Are there any feats that increase weapon base damage? (see examples in txt)

Post/Author/DateTimePost
#1

StarFyre2007

Aug 27, 2012 8:54:11
Hello,

I'm looking for feats, that do something like:

longsword goes from 1d8 to 1d10

and/OR

weapon gets a D increase in addition (ie. Longsword goes from 1d8 to 2d8 base damage).

Are there any d20 feats such as these in any D&D sourcebook?

Regards.

Sanjay
#2

Tempest_Stormwind

Aug 27, 2012 9:45:45
Not to my knowledge. Generally speaking, changes in die size in D&D are a function of weapon size, and extra dice are a function of precision damage (i.e. Sneak Attack). Magic does both of these things (Enlarge Person also enlarges your sword, and flaming swords deal extra dice of damage), but that's not what you were looking for.

A better question is why you want this. Tell us the whole story. 

If you read that link, you'll see that the narrow emphasis on a single question is a disservice, and that works for you too. For instance, you wish to spend a feat to go from 1d8 to 1d10. Presumably, you wish to expend one feat for an increase in damage, but look at the numbers: this is an increase of +1 average damage. Weapon Specialization outdoes this, as does Power Attack.  If, however, there's another reason to to this, then please tell us.
#3

frost.fire

Aug 27, 2012 10:08:15
Perhaps if your willing to play a race that does this or a wildshaping druid/ psionics, the only feat that would do that potentially is monkey grip, but we should use that feat on these boards, now you could also look at materials that make your weapon act as a size catagorey bigger which would be something like mercurial but I'm sure their are others (sorry I can't reference book sources I'm afb right now)
#4

Tempest_Stormwind

Aug 27, 2012 10:38:54
Perhaps if your willing to play a race that does this or a wildshaping druid/ psionics


Neither will impact weapon size directly. The only psionic ability that does is Expansion.

Unless you're speaking about Powerful Build, which originated on the half-giant; that ability doesn't change weapon size so much as let you use larger weapons without penalty. Usually this amounts to +1 to +3 damage.
the only feat that would do that potentially is monkey grip, but we should use that feat on these boards


The penalty that Monkey Grip leaves you with makes the feat worthless. Power Attack always does more damage for the same penalty.

...Unless you're monkey-gripping daggers or something.
now you could also look at materials that make your weapon act as a size catagorey bigger which would be something like mercurial but I'm sure their are others (sorry I can't reference book sources I'm afb right now)


Mercurial doesn't do such a thing either; it was never codified as a modifier or material. (Instead, it was two very specific exotic weapons.)

There are a couple modifications that do this (Heavy, for instance, deals damage as one size larger), but the OP expressly asked for feats.
#5

StarFyre2007

Aug 27, 2012 11:43:42

Background: 2 years ago, I took over a game from another DM (I was a player in this game, from 1994 till 4 years ago when that DM stopped). We got the characters (2e) and we converted them into 3.5E. 


We play 3-4 times/year, but for extended sessions (normally, 1 pm Saturday to 5-6 am Sunday).  Several players have kids, etc so few times/year for longer is easier than playing weekly for shorter durations.


That campaign the goal was to defeat Lolth (against the giants story arch going into the underdark, etc).  I’m not going to explain why; it’s how the campaign grew with that DM (and a stupid thing 1 player did that pissed off the drow).  Friends voted to continue the storyline and that end goal. 


Problem:  Lolth in 3.XE is MUCH more powerful than the so-called a god in that old 1e adventure.  Even Avatars in d20 rules are much more of a challenge.


What I did…I fleshed out back story, and made up a huge campaign arc that will span years to come. (we’ve had 6 sessions so far).


Friends are loving it.  8 characters, so it is quite a handful; down from the 12 players we had back in 1994.  As such, the DM back then decided true roleplaying (like stage acting) was just too hard with so many people/characters and focused on exploration/cinematic adventure/action.  My players are fine with this (some of them prefer hardcore acting style games but they are ok as long as they having fun). 


 Now, we use 3.5e/pathfinder.  There were some optional/house rules I used in another group ( a low combat game, heavy rp) that folks loved and I prefer to use same rules/house rules in all my games to make it easier for me.  My new players agreed and after using it; they also prefer it.  That rule is armour acts as DR but the drawback is, natural armour also acts as DR (ie. Creatures and players become easier to hit, but their armour protects them and takes damage, etc over time which they need to repair/manage).  Crit hits can put large holes in armour, etc.  Creature natural armour protects as well except from certain attacks/spells, etc.


Players like it (it’s actually helps lower levels chars).  They are lvl 15-16.  However, due to there being 8 of them, that makes them around lvl 17-18 in actual power level vs a party of 4.  But, that old DM did something strange with our equipment. He only used premade adventures and ANY gear it said you found, he gave.  As such, this party is stacked (holy avenger, vorpal longsword, staff of magi, 2 rings of wishes, etc).   I’ve managed to slow it down a bit and keep it in line with what challenges (environmental/traps/creatures) they face.  But looking ahead at what ‘stuff’ they will be doing, I see an issue. (I estimate their party equivalent power level puts them around level 20-21).


It’s with the armour rules.  Natural armour on epic creatures, greater demons, avatars, etc is VERY high.  My players like action BUT funny enough, they aren’t power gamers. They do NOT, study optimized builds online like the Hulking Hulker and find ways to do 1000s of damage.  Instead, they trust me to ensure they have the gear, stats, and knowledge thru skill checks/whatever research I allow them to do in game, so that they can face the crazy challenges ahead of them.


With average “armour DR” that they need to bypass in the 40s-60s coming up quickly with what they will start facing probably next year, I need to find suggestions how they can increase their damage per attack, so help keep them inline with the epic creatures they will face on their way to ‘Kill a God”.


If everyone is finished laughing their head off @ this crazy campaign, let me know

Sanjay

#6

Tempest_Stormwind

Aug 27, 2012 11:51:02
...I need to find suggestions how they can increase their damage per attack, so help keep them inline with the epic creatures they will face on their way to ‘Kill a God”.


So the point boils down to this.

1) You wish to find ways to improve your players' damage output.

2) Your players are about to fight a god.

The first is easy to solve on its own - but the second puts some pretty serious constraints on which will work. For instance, it's pretty easy to put together a lethal sneak attack character, but sneak attack is worthless against most gods - unless you yourself are epic-level or have ways of bypassing precision immunity (they exist, but they're rare).

I can tell you this: An entire feat for +1 damage (your first suggestion upthread) is simply not going to cut it. A simple Power Attack feat can easily outdo this, although you may need some work in making sure it will hit.

I can also tell you this: Your players are expecting you to win the game for them if they aren't willing to put in any effort to make sure they can meet their challenges. They expect you to give them both the challenge and the solution. This is not fair to you.

I'll write more later today. I will say that I am not familiar with gods as opponents - and I know that the statted-out Deities & Demigods versions are actually pretty weak. (They were written before the epic level rules were online.) In the meantime, you might want to take a look through the assorted builds in my signature for ideas.
#7

StarFyre2007

Aug 27, 2012 12:07:09
MAybe I said that wrong.  what i meant is, they do look for stuff; cool items they can suggest if i would allow them to buy, or consider putting into the adventure later.  ANd they look up prestige classes, etc

But what they don't do is TRY specifically to make a character like that centaur hulking hurler that did like 500d6 damage per throw or something like that   I think they don't truly realize how difficult things will get but i don't want to tell them, since they like the surprise.

So they look for general stuff, but are playing for fun.  They are more interested in finding what is cool, that they will have fun with, as opposed to what will make them Superman or the Silver Surfer

BTW: this is the party make up:

Human Paladin of Bahamut
Dwarven Fighter
Elven Fighter
Human Druid of Poseidon
Human Cleric of Thor
Elven Cleric of Zeus
Air Genasi Wizard
Drow Wizard

THe biggest thing is the natural protection; essentially if you were a player, and you knew the foe you would face this coming saturday has a DR of 60, how would you by pass it?

I figured 1 or 2 players i'd give brilliant energy weapons to later, once they are much higher level...but I'd rather not give that to everyone (it just cheapens everything; rather have them all very unique in themselves but also their gear)


Oh and yes, i have updated Lolth to be in line with the most powerful things in the Epic Level Hnadbook and then updated to 3.5/pathfinder. SHe is damn tough now :P

ANd they still have to face 1000s of creatures in her realm when they ultimately face her...

The War of the Demonweb becons

Regards,

Sanjay
#8

Tempest_Stormwind

Aug 27, 2012 12:23:34
MAybe I said that wrong.  what i meant is, they do look for stuff; cool items they can suggest if i would allow them to buy, or consider putting into the adventure later.  ANd they look up prestige classes, etc

But what they don't do is TRY specifically to make a character like that centaur hulking hurler that did like 500d6 damage per throw or something like that


Tauric, actually. I know because I was the guy who made that specific version of the trick - and it peaked at several quadrillion d6. Wasn't very interesting, though.

I'm trying to remember who originally said it, but it isn't optimization if you're using a sledgehammer to pound in a nail - that's overkill. Optimization would be using a drill instead of a screwdriver: it's the right tool for the job, and you do more for less effort. The distinction matters.

So they look for general stuff, but are playing for fun.  They are more interested in finding what is cool, that they will have fun with, as opposed to what will make them Superman or the Silver Surfer


The two are not mutually exclusive. They're fighting gods, which last I checked was kind of the thing that you normally got in comic books (I seem to recall a certain movie breaking all sorts of box-office records this summer where the primary villain (and one of the heroes) were literal deities.) If they accomplish this armed with a +1 Feather Duster, then you're straining credibility.

Furthermore, they're level 15. Let me put what that means in perspective. People that powerful didn't get that powerful through making weak choices.

BTW: this is the party make up:

Human Paladin of Bahamut
Dwarven Fighter
Elven Fighter
Human Druid of Poseidon
Human Cleric of Thor
Elven Cleric of Zeus
Air Genasi Wizard
Drow Wizard


That doesn't tell us much unless no one multiclassed and no one took any feats.

Interestingly, at level 15, your two fighters have no real chance in any of the nine hells of keeping up with your two clerics, two wizards, and druid. Your biggest issue isn't your equipment (none of the five characters I just mentioned really need equipment). Your biggest issue is the tier system coming up to bite you.

THe biggest thing is the natural protection; essentially if you were a player, and you knew the foe you would face this coming saturday has a DR of 60, how would you by pass it?


No, your biggest issue is not DR; only your warriors would ever care about it, and there are enough ways of bypassing it altogether (even a simple Mountain Hammer strike goes right through it). Your five Tier One primary spellcasters ignore DR altogether and really shouldn't be bothering with damage in the first place: their biggest issues are deific levels of spell resistance, immunities, and very high saving throws. You bypass this with better magic: Assay Spell Resistance, correctly researching immunities ahead of time, and use of no-save spells or boosting your DC to the stratosphere.

I figured 1 or 2 players i'd give brilliant energy weapons to later, once they are much higher level...but I'd rather not give that to everyone (it just cheapens everything; rather have them all very unique in themselves but also their gear)


Brilliant Energy is a bloody waste of money and space, and you're still thinking a team with five high-level primary spellcasters is going to beat a deity using big sticks.

Look up LogicNinja's guide to wizards at the very least.
#9

StarFyre2007

Aug 27, 2012 12:28:56
Sorry, i didn't note all their prestige classes, etc.  Those are teh chars as they were when they moved into current.  Funny enough, the warriors end up taking out most of the stuff they face. 

Also, they will be advnacing to Divine Rank 0 later and into the lower Divine ranks after a very specific task (this task, while many in the game are optional, is mandatory). 

I figure, their total character levels by the time this campaign ends will be around 50-55 equivalent.  But i just don't see how they can face off against some of the stuff in the epic handbook/gods even at such a power level.

Regards,

Sanjay
#10

Slagger_the_Chuul

Aug 27, 2012 14:05:57
In defense of the general idea of beating a deity with "big sticks", it has the one advantage that simple physical hit point damage is one of the few things to which deities are not routinely immune.  If you can actually manage to hit them hard enough, it's a relatively reliable method of destruction, but if you're still at the point where you care about their damage reduction, you're probably not dealing anywhere near enough damage for it to matter.

But unless at least one member of the group is a brilliant planner who can coordinate everything and understands the extreme nature of the challenge that they're facing, the chances are that they'll simply get flattened; you don't often hear about gods dying because they're hard for even other gods to kill.  Even when gods do get killed, it's usually only after they've been drastically weakened in some way.

For just a basic example, the straight Deities and Demigods version of Lolth has the Alter Reality salient divine ability (one of the most broadly useful).  Given all the time available to a deity to cover the rest requirements for its expanded use, she can easily afford to have the permanent effect of any non-epic spell upon herself, enhanced with any combination of non-epic metamagic she chooses.  Now think about all the ways a standard spellcaster with that kind of ability could protect themselves...
#11

Tempest_Stormwind

Aug 27, 2012 14:42:16
In defense of the general idea of beating a deity with "big sticks", it has the one advantage that simple physical hit point damage is one of the few things to which deities are not routinely immune.  If you can actually manage to hit them hard enough, it's a relatively reliable method of destruction, but if you're still at the point where you care about their damage reduction, you're probably not dealing anywhere near enough damage for it to matter.

But unless at least one member of the group is a brilliant planner who can coordinate everything and understands the extreme nature of the challenge that they're facing, the chances are that they'll simply get flattened; you don't often hear about gods dying because they're hard for even other gods to kill.  Even when gods do get killed, it's usually only after they've been drastically weakened in some way.

For just a basic example, the straight Deities and Demigods version of Lolth has the Alter Reality salient divine ability (one of the most broadly useful).  Given all the time available to a deity to cover the rest requirements for its expanded use, she can easily afford to have the permanent effect of any non-epic spell upon herself, enhanced with any combination of non-epic metamagic she chooses.  Now think about all the ways a standard spellcaster with that kind of ability could protect themselves...


While all of this is correct, the key words are bolded. (This was actually one of the selling points of the UberERcharger build that DM Denubis and I did; it dished out thousands of damage per hit and was the first real charge build to make use of Pounce. It was capable of flattening Thor in one round, but it required multiple iterative attacks to do it - we weren't able to get its attack bonus high enough to make its expected damage that high.)

A classic example of why Alter Reality makes this moot: Permanent Ironguard (MIC). Hope you've got a weapon made out of something other than metal, or else you quite clearly can't touch her. (I wasn't aware of this spell until our DM pulled it out on us recently - explicitly to counter our overwhelming-first-strike damage-dealing warrior's ability to turn important NPCs into chunky salsa before they get a chance to do anything cool*. Given how that warrior is a Revenant Blade / Eternal Blade TWF/critical-hit specialist employing Blood in the Water and Sudden Leap (I've seen him dish out over 200 damage in one round, and we're only just level 11), and a single spell foiled something that powerful, how much of a chance does "elven fighter" or "dwarven fighter" have?)
*
Yes, these were the DM's actual words. The NPC also had Personal Mind Blank, Freedom of Movement, and Spell Turning up, along with a ring of counterspells to block dispels that got past that. Our situation prevented us from using AoEs, but AoEs against gods are similarly ineffective (due to high SR, high saves, and immunity to conditions bestowed by AoE spells, all of which are common). Given how this was a somewhat lower-level non-deity, and that's not that hard of a defense to assemble (7th level effects cover everything), you can begin to see why I'm not all that optimistic about your chances.

Granted, we might be able to break through that kind of defense (we've got an artificer who can rig up a single-shot Antimagic Field effect on our fighter, or perhaps build the fighter a crystal weapon (one of the few non-metallic materials that doesn't come with a performance loss)), but we're only up against a mortal. Last I checked, deific magic ignored even antimagic.
#12

Slagger_the_Chuul

Aug 27, 2012 15:42:40
Our situation prevented us from using AoEs, but AoEs against gods are similarly ineffective (due to high SR, high saves, and immunity to conditions bestowed by AoE spells, all of which are common).

And with things like effulgent epuration on the table, targeted effects aren't much good either.  Even ablative defenses like that are good to make permanent when they only cost the deity a little time.

Or for the ultimate backup plan, how about pact of return against every circumstance a deity can imagine?  Better hope they forgot about mistletoe...
#13

Maat_Mons

Aug 27, 2012 15:49:51

Your armor as DR rules seem to differ from the variant suggested in Unearthed Arcana. I gather a creature gets DR equal to its full natural armor bonus and loses the entire bonus to AC. So, for example, an adamantine golem winds up with AC 7 and DR 30/-. You melee characters could sacrifice their entire attack bonuses for power attack and still always hit AC 7 by virtue of other bonuses. Doing so gives them, at present, +30 damage with a two-handed weapon.

#14

Tempest_Stormwind

Aug 27, 2012 16:01:18
Our situation prevented us from using AoEs, but AoEs against gods are similarly ineffective (due to high SR, high saves, and immunity to conditions bestowed by AoE spells, all of which are common).

And with things like effulgent epuration on the table, targeted effects aren't much good either.  Even ablative defenses like that are good to make permanent when they only cost the deity a little time.


I'm pretty sure the only reason that effulgent epuration wasn't in use is because our DM seems a little unlikely to use 9th level spells against 11th level PCs, ergo Spell Turning, but it's the same principle at work here. And, just like AMF, effulgent epuration won't work against deities, but it'll seriously insult most mage-types.

Or for the ultimate backup plan, how about pact of return against every circumstance a deity can imagine?  Better hope they forgot about mistletoe...

I see what you did there.
#15

StarFyre2007

Aug 27, 2012 18:05:30
Hey all,

Yes, it's the optional armour rule i read somewhere some years ago but then added creatures, to be fair, get it as well via natural armour.

Yes, 'big stuff', like you'd expect are pretty much impossible to miss (and in some cases impossible even on a 1) in terms of making contact, but hurting it is another story.

I know how hard the challenge will be.  I've been working with them where able to see their prestige classes they choose and why and make suggestions if needed.

But, i figure, the rules are there and i've read of some crazy high level games where stuff like epic dragons, etc have been defeated, so it must be possible.

I may think of some cool quest they can do (hard one) to help weaken her first; maybe use it as a reason that 1 or 2 of her powers are nullified. I don't know; it's still years away

Sanjay
#16

Omen_of_Peace

Aug 28, 2012 7:07:30
- The spell Brilliant Aura (SC) can make several weapons Brilliant energy for a short time.

- The spell Greater Mighty Wallop (RotD) increases the damage dice of a bludgeoning weapon really significantly.

But those were just answers to your superficial concerns. Epic games quickly become rule-less as you go up in levels, because Epic is broken, so we can't help you that much.
As an example, a deity who has Alter Reality and makes full use of it is basically unbeatable by PCs except the most tricked-out ones. So you're going to have to limit your Lolth if you want her to be beatable.

I guess if you ignore Alter Reality, Epic Spellcasting, and a few other broken things you can try to play Epic D&D as an extension of non-epic ("My Enhanced Fireball does 40d6 damage!").