Diehard (Feat): Difference between revisions

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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to General Feats page.'' ; Diehard You are especially hard to kill. Not only do your wounds automatically stabili…')
 
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''Go back to [[ Reese's Campaign ]] page.''
{{Template:Feats


''Go back to [[ General Feats ]] page.''
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| Flavor=You are especially hard to kill. You can turn aside the heaviest hits in battle, your wounds automatically stabilize when grievously injured, and you can remain conscious and continue to act even at death's door.


| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 1, [[Endurance (Feat)]]
}}</onlyinclude>


; Diehard
| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks| [[Fast Healer (Feat)]], [[Fortified Armor Training (Feat)]], [[Stalwart (Feat)]],


You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
[[Stalwart, Improved (Feat)]], [[Survivor (Feat)]], [[Tenacious Survivor (Feat)]]
}}</onlyinclude>


Prerequisite: Endurance.
| Benefit=When your hit point total is below 0, but you are not dead, you automatically stabilize, though your current hit point total remains unchanged (negative). You may act as if you were [[Staggered]] for one round after your hit points are brought below zero, though you immediately fall unconscious at the end of that round if your hit points remain negative.


Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
'''Normal:''' A character without this feat who is reduced to negative hit points is [[unconscious]] and [[dying]].


When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
'''Special:'''  Once per day, you may choose an attack and take half damage from it. This may be declared after the damage is rolled, and is applied before any mitigation is applied (such as DR or ER). At 21st level and above, you may do this once per encounter.


Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Turn aside the heaviest blows in battle, automatically stabilize and remain conscious below 0 hp
}}</onlyinclude>
 
}}

Latest revision as of 15:34, 15 August 2020


You are especially hard to kill. You can turn aside the heaviest hits in battle, your wounds automatically stabilize when grievously injured, and you can remain conscious and continue to act even at death's door.

Prerequisites: Level 1, Endurance (Feat)

Related: Fast Healer (Feat), Fortified Armor Training (Feat), Stalwart (Feat),

Stalwart, Improved (Feat), Survivor (Feat), Tenacious Survivor (Feat)

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize, though your current hit point total remains unchanged (negative). You may act as if you were Staggered for one round after your hit points are brought below zero, though you immediately fall unconscious at the end of that round if your hit points remain negative.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Special: Once per day, you may choose an attack and take half damage from it. This may be declared after the damage is rolled, and is applied before any mitigation is applied (such as DR or ER). At 21st level and above, you may do this once per encounter.