Enaris
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One more thing. I have updated the Jotungrip feature to more advantageously utilize the full progression of the Massive Weapons feature. My re-write is as follows:
Jotungrip (Ex)
At 2nd level, a titan mauler may, at the beginning of their turn as a free action, choose to increase their effective size category by one step to determine the ease with which they wield a melee or thrown weapon that would normally be at least a two-handed weapon for a creature of their size, by accepting a -2 size penalty on attack rolls. Cumulative penalties for utilizing a weapon not sized for the Titan Mauler stack with this size penalty.
This ability replaces uncanny dodge.
Help me out here, guys. This is still incredibly technical and has some loopholes, but basically:
Medium creature
Medium T-H: Wielding T-H (-0)
Medium T-H: Wielding O-H (-2)
Large O-H: Wielding T-H (-2)
Large T-H: Wielding T-H (-4)
Huge O-H: Wielding T-H (-6)
| Icyshadow |
Ok, here's the breakdown:
Medium character wielding a properly sized 1-h weapon. He wields the weapon in 1 hand at no penalty.
Medium character wielding a 1-h weapon sized for a Large creature. He wields it in 2 hands (because handedness steps up for the larger size) at a -2 penalty.
Medium character wielding a 1-h weapon sized for a Small creature. He wields it as a light weapon (because handedness steps down for smaller size) at -2 penalty.
Medium character cannot use a 1-h weapon sized for a Huge creature because the step-up would put it at a category higher than 2-handed.
Medium character cannot use a 1-h weapon sized for a Tiny creature because the step-down would put it at a category lower than light.
Massive Weapons only changes the attack roll penalty for wielding over-sized weapons. So that Medium char with a Large Longsword cuts down the -2 penalty, down to no penalty at all if high enough level. But the Large Longsword will still require 2 hands to wield as Massive Weapons does nothing for handedness factors.
...time for a houserule?
Enaris
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Kazaan wrote:...time for a houserule?Ok, here's the breakdown:
...Massive Weapons only changes the attack roll penalty for wielding over-sized weapons. So that Medium char with a Large Longsword cuts down the -2 penalty, down to no penalty at all if high enough level. But the Large Longsword will still require 2 hands to wield as Massive Weapons does nothing for handedness factors.
Please see above xD
| nequiellis |
Six month old thread.
Who are you responding to?
Hi Everyone,
I know this thread is dead, but have to put it out there, how come everyone is complaining about Jotungrip? It is a stellar ability. The problem is that everyone is tunnel visioned on making a Gatsu or Cloud type character with a huge damage dealing sword. But what about a meteor hammer, or Pole-arm with a Spiked or Tower shield. A one-handed reach weapon is pretty killer. My guy dual wields a Katana and a Meteor Hammer, 18-20 crit. range, reach ability, +1 shield bonus. Change it to a Wakizashi and Two-Weapon fight, hit a character 10ft out and adjacent in same turn. Or, you could throw Great Swords at full attack rate since they count as one-handers. PBS and Rapid shot. Thats a hell of an opening volley.
| Kazaan |
Why does this require necro of a thread rather than a new thread on the topic? Anyway, I'd advise you to read the feat more carefully as there's a major difference to be seen. While some other feats cite "wield as a one-handed weapon" and this makes you count it as one-handed not only for hands to wield, but also for all other purposes, Jotungip allows you to wield "in one hand". What's the difference, you might ask? Well, there's the little matter of the recent situation involving two-handed weapons and two-weapon fighting. It was stated that swinging a two-handed weapon, to put it simply, "eats" your next potential off-hand attack. You can't swing a Greatsword two-handed nor even a Longsword two-handed and then make an off-hand attack with a non-hand-associated weapon such as Unarmed Strike, Boot Blade, Armor Spikes, etc. Even though you do have potential weapons to use, swinging a two-handed weapon requires both the "effort" of a main-hand attack and an off-hand attack. Now, this doesn't prevent you from using a weapon two-handed if you've exhausted your potential off-hand attacks, but it does prevent you from executing off-hand attacks that have been subsumed. To link it back into Jotungip, Jotungip doesn't let you treat the weapon as a one-handed weapon; it just lets you wield it using one hand instead of two. It does go on with exceptional wording stating how you adjudicate Str to damage and Power Attack bonuses, using the bonuses applicable to an attack with a one-handed weapon, but that doesn't change the idea that you still need "two hands worth of effort" to swing the big thing. By contrast, most feats and abilities that let you wield 2-h as 1-h state that you treat it as a one-handed weapon; Quarterstaff Master, Phalanx Fighter, and Dorn-Dergar Master all use this terminology. The notable exception is the Lance which is also wielded "in one hand" as opposed to "as a one-handed weapon", so it still gets two-handed power attack bonus (and, by implication, two-handed Strength bonus to damage). But this also means it's still a 2-h weapon requiring two attacks worth of effort to swing which means you can't TWF with two Lances (or a Lance and any other weapon) even while mounted. This also means that, while Mounted, you can't throw Lances at full attack rate because they're still 2-h weapons so they still take a full-round action, though a Quarterstaff Master or Phalanx Fighter who "treats it as a one-handed weapon" could do this with their weapons. This limitation would also apply to a weapon wielded with Jotungrip; it's still a 2-h weapon, the ability just lets you free up a hand to hold a shield or something comparable.