Immune to fatigue


Rules Questions


If you are immune to fatigue do you still have the condition of fatigue but take no penalty. Basically what I'm wondering is if you are immune to fatigue and gain fatigue can you become exhausted if you get fatigued again.

For example say you multiclass a Martial Artist Monk with Barbarian (no lawful alignment restriction on the Martial Artist). The Martial Artist makes you immune to fatigue. So when you rage no fatigue. Now if you rage again and gain fatigue a second time do you become exhausted?


If you are immune you can't 'catch it' -- just like if you are immune to fire damage you don't have 'fake fire damage' taken down to the side that doesn't really count but you still have.

Immune is immune is immune. The only way to become exhausted if you are immune to fatigue is to become exhausted -- you can't suffer fatigue build up since you are IMMUNE to fatigue.


While I dislike it, it seems to be like AS tells it. To me it seems too easy to abuse, especially considering the once per rage powers, and doesn't make alot of sense.


If you were immune to the effects of fatigue, they'd stack to exhausted and you'd feel it. However, being immune to fatigue means you can't get step one, so there's nothing to stack to reach exhausted.

So yes, a Monk (martial artist) 5/ Barbarian X would not become fatigued after exiting his/her rage.

Liberty's Edge

1 person marked this as FAQ candidate.
Remco Sommeling wrote:
While I dislike it, it seems to be like AS tells it. To me it seems too easy to abuse, especially considering the once per rage powers, and doesn't make alot of sense.

Remember that exiting rage during your turn, then re-entering it means you've spent 2 rounds of rage that round instead of 1 (one automatically when your turn started, and another when you entered rage).

So while cheap, it isn't cost-free. Also, all barbarians have been able to do this at level 17+ and I'm sure there was already a half-dozen other ways to pull this trick off (like having the cleric use a prepared-action heal spell, which removes fatigue, between the action that drops rage and the action that enters it).

And of course, you can't do this trick if you're low on HP because you could literally kill yourself at high levels (or even not-that-high levels in some circumstances).

And then, of course, if you do it too often the enemies will start doing prepared actions to strike you when you're out of rage to try and cut your last little bit of HP down (you can theoretically lose as much as 100 health from dropping rage, which can take you from "I can do this" to "one more hit takes me down", something a smart enemy can use). They can also take advantage of the loss of various immunities/resistances that rage powers can give when raging (like immunity to fear).

Liberty's Edge

One of the tricks used to avoid fatigue was taking 1 level in oracle and the lame curse:

Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

With 1 level in oracle and 8 barbarian levels you are immune to fatigue (r 2 oracle levels and 3 barbarian levels) and get some decent spell/power.


StabbittyDoom wrote:
Remember that exiting rage during your turn, then re-entering it means you've spent 2 rounds of rage that round instead of 1 (one automatically when your turn started, and another when you entered rage).

No.

One round is one round. A round is six seconds long. A round of rage doesn't terminate with the end of your turn, it lasts all the way until the initiative cycles back to you. If you choose to drop out of it before taking your actions on your following turn, it has only consumed 1 round of rage. This is how ALL round-based mechanics work in D&D and Pathfinder, and your interpretation of the duration of "one round" is wrong and messes up all kinds of spell effects and other rules.

And a Barbarian jumping in and out of rage still isn't abusive. Frankly, it's the only reason I'd ever take 95% of those once/rage powers, and the best ones generally have a high level requirement or lots of prerequisite powers anyway. Really, it's no worse than a Bard (who gets the ability to start a performance as a move or even a swift action by the time a Barbarian has likely gained fatigue immunity) flipping on inspire courage for a round then using Lingering Performance to carry it, and tripling his performance rounds for the day.

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