Bloody Assault (Feat)

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

Prerequisites: BAB +6, Str 13, 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 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.

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.

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 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).