Weapon size Damage


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So read the FAQ about weapon size damage. So I think I got the damage right for the size increase and Lead Blade. I have a Tiefling with oversized Limbs allowing him to take a large size weapon. In this case I spent a feat to wield a Butchering Axe. Normal weapon damage is 3d6. Going up one size category the damage goes to 3d8.
Now I use the spell Leadblade the damage goes to 4d8. Now here's the question what would it be with Enlarge Person,5d8? The build is to inflict the most damage on a single hit.


Large Butchering Axes do 4D6 base damage... 6D6 with Lead Blades. 8D6 enlarged, with Lead Blades. 32D6 enlarged, with Lead Blades, and Greater Vital Strike.

One size increase is two steps up on the damage chart.


Thank you and Wow!! Now Improved Vital Strike. Average damage would bloody most high level fighters.


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So... you are allowed 1 virtual size increase effect and 1 actual size increase effect.

A Butchering Axe for a Medium Size Creature is 3d6.
A Butchering Axe for a large size creature is 4d6.
Lead Blades applies a single virtual size increase making it 6d6
Enlarge Person applies an actual size increase making it 8d6

this is based on the following chart

Spoiler:
->If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.

->If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.

->If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.

->If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.

->Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Step Dice (or damage)
1 1
2 1d2
3 1d3
4 1d4
5 1d6
6 1d8
7 1d10
8 2d6
9 2d8
10 3d6
11 3d8
12 4d6
13 4d8
14 6d6
15 6d8
16 8d6
17 8d8
18 12d6
19 12d8
20 16d6


Derek Dalton wrote:
Thank you and Wow!! Now Improved Vital Strike. Average damage would bloody most high level fighters.

Last April, someone showed me a build that uses a sledge hammer and Shikigami Style Feats that grant 3 Virtual Size Increases: with Greater Vital Strike, it would vaporize most high level fighters!


Virtual Size increases don't usually stack at all. I guess there could be exceptions.


Melkiador wrote:
Virtual Size increases don't usually stack at all. I guess there could be exceptions.

Shikigami Style is very specific about it's size increases.


Yes, Shikigami Style provides three size increases. The feat chain became the gold standard for improvised weapon builds on the day the Martial Arts Handbook was released for that reason. Unless the GM is overly lenient, sledge hammer should be the highest you can get, though. Thus it ends up on par with a Lead Blade'd oversized Butchering Axe (without need of the spell, of course). For the record, the average base damage of either one with Greater VS and Enlarge Person (8d6 x 4) is 112, not even half the average HP of a CR16 enemy; you might get to one-round-kill a d10 class character with lowish Con, though.

It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

In any case, you'd want to use a polymorph spell that makes you huge (Monstrous Physique III, Undead Anatomy III, Fey Form III, or Giant Form II), and use Titan Fighter 1 at least when using a Butchering Axe. With Greater Vital Strike, that's 48d6, or 72d6 on a crit. Better run to the store to buy a few packs of extra dice!

Or you use Monstrous Physique II+ to imitate Yig, get Strong Jaw, and have a bite that's literally off the charts (logic says it's 16d8!). You'll likely hear laments from people who don't understand the polymorph rules, though.

Dark Archive

Derklord wrote:

Yes, Shikigami Style provides three size increases. The feat chain became the gold standard for improvised weapon builds on the day the Martial Arts Handbook was released for that reason. Unless the GM is overly lenient, sledge hammer should be the highest you can get, though. Thus it ends up on par with a Lead Blade'd oversized Butchering Axe (without need of the spell, of course). For the record, the average base damage of either one with Greater VS and Enlarge Person (8d6 x 4) is 112, not even half the average HP of a CR16 enemy; you might get to one-round-kill a d10 class character with lowish Con, though.

It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

In any case, you'd want to use a polymorph spell that makes you huge (Monstrous Physique III, Undead Anatomy III, Fey Form III, or Giant Form II), and use Titan Fighter 1 at least when using a Butchering Axe. With Greater Vital Strike, that's 48d6, or 72d6 on a crit. Better run to the store to buy a few packs of extra dice!

Or you use Monstrous Physique II+ to imitate Yig, get Strong Jaw, and have a bite that's literally off the charts (logic says it's 16d8!). You'll likely hear laments from people who don't understand the polymorph rules, though.

I normally go for the level 6/7 version of this with vital strike.


Derklord wrote:
It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

Do you have any RAW to back this statement up with?

As far as I can tell, improvised weapons are just a subset of weapons that don't have a default proficiency.


Volkard Abendroth wrote:
Derklord wrote:
It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

Do you have any RAW to back this statement up with?

As far as I can tell, improvised weapons are just a subset of weapons that don't have a default proficiency.

Is a chair an improvised loveseat? Is a loveseat an improvised couch?


AM NOT HELPING wrote:
Volkard Abendroth wrote:
Derklord wrote:
It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

Do you have any RAW to back this statement up with?

As far as I can tell, improvised weapons are just a subset of weapons that don't have a default proficiency.

Is a chair an improvised loveseat? Is a loveseat an improvised couch?

Cute, but not RAW.


Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect. It can still work with virtual size increases, and i wont touch Shikigaki discussion.


Not that it matters in the rules section, but I would absolutely allow a Tiefling with Oversized Limbs wield a Huge weapon in they were Large, exactly the same as it normally runs. It's still just a -2 for a Large character to play with Huge weapons... not like they are getting away with anything extra. So who cares?


Lelomenia wrote:
Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect. It can still work with virtual size increases, and i wont touch Shikigaki discussion.

That interpretation would cut the other way too. The tiefling could be tiny size and still wield a large weapon. Seems problematic.


Lelomenia wrote:
Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect.

It doesn't work with polymorph effects anyway, because "oversized limbs" is cleary an ability "that depend[s] on your original form".

Volkard Abendroth wrote:
Do you have any RAW to back this statement up with?

Titan Mauler Barbarian: "She can use two-handed weapons meant for creatures one size category larger" A large sledgehammer is not a "weapons meant for" a large creature, it's a tool meant for a large creature, one that you are using as a weapon.

Titan Fighter: "a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself" It's not a "melee weapons intended for" large creatures, because it's a tool intended for large creatures. It isn't meant or intended as a weapon, but that's what the abilities ask for. Compare how the CRB describes improvised weapons, as "not crafted to be weapons" and "not designed for this use".

The tiefling ability would fall under that RAW, but RAW, as discussed, it doesn't help anyway.

I know it's not some super hard rule quote that kills any argument, but honestly, what else is new regarding improvised weapons is? Most of the interactions are guesswork, for instance, weapon rules like handedness are based on designations drawn from a table, which don't list improvised weapons. We know that when an obejct says it's "treated as <weapon x>" for improvised use, that doesn't count for everything, as e.g. a sledge hammer's crit stats is x2 instead of an earth breaker's x3.

Name Violation wrote:
I normally go for the level 6/7 version of this with vital strike.

Ever since I've first read the book I have an Extemporaneous Channeler planned; when using a single attack (with Vital Strike), spending mental focus on the Illusion Implement's Unseen ability to stay hidden after an attack sounds affordable, doing that on a full attack is probably too expensive.


Volkard Abendroth wrote:
Derklord wrote:
It's highly questionable whether you can apply the "you can wield an oversized weapon" abilities with improvised weapons, though - after all, their defining characteristic is that they aren't really weapons.

Do you have any RAW to back this statement up with?

As far as I can tell, improvised weapons are just a subset of weapons that don't have a default proficiency.

Here is from page 144 of the CRB:

Quote:


Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

So, RAW has it that Improvised Weapons are objects not crafted to be weapons used as such. So, oversized weapons would not fall under this category.


Lelomenia wrote:
Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect. It can still work with virtual size increases, and i wont touch Shikigaki discussion.

Actually it does stack. Enlarge Person states that your equipment grows to match your new size. The equipment on you including weapon grow to match your new size. No where in the spell description say the weapon's new size changes anything. A large light weapon is still a light weapon.


Derek Dalton wrote:
Lelomenia wrote:
Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect. It can still work with virtual size increases, and i wont touch Shikigaki discussion.
Actually it does stack. Enlarge Person states that your equipment grows to match your new size. The equipment on you including weapon grow to match your new size. No where in the spell description say the weapon's new size changes anything. A large light weapon is still a light weapon.

”grows to match your new size” is actually a potentially awkward phrasing when the character in question is a medium size wielding a Large weapon by itself,

But my note was focused on the potential idea that when you grew to large size, your weapon would grow to Huge and you would wield a Huge weapon; Oversize Limbs only applies to Large weapons, so if the weapon became Huge it wouldn’t have an effect.


Who does that to their players? What GM gets off being that anal-retentive?

Pushes taped glasses up higher on nose... nasal nerdy voice,

"Technically, Oversized Limbs only states size Large weapons..."

GTFO.

If a Medium size Tiefling with Oversized Limbs is using a size Large weapon, and the Tiefling grows to size Large... obviously his weapon grows to size Huge. And equally obvious is that Oversized Limbs does the exact same thing as it did before.

What sort of assclown would say that Oversized Limbs doesn't work for Large/Huge, but does for Medium/Large? The penalties are the same for both. Neither is getting away with anything the other is not.


VoodistMonk wrote:
What sort of assclown would say that Oversized Limbs doesn't work for Large/Huge

A Pathfinder Society GM.


That's hilarious. I'm not missing anything avoiding Society play.


Derklord wrote:
Lelomenia wrote:
Should be noted that the Tiefling Oversized Limbs ability is specifically worded for Large weapons. If you grow to Huge size, Oversized Limbs would still only allow you wield Large weapons (although without penalty!). So it doesnt synergize with Enlarge Person or any Polymorph effect.
It doesn't work with polymorph effects anyway, because "oversized limbs" is cleary an ability "that depend[s] on your original form".

That would leave Alter Self, Enlarge Person, and Righteous Might still on the table.


Derklord wrote:
Titan Fighter: "a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself" It's not a "melee weapons intended for" large creatures, because it's a tool intended for large creatures. It isn't meant or intended as a weapon, but that's what the abilities ask for. Compare how the CRB describes improvised weapons, as "not crafted to be weapons" and "not designed for this use".
KahnyaGnorc, quoting page 144 of the CRB: wrote:

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

So, RAW has it that Improvised Weapons are objects not crafted to be weapons used as such. So, oversized weapons would not fall under this category.

I disagree. Improvised Weapons are Weapons.

Improvised Weapons wrote:
Weapons

Sledge Hammers are 2 handed. They are made for creatures. While it might not specifically say so, it strains my suspension of disbelief to assert that no sledge hammer is ever intended to be used for Size Large, Huge or even larger Humanoids.

Moreover,

Ultimate Equipment, p 72, Sledge wrote:
When used in Combat, treat it as an improvised earthbreaker

and Earthbreakers are weapons.

So, Improvised Weapons are weapons (it says so in the name). Sledge Hammers are made intended for use of creatures of particular sizes. And in combat they are treated as a listed weapon: Earthbreakers. Albeit, they are treated as improvised earthbreakers, but that does not mean they are not weapons and are not made for use by creatures of intended sizes. Even if you were to argue that a Brownie could use a Sledge intended for use by a Frost Giant normally for mundane purposes such as driving tent poles or breaking up unattended objects, when used in combat, they are treated as Earthbreakers, and Earthbreakers are indeed made intended for creatures of particular sizes.


Scott Wilhelm wrote:
So, Improvised Weapons are weapons (it says so in the name).

Just because the rules call them weapon doesn't mean they behave exactly like normal manufactured weapons. Natural Weapons are also called "weapons" and yet you don't follow the majority of the rules that simply talk about "weapons". If you read the respective rules in the CRB, you'll see that the rules don't call them weapons (apart from the classification name), calling them "object" instead. "Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object." CRB pg. 144

The question is, is a large sledge hammer a "two-handed melee [weapon] intended for creatures one size category larger"? The answer is no. That's not a fitting description of a sledge hammer.

Is a large butchering axe a two-handed melee [weapon] intended for creatures one size category larger"? The answer is yes, that is a fitting description.

Ultimate Equipment, p 72, Sledge wrote:
When used in Combat

You can't use it in combat. The condition is never fulfilled, and therefore the result never happens. That the text say a sledge only gets treated as a weapon in combat showcases that it is different from an actual weapon (which is a weapon all the time).


Derklord wrote:
The question is, is a large sledge hammer a "two-handed melee [weapon] intended for creatures one size category larger"?

That seems like a good question.

Derklord wrote:
The answer is no.

The answer is yes.

Derklord wrote:
Just because the rules call them weapon doesn't mean they behave exactly like normal manufactured weapons.

Maybe not, but it means they are weapons.

Derklord wrote:
the rules don't call them weapons (apart from the classification name), calling them "object" instead. "Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object." CRB pg. 144

The rules are describing Improvised Weapons as Weapons. Weapons are objects that you take a -4 penalty on attack rolls with if you are not proficient with them. Weapons are objects that you can become proficient with by taking a Feat. Improvised Weapons can be Light, One-Handed, or 2 Handed. They can do Slashing, Piercing or Bludgeoning Damage. When you attack with an Improvised Weapon people that have weapons themselves, you do not provoke Attacks of Opportunity for Attacking someone while not armed. Why? because you are armed. What is the word that describes what armed people are armed with?

Weapons.

Ultimate Equipment, p 72, Sledge wrote:
When used in Combat
Derklord wrote:
You can't use it in combat. The condition is never fulfilled, and therefore the result never happens.

Okay. This just doesn't make any sense. The rule you quoted provides for how the Sledge is treated when used in combat. It is most clear per the rules that you can use it in combat. What are you even trying to say here?

Derklord wrote:
That the text say a sledge only gets treated as a weapon in combat showcases that it is different from an actual weapon (which is a weapon all the time).

But "in combat" is the only context I am referring to. It is treated as a weapon in combat. The weapon it is treated as can be and is made for creatures of particular sizes, and that means a Titan Fighter can use one that is 1 size bigger than they normally could when in combat.


But only "in combat". Lol.

I actually don't have an iron in this fire, I think the both of you are arguing in circles that don't actually have anything to do with Butchering Axes of any size, or Lead Blades, or Enlarge Person.

In context of the original discussion, nobody gives a $#!+ about improvised weapons, Shikigami Style, or sledgehammers.


VoodistMonk wrote:

But only "in combat". Lol.

I actually don't have an iron in this fire, I think the both of you are arguing in circles that don't actually have anything to do with Butchering Axes of any size, or Lead Blades, or Enlarge Person.

In context of the original discussion, nobody gives a $#!+ about improvised weapons, Shikigami Style, or sledgehammers.

That is fair, but I feel like the OP's first rules question has been given due diligence, and there isn't much harm in at least a little tangential development.

If the OP is considering a character hacking opponents to smithereens with a great, big axe, why not have the OP consider smashing opponents into jelly with a great, big hammer?

The rules you, Derklord, and I are discussing with a sledge hammer have to do with actual and virtual Size Increases, and that is in keeping with the topic of this thread.

Titan Fighter is definitely something that the OP should be considering whichever weapon he chooses. Although focusing on Titan Fighter + Sledge is a bit out there.

Meanwhile, Derklord and I haven't made enough posts to be called going around in circles yet. I staked out my position contrary to his. He has made 1 well-considered attack of my position, and I have cross-examined his argument. It is now up to Derklord to decide if he has new arguments to make, new evidence to offer, and wants to make them, or if he has nonsuch wants to keep arguing anyway.

I think you need to give us enough rope to hang ourselves with before it is fair to pronounce us dead.


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Word. And well put.

Carry on, then.


Scott Wilhelm wrote:
The rules are describing Improvised Weapons as Weapons.

I have already shown that this statement is false, that the rules describes them as objects rather than weapons. Name and description are not the same thing.

Volkard Abendroth asked for RAW why I consider the interaction "highly questionable" (which is different from saying it absolutely doesn't work!), and I answered that. I have shown that the respective abilities of both Titan Fighter and Titan Mauler talk about intent, and that the improvised weapon rules explicitly state a non-fitting intent. You haven't even adressed that paticular argument of mine, except with this:

Scott Wilhelm wrote:
The answer is yes.

No reasoning for your statement, no support whatsoever. Just some unfounded claim.

VoodistMonk wrote:
In context of the original discussion, nobody gives a $#!+ about improvised weapons, Shikigami Style, or sledgehammers.

The OP is about "The build is to inflict the most damage on a single hit." and to that the discussion is highly relevant. Maybe you shouldn't be that quick to criticize people.


VoodistMonk wrote:
I think the both of you are arguing in circles
I wrote:
Derklord and I haven't made enough posts to be called going around in circles yet.... It is now up to Derklord to decide if he... nonsuch wants to keep arguing anyway.

Here we go...

Derklord wrote:
Scott Wilhelm wrote:
The rules are describing Improvised Weapons as Weapons.
I have already shown that this statement is false,

And I have already shown you it is true.

Derklord wrote:
No reasoning for your statement, no support whatsoever. Just some unfounded claim.

Then you haven't actually read my posts. Read them before you try to responding the next time.


Believe that if you want.


Derklord wrote:


Volkard Abendroth wrote:
Do you have any RAW to back this statement up with?

Titan Mauler Barbarian: "She can use two-handed weapons meant for creatures one size category larger" A large sledgehammer is not a "weapons meant for" a large creature, it's a tool meant for a large creature, one that you are using as a weapon.

Titan Fighter: "a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself" It's not a "melee weapons intended for" large creatures, because it's a tool intended for large creatures. It isn't meant or intended as a weapon, but that's what the abilities ask for. Compare how the CRB describes improvised weapons, as "not crafted to be weapons" and "not designed for this use".

The tiefling ability would fall under that RAW, but RAW, as discussed, it doesn't help anyway.

I know it's not some super hard rule quote that kills any argument, but honestly, what else is new regarding improvised weapons is? Most of the interactions are guesswork, for instance, weapon rules like handedness are based on designations drawn from a table, which don't list improvised weapons. We know that when an obejct says it's "treated as <weapon x>" for improvised use, that doesn't count for everything, as e.g. a sledge hammer's crit stats is x2 instead of an earth breaker's x3.

If improvised weapons are not weapons, then attacking with an improvised weapon does not reduce primary natural attacks to secondary natural attacks. It would also mean no penalties for attacking with an improvised weapon in your off hand, as those penalties only apply when attacking with weapons.

Natural Weapons wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

The Improvised Weapon rules are a one paragraph subset of the general weapons rules that specify only two things:

  • A -4 non-proficiency penalty
  • the crit profile (20/x2)

Quote:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Two-Weapon Fighting wrote:
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

As a subset of the general rules for weapons, anything not specifically addressed remains unchanged. E.g. Off-hand usage, combining primary attacks with Secondary attacks, ability to enchant, etc.

Alternatively, we could always go with your ruling that improvised weapons are not weapons. It could make for some very interesting TWF Shikigami style builds that add in a few natural attacks.

Shikigami Manipulation already allows magic items to count as magic weapons with enhancement bonuses based on the items caster level; with a lesser metamagic rod (CL 17) granting a +5 enhancement bonus. Dual wielding a pair of +5 3d8(19-20/x2) weapons for only 6,000gp at 5th level is already pretty sweet; no penalties for TWF and getting to use primary natural weapons at the same time is even better.


Rays get treated as weapons for specific things, but not for all of them. Unarmed strikes get treated as weapons for specific things, but not for all of them. Natural weapons get treates as weapons for some things, but not for all of them*. Why is it so hard to imagine improvised weapons behaving similarly? Why is it so hard to accept that there might be shades of grey between "you use every single rule for weapons" and "you use no rules for weapons"?

*) They're literally called "natural weapons", and yet the CRB has sentences like "You can make attacks with natural weapons in combination with attacks made with a melee weapon". CRB pg. 182 Based on the reasoning in your post, since natural weapons obviously don't count as "melee weapon" as per the above quote, I guess you don't get your strength bonus on attack and damage rolls?

Volkard Abendroth wrote:
As a subset of the general rules for weapons

The rules for how natural weapons interact when used durign the same turn as manufactured weapons is under the description for the standard attack action, and the rules that dictate how bonuses from feats, class features etc. stack are in the magic section. Sorry, but your "subset" argument doesn't carry any weight, because the CRB is not written like that. I wish it were, but it isn't.


Derklord wrote:

Rays get treated as weapons for specific things, but not for all of them. Unarmed strikes get treated as weapons for specific things, but not for all of them. Natural weapons get treates as weapons for some things, but not for all of them*. Why is it so hard to imagine improvised weapons behaving similarly? Why is it so hard to accept that there might be shades of grey between "you use every single rule for weapons" and "you use no rules for weapons"?

*) They're literally called "natural weapons", and yet the CRB has sentences like "You can make attacks with natural weapons in combination with attacks made with a melee weapon". CRB pg. 182 Based on the reasoning in your post, since natural weapons obviously don't count as "melee weapon" as per the above quote, I guess you don't get your strength bonus on attack and damage rolls?

Volkard Abendroth wrote:
As a subset of the general rules for weapons
The rules for how natural weapons interact when used durign the same turn as manufactured weapons is under the description for the standard attack action, and the rules that dictate how bonuses from feats, class features etc. stack are in the magic section. Sorry, but your "subset" argument doesn't carry any weight, because the CRB is not written like that. I wish it were, but it isn't.

The quote I posted is a copy paste of the Natural Weapon rules.

Like it or not, primary natural attacks are only treated as secondary natural attacks if you also attack with a "Weapon."

If you choose to exclude improvised weapons from being considered "weapons," you also exclude improvised weapons from all the other restrictions placed on weapons.

Dark Archive

Tieflings can't usually have access to enlarge person since they're outsiders, not humanoids.

You either need the variant racial trait to count as humanoid, a special feature like abyssal bloodragers or living monoliths, or a different spell


Volkard Abendroth wrote:
If you choose to exclude improvised weapons from being considered "weapons," you also exclude improvised weapons from all the other restrictions placed on weapons.

Apparently, you didn't understand anything I wrote in my last post.


Derklord wrote:
Volkard Abendroth wrote:
If you choose to exclude improvised weapons from being considered "weapons," you also exclude improvised weapons from all the other restrictions placed on weapons.
Apparently, you didn't understand anything I wrote in my last post.

I understood it.

You were just wrong.

I've quoted the RAW and you have nothing to refute it.


Name Violation wrote:

Tieflings can't usually have access to enlarge person since they're outsiders, not humanoids.

You either need the variant racial trait to count as humanoid, a special feature like abyssal bloodragers or living monoliths, or a different spell

Tieflings start as Native Outsiders. The spell Enlarge Person states One Humanoid creature I fail to see how the spell doesn't effect them especially if they cast it on themselves?

If I'm wrong I'd like to know and where to find it for myself.

Silver Crusade

Derek Dalton wrote:
Name Violation wrote:

Tieflings can't usually have access to enlarge person since they're outsiders, not humanoids.

You either need the variant racial trait to count as humanoid, a special feature like abyssal bloodragers or living monoliths, or a different spell

Tieflings start as Native Outsiders. The spell Enlarge Person states One Humanoid creature I fail to see how the spell doesn't effect them especially if they cast it on themselves?

If I'm wrong I'd like to know and where to find it for myself.

You stated the answer yourself.

They're Native Outsiders, not Humanoids.


In the game language, humanoid is more like a race than a shape. Tieflings aren’t “humanoids”, because they are outsiders.


So here's an interesting question then. I can't take racial traits if I chose to be a Human Tiefling. Now I have racial feats as a Tiefling. One being Fiendish heritage which grants oversized limbs. Now rules state I can't take any racial traits that alter my appearance. Fiendish sprinter claws and or tail. But this is a feat one I have to spend on my concept. One I feel absolutely needed to make this concept work as a cannon. Butchering Axe starts at 3d6 for a Tiefling with oversized Limbs it goes to 4d6. Now I add Enlarge Person and Lead Blades it shoots up to 8d6. With Improved Vital Strike that goes to one swing with a damage output of 8d6 times three.
With levels in fighter and magic I've done all I can to make his AC as high as possible. Currently at 12th level his AC is 38. While some people say this is more then high enough. Not with my GM rolls I wish I could get it higher.


Derek Dalton wrote:

So here's an interesting question then. I can't take racial traits if I chose to be a Human Tiefling. Now I have racial feats as a Tiefling. One being Fiendish heritage which grants oversized limbs. Now rules state I can't take any racial traits that alter my appearance. Fiendish sprinter claws and or tail. But this is a feat one I have to spend on my concept. One I feel absolutely needed to make this concept work as a cannon. Butchering Axe starts at 3d6 for a Tiefling with oversized Limbs it goes to 4d6. Now I add Enlarge Person and Lead Blades it shoots up to 8d6. With Improved Vital Strike that goes to one swing with a damage output of 8d6 times three.

With levels in fighter and magic I've done all I can to make his AC as high as possible. Currently at 12th level his AC is 38. While some people say this is more then high enough. Not with my GM rolls I wish I could get it higher.

yeah well it sounds more like your dm is building encounters with your munchkin build in mind.


No she just rolls hot. Watched her roll something like 4 20s in one encounter.
As far as Munchkin build I am at that point. Here's why I'm in a fairly new group who think splitting the party is not a good idea but a fantastic one. Facing off against monsters they think taking it on individually and separately is smarter and better then doing it as a group. I have in fact lost two characters because of this. No group cohesion what so ever.


Have you considered making a magus instead? They can have great layered defenses while doing good burst damage. AC is certainly important, but layered defenses are the real life saver. Give yourself some miss chance to go with that AC.

Dark Archive

Derek Dalton wrote:
Name Violation wrote:

Tieflings can't usually have access to enlarge person since they're outsiders, not humanoids.

You either need the variant racial trait to count as humanoid, a special feature like abyssal bloodragers or living monoliths, or a different spell

Tieflings start as Native Outsiders. The spell Enlarge Person states One Humanoid creature I fail to see how the spell doesn't effect them especially if they cast it on themselves?

If I'm wrong I'd like to know and where to find it for myself.

Native outsider is not a humanoid. Its a native outsider. Spells like hold person don't work. Neither do enlarge person, or any other person.

Humanoid is a creature type


Derek Dalton wrote:
Currently at 12th level his AC is 38. While some people say this is more then high enough. Not with my GM rolls I wish I could get it higher.

I like defense in layers. In addition to your high AC, get a Miss Chance; get DR; get Fast Healing; get a Protector Familiar (Shield Other).


I would note that there are ways to cast Enlarge Person on yourself even if you aren't a Humanoid. Had to do it for a build once.

This is PathFinder afterall.
You can almost always find a way around general rules if you look hard enough. :-)


Currently I have a Magus combination. Kensai archtype with Monk works well so far. My Cavalier levels not so sure about. His AC is high but his damage output is fairly low. The build I'm working on not only is his AC about the same his damage output is higher.


Derek Dalton wrote:
Currently I have a Magus combination.

That is not typically done: Magi are spellcasters, and the more levels you take in Magus, the higher level and more spells you get sooner. Most people who take levels in Magus Single Class.

Derek Dalton wrote:
Kensai.... His AC is high

I find that unexpected. I think of Magi as glass cannons, and Kensai--unable to wear armor--especially so. But if you worked out a method and are happy with it, then so am I. I guess it's all right. Kensai add their Int Mods to AC, and Monks add their Wis Mods to AC. Then there is the Mage Armor Spell.

Derek Dalton wrote:
but his damage output is fairly low.

That is surprising. You've gotten some lovely advice for doing lots of Damage.

I don't think we were thinking about Magus when we were thinking about Butchering Axe, and I know I wasn't thinking Magus when I mentioned Titan Fighter Sledge Hammer with Shikigami Style Feats. Magi usually 2 weapon fight with Spell Combat as their off-hand weapon. That usually means you need a 1 handed weapon. I have 2 recommendations: Split Blade Sword and Estoc. Split Blade Swords do 2d6, and that is super sweet when you are a Kensai and can just do max damage. Estocs do 2d4, but they also have a Threat Range of 18-20. People who play Magi love that Crit Fishing. The idea is that you can use your magic powers to make your weapon Keen until you are high enough level to take Improved Crit, making your Threat Range 15-20. And when you have boosted your attack with Spell Strike like a Shocking Grasp Spell, that gets doubled on a Crit, too.

Vis a vis the previous discussion on Size Increases, you can still do that with your Magus swinging either an Estoc or a Split Blade Sword. Enlarge Person is a Magus Spell. There are ways to get Lead Blades: My favorite is a 1 level dip in Ranger, and then you can use Ranger Wands, maybe with that Wand Wielder Magus Arcana. Of course, dip advisedly with a Magus. Anyway, that's 2 Size Increases, 1 Virtual and 1 actual, that gives your Split Blade Sword 4d6 Damage, and your Estoc 3d6.

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