Isatemkhebet

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Organized Play Member. 39 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




I'm playing a spelleater bloodrager in a campaign with a dearth of divine casters. We're doing... okay, though the odd challenge that we'd win real fast with a cleric on the party is getting old.

Anyway. I'm, as you've probably gleaned from the title, playing a spelleater bloodrager, and while the DM was nice enough to let us actually buy a wand of Inflict light wounds in town, long-term I'd like to really capitalize on the archetype's self-healing abilities.

Here are three tricks I've found so far for higher levels:

Ablative Barrier: convert some damage to nonlethal, then double-dip on my healing. It's almost as good as DR!

Periapt of Wound Closure: Unless I drastically misunderstand how this item works, I'd gain double my regeneration for both spelleating and fast healing.

Ring of Regeneration: It's ''technically'' not fast-healing, and combos with the Periapt for another two hp.

Are there any other ways to either convert lethal damage I'd take into non-lethal or to otherwise increase my fast healing? Pathfinder's a huge game, and I'm not sure I wouldn't miss something.


To be blunt, I hate that this item exists:

http://www.pfsdb.com/magicitems/hex-nail

What, the better spell list wasn't enough? You've got to make the witch even more inferior to the wizard by giving any modestly-prepared adventuring team and/or bad guy the ability to just roll into town and buy a dime bag of save boosters?

So, I'm trying to homebrew similar items that counter other casters. I'm thinking of grouping them into categories.

Wizard/Sorcerer/Magi (and assorted subclasses) could be countered by a Spell Blocks, little cubes of odd-colored lead of unusually light weight that contain tiny pieces of the null-magic that created the Mana Wastes. They are produced in Alkenstar, as one of its many unique exports, and work on dragons and other magical beasts as well as arcane casters. The lead blocks lose their odd color and become slightly heavier when they are consumed.

Clerics/Oracles and other "religious" divine spellcasters can be countered with Lawstones, little tablets carved with excerpts of the Laws of Man. They were invented, naturally enough, in Rahadoum, where many are actually mass-produced using concrete-pressing technology, and carried by government agents while abroad, to protect them from the influence of so-called "divine" forces. The secret of their manufacture has spread, however, and they can be found in many far-flung areas of the continent. They work against the abilities of Good and Evil outsiders as well as "religious" divine casters. Each tablet crumbles, with an audible metallic ringing sound, when it is consumed.

And, finally, druid/rangers and other "natural" divine spellcasters are countered with Firehobs, the remains of trees that have been rendered into charcoal while still living, then pierced with nails. These ancient, traditional counters to the influence of nature-worshippers are common across Golarion in any number of societies that have had conflicts with practitioners of the Green Faith, though not all are properly manufactured or made in the correct manner. They work on fey and plant creatures. When consumed, the nails pop out of the charcoal, which then crumbles into black dust.


I like the *idea* of the Empathy feat, but not in its current form. As it stands, you gain some nice stuff (can get morale bonuses, no Sense Motive penalty) and lose some nice stuff (no longer emotion-proof, no longer have mind-effecting resistance).

But that kind of trade-off is not in line with a feat. That's an alternate racial trait. And giving it a 13 Charisma bar to entry is just punishing and unnecessary, especially in groups that prefer point buy.

I'm going to run a game soon. If one player wants to play an android, would letting him take Empathy as an alternate racial trait instead of a feat really be that broken and damaging?


As one might guess by my previous attempts to homebrew an unarmed barbarian archetype, I was initially quite excited for the Bloody-Knuckled Rowdy. Unfortunately, I'm not sure I'm happy with what I got.

To be blunt, it seems like the Rowdy gives up loads of useful things and gets something between very little and absolutely nothing in return. Fast movement gone for Improved Unarmed Strike rather than the weapon proficiencies an unarmed character isn't going to use anyway. Uncanny Dodge and its upgrade gone for two feats, one of which needs more feats burnt just to break even. And, most egregiously, damage reduction and spells-per-day both cut, one completely, one rather severely, for a weak, cut-down version of monk unarmed damage without the flurry of extra attacks that makes it work for the monk.

So, help me to understand, as the title says. Why is the Rowdy so gimped as to be, essentially, a version of the 'Rager that is categorically worse in every way?


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I found a Pathfinder conversion of the old AD&D rogue modron that I really liked, and I suddenly had the idea to try to build a modron bard. Because I am easily amused, and the thought of a modron monotonously claiming his intention to "utilize a sequence of pleasant sonic tones to improve morale and promote frivolity" amused me.

But then... well, I realized that, RAW, that was completely impossible. Modrons, even rogues, must be Lawful, and bards can never be, plus they take a penalty to their primary stat. Yet... well, from there, I tried to think of ways to turn this thing around.

I'm doing this as I go along, and I'm still not sure if this should be modron-restricted or not. I'm also worried about possible impact from replacing the bard's spontaneous casting with cleric-style "prepared casting from a larger list," so I dropped it despite the thematic use one might get out of it.

I also feel like I outta cook something up to replace Jack of All Trades, but I admit that I'm blanking.

Gotta start somewhere though. So, well, here... we... go.

Progressive Musician:
Some musicians prefer to rely on meticulous composition and preparation rather than spontaneous musical talent. They quickly create a musical style at once similar to and completely distinct from normal bardic practice.

Alignment Restriction: A progressive musician must be of Lawful alignment. This replaces the normal bardic alignment restrictions.

Intelligence Dependent: A progressive musician creates music through rigorous intellectual craftsmanship rather than sudden creative bursts. She uses Intelligence instead of Charisma when determining the highest level of spells she can cast, her spell save DCs, the number of spells known at 1st level, and any effects of her performances normally determined by her Charisma.

Additionally, the progressive musician who has at least one skill point in a Perform (instrument) skill may use Intelligence rather than Charisma on the the Perform skill checks she makes to use the instrument.

This ability replaces the bardic knowledge (Ex) power.

Forceful Artist (Ex): A progressive musician's rigorous, logical approach to his art begins to reflect itself in his spells and music. Once per round, a progressive musician may sacrifice his move action to increase the effective CL of the next spell he casts before the end of his next turn by 1, or to increase the bonuses or save DCs of his next bardic performance before the end of his next turn by the same amount.

This ability replaces the Well-Versed (Ex) ability.


So, I was building a monk and, for fun, wanted to give him magic gauntlets that grant reach. (He may or may not be inspired by a certain Samurai Warriors ninja, Koei can't prove anything and parody is protected speech.)

Now, I know that there's a level 1 spell (Long Arm) that does exactly what I want, extending the caster's reach by five feet, and I can suppose that a level 1 spell is cheaper than a level 2 spell. (Brilliant, I know.)

But when I try to read the chart to figure out exactly how expensive it would be to give the item a number of charges per day, it almost looks as though it would be *cheaper* than a plain item, which can't be right. And making the effect continuous looks like it would cost more money than I'd like to spend on what basically amounts to a novelty.

Any help? And post your math, if you don't mind: I admit to being dumb enough to want some equations to go with it.


I was incredibly happy when I learned that Pathfinder let monks wear cesti to deal "unarmed" damage, and incredibly sad to learn that, no, it didn't work that way.

But, after some thought, I came to agree with that assessment. After all, it's basically doubling the monk's crit range and offering an extra damage type with no downsides. So, instead, I offer this houserule.

When a monk, brawler, or other class with natural bonuses to unarmed damage utilizes a cestus, he or she may choose to use his or her unarmed damage rather than the weapon's normal damage. However, when doing so, he or she loses all the normal advantages of ki strike, brawler's strike, or any other such class abilities that would normally bypass damage reduction.

The way I see it, this gives the monk (or monk-equivalent) concrete incentives to go bare-handed rather than automatically stick to cesti no matter what. Thoughts?

Just realized that this limitation is basically incompatible for my favorite monk archetype, the martial artist. Cuss.


Some homebrew races I do for a set purpose, like, "This game needs a 'half-ooze'!" or "Why exactly do centaurs have to *pay* to gain Quadruped when it basically takes away all the advantages of their Large size for a weak and highly situational benefit?"

This one I did for myself. Really hope that Pathfinder gnomes are as fond of alchemy in the Inner Sea as they were in my friend's homebrew setting...

Al'thar (al'thari, al'thari) and Ar'ketu (ar'keti, ar'keti)

The races currently known as "the al'thari" and "the ar'keti" are the by-product of generations of exposure to alchemical run-off and unsafe dumping practices on the part of the mountain gnomes. Enthusiastic tinkers and inventors, the mountain gnomes frequently give little thought to the consequences of their actions, and they were as surprised as anyone when humanoid creatures began to climb out of the two rivers bordering the City of Green Smoke.

The ancestors of the al'thari and ar'keti were two species of freshwater octopus, generally content to consume fish and pry open other river mollusks with their beaks. However, when the City of Green Smoke sprung up in the proverbial next door, their rivers were soon running every color of the rainbow with alchemical refuse and magically reactive by-products of the mountain gnomes' industry. Quite a few of the river creatures perished in the new environment, but the survivors quickly found themselves changing at an accelerated rate. The river octopi in particular, already blessed with an abundance of brain matter, found their wits quickening and new horizons of thought expanding before them. Many of them had begun to develop lungs and rudimentary limbs, and they climbed out of the rivers to investigate matters on shore.

Careless the mountain gnomes might be, but the discovery that they had accidentally birthed a new race was, in a word, shocking. Many worried about the problems that sapient creatures would face as unstable mutants without the real ability to communicate with other sapient life forms. As gnomes, they felt at least rudimentary responsibility to their inadvertent creations, and their curiosity was piqued at the puzzle posed by modifying them to fit the pressures of civilized life. Quickly, they were separated into two distinct classifiable species, the larger, faster "alberta catharsa molluska," or "Albert's Pure Mollusks," and the smaller, more-intelligent "armena klepta molluska," or "Armen's Thieving Mollusks." The former was named for an infamous incident when one accidentally fell into a rendering tank and was brewed into a particularly delicious alcohol, the latter for a moment when it stole and ruined the well-decorated hat of a passing priest that happened to contain several raw oysters as part of an arrangement.

Vast drag-net operations were conducted to strain all the various mutated octopi they could catch out of the river, and magic-users of all stripes, arcane and divine, alchemical and sorcerous, went to work on modifying them. After a few years of work and a couple truly disastrous missteps that the mountain gnomes prefer not to talk about, the modern al'thari and ar'ketu had each become a truly new humanoid race.

The average al'thar stands nearly seven feet tall, but is not really built to match, with long, thin limbs and a narrow torso. Were it not for their internal mantles, they would have difficulty walking upright under their own weight. An ar'keti, by contrast, is generally quite small, only a little taller than a gnome, and has a much thicker build. Both have smooth, rubbery skin over most of their bodies, and physically resemble a octopus perched atop a humanoid torso. Their four-digit hands have weak suction cups lining their palms and long, thin fingers. Most al'thar have skin colors along a spectrum from deep purple to dark blue, while ar'keti skin runs from a softer blue to a cool, dark green. Both races have very earthy skin tones.

Al'thari and ar'keti can be found in most mountain gnome settlements, having fully integrated into gnomish culture. Al'thari tend to be very polite and traditional, tending towards a lawful alignment, while ar'keti are louder and more creative, tending towards chaotic alignments. Both races are generally rather gregarious and good-natured, like their gnomish progenitors.

...I don't know how to post or scan pictures, so I can't show an al'thar wearing a suit, monocle, and top hat and an ar'ketu wearing street clothes and a cheap derby for reference. Just think really British octopus people.

Both races have genders, but neither is visibly sexually dymorphic to mammalian onlookers, though part of the modifications the gnomes have made to them includes warm blood. Each race recieves a +15 circumstance bonus on all bluff checks made to pass as a member of the opposite sex to anyone but another al'thar or ar'ketu. Most tend to form mating pairs in a very gnomish fashion, though ar'keti tend to have more children at a time. Females gestate one to three eggs at a time, before they "hatch" and the young exit her body. The two races are somewhat interfertile, but the children they produce are always either al'thar or ar'ketu, not cross-bred hybrids. Neither can reproduce with other humanoid races without magical assistance.

Al'thari tend to find in steady professional jobs, such as accounting, medicine, mercantile work, and legal professions. Ar'keti tend to work in very creative sectors, becoming artisans, smiths, chefs, and artists of all stripes. Al'thari adventurers are usually gunslingers or priests of the gnomish gods. Ar'keti adventures are often alchemists or wizards. Both races are frequently rogues, and find the excitement of an adventurer's life fulfilling, though for a wide spectrum of reasons.

...Whew. That's more roleplaying stuff than I expected to write. Moving on...

Al'thar

Type: Humanoid (mollusk)

Size: Medium (0 RP)

Despite their great height, the slim build of most al'thari ensures they don't take up much space.

Speed: 30 ft. (0 RP)

Ability Scores: Standard (0 RP)
-2 Str, +2 Dex, +2 Wis

While physically somewhat weak from their large size and aquatic origins, al'thari are a deft-handed and sensible people.

Languages: Standard (0 RP)

All al'thari can speak Common and Gnomish.

Traits:
Natural Armor (+2) (3 RP)

As mollusks, al'thari have a natural mantle within their bodies.

Greater Spell Resistance (3 RP)

The ancestors of the al'thari survived only because their bodies were better able to resist the surges of magically-reactive substances flooding their river home, and the al'thar have inherited that natural immunity.

Amphibious (2 RP)
Swim Speed 30 ft. (2 RP)

Most al'thari are quite comfortable in or out of water, so long as they can avoid soiling their clothes.

Darkvision 60 ft. (2 RP)

Most al'thari can see in the dark, a result of evolving from creatures that dwelt in murky river-bottoms.

Prehensile Face Tentacles (2 RP)

The long tendrils that ring the al'thari mouth can stretch to retrieve and hold a single item from their persons, exactly as if they had the Prehensile Tail racial trait.

RP Total: 14

Ar'ketu

Type: Humanoid (mollusk)

Size: Small (0 RP)

Speed: 20 ft. (-1 RP)

As a result of their smaller size, ar'keti cannot always move as quickly as their larger cousins.

Ability Scores: Standard (0 RP)
+2 Dex, -2 Con, +2 Int

Though stronger than the al'thari due to their more compact size, the ar'keti are not nearly as tough. However, they are extremely intelligent and quick.

Languages: Standard (0 RP)

All al'thari can speak Common and Gnomish.

Traits:
Natural Armor (+1) (2 RP)

Though not as developed as their larger cousins, ar'keti have a natural mantle within their bodies.

Greater Spell Resistance (3 RP)

The ancestors of the ar'keti survived only because their bodies were better able to resist the surges of magically-reactive substances flooding their river home, and the ar'keti have inherited that natural immunity.

Amphibious (2 RP)
Swim Speed 30 ft. (2 RP)

Like their racial cousins, ar'keti can freely breath air or water and swim quite easily.

Darkvision 60 ft. (2 RP)

The ar'keti's mollusk eyes can see into other spectra of light, giving them good vision in the dark.

Prehensile Face Tentacles (2 RP)

The long tendrils that ring the ar'keti mouth can stretch to retrieve and hold a single item from their persons, exactly as if they had the Prehensile Tail racial trait.

Skill Bonus: Stealth (2 RP)

Former ambush predators, ar'keti possess a modest degree of natural cameoflage, and are quite adept at making themselves hidden when they wish to be.

RP Total: 14

...Whew. That was a doozy. Thoughts? My main worry is that, while conceptually different from one another, there's just not a big enough gameplay difference between the two. And I'm not sure what to do about that.


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I love the concept of the bolt ace. If nothing else, it presents a way to port Gunslingers into campaigns and campaign worlds where the DM might be leery of letting in firearms and all they represent.

However, I'm not sure it goes quite far enough. If guns are fully banned from the table (a move I don't agree with but understand), then the bolt ace will still have a few gun-related class features and traits that specifically refer to firearms and the use thereof.

So, in light of this, I've decided to present a couple of alternate traits for the bolt ace. They will be boring, but it will hopefully make the archetype a fully "crossbow-gunslinger." If you've another idea, let me know.

My other ideas were, respectively, to grant a bonus feat at level one to replace firearm training and to just remove Gunsmithing altogether, and give the bolt ace a few extra grit points instead, since he or she'll be burning through much more to get those sweet, sweet touch attacks.

Anyway, short and boring:

Exotic Crossbow Training: At 1st level, bolt ace gains proficiency in all crossbow weapons, even those which are normally considered exotic weapons, such as the hand crossbow and repeating crossbow.

This ability replaces firearm proficiency.

Master Fletcher: At 1st level, the bolt ace gains the ability to craft crossbows and bolts without requiring a crafting roll. He may manufacture any crossbow out of raw materials for half the normal weapon's cost, or bolts for 10% of their normal cost. If he has at least one rank in Craft (alchemy), he may manufacture alchemical bolts (described under Alchemical Archery in the Pathfinder Player Companion: Alchemy Manual) at half their normal cost.

This ability replaces the Gunsmithing class feature.


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The other day, I suddenly thought it might be cool to put together an ooze PC race. Unfortunately, turns out most of what I'd need to do it would be really hard to do in the established Race Builder.

Sooo... I decided to climb this mountainous molehill, and try to make up appropriate stuff where it didn't exist yet. Here's what I've got so far, using appropriate Pathfinder rules:

Amorph (amorphs, amorphic)

Amorphs are the result of symbiosis between two distinct lifeforms so completely integrated that they have effectively become the same being. A brain and simple nervous system float within a mass of jelly-like slime that serves the combined functions of an immune system, digestive system, and circulatory system for it. Scholarly opinion is divided as to whether amorphs are of natural origin, or are the result of magical experimentation, a problem exacerbated by the lack of history or record-keeping on the part of the amorphs themselves.

Unlike many intelligent oozes, amorphs do not naturally tend towards evil, and most are capable of living relatively normal lives. They can be found living in small communities in many large cities, or in small wandering caravan-communities in more sparsely-settled parts of the world, including the Underdark. Such communities are generally quite hospitable towards strangers, within reason. Amorphs are asexual creatures and reproduce via budding, with young amorphs raised in the community.

The typical amorph has a personality that can best be described as cheerful, generous, curious, and dim. Those found in the Underdark are generally more suspicious than their surface counterparts. Most have difficulty remembering unimportant information, and while they are largely welcoming of strangers, it is generally regarded as a sensible precaution to remind an amorph of what substances, for instance, might be toxic to other humanoids.

Amorphic adventures are generally drawn into their profession either by an insatiable sense of curiosity and wonder or by some great need or quest.

With some basic roleplaying background that out of the way, here's the rules stuff already in the game:

Base Speed: 20 ft. (-1 RP)

Ability Scores: Mixed Weakness (-2 RP) -2 Dex, -4 Int, +2 Con, +2 Cha

Traits:

Defense:
Healthy (2 RP)

Skill:
Curiosity (4 RP)

Senses:
All-Around Vision (4 RP)

Blindsight (30 ft.) (4 RP)

With that in mind, here's the custom stuff.

First, a new "Type":

Half-ooze (12 RP): A large portion of this creature's body is composed of an ooze, either naturally or as the result of some sort of magical experiment. It gains the following traits:

* All-Around Vision: Half-oozes gain a +4 racial bonus to their Perception skill checks and cannot be flanked.
* Blind: Half-oozes have no sense of sight and cannot process visual information. Without either blindsight or blindsense, they cannot use their Perception skill visually. They are immune to gaze attacks, illusions, and other attack forms that rely on sight.
* Blindsense (30 ft.): Half-oozes can sense other creatures using senses other than vision, as per the blindsense special ability.
* Healthy: Half-oozes gain a racial +4 bonus on fortitude saves vs. disease and poison, including magical diseases.
* Unusual Anatomy: While half-oozes, unlike full oozes, possess vital organs that can be injured, they can shift these organs around within their bodies, making injuring them more difficult. Half-oozes have a 50% chance of taking no extra damage from critical hits or sources of precision damage, such as sneak attacks.
* Slippery: Half-oozes are not always completely solid. They gain a +4 racial bonus on all Escape Artist checks to slip free of bonds and squeeze into tight spaces, and can squeeze through spaces as though they were one size category smaller than their actual size.
* Amorphous Body: Half-oozes are unstable, and must actively work to solidify the surface of their body into a rubbery surface to hold and manipulate solid objects. A half-ooze can only wear or carry six items at the same time, and does not have a foot slot.
A weapon or shield held in the hand, armor worn on the body, or any item that occupies a magic item slot each count as one item. Any item requiring the use of two or more hands counts as a number of items equal to the number of hands it would normally occupy. This trait does not grant the creature additional limbs. Any items that are carried by or in other items (ex. a quiver hung from a belt, a potion kept in a bandoleer, a sword hung from a backpack) do not count towards this limit, at the DM's discretion.
A half-ooze race that lacks this trait also lacks the Unusual Anatomy and the Slippery racial traits.

Second, a new "Size":

Variable (1+ RP): Choose two sizes within one size category of one another. This creature can shift its size from one category to the other as a move action. This is not a supernatural ability and does not magically adjust the size of the creature's equipment to fit it when it changes size, though armor and clothes can be modified to expand or contract with it via elastic internal bands between any two categories. (The cost of this modification is equal to the cost of resizing full plate to fit a particular wearer.)
The cost of this racial trait is increased by the cost of both size categories involved. Additional categories can be added for their point cost plus one.

So, using these custom traits and types:

Amorph

Type: Half-ooze (12 RP)

Size: Variable (Small/Medium) (1 RP)

Amorphs can compress and expand their gelatinous mass to shrink or grow in size while maintaining the same weight, but cannot either grow beyond their brains' and nerves' ability to maintain the ooze's cohesion (Large), nor shrink so that the organs are inadequately covered by gel (Tiny).

Speed: Slow (-1 RP)

Lacking legs, amorphs must scoot along on their pseudopodia.

Ability Scores: Mixed Weakness (-2 RP) -2 Dex, +2 Con, -4 Int, +2 Cha

Amorphs are durable and gregarious, but slow and sluggish both physically and mentally.

Traits: Curious (4 RP)

Perhaps because they find remembering so difficult, amorphs are always willing to ask and learn.

Total: 14 RP

Well, whaddaya think? Too strong? Too weak?


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I put together a homemade barbarian archetype today, but my group canceled at the last minute so I haven't gotten to show anyone.

Then I remembered, holy cow, there's a *forum* where I can put all this!

Link here: https://docs.google.com/document/d/17K3Or8Skl-dHLSdozkMkX3RiWUaT-rj1is_qy5a cu0c/pub

Comments off the cuff:

I might also restrict the class to light armor, just in case it's too good.

I can't believe "Brutal Pugilist" was already taken.

EDIT:
Can't get stupid Google Docs to let other people link to it. No, I don't know why. Instead of a clean, well-formatted thing with italics and bold and things, I guess I'll just have to give out the messy version. Sorry.

Pathfinder Barbarian Archetype

Ferocious Fistfighter
Some barbarians eschew weapons and prefer to fight with their fists, finding a kind of wrathful enlightenment in the fury of battle.

A ferocious fistfighter has the following class features:

Improved Unarmed Strike:
At 1st level, a ferocious fistfighter gains Improved Unarmed Strike as a bonus feat. This class feature replaces martial weapon proficiency.

Rage (Ex):
At 1st level, a ferocious fistfighter can rage for a number of rounds per day equal to 3 + her Constitution modifier. At each level after the first, she can rage for one additional round each day. This ability modifies the rage class ability.

Unarmed Strike (Ex):
At first level, and every four levels thereafter, a ferocious fistfighter’s unarmed strike damage increases as per the monk class ability of the same name, but using his ferocious fistfighter levels instead.

A ferocious fistfighter may now choose to deal nonlethal rather than lethal damage with no penalty to his attack roll while using unarmed strikes or grappling, and his unarmed strikes count as both natural and manufactured weapons for the purposes of spells that enhance such weapons.

This power will not function if the ferocious fistfighter is wearing a shield or heavy armor, even if he is proficient in their use.

This ability replaces the rage powers gained at 4nd, 8th, 12th, 16th, and 18th level.

Frenzied Flurry (Ex):
At 3rd level, a ferocious fistfighter may make a frenzied flurry as a full-round action. While doing so, she may make one additional melee attack this round while taking a -2 penalty on all attacks made this round, as if using the Two-Weapon Fighting feat (even if she does not meet the prerequisites for the feat). All attacks made in this way must be unarmed strikes.

At 12th level, a ferocious fistfighter makes two additional attacks this round while making a frenzied flurry as if using the Improved Two-Weapon Fighting feat (even if she does not meet the prerequisites for the feat).

At 18th level, a ferocious fistfighter makes three additional attacks this round while making a frenzied flurry, as if using the Greater Two-Weapon Fighting feat (even if she does not meet the prerequisites for the feat).

While making a frenzied flurry, a ferocious fistfighter applies her full strength bonus to all strikes. She cannot use any weapon but an unarmed strike to make a frenzied flurry. A ferocious fistfighter with natural weapons cannot use them to make a frenzied flurry, nor can she make natural attacks in addition to her frenzied flurry.

This ability replaces the trap sense ability and increases gained at 3rd, 12th, and 18th levels.

Wrathful Enlightenment (Ex):
At 6th level, while raging, a ferocious fistfighter gains a bonus equal to his Wisdom modifier (if any) to all of his saving throws. This bonus stacks with all other bonuses, including the normal +2 bonus to Will saves normally allowed by rage.

This ability replaces the trap sense increase gained at 6th level.

Primal Power (Ex):
At 7th level, a ferocious fistfighter’s unarmed strikes gain primal power are treated as as magic, cold iron, and silver weapons for the purposes of overcoming damage reduction, so long as he is raging or has at least one round of rage remaining that day.

At 10th level, primal power also treats his unarmed strikes as chaotic for the purposes of overcoming damage reduction.

At 16th level, primal power also treats his unarmed strikes as adamantine weapons for the purpose of overcoming damage reduction and hardness.

This ability replaces the damage reduction ability and increases granted at 7th, 10th, and 16th level.

Bonus Feats:
At 13th and 19th level a ferocious fistfighter gains a bonus feat for which she qualifies. She may treat her ferocious fistfighter levels as a monk levels for the purposes of bonus feats gained in this manner.

This ability replaces the damage reduction increases granted at 13th and 19th levels.

Improved Fast Movement (Ex):
At 9th level, a ferocious fistfighter’s fast movement ability improves, adding twenty feet to her race’s base movement speed.

This ability replaces the trap sense improvement gained at 9th level.

Brutal Force (Ex):
At 16th level, a ferocious fistfighter may take a -2 penalty to his AC to allow his unarmed strikes to deal damage as though he were one size category larger for one round. This ability only modifies his unarmed strike damage, all other weapons still take the normal penalties.

This ability replaces the trap sense improvement gained at 16th level.