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https://2e.aonprd.com/Ancestries.aspx?ID=75 minotaur
https://2e.aonprd.com/Rules.aspx?ID=3270 Large PCs
https://2e.aonprd.com/Instincts.aspx?ID=4 Giant Instinct
https://2e.aonprd.com/Classes.aspx?ID=2 Barbarian
I would say the large creature wielding a huge weapon would have the reach of 15 feet then if it the weapon had reach then the reach would extend out an additional 5 feet and if a feat was taken to extend the reach out an additional 5 feet the total max reach would be
large weapon reach feat reach size increase of weapon
10 + 5 + 5 + 5 = 25 feet .

HammerJack |
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There are some incorrect assumptions there.
Minotaur starts at 5ft reach.
Making its weapon huge has no impact on reach, so still 5ft.
A reach weapon makes it 10ft.
If you had a feat that extended the reach by 5ft, that would be 15.

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While that's technically true, it's also not really the answer to this question. Because the minotaur clearly (as per Large PCs) does not have 10 feet natural reach. And their activity (ancestry feat) that increases reach only works with weapons that didn't have reach to begin with.
Now, a minotaur giant instinct barbarian could use Giant's Stature to grow Large (er?), and gain the extra reach, and then you'd be at 15. But that's the same as any other ancestry could achieve with giant instinct and a polearm.
Basically, they nailed the ancestry pretty closely shut to prevent too many shenanigans with reach.
That said, you still have a slight edge:
- You're naturally Large, and if your goal is to control the battlefield, just being chunky and taking up space can be useful to prevent enemies from getting around you. If your goal is to be the tank that attracts enemy attacks, being the biggest person in your party also psychologically tends to achieve that.
- Your ancestry feat to gain reach with a non-reach weapon can still be used to end up with a better reach attack than most of other people. Normal reach weapons cap out at 1d10 damage, but you could easily use a d12 weapon and reach it.
Overall, minotaurs have more synergy with champions and fighters, although non-giant barbarians can also benefit.

Gortle |
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Now, a minotaur giant instinct barbarian could use Giant's Stature to grow Large (er?)
Just a note that Giant Stature doesn't work on size large PCs. You need to be medium or smaller, but the Littlehorn Minotaur qualifies for that.
Otherwise the Minotaur and Giant Instinct are a poor fit.If a player asked as a GM I might let it work, but technically not allowed.

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then why can't a huge weapon be the size to have the reach on it of 10 feet for all weapons then one that has reach gains an additional 5feet of reach?
the reason behind it is that a huge creature has the reach of 20 feet with the natural weapons.
see adult dragons
Melee [one-action] jaws +27 [+22/+17] (magical, reach 15 feet), Damage 3d8+13 piercing plus 1d12 electricity
Melee [one-action] claw +27 [+23/+19] (agile, magical, reach 10 feet), Damage 3d8+13 slashing plus Grab
Melee [one-action] tail +27 [+22/+17] (magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab
let me know what feats give them that much reach.

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As a general rule, anything that 'got out of hand' in PF1 was nerfed in PF2: This includes most of the traditional advantages of being larger (strength bonus, extra reach, and bigger damage dice).
Monsters simply do not follow the same rules as PCs as they are typically intended to be a challenge for a single encounter while PCs are intended to last for 20 levels or so of adventuring: Making a monster stronger can make for a challenging encounter, while making the PCs stronger can make for a boring campaign...

HammerJack |
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The method by which the reach for monsters is defined:
Step 1. Then person creating the monster decides how much reach is appropriate.
Step 2. They decide if any of the creature's attacks should have a different reach.
There is no overlap with PCs in this, at all, and the concept of feats doesn't apply. The idea of "defending" why a monster has the amount of reach that it does also does not apply.

shroudb |
if a tiny creature loses 5 feet in range then a huge creature should gain 5 feet off the bat with out any feats.
this fact would defend why the adult dragon gets it's range. so it should apply to the weapons also.
It mostly depends on the appendages of the attack.
That's why you see Large creatures like the Black Bear and the Horse not having Reach, while other Large sized creatures like the Giant Scorpion having it.
You can also see it in your own example of the Dragon.
A Large sized dragon would have reach on his Bite (long neck), Tail, and Wings, but not on his Claws.
Basically, reach is for appendages that extend beyond the normal size that the creature would occupy.

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like this weapon
Door Ram
Item 2
Legacy Content
Uncommon Small Portable
Source Guns & Gears pg. 75 2.0
Price 30 gp
Usage portable, held in 4 hands
Crew 2; Proficiency simple
A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.
Ram [two-actions] Requirements The other member of the crew has Readied to Stride on your order; Effect You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 2d8 + the highest Strength modifier among members of the crew.

shroudb |
2 people marked this as a favorite. |
like this weapon
Door Ram
Item 2
Legacy Content
Uncommon Small Portable
Source Guns & Gears pg. 75 2.0
Price 30 gp
Usage portable, held in 4 hands
Crew 2; Proficiency simple
A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.
Ram [two-actions] Requirements The other member of the crew has Readied to Stride on your order; Effect You and the other crew member Stride, with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is 2d8 + the highest Strength modifier among members of the crew.
That's a siege weapon to be used by a crew.
You are correct that a normal sized greatsword will do the exact same thing as a huge sized greatsword. The only difference is that you need to be medium to wield the one, huge to wield the other, and they have different Bulk.
That's how the system is designed.
There's also not a "general rule" that a Large Creature can wield a Huge Weapon. That's the specific bonus of Giant Barbarian and the bonus he gets for that is exactly what the ability says and nothing less or more.
Bonuses due to Size Changes are represented by the Status bonuses of the effects that cause said Size Change.
But inherently, there are no statistic differences between medium, large, and huge apart from Bulk changes.