Bloody Assault (Feat): Difference between revisions

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{{Template:Feats
{{Template:Feats


|Category=[[Category:Intrepid Tier (6-10)]][[Category:Skill Feats]][[Category:Heal Skill]]
|Category=[[Category:Mythic Tier (26-30)]][[Category:Skill Feats]][[Category:Heal Skill]]


|Flavor=Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
|Flavor=Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.


|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 6, Str 13, [[Power Attack (Feat)]]
| Prerequisites|Level 26, [[Power Attack (Feat)]]
}}</onlyinclude>
}}</onlyinclude>


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}}</onlyinclude>
}}</onlyinclude>


|Benefit=You can choose to take a -1 penalty on all melee attack rolls and Maneuver Offense checks to inflict 2 points of [[bleed]] damage with all melee damage rolls. This bleed damage is increased by half (3 points) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bleed damage is halved (1 point) if you are making an attack with an off-hand weapon or secondary natural weapon.
|Benefit=You can choose to take a -1 penalty on all melee attack rolls and Maneuver Offense checks to inflict 2 points of [[rupture]] damage with all melee damage rolls. This rupture damage is increased by half (3 points) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This rupture damage is halved (1 point) if you are making an attack with an off-hand weapon or secondary natural weapon.


When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bleed damage increases by +2.  This extra Bleed is adjusted for the size of your weapon, as above.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the rupture damage increases by +2.  This extra rupture is adjusted for the size of your weapon, as above.


You must choose to use this feat before making an attack roll, and its effects last until your next turn.
You must choose to use this feat before making an attack roll, and its effects last until your next turn.


'''Note''': Bleed damage can be stopped by an [[Skill DC|Easy DC]] [[Heal]] check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
'''Note''': Rupture damage from this feat stacks with itself. Since rupture is a strong condition, this feat can be used to trigger synergies and disable healing.




| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Trade melee attack bonus for bleed damage
| ShortDesc|Trade melee attack bonus for [[rupture]] damage
}}</onlyinclude>
}}</onlyinclude>


}}
}}

Revision as of 14:33, 26 February 2020


Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.

Prerequisites: Level 26, Power Attack (Feat)

Benefit: You can choose to take a -1 penalty on all melee attack rolls and Maneuver Offense checks to inflict 2 points of rupture damage with all melee damage rolls. This rupture damage is increased by half (3 points) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This rupture damage is halved (1 point) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the rupture damage increases by +2. This extra rupture is adjusted for the size of your weapon, as above.

You must choose to use this feat before making an attack roll, and its effects last until your next turn.

Note: Rupture damage from this feat stacks with itself. Since rupture is a strong condition, this feat can be used to trigger synergies and disable healing.