Author Topic: Brambles and Spikes.  (Read 11109 times)

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Treemma

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Brambles and Spikes.
« on: October 24, 2010, 09:29:33 AM »
Mostly Spikes.

Brambles spell read:

Small magical thorns or spikes protude from the surface of a wooden weapon, such as a club, greatclub, nunchaku or quarterstaff. For the duration of the spell the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow or a metal mace.

Well... It gains thorns or spikes!
So, the Spike spell reads:

As Brambles, except that the affected weapon gains a +2 enchanment bonus on its attack, and its threat range is doubled.

Meh-.. Wait. Threat range is doubled? Where is the part, that normaly says "Does not stack with Keen, Impact and Imp. Crit" ?
Has this been errated - if not.. yum!

Both spells are from Complete Divine.
Brambles is a Cleric and Druid level 2 spell, while Spikes is a Cleric and Druid 3.

Also, is there any way one can change the parameters of the bramble spell, to work on metal weapons?
If not, what kind of sexy wood-weapons is out there, that we can enjoy?

KellKheraptis

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Re: Brambles and Spikes.
« Reply #1 on: October 24, 2010, 09:58:02 AM »
Doesn't Darkwood work for this?
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Re: Brambles and Spikes.
« Reply #2 on: October 24, 2010, 09:59:00 AM »
Do note that Brambles and Spikes have been updated in the Spell Compendium, and Spikes no longer stacks with Imp Critical.
Quote from: Spell Compendium: Spikes
SPIKES
Transmutation Level: Cleric 3, druid 3
With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.
This spell functions like brambles (page 38), except that the affected weapon gains a +2 enhancement bonus on its attack rolls, and its threat range is doubled.

Any weapon without chains or links can be made from Bronzewood, a special material in Eberron Campaign Setting. So you can have a Bronzewood Kukri for a 15-20 x2 threat range.

Personally my favorite use of brambles is in combination with the spell Shillelagh.

Quote from: SRD: Shillelagh
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

-edit-

If you want to get really silly with Spikes + Shillelagh you can cast "Aspect of the Wolf" to change your creature type to animal, wildshape into a Dire Ape (Large Animal, Legendary Ape is Medium, oddly enough), then cast Animal Growth on yourself. This turns you into a Huge Ape.

Then you rip off a tree limb and use it as a club. Since you are a Huge sized creature you'll be grabbing a gargantuan sized club and wielding it two handed. Cast Shillelagh and Spikes on it. Your swings will do 6d6+24 (9 Comes from Spikes), without power attacking. This is the same as having a Colossal + weapon... at Level 9 (though I checked to see how "big" the Gargantuan sized club would be and it'd be 10 ft. long! I love the idea of smashing my enemies with a huge freakin club like this).

Your attack routine will be something like Full Attack: Club +16/+11 (6d6+24 Crit 19-20x2), Bite +13 (2d6+7 Crit x2). Average: 104 Damage per round at a 15 foot reach.

This factors in Greater Magic Fang on the Bite Attack, and no magic items. You could bump this up higher I'm sure, but at level 9 it's nothing to sneeze at.
« Last Edit: October 24, 2010, 10:58:03 AM by Ramaloke »
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Treemma

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Re: Brambles and Spikes.
« Reply #3 on: October 24, 2010, 04:43:31 PM »
Good thing my current DM has banned Spell Compendium.

Bronzewood weapons sounds awesome, though, I like it.
I dont think I have the book with Darkwood in it, which is it, anyone knows?

Also - there is no way you can change the parameters in the spell, to also work with metal then?

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Re: Brambles and Spikes.
« Reply #4 on: October 24, 2010, 04:54:09 PM »
Good thing my current DM has banned Spell Compendium.

Bronzewood weapons sounds awesome, though, I like it.
I dont think I have the book with Darkwood in it, which is it, anyone knows?

Also - there is no way you can change the parameters in the spell, to also work with metal then?

Darkwood is PHB. It doesn't work that way.
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Gavinfoxx

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Re: Brambles and Spikes.
« Reply #5 on: October 24, 2010, 04:55:58 PM »
Bronzewood Great Scimitar, baby!
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Emo_Duck

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Re: Brambles and Spikes.
« Reply #6 on: October 25, 2010, 11:24:00 AM »

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Re: Brambles and Spikes.
« Reply #7 on: October 25, 2010, 02:17:17 PM »
Good thing my current DM has banned Spell Compendium.
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Gavinfoxx

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Re: Brambles and Spikes.
« Reply #8 on: October 25, 2010, 02:34:07 PM »
Bronzewood -- wood naturally as hard as iron, weighs a tad less
Darkwood -- normal strength wood, half as heavy as iron
Bluewood -- Darkwood that has been alchemically treated to be as hard as iron
Darkleaf -- Darkwood leaves that have been alchemically treated to be as hard as good leather
Ironwood -- Normal wood that has been magically treated to be as hard as iron
Duskwood -- Wood naturally as hard as iron, half as heavy as iron
Serrenwood -- normal weight and strength of wood, but has ghost touch
Livewood -- normal weight and strength of wood, but heals itself, and is alive
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Treemma

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Re: Brambles and Spikes.
« Reply #9 on: October 25, 2010, 04:23:18 PM »
Thank you kindly, for awesome responses.

Good thing my current DM has banned Spell Compendium.
:lmao
And yes, I wonder why. If I recall correctly, it was a "Too many, too imba spells" argument. *Shrug.* What do I care. I get to use the tasty version of Spikes.

Serrenwood is good wood, yes? :3

Echoes

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Re: Brambles and Spikes.
« Reply #10 on: October 25, 2010, 05:22:47 PM »
Why not add in earth hammer (Clr 5, Pal 3) from Races of Stone while we're at it? It increases the size category of the touched weapon by 2, the weapon deals bludgeoning damage, and is treated as adamantine for overcoming DR (overwriting any other special properties, such as silver). If you can swing a greater mighty wallop as well, you can wind up with a Colossal++++ weapon (because you can choose the order in which things are applied for maximum benefit, greater mighty wallop ups it to Colossal, shillelagh goes to Colossal++, and earth hammer pushes it to Colossal++++). This works on any Small or larger weapon. For instance, your Medium kukri would deal 12d6+11 damage and be a +1 bludgeoning weapon that overcomes DR as if it were adamantine. How's that for for tossing fistfuls of d6s?

You'd have to extrapolate the progression out for anything with a starting damage die bigger than a d4. A Medium greatsword would probably deal 24-28d6 damage. Remember, you're hitting people with something that feels like it's roughly the size of a large bridge, even though it is actually the size of a Medium greatsword.

Incidentally, a weapon with a continuous shillelagh is strictly better than a +1 weapon at the same price (1 x 1 x 2000 gp to make it a continuous effect).
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Re: Brambles and Spikes.
« Reply #11 on: October 25, 2010, 05:24:01 PM »
Shillelagh requires Oak.  You'd need Ironwooded oak, since presumably the alchemical recipes are usually for Darkwood, unless you can find an alchemical recipe for Oak?
« Last Edit: October 26, 2010, 09:15:49 PM by Gavinfoxx »
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Re: Brambles and Spikes.
« Reply #13 on: October 26, 2010, 08:45:46 PM »
If you want to get really silly with Spikes + Shillelagh you can cast "Aspect of the Wolf" to change your creature type to animal, wildshape into a Dire Ape (Large Animal, Legendary Ape is Medium, oddly enough), then cast Animal Growth on yourself. This turns you into a Huge Ape.

Then you rip off a tree limb and use it as a club. Since you are a Huge sized creature you'll be grabbing a gargantuan sized club and wielding it two handed. Cast Shillelagh and Spikes on it. Your swings will do 6d6+24 (9 Comes from Spikes), without power attacking. This is the same as having a Colossal + weapon... at Level 9 (though I checked to see how "big" the Gargantuan sized club would be and it'd be 10 ft. long! I love the idea of smashing my enemies with a huge freakin club like this).

Your attack routine will be something like Full Attack: Club +16/+11 (6d6+24 Crit 19-20x2), Bite +13 (2d6+7 Crit x2). Average: 104 Damage per round at a 15 foot reach.

This factors in Greater Magic Fang on the Bite Attack, and no magic items. You could bump this up higher I'm sure, but at level 9 it's nothing to sneeze at.

When you mentioned a Huge Ape wielding a tree limb as a weapon, I couldn't help but think of this...(although this is more like a tree trunk!)