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Zark wrote:
Cheapy wrote:


@Zark: Damn man, it's like you *want* to be disappointed! The sheer fact that they get so many feats means Fighters benefit more than other martial classes from all these new combat feats.

Hey, I'm not even a fighter lover.

Point is, lots of new feat all can choose from. Same as in the APG.
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.

Still no word on Hunter’s Tricks for the Skirmisher.

Fighters are in the same overall position that wizards are in with Paizo books. They can get archetypes/schools, but otherwise they are pretty much restricted to more feats/spells because that is what those classes are built around. Even with the additions Paizo has made to both classes, the wizards is still reliant on spells, but can be customized by schools to an extent, and the fighter relies entirely on feats and archetypes to separate themselves from the rest of the classes. At the same time, just like you don't see any wizard only spells, as the sorcerer could logically mimic all of them, fighter only feats beyond what they already have would be difficult, as multiple martial class could make as good a claim to them as the fighter.


Glutton wrote:
Odd question, does the dervish dancer actually have to dance?

Stated again for near frenzied anticipation (aka are its abilities keyed off perform dance?)


Kaiyanwang wrote:


bodyguards of the Emprah

Does this guy have anything to do with Oprah?


Jukkaimaru wrote:
I'm going to disagree with you here, on the Katana only.

I can give you that one. Katana isn't the same as a bastard sword.

I did make it its own weapon in my house rules. Based it on the UC stats, but didn't use them wholesale.


KaeYoss wrote:
Kaiyanwang wrote:


bodyguards of the Emprah
Does this guy have anything to do with Oprah?

No, is just an human emperor. And not even revered as the WH 40k one - the poor guy has to deal with the church and the nobles (other than the usual high fantasy annoyances like ancient dragons and planar fiendish invasions) like the Holy Roman Empire one.

Grand Lodge

Another thing which really needed some help in UC was the natural weapons ranger. I didn't notice anything which made them a more viable concept.


Zark wrote:
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.

And there are tons of new feats. Just not many that are for Fighters only. Why? Because a Fighter gets 20 feats over the course of their career. 21 if you play a human. Fighters will always be able to distinguish themselves because of this; they might not have many tricks unique to them, but they have more tricks than every other class in the game.


Glutton wrote:
Glutton wrote:
Odd question, does the dervish dancer actually have to dance?
Stated again for near frenzied anticipation (aka are its abilities keyed off perform dance?)

No, it's like a Bardic Performance. There aren't any required number of ranks in Perform: Dance, nor are you required to make Perform: Dance checks for anything. It's just sort of themed after being a battle trance that looks like a dance to the untrained eye.


sieylianna wrote:
Another thing which really needed some help in UC was the natural weapons ranger. I didn't notice anything which made them a more viable concept.

You weren't looking hard enough. Then again, it is very easy to miss a jewel like Feral Combat Training.

The Exchange Contributor, RPG Superstar 2008 Top 6

Glutton wrote:
Odd question, does the dervish dancer actually have to dance?

Yes, though they don't need to dance well.


New question: What's the Armored Hulk give up for what I assume must be proficiency in Heavy Armor?

Silver Crusade

Does Flowing Monk look pretty compatible with Qinggong, as far as what it replaces not crossing over too often with stuff the Qinggong can trade out? Growing increasingly excited about seeing this archetype.

Kaiyanwang wrote:
KaeYoss wrote:
Kaiyanwang wrote:


bodyguards of the Emprah
Does this guy have anything to do with Oprah?
No, is just an human emperor. And not even revered as the WH 40k one - the poor guy has to deal with the church and the nobles (other than the usual high fantasy annoyances like ancient dragons and planar fiendish invasions) like the Holy Roman Empire one.

As long as he doesn't try to send us into SPESS, whew.


Golden-Esque wrote:
Zark wrote:
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.
And there are tons of new feats. Just not many that are for Fighters only. Why? Because a Fighter gets 20 feats over the course of their career. 21 if you play a human. Fighters will always be able to distinguish themselves because of this; they might not have many tricks unique to them, but they have more tricks than every other class in the game.

How many of those feats dont require a specific class feature or force you to use unarmed strikes?


Shadow_of_death wrote:
Golden-Esque wrote:
Zark wrote:
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.
And there are tons of new feats. Just not many that are for Fighters only. Why? Because a Fighter gets 20 feats over the course of their career. 21 if you play a human. Fighters will always be able to distinguish themselves because of this; they might not have many tricks unique to them, but they have more tricks than every other class in the game.
How many of those feats dont require a specific class feature or force you to use unarmed strikes?

Two pages of the feats table are for unarmed attacks (aka: styles).

The 7 other pages of feat tables are mostly not unarmed attacks.

No new Skirmisher tricks, or Stalwart Defender things, or whatever.


Shadow_of_death wrote:
Golden-Esque wrote:
Zark wrote:
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.
And there are tons of new feats. Just not many that are for Fighters only. Why? Because a Fighter gets 20 feats over the course of their career. 21 if you play a human. Fighters will always be able to distinguish themselves because of this; they might not have many tricks unique to them, but they have more tricks than every other class in the game.
How many of those feats dont require a specific class feature or force you to use unarmed strikes?

What? Do you want Cheapy or Golden to go through and COUNT for you? They've been more than nice to people asking for spoilers. A "bit" of graciousness wouldn't hurt.


Shadow_of_death wrote:
Golden-Esque wrote:
Zark wrote:
But the APG had spells, rage powers, rogue tricks. and those classes can pick from the feat list and their list of goodies, be it spells, talents, rage powers or whatever. Fighters can only pick feats.
And there are tons of new feats. Just not many that are for Fighters only. Why? Because a Fighter gets 20 feats over the course of their career. 21 if you play a human. Fighters will always be able to distinguish themselves because of this; they might not have many tricks unique to them, but they have more tricks than every other class in the game.
How many of those feats dont require a specific class feature or force you to use unarmed strikes?

Thanks for the kindness, Irule, but I'll throw Shadow a Bone. There's a LOT of feats that use Unarmed Strike, but there are also a LOT of feats that do not. One of the cooler feat chains, the Snap Shot chain, allows you to make attacks of opportunity with ranged weapons with powerful consequences. There are also three feats specifically for orcs and half-orcs that make them extremely hard to kill (Diehard style), and a handful of new feats for the Inquisitor that do some neat stuff with Judgment. So yes, there are PLENTY of feats, but to be honest, guys, like I said in my review of Ultimate Combat on the site, this book is NOT designed to have feats, spells, and rules that you immediately splash into your existing characters. It is designed with ideas in mind to make new characters and have new stories with.

Another awesome example that DOES use Unarmed Strike is a serious of feats that require that you can cast Darkness and Faerie Fire. The feats grant you huge bonuses while using those spells. There's actually a good deal of multiclassing support with the Monk in this book.


Jukkaimaru wrote:
New question: What's the Armored Hulk give up for what I assume must be proficiency in Heavy Armor?

Nothing directly, but the class does take away a lot of the Barbarian class's existing defenses, most notably fast movement (don't need it while wearing heavy armor), uncanny dodge, trap sense, and improved uncanny dodge.

They trade this for the ability to increase their armor's maximum movement speed and a bonus to AC vs. critical hit confirmation, among other things.


Golden-Esque wrote:
Jukkaimaru wrote:
New question: What's the Armored Hulk give up for what I assume must be proficiency in Heavy Armor?

Nothing directly, but the class does take away a lot of the Barbarian class's existing defenses, most notably fast movement (don't need it while wearing heavy armor), uncanny dodge, trap sense, and improved uncanny dodge.

They trade this for the ability to increase their armor's maximum movement speed and a bonus to AC vs. critical hit confirmation, among other things.

That's pretty much what I expected, and very nice besides. :D I sort of had an idea from that come to me. >_> Armored Hulk Barbarian + O-Yoroi + Exotic Weapon Prof (Tetsubo) + Katana = BEHOLD THE GLORY OF THE CRAB CLAN!

Thanks for the response!

Liberty's Edge

Jukkaimaru wrote:
ArmoredSaint wrote:
I admit that the emphasis on Asian flavor is puzzling and disappointing.

Look, even I would've liked to see a little Lichtenauer in the pile of Jet Li, but well...Pathfinder's setting contains both occidental and oriental elements. Western weapons have their due, there's no reason not to give the same to Eastern weapons. Now yes, perhaps they overdid it. But the base idea is perfectly sound.

EDIT: As an addendum regarding using existing weapon templates to cover other Oriental weapons--until something is published to overrule it, I tend to use normal rapier stats for the jian and normal longsword stats for the dao.

Dao = scimitar for our group. Agree totally with the jian though.


Misery wrote:

Dao = scimitar for our group. Agree totally with the jian though.

Scimitars would work for those more slender dao types like the piandao, yes indeed. Things like willow leaf dao or goose quill dao (more common military dao, basically) need a slightly harder raw punch, IMO. :)


When you read the eastern section, it becomes clear that they did not overdue it. There are two charts, one for martial weapons and one for exotic weapons in an oriental section. If anything, they under did it, because there was no optional list of martial / exotic weapons in an oriental setting.


Jukkaimaru wrote:


Scimitars would work for those more slender dao types like the piandao, yes indeed. Things like willow leaf dao or goose quill dao (more common military dao, basically) need a slightly harder raw punch, IMO. :)

Scimitars can be built with variable thickness, not just long and slender.

If you're asking for larger damage dice, then use any 1d8 weapon you feel to be correct.


Jeranimus Rex wrote:

Scimitars can be built with variable thickness, not just long and slender.

If you're asking for larger damage dice, then use any 1d8 weapon you feel to be correct.

I meant the scimitar's game statline, actually, which suggests something slimmer and less flat-out choppy than your average longsword or, indeed, thicker-bladed scimitar types like the kilij.


I had a question regarding the Titan Mauler archetype, i noticed they gain the ability to weild a two handed weapon in one hand but do they gain the ability to weild a larger one handed weapon in two hands?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
northbrb wrote:
I had a question regarding the Titan Mauler archetype, i noticed they gain the ability to weild a two handed weapon in one hand but do they gain the ability to weild a larger one handed weapon in two hands?

I would like to add: can they wield a large 2hander, lets say greatsword, at all? If they can wield a 2hander 1-handed, would it make sense to wield a large one in 2 hands?


Matt Stich wrote:
northbrb wrote:
I had a question regarding the Titan Mauler archetype, i noticed they gain the ability to weild a two handed weapon in one hand but do they gain the ability to weild a larger one handed weapon in two hands?
I would like to add: can they wield a large 2hander, lets say greatsword, at all? If they can wield a 2hander 1-handed, would it make sense to wield a large one in 2 hands?

northbrb: They reduce the penalty (eventually to 0) of larger weapons than they should be wielding.

Matt Stich: Isn't that the same question of northbrb?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cheapy wrote:
Matt Stich wrote:
northbrb wrote:
I had a question regarding the Titan Mauler archetype, i noticed they gain the ability to weild a two handed weapon in one hand but do they gain the ability to weild a larger one handed weapon in two hands?
I would like to add: can they wield a large 2hander, lets say greatsword, at all? If they can wield a 2hander 1-handed, would it make sense to wield a large one in 2 hands?

northbrb: They reduce the penalty (eventually to 0) of larger weapons than they should be wielding.

Matt Stich: Isn't that the same question of northbrb?

I guess I misread his question. It's 1am where I am and I got off work not too long ago. Kinda tired.

Edit: in that case, let me ask this: It gives you the ability to 1hand a 2hander, but is it only one weapon at a time, like the old 3.0 Monkey Grip? IIRC, that feat specified it only worked for your main hand. Could you effectively dual wield greatswords without having to be an alchemist?


So Titan Mauler gets angry and beats things to death while dual-wielding 2-handed weapons? Hello, WoW fury warrior ;) I love the mental image, personally.

Using a larger weapon than intended could also make a Beaststrike club even more broken. Fun times.


SunsetPsychosis wrote:

So Titan Mauler gets angry and beats things to death while dual-wielding 2-handed weapons? Hello, WoW fury warrior ;) I love the mental image, personally.

Using a larger weapon than intended could also make a Beaststrike club even more broken. Fun times.

It takes the concept of WoW's Titan Grip and makes it a million times cooler. Not only can the Titan Mauler use Two-Handed weapons in one hand, but as they level up, the penalties for using oversized weapons go down. The feature replaces Trap Sense, so by 18th level you're looking at reduction to the weapon penalties by up to 6 (minimum 0).

This is awesome because, if you didn't know, you take a -2 penalty to attack rolls with an oversized weapon per category larger than you it is. Here is a nice little comparison.

Rog'nark the Barbarian is a Half-Orc. This means he is Medium-sized. Immediately, he takes no penalties for using Medium-sized weapons. He is a Titan Mauler. At 6th level, he takes no penalties for using Large weapons. At 12th level, he takes no penalties for using Huge weapons. At 18th level, he takes no penalties for using Gargantuan weapons. Fun factoid, he'd only take a -2 penalty for using colossal weapons at 18th level. So yes, this archetype can and will get nasty very quickly. The only real question is "how does the effect work with spells that improve your size?" :-P

Large -2
Huge -4
Gargantuan -6
Colossol -8.


Golden-Esque wrote:

It takes the concept of WoW's Titan Grip and makes it a million times cooler. Not only can the Titan Mauler use Two-Handed weapons in one hand, but as they level up, the penalties for using oversized weapons go down. The feature replaces Trap Sense, so by 18th level you're looking at reduction to the weapon penalties by up to 6 (minimum 0).

This is awesome because, if you didn't know, you take a -2 penalty to attack rolls with an oversized weapon per category larger than you it is. Here is a nice little comparison.

Rog'nark the Barbarian is a Half-Orc. This means he is Medium-sized. Immediately, he takes no penalties for using Medium-sized weapons. He is a Titan Mauler. At 6th level, he takes no penalties for using Large weapons. At 12th level, he takes no penalties for using Huge weapons. At 18th level, he takes no penalties for using Gargantuan weapons. Fun factoid, he'd only take a -2 penalty for using colossal weapons at 18th level. So yes, this archetype can and will get nasty very quickly. The only real question is "how does the effect work with spells that improve your size?" :-P

Large -2
Huge -4
Gargantuan -6
Colossol -8.

I could kind of see this getting just plain out of control if the player isn't monitored carefully, at least in higher level games. XD Still, it seems to advance slower than previous versions of similar concepts.


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Golden-Esque wrote:
SunsetPsychosis wrote:

So Titan Mauler gets angry and beats things to death while dual-wielding 2-handed weapons? Hello, WoW fury warrior ;) I love the mental image, personally.

Using a larger weapon than intended could also make a Beaststrike club even more broken. Fun times.

It takes the concept of WoW's Titan Grip and makes it a million times cooler. Not only can the Titan Mauler use Two-Handed weapons in one hand, but as they level up, the penalties for using oversized weapons go down. The feature replaces Trap Sense, so by 18th level you're looking at reduction to the weapon penalties by up to 6 (minimum 0).

This is awesome because, if you didn't know, you take a -2 penalty to attack rolls with an oversized weapon per category larger than you it is. Here is a nice little comparison.

Rog'nark the Barbarian is a Half-Orc. This means he is Medium-sized. Immediately, he takes no penalties for using Medium-sized weapons. He is a Titan Mauler. At 6th level, he takes no penalties for using Large weapons. At 12th level, he takes no penalties for using Huge weapons. At 18th level, he takes no penalties for using Gargantuan weapons. Fun factoid, he'd only take a -2 penalty for using colossal weapons at 18th level. So yes, this archetype can and will get nasty very quickly. The only real question is "how does the effect work with spells that improve your size?" :-P

Large -2
Huge -4
Gargantuan -6
Colossol -8.

If...this works the way you're implying it does, which it might, it would be SO COOL to take this guy through Rise of the Runelords. Fight giants, then use their weapons against them.


But does it have a line in it to eliminate this part of the rules?

srd wrote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.


Glutton wrote:

But does it have a line in it to eliminate this part of the rules?

srd wrote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

No, they do not. That is a very good point. You may be capped at using Huge, Light weapons then.

Silver Crusade

Does Titan Mauler allow you to use two-handed large weapons as two-handed medium weapons, since before then you could only wield a one-handed large weapon in two hands ?


There would have to be a rule to allow them to wield larger weapons than the rules normally allowed, or the archetype would be worthless. A Huge shortsword would be statistically identical to a greatsword, but with a -4 penalty for inappropriate size. And anybody could already wield that. Reducing the penalties for wielding an oversized shortsword would be worthless when you could just use a greatsword and use a different archetype.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think we're gonna see some people play twf Barbarians with dual large Falcatas now. That would be nuts. You don't even need to buy that large of a strength, since you can rage and bump it up a bit with items, too.

20pt buy: level 11
STR 15(7) (+6 rage, +4 item) 25 +7
DEX 15(7)
CON 15(7) (+6 rage, +4 item)
INT 10
WIS 13(3)
CHA 7 (-4)

Not that bad, dump all points into dex to get the TWF when you need them, get items and the improved rage to bump up STR/CON, and you've got a force to be reckoned with. 11th level damage (probably on the low side, I'm eyeballing it) 2d6+15(7+6+2[enhancement])+any elemental/situational enhancement per hit on a 14/14/9/9/4 (I think) with a 17-20 crit x3. Not that shabby, even without party buffs like the Bard/Cavalier abilities or being enlarged, haste, etc. Low levels will suck though.


Any chance I could get a spoiler with more information on the Martial Artist Monk, the Grappling Monk guy starts with a "T" (forgot name), and the Dervish Dancer. I have been combing the boards trying to find out whats the deal with them and what they get and what is replaced.


Obsidian wrote:
Any chance I could get a spoiler with more information on the Martial Artist Monk, the Grappling Monk guy starts with a "T" (forgot name), and the Dervish Dancer. I have been combing the boards trying to find out whats the deal with them and what they get and what is replaced.

I think all of those have been mentioned in this thread. Use the Search This Thread box at the top! :)

Also, the monk thing is "Tetori".


Cheapy wrote:
Obsidian wrote:
Any chance I could get a spoiler with more information on the Martial Artist Monk, the Grappling Monk guy starts with a "T" (forgot name), and the Dervish Dancer. I have been combing the boards trying to find out whats the deal with them and what they get and what is replaced.

I think all of those have been mentioned in this thread. Use the Search This Thread box at the top! :)

Also, the monk thing is "Tetori".

I am aware they have been mentioned but not elaborated upon. I understand the martial artist gives up "most monk abilities" and that the dervish is a selfish bard but what does the martial artist get besides not being lawful and what does a selfish bard's inspire courage look like? is the dervish a better melee combatant than the arcane duelist?


Also Cheapy, thanks alot for all the helpful posts, you have made my week very enjoyable reading all these wonderful goodies.

Grand Lodge

Obsidian wrote:
is the dervish a better melee combatant than the arcane duelist?

I don't think there is a clear cut winner. However, I think the Dervish is a better solo opponent than an arcane duelist (particularly at level 8 with improved critical and a scimitar). The duelist contributes more to a group than the dervish.


Obsidian wrote:
I am aware they have been mentioned but not elaborated upon. I understand the martial artist gives up "most monk abilities" and that the dervish is a selfish bard but what does the martial artist get besides not being lawful and what does a selfish bard's inspire courage look like? is the dervish a better melee combatant than the arcane duelist?

Short of copy/pasting, which nobody is going to do, you'll have to be satisfied with this.

Gives up :
Ki Pool
Still Mind
Slow Fall
Purity of Body
Diamond Body
Perfect Self
Wholeness of Body
Timeless Body
Tongue of Sun and Moon
Diamond Soul
Empty Body

In other words, just about every standard monk ability.

Gains :
No alignment Restriction
Boosts to Quivering Palm
Bonus to confirm crits
Can take fighter feats (Unarmed and monk weapons only)
Find weaknesses in enemies (bonus to attacks and ignore DR/hardness)
Find weaknesses in enemy attacks (Bonus on sense motive, reflex saves and dodge bonus to AC vs specific enemy)
Immunity to Fatigue
Immunity to Exhaustion
Immunity to Stunning
Immunity to Death Effects and Energy Drains
Reduces attribute drains/damage by set amount per attack
Gains Rogue Defensive Roll talent
Extra uses of Quivering Palm
Gains a more powerful version of Defensive Roll


Anything defensive build off Combat Expertise? Not Combat Maneuvers, but actual defense boosting feats or options that benefit from using it during combat?

I'm starting to of a high AC shield bash based fighter who also uses Crane Style feats for their extra defensive advantages. Anything that builds off Combat Expertise would be good.


Dorje Sylas wrote:

Anything defensive build off Combat Expertise? Not Combat Maneuvers, but actual defense boosting feats or options that benefit from using it during combat?

I'm starting to of a high AC shield bash based fighter who also uses Crane Style feats for their extra defensive advantages. Anything that builds off Combat Expertise would be good.

The new Crane Style feats do, but I think that's it.


mdt wrote:
Obsidian wrote:
I am aware they have been mentioned but not elaborated upon. I understand the martial artist gives up "most monk abilities" and that the dervish is a selfish bard but what does the martial artist get besides not being lawful and what does a selfish bard's inspire courage look like? is the dervish a better melee combatant than the arcane duelist?

Short of copy/pasting, which nobody is going to do, you'll have to be satisfied with this.

Gives up :
Ki Pool
Still Mind
Slow Fall
Purity of Body
Diamond Body
Perfect Self
Wholeness of Body
Timeless Body
Tongue of Sun and Moon
Diamond Soul
Empty Body

In other words, just about every standard monk ability.

Gains :
No alignment Restriction
Boosts to Quivering Palm
Bonus to confirm crits
Can take fighter feats (Unarmed and monk weapons only)
Find weaknesses in enemies (bonus to attacks and ignore DR/hardness)
Find weaknesses in enemy attacks (Bonus on sense motive, reflex saves and dodge bonus to AC vs specific enemy)
Immunity to Fatigue
Immunity to Exhaustion
Immunity to Stunning
Immunity to Death Effects and Energy Drains
Reduces attribute drains/damage by set amount per attack
Gains Rogue Defensive Roll talent
Extra uses of Quivering Palm
Gains a more powerful version of Defensive Roll

Thank you very much. That looks like a really really fun monk.


mdt wrote:
Obsidian wrote:
I am aware they have been mentioned but not elaborated upon. I understand the martial artist gives up "most monk abilities" and that the dervish is a selfish bard but what does the martial artist get besides not being lawful and what does a selfish bard's inspire courage look like? is the dervish a better melee combatant than the arcane duelist?

Short of copy/pasting, which nobody is going to do, you'll have to be satisfied with this.

Gives up :
Ki Pool
Still Mind
Slow Fall
Purity of Body
Diamond Body
Perfect Self
Wholeness of Body
Timeless Body
Tongue of Sun and Moon
Diamond Soul
Empty Body

In other words, just about every standard monk ability.

Gains :
No alignment Restriction
Boosts to Quivering Palm
Bonus to confirm crits
Can take fighter feats (Unarmed and monk weapons only)
Find weaknesses in enemies (bonus to attacks and ignore DR/hardness)
Find weaknesses in enemy attacks (Bonus on sense motive, reflex saves and dodge bonus to AC vs specific enemy)
Immunity to Fatigue
Immunity to Exhaustion
Immunity to Stunning
Immunity to Death Effects and Energy Drains
Reduces attribute drains/damage by set amount per attack
Gains Rogue Defensive Roll talent
Extra uses of Quivering Palm
Gains a more powerful version of Defensive Roll

What level does the immunity to Fatigue set in? I am suddenly picturing Barbarian/Monks who never get tired from raging since alignment restrictions are gone.


I'm curious as to the specific wording of whatever the ability the Titan Mauler gets that allows him the usage of larger weapons. Depending on the wording, it has the potential to be really awesome or utterly worthless.


ItoSaithWebb wrote:


What level does the immunity to Fatigue set in? I am suddenly picturing Barbarian/Monks who never get tired from raging since alignment restrictions are gone.

5th level, and yeah, had the same thought.


mdt wrote:
ItoSaithWebb wrote:


What level does the immunity to Fatigue set in? I am suddenly picturing Barbarian/Monks who never get tired from raging since alignment restrictions are gone.
5th level, and yeah, had the same thought.

Same, though Immunity to Death Effects gave me a "SHUT UP AND TAKE ALL MY MONEY" reaction.

My houserule would be that even though you don't get tired after raging, you can't rage again for the same amount of time you normally would have to wait.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Dorje Sylas wrote:

Anything defensive build off Combat Expertise? Not Combat Maneuvers, but actual defense boosting feats or options that benefit from using it during combat?

I'm starting to of a high AC shield bash based fighter who also uses Crane Style feats for their extra defensive advantages. Anything that builds off Combat Expertise would be good.

Amusingly, I just posted about this in another thread. During the brainstorming phase I had cobbled up some feat concepts that built on Combat Expertise similar to Furious Focus, etc. on Power Attack. However, they did not end up in the final book so far as I'm aware.

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