Large weapons... how to do it right?


Rules Questions


The rulings on large weapons seem to be a little bit complex or nuanced especially with different game mechanics specifically allowing some form of wielding them. I'm just looking to see if anybody can set me straight for a particular character build I had in mind

Class: Belkzen War Drummer Skald

Race: Tiefling with the Variant heritage trait #16 "You may wield large weapons without penalty"

Weapon: A large club in each hand (my DM has rules that a drumstick like club can be ruled a light weapon) not a greatclub.. just large regular clubs.

Feat: Two Weapon Fighting

What am I looking at for attack penalties and damage dice for the above stipulations? Is it -2 to each attack and 1d8 damage?

How does this trait ability differ from things granted from the Titan Mauler and other abilities.


1) -2 and 1d8 is correct, but your DM is taking some very big liberates there. A drumstick like club probably wouldn't deal 1d6.

2) Tiefling variant abilities like the large limbs are suppose to be rolled, hence a 1% chance for each effect. If your GM is okay with this, which I'm guessing with what he said with the clubs, he is, you do lose your darkness once/day.

3) This differs from Barbarian and Fighter archetype by not being bad in any way. A Titan Mauler takes a -5 at level 3 to wield an overly large weapon. If a Titan Mauler wants to 2WF with "two handed" weapons, she takes a -6. (-2 from wielding, -4 form 2WF with one handed weapons)


Archimedes The Great wrote:
How does this trait ability differ from things granted from the Titan Mauler and other abilities.

Well, the most important difference is that the tiefling ability specifies "large" weapons.

Most builds that uses oversized weapons wants to be enlarged, which would result in huge weapons.


Yeah, the idea is that the club is just the instrument through which the force is delivered. This dude is a power-drumming slave for the horde who's basically got monster gorilla like arms. He's got incredible dense muscle fibers that allow him to keep rhythm at high decibel and tempo and it allows him to pack a whallop like a mantis shrimp. Also it's more of base drum mallets (like 2.5 feet long), hard and light wood, but very very resilient.

1) The realism of the 1d6 from a drumstick seems to align with how a brawler or monk does similar lethal damage with a punch... The power of magic.

2) Yeah he house-ruled 3 rolls as if taking the feat, but when the DR2/silver and don't need to sleep came up alongside the large limbs we both quickly eliminated the other two options since they were like... too powerful for a level 1 character.

Thanks so much for the clarification though sleepy.

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