Deep Wounds (Talent)

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Deep Wounds (Ex)

Prerequisites: -


Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Bleeding damage from this ability does not stack with itself. As always, bleeding damage bypasses any damage reduction the creature might possess. Creatures with roles, such as Threats and Heavies, treat this talent as a condition, to which they have partial immunity, as defined in their role description.

Special: This talent inflicts a sneak attack effect, and may not be used in combination with any other talent inflicting a sneak attack effect.