-handed weapon for you). That's 3d6 damage base. 4d6 Enlarged, and I believe 6d6 damage with Impact (though, technically, you can't use Impact on this oversized Light weapon...if your DM doesn't allow it, you can always use Lead Blades to the same effect).
You can also throw the Aklys up to 20 ft (or trip), and bring it back to your hand with move action (good synergy with Vital strike).
I currently have a Barbarian I'm designing that uses this strategy. He rides a mount (so he doesn't need to use his move actions, but still has mobility), and no matter how far he moves, he can still get his one attack.
He is a Vanara Drunken Brute/Invulnerable Rager that usually spends his swift actions to draw a potion (or booze), uses the move action to drink it, rides around on his Druid mount (or possibly Synthesist Summoner...haven't decided yet), and Vital Strikes.
Riuken
|
So far my plan was a half-elf (for ancestral arms), two-handed fighter 3 (for overhand chop), invulnerable rager x, with all the vital strike trimmings. I know it's not optimal, one hit builds generally aren't, but I'm looking to make it as non-gimp as possible. Being on a mount is out of the question though.
| Mechanical Pear |
One level dip into Lame Oracle (or two levels, Metal Revelation, for Lead Blades) gives you immunity to fatigue (as long as you have 6 or 8 levels in anything else). Then you can pick up Furious Finish, and maximize your Vital Strikes all day long. Especially if you're drinking alcohol (that you make, using the spell "Enhance Water") as move actions, and have the level 8 rage power where you're immune to sickened and nauseated. Literally, like, every round, all day.
I'm also thinking about a couple level dip into Kensai Magus, for Aklys Proficiency, Weapon Focus with it, and a couple long term buffs (maybe even Accelerate, with the feat Experimental Spellcaster). Brew potions of healing, Accelerate, and Lead Blades, drink them all as move actions.
Also, a good combo with a level 12 Barbarian: Come and Get Me, and Pushing Assault. High dexterity with Combat Reflexes (maybe even the Quick Reflexes rage power). When an enemy tries to attack you in melee, it triggers an Attack of Opportunity for you, before they even swing. When you connect, you push them five or ten feet back, usually out of melee range. And if you have the Aklys, you can still Vital Strike them on your turn without moving. You'd have to get the feat Two-Handed Thrower, though.
But I'm curious. Why are mounts out of the question? I like the idea of Leadership, and riding around on your Druid or Synthesist Summoner cohort (that way, they can ready an action to enlarge as you do, as long as you're riding a War Saddle). If you find yourself in a cramped dungeon, the druid cohort can always just go humanoid caster, and you can fly around on a Carpet of Flying (well, depending on what your GM says about "giving it orders").
| Mechanical Pear |
However, if you didn't want to be a Drunken Brute, you could always be an Urban Barbarian. That way, you can still do all your rage nonsense, but with a 2 or 3 level dip in Kensai (which, as I said, gives you two free good feats, not to mention a +2 or +3 bonus to AC if you have a high enough Intelligence), you can Spell Strike with your Vital Strike. It doesn't double up with Vital Strike, but an additional 5d6 damage (with either a +3 to hit if they're wearing metal armor, or a chance to become staggered a turn) never hurts, if you have the Magical Knack (Magus) trait. Long term buffs, and a bunch of pearls of power (each for only 1000 gp), and you're set.
Maybe even put Spellstoring on the weapon, and unleash. 5d6 from Snowball (plus stagger), 24d6 maximized from Greater Vital Strike (plus additional Power Attack damage, or push them backwards), and maybe even a Vampiric Touch. If you wanted to go 4 levels into Rage Prophet, when you rage, you could add your barbarian level to your CL. It doesn't specify that it's to your oracle level. Just make sure you rage when you store that Vampiric Touch. 12 levels of Barbarian, 4 levels of Kensai (2 coming from Magical Knack) and a 400 gp scroll (a CL16 Vampiric Touch). Gives you 6d6 Temp HP when you start running low during the boss fight. Don't unleash it until you need it.
Lots of options with this build.
PS: Don't forget about Furious Focus, if you're a one-hitter a turn sort of guy. Negating your power attack penalty to your one hit isn't bad (trade a feat for up to +5 to hit).