| Stephen Ede |
I know that creatures have a maximum size of colossal, but does the scaling of weapon damage have a maximum as well.
Example -
Large Humanoid (+1 Step) wielding a Huge Club (+1 Step) casts Enlarge Person (+1 step) and then cast Shillelagh (+2 steps). +5 Steps.
Med Club = 1d6
+1 Step - 1d8
+2 Step - 2d6
+3 Step - 3d6
+4 Step - 4d6
+5 Step - 6d6
Does it max out at 4d6 - the damage for a Colossal Club, or keep scaling up to 6d6?
| Umbranus |
As far as I know there is no max limit. But there are few combinations that that as high as your example. Most likely because most people start with medium creatures and try two-handed weapons to begin with.
On the other hand for this to function you have to own an oversized club which is rare enough.
| LuxuriantOak |
| 1 person marked this as a favorite. |
As far as I know there is no max limit. But there are few combinations that that as high as your example. Most likely because most people start with medium creatures and try two-handed weapons to begin with.
On the other hand for this to function you have to own an oversized club which is rare enough.
They're called "Trees".
| Stephen Ede |
Umbranus wrote:They're called "Trees".As far as I know there is no max limit. But there are few combinations that that as high as your example. Most likely because most people start with medium creatures and try two-handed weapons to begin with.
On the other hand for this to function you have to own an oversized club which is rare enough.
Since I'm planning on using a Forest Giant to do this it seems rather appropriate.
Just struggling to see if I can get the BAB up to 11 while keeping it at the appropriate level for my players to face. Want improved Vital Strike for that 18d6 weapon damage. And what's best is that it was one of the players that started me on the idea. lol| Stephen Ede |
This is why you don't allow players to play as naturally large races. Or at the very least you make them a non-humanoid so that they cannot use enlarge person.
But in either event, gvien the conditions you have laid out, yes it works as you have described.
Actually you can do it as a Large Non-Humanoid by taking the Growth Domain.
The Domain allows you to gain the benefits of Enlarge Person for a round as a swift action 3 + Wis Mod per day. This can be applied even if you aren't a Humanoid.Associated Domain: Plant.
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, 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.
| Claxon |
LuxuriantOak wrote:Umbranus wrote:They're called "Trees".As far as I know there is no max limit. But there are few combinations that that as high as your example. Most likely because most people start with medium creatures and try two-handed weapons to begin with.
On the other hand for this to function you have to own an oversized club which is rare enough.
Since I'm planning on using a Forest Giant to do this it seems rather appropriate.
Just struggling to see if I can get the BAB up to 11 while keeping it at the appropriate level for my players to face. Want improved Vital Strike for that 18d6 weapon damage. And what's best is that it was one of the players that started me on the idea. lol
Really if you want something that is the same basic idea just throw the Conqueror Ooze at your players.
*Actually don't unless you want to kill them
Claxon wrote:This is why you don't allow players to play as naturally large races. Or at the very least you make them a non-humanoid so that they cannot use enlarge person.
But in either event, gvien the conditions you have laid out, yes it works as you have described.
Actually you can do it as a Large Non-Humanoid by taking the Growth Domain.
The Domain allows you to gain the benefits of Enlarge Person for a round as a swift action 3 + Wis Mod per day. This can be applied even if you aren't a Humanoid.Associated Domain: Plant.
Replacement Power: The following granted power replaces the wooden fist power of the Plant domain.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, 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.
Yes, but it's not an all day tactic. At best your probably doing it 8 to 10 rounds a day. And it uses up a swift aciton each round, and you need to have access to the growth domain which isn't something that everyone just has.
My thought were more about how a player shouldn't be able to do this, but as a NPC they're supposed to be unusual and do things the PCs cannot.
| Stephen Ede |
Really if you want something that is the same basic idea just throw the Conqueror Ooze at your players.
*Actually don't unless you want to kill them
Thanks I'll use that. Really it won't kill them. In fact unless I boost it to hit 40+ AC's reasonably frequently the 2 Melee Specs (PC and NPC Cohort) will roll over it.
My thought were more about how a player shouldn't be able to do this, but as a NPC they're supposed to be unusual and do things the PCs cannot.
One of my players wanted to do a slightly weaker variant in anoither campaign.
But really this is no weirder than the PC's.This is a "monster Campaign" and I use "Monster" by the spell definition. None are Valid targets for "Person" spells.
ECL 13 (approx)
Wyrmling/Very Young Silver Dragon (hasn't finished Very Young yet) 2 MoMS Monk, 1 Cleric, 1 Sorcerer, 1 or 2 Urban Barb, 1 Advanced Template.
Wyrmling/Very Young Silver Dragon (hasn't finished Very Young yet) 6-7 Sorcerer levs
Tirfling Witch lev 10/11 and sold her soul for Advanced Template and Devilbound template.
Half Celestial Slyph Ninja
Nlodeuwedd Druid with Haunted One tempalte (modified) with with Animal Companion/Cohort
Dire Tiger Animal Companion with Ranger + Monk levels and Advanced Template + Fey Animal Template.
The Advanced Template come with the cost of sharing skull space with a previous incarnation of the PC involved in a terrible deed from 500 years ago - as is the Haunt.
So seriously I'd have to go for the Conquer Ooze to out weird the party and I doubt it would do more them make them raise a sweat. :-)
Kazumetsa_Raijin
|
I know that creatures have a maximum size of colossal, but does the scaling of weapon damage have a maximum as well.
Example -
Large Humanoid (+1 Step) wielding a Huge Club (+1 Step) casts Enlarge Person (+1 step) and then cast Shillelagh (+2 steps). +5 Steps.
Med Club = 1d6
+1 Step - 1d8
+2 Step - 2d6
+3 Step - 3d6
+4 Step - 4d6
+5 Step - 6d6Does it max out at 4d6 - the damage for a Colossal Club, or keep scaling up to 6d6?
For each step above Colossal, you double the current dice.
6d6, would go to 12d6. 12d6 would go to 24d6. etc.
| Rogar Stonebow |
You take a summoner who becomes large do to his aspect ability. Then you take mythic enlarge. You are now size gargantuan. Your club does 3d6 damage yes? According to what Kazumesta said when you apply shillegah the damage would become 8d6 instead of 6d6. SEems incorrect to me. What happens when you apply lead blades? Is it now 16d6?
| Jeraa |
| 1 person marked this as a favorite. |
It does not double.
You can pull from the Improved Natural Attack feat:
Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). 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. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.
You can extrapolate a bit of a pattern from there.
2d6 to 3d6 (1 die).
3d6 to 4d6 (1 die).
4d6 to 6d6 (2 dice).
6d6 to 8d6 (2 dice).
8d6 to 12d6 (4 dice).
Continuing the pattern would give you 16d6 (+4 dice), 24d6 (+8 dice), 32d6 (+8 dice). Basically, every 2 steps doubles the dice. Not every step.
| Rogar Stonebow |
It does not double.
You can pull from the Improved Natural Attack feat:
Quote:Improved Natural Attack
Attacks made by one of this creature's natural attacks leave vicious wounds.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature's natural attack forms (not an unarmed strike). 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. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack.
You can extrapolate a bit of a pattern from there.
2d6 to 3d6 (1 die).
3d6 to 4d6 (1 die).
4d6 to 6d6 (2 dice).
6d6 to 8d6 (2 dice).
8d6 to 12d6 (4 dice).Continuing the pattern would give you 16d6 (+4 dice), 24d6 (+8 dice), 32d6 (+8 dice). Basically, every 2 steps doubles the dice. Not every step.
That is how I have been running it. I wasnt sure about lead blades and shillegah but it worked for am example.
| Claxon |
Claxon wrote:Thanks I'll use that. Really it won't kill them. In fact unless I boost it to hit 40+ AC's reasonably frequently the 2 Melee Specs (PC and NPC Cohort) will roll over it.
Really if you want something that is the same basic idea just throw the Conqueror Ooze at your players.
*Actually don't unless you want to kill them
Eh, remember that enemy is only a CR 10. Leveled to be a CR 13 make it level 13, with corresponding wealth. Remember that while wildshaped armor disappears and does not remove the normal monk goodies. A wildshaped driud monk can wear (wildh quality) armor, get wis to AC, dex to AC, monk class bonus to AC and all the other normal goodies. I'm not sure what the exact AC is, but it shouldn't be low.
And remember a CR 13 represents something that they are expected to fight 4 times per day. If you want this to be a challenge it would be their CR + 4. So you're looking at level 18. The conqueror is deadly at it's level. Though honestly, single enemies are always a bad idea and difficult to balance. You're probably best of send a party of 4 conqueror oozes of level 13 at them and see how it goes.
| Stephen Ede |
Fair point. The Forest Giant is only 1 of 3 + 8 lev 8 Fighter Mooks (there for distraction). Technically you could call it 4 since one will be a Ettin and I run NPC 2 headed creatures as 2 separate NPCs with shared physical stats for the body but separate physical stats for each arm and seperate Class levels along with separate inititiive (1st gets to move body if so desired) and separate action economy.
The Forest Giant will be using Long Leap from Fey Creature Template and True Strike, some quickened, to keep it in the fight. In process of doing final write up now.
Along with Masqued Reveler (Barb Archtype - Rite Publishing) and Druid Ettin and Troll Fey Creature Template Masqued Reveler + 1 lev Diviner to fill out.
Aiming for "drive the party into retreat" 1st time as they are surprised by abilities and then the party can defeat them in later encounter once they know what to expect and can prep for.
| Claxon |
The conqueror hits hard and if built correctly can really be a big threat in melee combat. Even though he is technically a druid his focus should be str>con>wis>dex. His job isn't to cast spells, but to fight. He needs just enough Wisdom to cast spells appropriate to his level. If you start with 14 Wis and uses headbands after that it would be enough. His spells are used to buff himself and allies, not throwing out offensive powers. If your not casting spells with saves then your wisdom modifier doesn't matter as much.