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A medium Longspear is 8 feet long and allows a medium wielder to attack at 10 feet. A small Longspear is only 4 feet long, but still allows a Small wielder to attack out to 10 feet. By contrast, a Great sword is 5 feet long (longer than a Halfling's Longspear) but a Human can only attack at 5 feet while the Halfling cab attack at 10 feet. It isn't the length of the weapon that matters; its the balance. Reach weapons are balanced for reaching. So a Human wielding a 4 foot Halfling's Longspear can reach because the weapon is balanced for reaching attacks; not because of the length. If it were length that mattered, then a Halfling wielding a 4 foot Medium Bastard Sword should be able to reach because it's the same length as his 4 foot Small Longspear.
It doesn't matter that the Longspear is a 2-h weapon. What matters is how you wield it. If you wield a dagger one size too big, it counts as a 1-h weapon so you can wield it 2-handed for extra str bonus. Likewise, it no longer counts as light for twf penalties. By the same token, a tiny longspear is wielded as if it were a 1-h weapon by a small creature. It counts as 1-handed for all rules elements concerned with use and wielding; though it still only has the HP, hardness, and other physical stats of a tiny longspear. This only doesn't work when the rules specify "properly sized" weapons (ie. jotungrip only works on 2-h weapons properly sized for you).
Fight defensively as full-round requires you to make a full-attack action. This is the same as Vital Strike requiring the standard Atack action. Thus, for example, you couldn't fight defensively as a Charge or a Spring Attack. Conversely, fighting defensively as a standard only calls out making an attack. So any attack made as a standard action, including but not limited to standard Attack, Cleave, using a Ray as a standard action, etc. Can be done defensively. However, if you can attack as a free, swift, or move action, none of these can be done defensively.
And all of these only modify their associated action. So you can combine, for instance, Overhand Chop, Vital Strike, and Fight Defensively as Standard.
There are some rules elements that apply based on how the weapon is wielded and others that concern base weapon stats. For instance, 2-h weapons have more HP than 1-h weapons. But wielding a 2-h weapon one-handed doesn't reduce its HP. Likewise, the Lace doesn't care how you can wield the weapon; it cares about the base category.
Part of the problem in tabletop RPGs is that Chekhov's Gun often pulls double-duty as Schrodinger's Gun. A lot is determined by knowledge, appraisal, and perception checks. If no one succeeds at the roll, the plot hook might as well not exist. If you're too minimal in your descriptions, then you need to "Schrodinger" in plot hooks based on how well the party can search for them. It's all about a balance between too much detail and not enough. You've got to keep in mind that this is an interactive story, not a static one. In a play or a book, the reader is railroaded based on the actions of the characters. But in a game, players control their characters. Some times, if the whole party fails at their checks and none of your Chekhov's Guns go off, you need a Schrodinger's Gun which wouldn't have otherwise been there to go off and lead them in the right direction (though, typically to their grave detriment for having failed all their checks).
In one of my first games of Pathfinder, we accidentally burned down a witches hut that had an important lead to the next part of the quest. So the GM brought in a Boggeyman NPC to help us on the way by providing us with a map. In exchange, he required our blood to draw the map; which he then kept and provided us with a pre-drawn map. He also gave us a time limit of 24 hours to finish what we needed to do and leave the area, otherwise he'd kill us all. Well, we're all new to Pathfinder and I was new to table-top games in general... so it didn't end well anyway. But the point is that sometimes, Schrodinger's Gun from page 54 doesn't go off because you turned to page 98 rather than page 114.
Your aegis is treated as large for weapon size purposes, so he'll use large weapons normally, and medium weapons will be considered to be on size smaller.
False. Read the ability and you'll see it states that you wield weapons designed for creatures one size larger, not that you treat yourself one size larger. Its only effect is that, for example, a Medium creature could wield a Large weapon and suffers neither attack penalty nor change in handedness. But he wouldn't treat Medium weapons as too small now, he can still wield Medium weapons normally and still treats Small weapons as one size smaller. For that matter, he still treats Huge weapons as two sizes too big, so while he can wield both Medium and Large weapons as if they were appropriately sized for him, he "jumps" two size categories worth of penalties if he goes from a Large weapon to a Huge weapon.
Furthermore, "Can" is grammatically important. Take, for instance, Pounce.
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Would you say that a creature with Pounce must make a full-attack on every single charge? Does it have absolutely no option to make a normal, single attack? Of course not. There are many instances of using the term "can" in the rules. It is always optional. This is an optional part of the rule to toggle as the player sees fit. So you can wield the weapon without penalty... or you can just wield it normally with penalty.
Another thing to consider is "tagging" enemies. If you can debilitate enemies with an attack and damage isn't really your job (ie, you already have a heavy bruiser on your team), what you can do is soften up the opposition with things like maneuvers or on-attack debuffs. Additionally, against trash, TWF is less wasteful on overkill compared to heavy-hit builds. If the opponent is easy to hit and only has a handful of HP, a single big TWF attack may very well drop them while a 2-h power attack is just a lot of overkill. TWF isn't designed for heavy damage against single targets; it's designed to spread your damage over multiple targets. It's about control, not just straight damage. If you want straight damage, 2-h Power Attack all day, erry day. If you're going for TWF, then by definition you're going for something other than straight damage.
That having been said, here are some nice fighter options:
Weapon Master Fighter: Good for mirrored light weapons with good crit range like wakaizashi. Nice with critical feats and serves better to disable enemies more than outright defeat them.
Two-Weapon Warrior: More of a scrapper, they turn their offense into defense with Defensive Flurry. Every time they full-attack with their two weapons, they get a dodge bonus. So their two-weapon attacks aren't purely for the sake of dealing damage, but rather to bolster their defense.
Mobile Fighter: Basically makes two-weapon fighting efficient because you're reducing the number of times you can't full-attack. Very nice with a double-chain kama or kusarigama because, until you get your Rapid Attack and Whirlwind Assault, you can use your weapon easily at reach when you can't full-attack.
Unarmed Fighter w/ 2 lvl MoMS dip: Monk unarmed strikes always count as main-hand which means they always get full-str to damage and they never get half power-attack. So an Unarmed Fighter can pick up Dragon Style+ferocity and another style of their choice along with Power Attack and fight unarmed to pretty good effect. Pick up an extra level of Monk, and you qualify for Monastic Legacy to keep your unarmed damage dice up.
The -2 only applies if the wielder is smaller than the intended size for the weapon. So a Medium creature wielding a Large Longsword wouldn't suffer the normal -2 penalty for wielding an oversized weapon. But a Medium creature wielding a Medium Longsword can treat it as a light weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. Getting reduced TWF penalties for wielding a light weapon in your off-hand has nothing to do with weapon finesse, nor a feat, spell, or special weapon ability. To further elaborate, say there's a hypothetical class ability that lets you wield light weapons with +1 attack bonus. This is a class ability so it is neither Weapon Finesse, nor is is a feat, spell, or special weapon ability that can be used in conjunction with light weapons. Therefore, Effortless Lace on the Longsword wouldn't let you use this ability to get +1 on attacks with said Longsword. By the same token, getting your TWF penalties reduced by 2 for using a light off-hand isn't part of the TWF feat, it's general combat rules listed in the Combat section.
To what end? What part of the benefit line says it works differently for light weapons? It may be a light weapon for the purpose of the TWF feat itself, but the TWF feat doesn't function any differently for light or non-light weapons; it just reduces your main-hand penalty by 2 and off-hand by 6, full-stop. The part about getting an additional 2 off each hand is granted by standard combat rules, not a feat, class-ability, or magic effect. You can even see it's under the "normal" line in the feat; a reminder that these benefits the TWF feat gives are separate and distinct from the benefit that fighting with a light off-hand gives. That's the source of contention; whoever wrote the rules for Effortless Lace forgot to take into consideration that two-weapon fighting (include the light off-hand rule) is a general combat rule available to anyone and the feat merely reduces penalties. He was working on the assumption that TWF was based on a feat. He should have included TWF rules elements in his list of things the Effortless Lace works for. Essentially, it's in need of an errata and, before an official errata, some GMs may choose to enforce strict rules-as-written. YMMV.
There has been some discussion as to whether effortless lace actually helps twf. It states the weapon counts as light for "feats, class abilities, and magic effects. Using a light weapon in the offhand isn't based on a feat; its a general combat rule available to anyone.
Here's some tips:
1) Try to go for a double weapon. With nice Str and Power Attack, you can easily use it as a 2-h weapon for times when it's better to do that (ie, can't full-attack). I'd suggest a double weapon with a reach option like Kusarigama or Double-chain Kama so you have the best of all three worlds. This would require EWP which means either a dip, spending a first level feat, or going for Half-Elf w/ Ancestral Arms. Alternatively, Half-Orc would give you easy access to the Orc Double Axe. If you want a Martial or Simple double weapon, aim for either a Monk's Spade or a Quarterstaff.
2) Try to go for 15 starting Dex and take TWF normally. It'll give you a tad bit more starting AC and you then you can take, say, Double Slice at lvl 2. You'd either have to forgo Power Attack at lvl 1, or drop the Dual Talent.
3) Two-Weapon Defense will do you better than a Quickdraw Shield. Quickdraw shield is only +1 AC and shields need a handful of feats to be effective. Two-Weapon Defense gives you +1 dodge bonus to AC and works alongside your two-weapon fighting. It also gives you +2 if you fight defensively which you don't get with the shield.
4) Are you keen using Ranger spells? If not, pick up the Skirmisher archetype as it trades out spells. You're a pretty focused damage dealer anyway and, if you have a better support caster in the party, no need to split your focus. Alternatively, maybe go for Slayer instead of Ranger.
Try this houserule: Holding Back
A character willingly takes on negative levels as a way to bring him more in-line with the rest of the party. The GM uses the lower "virtual level" in determining appropriate CR for encounters. The character can remove these negative levels at any time, but if he does so in the middle of an encounter, he earns no experience for that encounter.
Alternatively, incorporate the Hero Point system and make it easier for the lower-leveled characters to earn points and harder for the higher-leveled character to earn them.
That makes the Sleep spell quite a bit more powerful... cast sleep on someone in med/heavy armor and bam, if they do wake up, they're automatically fatigued.
Quote mining at its finest. When you remove the original context, it lacks the original meaning. My third sentence from that post clearly establishes the context that I'm talking about a character making a melee attack. But the point of contention was whether a character using Snap Shot to threaten provides their teammate making a melee attack with a flanking bonus. Once the context is established, I don't need to keep repeating it over and over again because that was only a foundation for the point I was making, not the point itself. Reading comprehension is a wonderful thing.
If you're wearing insulation under your plate armor, can you also disregard that rules element? If the weapon is significantly made of metal, then Shocking Grasp gets +3 attack. Having metal barbs on your whip or a single nail in a great club isn't significant metal so that doesn't count. Basically, if the weapon could be constructed out of a metal special material like cold iron or adamantine, then it counts as metal for the purpose of Shocking Grasp. After all, even if they are wearing leather armor, they can still be shocked; the metal just makes it easier, not possible. The shock can still travel down the wooden haft (don't stand under a tree during a thunderstorm). Also, it's more a matter of magnetism than conductivity.
You've got some stuff wrong there. For a standing jump, you land half your roll away from the starting position. So if you make a standing jump and roll a 10, you land 5 feet away from your starting position. So, for a 10' gap to cross, it's a DC 20 if you don't have a running start. Also, no jump can allow you to exceed your max movement for the round. So if your speed is 30 and you are double-moving, your max movement is 60'. If you are running, it's higher based on what actual run multiplier you're using (based on many factors). If you're using a single move action, and it would take more than 30' to move to the other side of the gap, you cannot jump it.
However, you are right in that for ABCD where BC is a pit of 10' jumping distance, you need either an acrobatics roll of 10+ if you have a running start, or a roll of 20+ if you don't have a running start. However, the spot you actually land at is based on the actual result of the roll. If you roll 15, you not only crossed the gap BC, but you landed 15' away from the starting point, right on the far edge of D. Now, if there are no other gaps, that's no problem; you haven't entered square E so you can either end your movement there or continue. If you rolled a 16, you'd be fully in square E. If there is another gap, you might over-shoot your jump and land in a second gap. That's the issue; there's no official way to "short" your roll so if you have some incredible modifier to your acrobatics roll (say, +29, for example), it is impossible for you to long-jump less than 15'. You're so good at jumping, that even with the slightest effort, you sail 15 feet across the ground. What there needs to be is some kind of way to "aim" for a target piece of land with your jump.
Flanking relies on threatening and nothing else. That's RAW. If you make a melee attack, and an ally threatens from the correct position, you gain a bonus on your melee attack. It doesn't specify one way or another that that threatening must come from melee; it's just the threatening that's important. Normally, ranged attacks don't threaten and there are very few rules elements that allow for ranged attacks to threaten and, when they do, it's usually at very short range. The developers can state their opinions on the board, but by their own rules, unless it is an official FAQ or errata, it doesn't count. The rules of the game, as written, say that all that is required to get a flanking bonus is that an ally threatens the target from the opposite side. If the devs have a different intention, it is their responsibility to issue an official change; something along the lines of, "threatens with a melee weapon". Until then, by RAW, threatening with Snap Shot provides flanking bonus to your teammate.
The only problem I can see with ranged flanking is getting the positioning correct. You need to be able to draw a line from the center of one flanker to the center of the other and it must pass through a pair of opposite sides of the flanked target. What you're probably seeing is referring to this:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
So a character with Snap Shot can threaten and cause a different character to get the flanking bonus on their melee attack, but the snap shooter, himself, doesn't get a flanking bonus to his ranged attacks because only melee attacks benefit from flanking. But that doesn't mean that if you threaten with a ranged weapon by some explicit exception to default rules, that threatening doesn't count as normal threatening. Specific trumps general. Generally, ranged attacks don't threaten, thus they don't provide flanking. Specifically, Snap Shot allows you to threaten with a ranged attack so you can provide flanking bonus to an ally making a melee attack, but that ally doesn't provide flanking to your ranged attacks.
If you've got one monk using maneuvers, skip trip and go for dirty trick instead. It's far more versatile and doesn't have a size limit. Disarm and Dirty Trick ftw. I'm also a bit more partial to Flowing Monk over Maneuver Master. If you really want someone using Trip, go for the Halfling archetype Underfoot Adept as it slowly ups your effective size for trip maneuvers.
Yes. Any object can be thrown, even a weapon, but it's just treated as a random object. So you can hurl a throwing axe just as easily as a small box and they both would deal the same damage; the throwing axe is no longer treated as a proper weapon so mwk and enhancement and feats that apply to throwing axes wouldn't work.
Ranged attacks don't threaten unless you have Snap Shot and weapon focus in the ranged weapon. Weapon Focus doesn't apply to improvised weapons so it's a no-go.
- Using this feat makes whatever is thrown into a improvised ranged weapon, for the action, does that mean i take a -4 to the roll while i have no THROW ANYTHING feat?
- Does throwing weapons with the use of this feat also turn them into improvised ranged weapons?
- Does Improvised Weapon Mastery apply to this feat and allow me to increase the damage increment of my throws by 1 dice?
- Do normal ranged feats like multishot, poinat-blank shot and the like apply to weapons thrown by this feat?
-Lastly something unrelated: is there a weapon enchantment that allows me to split my weapon into itsy bitsy multiple copies of itself when thrown?
I don't even need to follow the link to know that's Sun and his gun-chucks. Anyway, regarding style vs power, it's a false dichotomy fallacy. Utility is more valuable than aesthetics, but that doesn't mean that the two are mutually exclusive nor mutually scaled. You can have characters with lots of utility and lots of style. Equally, you can have characters with neither utility nor style. You don't necessarily need to "optimize" your character to make him effective. It's more often the teamwork gestalt that wins fights, not the strength of an individual character. Just keep in mind what kind of role in the fight your character will play. If his "strength" is in dishing out lots of small hits and dodging attacks, don't put him up against a high DR opponent nor one that can easily render him "denied Dex". Or, at least, don't be surprised when he performs poorly in such circumstances.
GM DarkLightHitomi wrote:
When I said waiting for a bell to ring, I was being literal. It was an arena where my character was trying to win her freedom.
If that's the case, then it's just a simple matter that your GM handled it poorly. The first round of combat should have been before the bell rang. The game system is a tool, and, as such, it compromises certain aspects in favor of certain other aspects. They could have made a system where every player and monster submits their turn actions blind and the results are calculated, where full-attacks are resolved attack-by-attack by initiative order, rather than turn-by-turn, where if two characters move towards each other, they meet in the middle instead of the character who got higher initiative crossing the whole space, so on and so forth. But that would make playing the game far more complicated so they compromised.
Flat-footed isn't necessarily about being unaware; it's about being unprepared. If you got a lower initiative roll, you are flat-footed because you are unprepared, not because you are unaware. When someone uses a seven-branch sword's special rule to use a trip check to render you flat-footed instead of prone, you are flat-footed because they knocked you off balance, not because they caused you to be unaware. When someone uses Shatter Defenses to render you flat-footed vs their attacks because you are under a shaken/frightened/panicked status, it doesn't render you unaware, it renders you unable to respond. Awareness (or, rather, lack thereof) is only one of several rules elements that can render you unable to respond to an attack, but it's the "unable to respond" that makes it flat-footed, not the lack of awareness specifically. Remember that the whole combat system is an abstraction, not a simulation. Everyone's turn happens in the parallel, during the same 6s interval. There is no "waiting for the bell to ring". To illustrate, say an Orc pops out of the bushes 10' from me and a Goblin with a crossbow pops up 40' away. I succeed at the perception check to not be surprised and also ace my initiative roll and get to go before either of them. I charge the goblin. He's flat-footed despite them being the ones to ambush me. The Orc goes next; he charges me. He didn't "wait" a full 6s before he started running; he was hot on my heels during my charge. Actions in combat are kind of in a state of quantum uncertainty until you resolve them. Technically, if both combatants are ready, they should have charged simultaneously and met in the middle with a big anime-esque clash explosion. But, again, it is an abstraction so we settle for these kinds of shortcomings. If you don't like it, you're probably playing the wrong game.
PS: In order for things to work like you want, it'd need to be simultaneous blind actions like in Diplomacy; everyone writes down what they're going to do on a piece of paper so if two characters charge each other, they meet in the middle or if one character is trying a full-attack, but his target runs away, he is only able to make a single attack if his initiative is high enough before the target breaks melee.
Well, there you go... pick out any members of the crowd who would encourage the crowd to leave the bar and that's the opposed roll. Highest roll among those that beat the DC gets their orders followed.
It's not the fall that harms you, it's the sudden stop at the end. Take 10 when not in combat and not significantly distracted is fine. If there's an earthquake or high winds, that's a significant distraction. There are some things that are inherently distracting; use magic device is inherently distracting so it includes an explicit line stating you cannot take 10. But things like Acrobatics, Swimming, and Climbing have no such caveats. Now, if you failed a climb check and started falling and needed to make an acrobatics check to reduce fall damage, you obviously could not take 10 on the check. Contact Other Plane is a "no-take-10" check because the direct result of failing the check is a mental assault. Another example, you're swimming in calm waters. You take 10 the whole time. Then, suddenly, a big wave crashes into you and pulls you under. You need to roll to make your way back to the surface (no take 10). Once you're back on the surface, you roll to tread water while you look around and evaluate the situation. You see there are no more big waves coming, so you resume taking 10 on your swim checks.
As someone who's wife is in the Coast Guard, I feel compelled to point out that it's spelled 'boatswain', not 'bosun'.
No official rule, but a reasonable solution would be as such; you must take 10 since you're not intimidating a single person but a whole group so you can't tailor the threat to a specific individual. DC is the average for the group. Because, while if one leaves, most will leave, if several obviously stay, it might convince others to stay when they would have otherwise left (they know they can't count on as much backup). Alternatively, allow a roll, but impose a penalty based on the size of the crowd. Say, for example, -2 for every 10 people.
I don't think breaking an egg into a pan of frying oil counts as "crafting" a fried egg. Crafting implies using component pieces and imparting utility and/or function upon them based on their construction. You craft a sword because you take raw materials and forge them; the construction of the sword allows it to function in a way that the raw materials themselves can't. But arranging and cooking ingredients is something entirely different. You can still eat the raw ingredients. It may not be as palatable, but you're not constructing non-food into food; you're cooking a lesser kind of food into a superior kind of food. To boil it down, you wouldn't say that you "craft" a mug and some beer into a mug of beer, would you? That's quite obviously Profession(Bartender). You don't "craft" some cereal, raisins, and milk into a bowl of cereal. Less obviously, but along the same lines of logic, you don't "craft" flour, milk, sugar, and an egg into a cake unless you're doing it on a 3x3 grid.
Slight correction needs to be made for thoroughness. Damage for a Composite Bow (either short or long) is the base weapon damage + your Str modifier, up to the Str rating of the bow. So if you have a bow with +2 Str rating, and your Str is only 12 (+1 modifier), you'll still add the +1 to your damage roll, but you'll also suffer -2 to your attack roll. Conversely, if your Str mod is higher than the Str rating of the bow, you will cap out at the Str rating. So with a +2 Str rated bow and 16 Str (+3 modifier), you'll still only add +2 to your damage roll.
It doesn't work because Spell Combat is extra-picky. It requires you to, explicitly and specifically, have one hand free for the entire duration of the action and make attacks with a light or one-handed weapon "in your other hand". You may have a virtual free hand for the purpose of simple things like drawing a weapon or using somatic components, but Spell Combat is far more limiting than just requiring a free hand; it must be a single free hand along with a weapon wielded in the other hand. Your weapon, while juggling, isn't wielded "in your other hand" so it doesn't count.
It's a standard action to apply poison to a weapon or a single piece of ammo. Unless you have the Poison Use ability, though, you risk exposing yourself. Dunno if a Serp Sorc is immune to his own poison... if not, it'd suck for him to bite his tongue. The Poison section in the glossary only lists samples of common poisons so it isn't considered exhaustive. Arguably, you could either collect your fang poison and store it or just sort of rub a weapon across your fangs. Not sure if you'd be able to just press the weapon against your fangs to coat it properly, though.
Yeah, this won't work. A FAQ already clarified that when it says you need one free hand to cast your spell and make attacks with the weapon "in your other hand", that literally means you have one (and only one) hand for casting and the opposite hand (and only that hand) for attacking. Juggling lets you occupy both your hands and have a "pool" of items with which to use (one of which, presumably, is "free hand"). That defies the conditions under which Spell Combat operates. However, there is a work-around. There's a single double weapon that is a one-handed weapon at its base; the Taiaha. You still must wield it in both hands in order to fight double with it (use it for TWF), but whereas most double weapons are 2-h weapons and can be used as 2-h weapons if you can't (or choose not to) fight using TWF rules, the Taiaha is listed as a 1-h weapon which qualifies for Spell Combat if you attack with just one end. So, what you can do, is fight with the Taiaha as a 1-h weapon during Spell Combat, and if you don't need to cast a spell, you use 2 hands to wield it as a double weapon for TWF purposes.
Alternatively, you could go for the Staff Master archetype. You get free Quarterstaff Master which lets you treat a Quarterstaff as if it were a 1-h weapon and use it in the same manner in which you use the Taiaha described above; 1-h it during Spell Combat and wield it double for TWF purposes if you don't need Spell Combat that round.
PS: Another option I hadn't thought of is the Butterfly Sword. It's wielded as a single light weapon, but can be separated into two blades as a free action.
It isn't the action (full-attack) that provokes but the "ranged attack" subroutine that provokes. This is why a spellcaster provokes twice when casting a Ray spell; once for casting the spell, and a second time for aiming and firing the Ray. Similarly, whereas the Charge action doesn't provoke, the movement you perform during the action does provoke. Provocation isn't based on an action-by-action basis, it's based on an instance-by-instance basis. Sometimes, a whole action provokes. Other times, subordinate parts of an action such as movement or making a ranged attack are what provoke.
Few things in life are ever going to be 100% clear. But it'd be inefficient to try to make it 100% clear; the book would weigh 3 metric tons. Thus, we refer to Occam's Razor. There are multiple valid interpretations of the rules. Thus, we use the one that requires the fewest additional assumptions that still fits the raw data as best as it can. We have a basic rule that states Reach works on a principal of a "reach factor"; x2 by default. Whips are an exception, but it's baseless to say the manner of their exception defies the principal of a "reach factor". My explanation is very sensible and, moreover, it is the most logical interpretation requiring the fewest additional assumptions given all available rules and data points. Thus, until new information comes to light (ie. an official errata or FAQ), it should be the answer presumed to be correct.
I had looked at half-undead, but what I didn't like about it was that, if humanoid, you must choose a humanoid subtype to be the "other half" to go along with it. That kind of shoehorns you into being a Humanoid(Human/Half-Undead) or whatever other race you decide to go on. For this particular concept, I think it'sbetter to go with generalized race where it doesn't really matter what they were originally.
The rules define reach and give examples that describe how it functions:
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Most (some exceptions apply) reach weapons double the wielder's natural reach. So reach weapons work by multiplying your natural reach. If your natural reach is 5', you double that to 10'. If it's 10', you double it out to 20'. If it's 15', you double it out to 30'. You also exclude your normal natural reach without a reach weapon. If your natural reach is 10', you double your reach out to 20', but exclude squares out to 10' (your natural reach). By applying these principals to the Whip, we can see that the whip (written, as most weapons, from a default of a medium wielder) allows you to attack out to 15' which means it triples your natural reach. It also omits the caveat of the minimum reach. So, a creature with 10' natural reach should be able to attack out to 30' with a whip based on the description and examples of how the reach property functions.
Regarding <small creatures, they do require finagling as, with a natural reach of 0', double that is still 0', but the rules clearly call out that a tiny creature with a reach weapon threatens at 5' for various creatures such as the twigjack. In certain other creatures, such as the sagari, they list their natural reach not at 0' but, rather, as 2-1/2 feat. In both cases, we see, clearly, that for tiny creatures, they can at least attack out to 5' with a normal reach weapon (ie. longspear). The best answer I've seen is to count a creature with 0' reach as if they had 5' reach and do the reach calculation as normal (2x for most reach weapons, 3x for whips), but subtract 5' of reach from the result for each size category below small. So a tiny creature with, say, a longspear treats their 0' reach as 5', doubles it out to 10', then subtracts 5' to get a final weapon reach of 5' (and they cannot attack someone within their own square). If this same creature had a whip, you'd triple it out to 15', but subtract 5' for a result of 10' reach with the whip. A diminutive creature would require a whip just to be able to reach out to 5' and a fine creature couldn't reach out of their square even with a whip.
Honestly, I think the Titan Mauler has some fundamental flaws. It was originally intended for the Mauler to be fully capable of wielding gargantuan and colossal weaponry that they scavenge from their archetypal prey. But the head devs felt, for whatever reason, that it was too unbalanced to have medium creatures swinging around gargantuan and colossal weapons. I feel a compromise is in order. Here is how I'd adjust the archetype to make it more viable.
1) Jotungrip drops the "effort category" of all weapons by 1 step. So you can wield a 2-h as a 1-h and also a 1-h as a light weapon. This also means that a Large 2-h weapon remains a 2-h weapon (one step down and one step up for over-sized). A Huge 2-h weapon is still off limits, but a Huge 1-h weapon is viable now, as is a Gargantuan light weapon.
2) Scale Big Game Hunter so that the attack and dodge bonuses grow with barb levels.
Without these changes, Titan Fighter is outright better for what it does and a vanilla Barb is strictly superior so a TM Barb.
Ok, I was thinking of some potentially viable backstory for these guys. I hinted at it a little in my write-up that they have a "semi-living central nervous system". Here's what I've expounded upon since then:
"While sciences in the fantasy setting can be woefully lacking, and magic seemingly works on its own set of physics, there are certain inescapable truths. One of these, is that living bodies don't die all at once. Even as the flesh and organs shut down, the body does all it can to preserve the brain and central nervous system for as long as it can. Often, this can result in a body that, from even detailed observation, appears fully dead, even though there is residual brain activity. If such a "corpse" were subjected to the necromantic magics involved in creating undead, interesting things start to happen. While a living body is unaffected by spells that raise the dead, a dead body with a semi-living CNS can have their body animated and their CNS will only be partially affected (since it is still wired into the rest of the body). The resulting feedback between a personality on the verge of death and the negative energy used to animate the rest of the body results in a precarious balance of the power and resilience of an undead body with the force of personality to control it and resist the creeping effects that negative energy have on the psyche. These creatures, invariably, must have reasonably strong personalities as such people are the only ones who properly survive the transformation. In most cases, the process of zombifying the body merely destroys what is left of the mind right away; only someone with a strong charisma can have their mind survive the process. Of course, the constant strain to maintain sanity leaves little willpower for other purposes. Furthermore, since the mind is partially alive, it doesn't enjoy the immunity from mental effects that most undead have (for better or for worse)."
I like the changes to the poison requirements; it does make more sense to only use non-degrading poisons. So, a list of only plant-based, mineral, paralytic poisons, and non-venom animal-based (essentially, removing all venoms):
Yeah, just adjust the "dosing" and daily thresholds to taste. I just threw out some numbers that are somewhat balanced but alter them for sustainability to suit your preference. The key factor I used is the fact that it's 5sp for a day's worth of basic rations that weigh 1 lb. Comparatively, a barrel of embalming fluid, weighing 10 lbs, lasts 25 days so that's 0.4lb of "food" per day. Stitched "food" weighs less than half of what basic rations weigh, but is for much more specific "dietary requirements".
Trail Rations: 5sp/1 lb/day
Lawful: There's a pattern to nature and certain activities ensure survival while other activities ensure death. There is a cycle to life. There are social animals where every animal has a place and purpose within the group.
Chaotic: Whatever helps you survive, do it. Don't waste time pondering patterns and cycles and what-not. There's no pattern, there are no rules. No one enforces "the law of the jungle", there's just life and death. So live it. And then, when you're done, die it. And if you gain too much weight, diet. You say there's a pattern and cycle... well, that's just, like, your opinion, man.
Developers have commented many things over the years. Some of those things, they realized in hindsight, were pretty dumb. Some even made it to official status via FAQs and then, because of the aforementioned dumb-ness, had to be retracted. Flurry with a single weapon is one example as is half-breeds qualifying for certain things but not others. Conversely, some developers have come out and said, clearly, that it was their intent that it work differently, but people above them vetoed their intentions for mechanical reasons; Titan Mauler comes to mind.
But, at the end of the day, all we have aside from what is written are a handful of developer opinions on how they would personally like to see it work and some of those opinions are baseless and ridiculous. What possible balance reason could there be to insist that it only grant you +1 HP and +1 SP and specifically call out that, if you bypass that option, you get only your alternate bonus and nothing more?
An everburning torch can still be used as a weapon. It may not deal fire damage, but you can still beat someone over the head with it. The Ioun torch, on the other hand, is a light source and a light source only.
Well, lets race build this sucker.
Type: Undead (16RP)
Undead races are once-living creatures animated by spiritual or supernatural forces. An undead race has the following features.
Undead have no Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Size: Medium (0RP)
Base Speed: 30' (0RP)
Ability Score Modifiers: Weakness [+2 Str, +2 Cha, -4 Wis] (-1RP)
Languages: Standard (0RP)
(Running total, 15 RP)
Stitched custom abilities:
- Mostly Undead: Stitched have a semi-living central nervous system contained within their otherwise undead body. As such, instead of being immune to mind-affecting effects, they gain +4 to saving throws vs such effects. They are also susceptible to being decapitated. A Stitched who has been decapitated must make a DC 20 fortitude save or be instantly destroyed. If it survives, its head must be sewn back on for it to regain control over its body. A coup-de-grace attempt may decapitate in this manner as can a debilitating called shot to the neck. (-4 RP)
- Poison reliance: Stitched must consume or apply poisons or embalming fluids to their bodies to maintain themselves. It requires 2 GP worth of either embalming fluid or a poison that affects a physical ability score per day to maintain their body. Thus, a 10lb container of embalming fluid, costing 50 GP, would sustain a Stitched for 25 days. Since Stitched do not breathe, inhaled poisons cannot be used to sustain them. Contact poison may be applied over their body or ingested while ingested poisons must be ingested to work. Injury poisons must be injected or stitching must be broken to apply it. Breaking stitching to apply poison inflicts 1 HP of damage. If you are at less than 25% HP, you may use existing wounds to apply the poison. Embalming fluid may be applied as a contact poison. Applying a contact poison (including embalming fluid) or damage poisons in such a manner takes 5 minutes and provokes AoO for the entire duration. If the Stitched has only one hand available, double these times. If the Stitched has no hands, it may not apply these substances itself. A stitched may "overload" their body to a certain degree At level 1, a Stitched may dose their body for up to 3 days worth of poison or embalming fluid. Every 2 character levels gives them one additional day of "storage", up to 13 days at level 20. You may apply 5 days worth as a single action (listed above), but every 5 days additional dosage requires a new action.
After 5 days without any type of dosing, make a daily fortitude save (DC 10 + days without dosing). If you succeed, you suffer no ill effects but if you fail, you suffer 1d4 damage and lose 1 max HP. You may choose to restore max HP instead of current HP when using your Stitched Restoration ability. After 10 days without dosing, the damage increases to 1d6 and you lose 1 max HP and 1 Str or Dex (flip a coin). Also, if you fail 3 fort saves in a row, you lose either a hand or a foot. Treat this loss as a debilitating called shot to the hand or foot. After 15 days without dosing, you lose 3 max HP on a failed fort save and lose either an arm or a leg on 5 consecutive fails. After 20 days, you start to suffer mental effects. Once per week, make a Will save (DC 10 + days without dosing). If you fail, you lose 1d4-2 (min 1) of a random mental ability score. After 30 days, you lose 1d4 of a random mental ability score. If your Intelligence drops to 0, you become a mindless undead as your mostly (but not quite) dead central nervous system finally succumbs. You are then treated as a mindless zombie. If your Charisma drops to 0, you are destroyed (just as a living character automatically dies if their Con drops to 0). If your Wisdom drops to 0, you become a ravenous, insane undead creature. You maintain whatever intelligence you had left and further deprivation or consumption of flesh no longer reduces your mental scores.
Alternatively, consuming a medium living creature or equivalent (ie, 2 small creatures, 4 tiny creatures, etc) counts for 5 days worth of "sustenance" and also restores 1d6 HP and half that worth of max HP. If you do this, roll a will save (DC 20 + days without dosing before you ate) and, if you fail, you lose 2 Wisdom. Oozes and other creatures lacking meaty bodies and nervous systems do not count for this purpose. If you consume a mundane animal (ie, not awakened, familiar, magical, etc), you only lose 1 Wisdom on a failed save. Consuming mindless creatures such as vermin does not trigger this will save. The creature(s) must be consumes alive and you must consume at least their brain matter (resulting in certain death of the creature) for this activity to count (you cannot just chew on an arm for a while and call it good). (-5RP)