Tome of [s]Naked Oiled Men[/s] Combat

The homebrew forum

Moderator: Moderators

Post Reply
Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Tome of [s]Naked Oiled Men[/s] Combat

Post by Koumei »

This is just going to be a collection of stuff that I could probably scatter into some other threads (Feats, Prestige Classes etc.) but I'm not. The theme is basically what it says on the tin. Because everyone loves the idea of naked oiled men fighting, except me, who appreciates the athleticism of 300 but would rather watch naked oiled women fighting. Anyway.

Yes, the idea partially sparked from one of Frank's "You need to decide what you want your naked oiled men fantasies to do before making rules for them" comments, and partially from QI mentioning ancient Greece and nudity.

Some stuff isn't even about nudity, but about "Raa, barbarian time" things.

Reaping Mauler

"So, Faerun, I have a question for you... are you ready?"

Some people like rushing up and grabbing people to throw headfirst into the floor. Those who specialise in the art of grappling often move on to do legendary feats of strength, and why shouldn't they?

Requirements:
BAB: +5
Feats: Juggernaut or Improved Grapple
Special: must have personally defeated a halfway relevant foe in unarmed, unarmoured combat.

Features:
HD: d12
BAB: Good
Good Saves: Fort, Will
Skill Points: 4+Int
Class Skills: Balance, Bluff, Climb, Intimidate, Jump, Perform (any), Tumble, Use Rope
Level:Benefits Gained:
1Move Mountains, Take-down
2Sleeper Hold
3Figure-Four, Unarmoured Strength (+2)
4Flying DDT, Armbar
5Slobberknocker, Chokeslam!
6Ghost Grabber, Unarmoured Strength (+4)
7Powerbomb!
8Crippler Crossface!
9Spear!, Unarmoured Strength (+6)
10Tombstone Piledriver

None of the class features work when wearing armour of any kind.
Move Mountains (Su): Reaping Maulers are incredibly strong, particularly when it comes to lifting things. Their carry capacity is just flat-out "A lot", sufficient to lift boulders up at level 1, castles at level 5, and mountains at level 10. Even from first level, they can give a castle or mountain a good shove with a Standard action, causing tremors (a Trip attempt at everyone in the area). No thrown object will do more than 6d6 damage, because fuck you, but if it is physically larger than the target, it provides a free Trip attempt. More importantly, whenever the Reaping Mauler grapples foes, no size modifiers (positive or negative) apply.

Take-down (Ex): whenever performing any kind of Grab or Grapple manoeuvre on a foe, if the Reaping Mauler is successful the target is knocked prone in addition to the usual effects. When damaging a foe that she is grappling and made prone via Take-down, the Reaping Mauler may add her BAB to the damage.

Sleeper Hold (Ex): starting at second level, the Reaping Mauler gains the Grapple option of "Sleeper Hold". This counts as pinning a foe in place, however if it is successfully maintained for one full round, then on her next turn the opponent must pass a Fortitude save (DC 10 + half HD + Con) or fall asleep until 1 round after the hold is released. This can be maintained indefinitely, requiring another save every round. If the Reaping Mauler is not wearing any clothing, she also deals 2d6 Nonlethal damage per round that this is sustained, whether the save is passed or failed.

Figure-Four (Ex): starting at third level, the Reaping Mauler gains the Grapple option of "Figure-Four" on a prone foe. This counts as pinning a foe in place, however it also causes 1d6 damage per round and injures the legs. Each round it is used, the opponent must pass a Fort save (DC 10 + half HD + Con) or be Slowed and suffer a -4 Dex penalty. This lasts until 2d4 rounds after the hold is released. Every consecutive round this hold is applied, the penalty increases by 3 and another 1d4 rounds is added to the duration. If the Reaping Mauler is not wearing any clothing, then instead of the penalty, the target takes 2 Dexterity damage each round.

Unarmoured Strength (Su): Starting at third level, the unarmoured Reaping Mauler gains a +2 Enhancement bonus to her Strength score. At levels six and nine, this increases by +2. If she is completely nude, the bonus is improved by another +2 (to a maximum of +8 at level nine).

Flying DDT (Su): starting at level four, the Reaping Mauler learns how to launch herself into the air, soaring towards flying foes. She may make charge attacks in any direction, as though she had Perfect flight, and may end such charges with a Grab attempt. If this succeeds on an airborne opponent, then check to see if her weight is enough to drag them to the ground (Medium encumbrance or more). If it is, then this happens and the target takes falling damage. Even if it isn't, a grapple can still be maintained, just in the air.

Armbar (Ex): starting at fourth level, the Reaping Mauler gains the Grapple option of "Armbar" on a foe. This counts as pinning a foe in place, however it also causes 1d6 damage per round and injures the arms. Each round it is used, the opponent must pass a Fort save (DC 10 + half HD + Con) or suffer 2 points of Strength damage. If the Reaping Mauler is completely nude, this increases to 3 points.

Slobberknocker (Ex): starting at fifth level, the Reaping Mauler can grapple as many people at a time as she likes, at no penalty. She should probably use the same manoeuvre on all, but honestly, it's level ten or more, I'm not saying she can't have one guy in an armbar, one in a figure four and the illithid in a sleeper while chokeslamming a succubus. She may still only perform as many attacks/manoeuvres as her BAB allows, but can maintain any number of grapples as long as people don't escape.

Chokeslam! (Su): at fifth level, the Reaping Mauler learns how to chokeslam people. This is a Grapple manoeuvre that, when performed, ends the Grapple. An opposed Grapple check is made and, if it succeeds, the opponent is left prone, takes 1d6 Bludgeoning damage per two levels plus her number of arms multiplied by her Strength bonus, and must make a Fortitude save (DC 10 + half HD + Con) or be Dazed for one round. If the Reaping Mauler is completely nude, the target also takes 4d6 Fire damage upon landing. If the opposed Grapple fails, the opponent lands on their feet and is fine.

Ghost Grabber (Su): starting at sixth level, the Reaping Mauler can even grapple Incorporeal and Ethereal creatures, and successfully doing so pulls them into the physical world so others can interact normally. Treat their Strength as being equal to their Charisma if one is not provided. Additionally, they can still grapple foes with Freedom of Movement, who gain nothing better than a +5 Enhancement bonus on their Escape Artist checks.

Powerbomb! (Ex): starting at seventh level, the Reaping Mauler may deliver the powerbomb manoeuvre to grappled foes. This requires an opposed Grapple check and, if it succeeds, knocks the foe Prone anywhere up to 30 feet away at the Mauler's choosing, deals 1d6 Bludgeoning damage per level plus double her Strength modifier, and forces the target to make a Fort save (DC 10 + half HD + Con) or be Stunned for 1d4 rounds. If the Grapple check fails, the target lands on their feet 10' ahead of the Reaping Mauler. If the Reaping Mauler is completely nude, the maximum thrown distance is 100 feet.

Crippler Crossface! (Ex): starting at eighth level, the Reaping Mauler gains the Grapple option of "Crippler Crossface" on a prone foe. This counts as pinning a foe in place, however it also causes 3d6+Str*2 damage per round and chokes the foe as well as injuring the arm. Each round it is used, the opponent must pass a Fort save (DC 10 + half HD + Con) or black out (not the same as Sleeping, works on elves) until 1d4 rounds after the hold is broken. Additionally, even if they succeed, for one hour after the hold is broken (or until a Heal spell is cast or a DC 10+HD+Con Heal check is made) they lose use of one arm (chosen by the Mauler).

Spear! (Ex): starting at level nine, whenever the Reaping Mauler charges a foe into a grapple, she also deals 3d6+Str damage and forces them to make a Fort save (DC 10 + half HD + Con). If they pass, they are Fatigued for two rounds. If they fail, they are Exhausted for 2d4 rounds, then Fatigued until they rest. A Fatigued foe counts as automatically failing the save against this ability.

Tombstone Piledriver (Su): starting at tenth level, the Reaping Mauler may deliver the tombstone piledriver manoeuvre to grappled foes. This requires an opposed Grapple check and, if it succeeds, the foe is knocked prone, takes 1d6 damage per level, and must pass a Fort save (DC 10 + half HD + Con) or die - even undead and constructs can be affected by this, and it is not a [Death] effect. If killed/destroyed by this, their soul is banished to Hell, where it should take an impressive task to retrieve it. If the Reaping Mauler is wearing no clothing, then even if the foe passes the save, they must pass a Will save (same DC) or be physically transported to Hell with a burst of fire and lightning. If the initial Grapple check succeeds, the target is still grabbed, but otherwise unaffected.
---

Let's give 2-handed weapons their own special thing that doesn't merge well with being a caster.

Two-Handed Defence [Combat]
By holding a really big item, you can protect yourself from harm,.
Benefit: when wielding a two-handed weapon, you may spend a Swift action to gain a +3 Shield bonus to Armour Class until the beginning of your next turn (+4 Shield bonus if unarmoured). You lose all benefits of this feat if you let go of your weapon with even one hand, such as to cast a spell with Material or Somatic Components. You regain any benefits starting on your next turn if you resume holding the weapon.
BAB +1: if you hit a foe with a two-handed weapon using an Attack of Opportunity or a Readied Action, you knock them back 10 feet (15 feet if unarmoured) as soon as your attack is resolved. Their movement (if any) is halted, and if their action required being in a square that isn't their current one (such as to attack someone with a melee weapon), they automatically fail.
BAB +6: with an Immediate action, you may gain Spell Resistance equal to a melee attack roll with a two-handed weapon. The Spell Resistance lasts for that spell only. If you already have Spell Resistance, pick the higher of the two after rolling and add +2 to it.
BAB +11: with a Move-Equivalent action, as long as you are unarmoured and wielding a two-handed weapon, you may add your Base Attack Bonus as a Dodge bonus to Armour Class until the beginning of your next turn, and cannot be flanked until then either.
BAB +16: when unarmoured and wielding a two-handed weapon, any time a foe successfully hits you with a melee attack, they provoke an Attack of Opportunity from you, which is resolved after they hit you.

---

Balance notes: the Shield bonus, while bigger than Elusive Target, requires actions to use and doesn't apply against Touch Attacks. Spell Resistance can certainly be good (BAB should be the same as their CL, but you add Str, weapon enhancement bonus etc.), but again you're burning actions to do this and it's a 1/round thing. The Dodge bonus is huge, but you can't wear armour for it and also it spends a Move action, meaning you can make a single attack on your turn, or you can move. The final one gives you Attacks of Opportunity on people who still hit you, which basically gives you Immunity: melee full attacks.

---

Moar:

Galloping Grappler: [Combat]
You suplex people while riding a horse.
Benefits: you are able to Grab, Trip and Grapple while mounted, and suffer no penalty for doing so. You don't even need to use your hands to ride.
BAB +1: if, while mounted, you Pin a foe, you can hold them onto your horse and carry them around with you without a problem. You may also unsaddle a mounted opponent by successfully Grabbing them.
BAB +6: when mounted, you may use your mount's size instead of your own for Grapple modifiers.
BAB +11: if you Pin a foe while mounted, you may use one hand to simply drag them around behind you, dealing 1d6 Nonlethal damage per 5' moved. If they are already loaded up on Nonlethal damage, the excess will carry over into real damage.
BAB +16: when the above situation occurs, your mount may also perform a Trample attack against them as a Free action once per round.


Pure Brawler

"Don't give me that sword-and-armour crap! And no magic either! True combat is about the BASICS! The punch! The kick! BASICS!"

You don't use weapons. Or shields. Or armour. Or magic. And you wish other people wouldn't either. You'd eschew the ground if you could, just to fight the way it was intended.

Requirements:
BAB: +5
Special: a natural weapon, Monk Unarmed Strike (or equivalent), or Improved Unarmed Strike.

Features:
HD: d10
BAB: Good
Good Saves: Fort, Ref
Skill Points: 2+Int
Class Skills: Balance, Bluff, Climb, Intimidate, Jump, Sense Motive, Sleight of Hand, Swim, Tumble
Level:Benefits Gained:
1Unarmed Strike +1d6, Disarming Punch
2Unarmed Strike +2d6, Reaving Throw
3Unarmed Strike +3d6, Cling
4Unarmed Strike +4d6, Punch the Supernatural Outta' Ya!
5Unarmed Strike +5d6, Spell Turning Skin, Final Destination

Unarmed Strike (Ex): the Pure Brawler gains additional damage to his unarmed strikes and natural weapon attacks. This damage is 1d6 per class level.

Disarming Punch (Ex): whenever successfully hitting a foe with an unarmed strike or natural weapon, the Pure Brawler may make a Disarm attempt as a Free action once per hit.

Reaving Throw (Ex): starting at second level, if an unarmoured Pure Brawler successfully Grabs a foe, or successfully hits them with an unarmed strike or natural weapon, he may make an opposed Grapple check to remove the foe's armour and throw it aside, even if it seems completely logical. Fastenings and buckles may be torn, requiring a cheap repair, but the armour itself is not damaged.

The Pure Brawler may instead remove a Cloak, Robe, Backpack, Gloves or other item. This attempt is a Free action that can be tried once per round.

Cling (Ex): starting at third level, the Pure Brawler may Grab a foe as an Immediate action, and can then cling on, moving with the opponent even if the foe flies, teleports or glides through the earth.

Punch the Supernatural Outta' Ya! (Ex): starting at fourth level, a Pure Brawler who is unarmed, unarmoured and not benefiting from magical items or a lasting spell, spell-like ability or supernatural ability may perform a special strike. Resolve attacks as normal, but at the end of his turn, any enemies he hit must pass a Will save (DC 10 + half HD + Str + number of times he hit them) or lose access to all Supernatural abilities, Spell-like abilities and Spells for 1d4+1 rounds.

Spell Turning Skin (Su): starting at fifth level, the Pure Brawler's skin can reflect magic away. As long as he is wearing no armour or magic items, he benefits from the effects of Greater Globe of Invulnerability and Spell Turning. He may suppress or resume this with a Swift action (and will need to in order to punch the supernatural out of people).

Final Destination (Su): at level five, the Pure Brawler may lock an enemy down by glaring at them. This requires a Standard action and reaches out to 100 feet. They must pass a Will save (DC 10 + half HD + Cha), or lose access to all movement modes he lacks (and their speeds, if greater than his, are reduced to his), and the benefits of all Spells, Spell-like Abilities, Supernatural Abilities and Magic Items (although magic weapons and armour can still be used as Masterwork items of the same type). This remains in effect for 5 rounds, and can only affect one foe at a time.
Last edited by Koumei on Sun May 23, 2010 8:44 am, edited 5 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

[*]You could replace Ghost Grabber with Ghost Hunter, unless Ghost Grabber actually lets you pull creatures into full corporeality (which would be neat). The anti-FoM goodness would have to be separate, but I honestly think that you could leave that out. After all, you can still trip FoM-weenies and punch them out.
[*]Is unarmored Strength 3/9/6 or 2/4/6?

Koumei wrote:Let's give 2-handed weapons their own special thing that doesn't merge well with being a caster.
BAB-based feats generally don't merge well with being a caster.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Unless you have Divine Power on, of course. Or whichever Cleric spell it is. But yeah, point taken. Still, the idea is that for this to work, you'll have to put your combat spells on then jump in there with a greatsword, every round you spend casting is one you don't even get the passive benefits of the feat.

Because clearly some people want greatswords and great axes and flails, but not as a "This is a handy caster weapon", more as a "I club people to death".

3/6/9 is the levels they're gained, so I don't have to scroll up and down. The benefit is 2/4/6.

Pulling creatures into full corporeality does sound pretty cool, yeah. And the FoM thing is specifically to say "Fuck you" to people who use a single spell to negate an entire character.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
User avatar
Kaelik
ArchDemon of Rage
Posts: 15049
Joined: Fri Mar 07, 2008 7:54 pm

Post by Kaelik »

Koumei wrote:And the FoM thing is specifically to say "Fuck you" to people who use a single spell to negate an entire character.
Well frankly, they use one spell to not negate an entire character, because you can still do elevendy billion damage to them by throwing a mountain.

Of course, all you really did was write "only casters need apply" on the villians board, because no one in the entire fucking universe could ever beat your Reaper in a grapple check, and so if you run into anything that can't teleport, it instantly loses all actions until it dies.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

I'm going to go and edit the mountain thing to just say "thrown item damage caps out at 6d6, tough shit" or something, so it won't be particularly crazy.

And well, a spellcaster can still probably get a higher pure Grapple modifier, though I'm not entirely sure given a Wizard is not in fact a Colossal creature (or rather, it doesn't matter if he is). That being said, I'm not sure how best to mitigate that. As it is, some monsters, if sizes applied, would beat them nearly all the time while others would fail all the time. And it's not my job to force all the monsters back onto the RNG, so I see it as the same problem with having ACs and Saves all over the place.

So keeping in mind that spearing the dragon and locking it into the sharpshooter is a design goal here, thus in needs to have a 50-50 chance or better of succeeding its Grapple checks against such a thing, what would you suggest for not making it "I automatically put any class-level character into the Walls of Jericho"? Or do we say "Them's the breaks, and a caster still outdoes them, tough shit"?
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
User avatar
Kaelik
ArchDemon of Rage
Posts: 15049
Joined: Fri Mar 07, 2008 7:54 pm

Post by Kaelik »

Koumei wrote:So keeping in mind that spearing the dragon and locking it into the sharpshooter is a design goal here, thus in needs to have a 50-50 chance or better of succeeding its Grapple checks against such a thing, what would you suggest for not making it "I automatically put any class-level character into the Walls of Jericho"? Or do we say "Them's the breaks, and a caster still outdoes them, tough shit"?
My problem is specifically that dragons do not have a 50-50 chance against you. They have a 0% chance against you, just like all class leveled characters, and all everything.

There is a Tome feat, that allows either niether party to have size modifiers or penalties, or both parties.

That's fine.

But a 30HD Dragon with a Str of 40 still has a grapple check without size of 45. And a level 20 Mauler will have a Str of 40, and a BAB of 20, and will be at the very least Huge size. giving him a modifier, before feats and higher than 40 Str and higher than huge size of -2 less than the Dragon.

Start dealing with things that make PCs bigger, like Enlarge person on a Huge PC who already has a Str greater than 40 and feats that add to grapple, and they start RNG breaking.

At at lower levels it's worse, because at level 10, Dragons are like Huge sized, and the Mauler is Huge sized but actually gets benefits, and has a higher Str and is only short like 4 BAB.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

Enlarge only goes Medium -> Large.

Only Giant Size does more than that. It's a bit of a higher level spell. I think it might be as high as level 4-5, and can scale (eventually, based on Clvl)) to colossal (Clvl 15?). It's in OA maybe in Spell Compendium as well.
Last edited by Judging__Eagle on Sat May 01, 2010 10:27 pm, edited 1 time in total.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
User avatar
Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Post by Maxus »

Judging__Eagle wrote:Enlarge only goes Medium -> Large.

Only Giant Size does more than that. It's a bit of a higher level spell. I think it might be as high as level 4-5, and can scale (eventually, based on Clvl)) to colossal (Clvl 15?). It's in OA maybe in Spell Compendium as well.
There's also that couple of feats from Tome of Fiends. Large Size and Huge Size.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
User avatar
Kaelik
ArchDemon of Rage
Posts: 15049
Joined: Fri Mar 07, 2008 7:54 pm

Post by Kaelik »

Judging__Eagle wrote:Enlarge only goes Medium -> Large.
If you are only Medium, yes.

If you are already Huge, it goes to Gargantuan.

"Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size."
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Fuck, I forgot someone could take those feats via Infernal Dalliance, and get Enlarged on top of that.

Okay, Move Mountains has been changed:
1. Throwing shit caps out at 6d6 + a Trip attempt.
2. All size modifiers, good and bad, are no longer in effect. This is actually a downgrade when choking pixies out, but hands-up who here thinks a pixie will have a Grapple modifier on the same RNG as the Mauler anyway? Thought so.

Now, there is still a problem I see, regarding those feats interacting with this: they provide substantial bonuses to Strength, which translates directly to a bonus on Save DCs. Med>Large and Large>Huge are +4 to the DC. Each. I can't think of a better ability score that fits, and also think it would be stupid to say "You get into this by focusing on your Strength, now suddenly you're a ___-based Stunlocker".

That being said, a +8 Platypus bonus to Strength is only making that worse, so I'm going to change that to Enhancement: it means they can spend their money/wishes on something that isn't a Str-booster, and they still get "better than a normal boost" by wrestling Greek-style. So they can't take this and a belt of Str and throw the DCs into crazy town. Not sure what to do about the Size feats though.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
ubernoob
Duke
Posts: 2444
Joined: Sat May 17, 2008 12:30 am

Post by ubernoob »

Fuck, just make it constitution based. Everybody has good, but not RNG breaking con scores anyways.
Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Yeah, that works for me.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

Good call Kaelik, the fact that most humanoids are medium is why I forgot that fact about the spell.

Belts of Enlarge Person are suddenly a lot better; since you can stack them with large/huge.

also... I thought I had posted this earlier. I guess I closed the tab, or browser window while looking something else up. I get distracted easily lately.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
ubernoob
Duke
Posts: 2444
Joined: Sat May 17, 2008 12:30 am

Post by ubernoob »

Judging__Eagle wrote:Good call Kaelik, the fact that most humanoids are medium is why I forgot that fact about the spell.

Belts of Enlarge Person are suddenly a lot better; since you can stack them with large/huge.

also... I thought I had posted this earlier. I guess I closed the tab, or browser window while looking something else up. I get distracted easily lately.
Well, unless you are using product of infernal dalliance you can't both be humanoid to be a valid target for enlarge person and take fiend feats at the same time. So, basically humans are the master race as always.
User avatar
Judging__Eagle
Prince
Posts: 4671
Joined: Fri Mar 07, 2008 7:54 pm
Location: Lake Ontario is in my backyard; Canada

Post by Judging__Eagle »

Yeah.

That's how I've always thought they should be treated in games. They are able to be as evil as orcs, but are able to get along well with dwarves and elves and halflings.

There's a wider expected range in the humans, than in other races. I think that may be a problem of pro-human species-ism.
The Gaming Den; where Mathematics are rigorously applied to Mythology.

While everyone's Philosophy is not in accord, that doesn't mean we're not on board.
Post Reply