Impaling Critical (Feat): Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "{{Template:Feats}}" to "{{Template:Feats | Category= | Flavor= | Prerequisites= | Benefit= }} ")
No edit summary
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Template:Feats


{{Template:Feats
| Category=[[Category:Barbarian Feats]][[Category:Bard Feats]][[Category:Brawler Feats]][[Category:Fighter Feats]][[Category:Monk Feats]][[Category:Paladin Feats]][[Category:Partisan Feats]][[Category:Prowler Feats]][[Category:Ranger Feats]][[Category:Rogue Feats]][[Category:Warlord Feats]][[Category:Undaunted Tier (16-20)]]
| Category=
| Flavor=
| Prerequisites=
| Benefit=
}}


| Flavor=Your critical hits can skewer your foes.


| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 16, [[Critical Focus (Feat)]], [[Weapon Specialization (Feat)]] with selected piercing melee weapon
}}</onlyinclude>


| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks| [[Impaling Critical, Improved (Feat)]]
}}</onlyinclude>


| Benefit=Whenever you score a critical hit with the selected piercing melee weapon, you may choose to impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to a successful attack with the weapon.  This damage is automatic, no hit-roll is required. Since no to-hit roll is made, this damage cannot crit.  As an immediate action, you can pull your weapon out of your opponent.


; Impaling Critical (Combat, Critical)
'''Special''': While your opponent is impaled, they cannot move outside of your threatened area, and if they take a move action to move or take a five foot step to move within your threatened area, they take automatic damage as above.  Your opponent can spend a move action to pull your weapon out, ending the impalement. When the weapon comes out, your opponent takes automatic damage as above.


Your critical hits can skewer your foes.
'''Special''': While you impale your opponent with your weapon, you cannot use it to threaten and you cannot make bonus attacks or attacks of opportunity, and you must hold on to it. If you let go of the weapon, the impaled opponent no longer takes damage from the weapon at the start of his turn.  If you have a second weapon in your other hand, that weapon may attack normally.


Prerequisite:  [[Critical Focus]], [[Weapon Specialization]] with selected piercing melee weapon, base attack bonus +11.
'''Special''': You may make attacks in your turn only against your impaled foe with the piercing weapon you have impaled them with. These attacks are made as [[melee touch attack]]s for as long as you have them impaled.  It's easy to hit an impaled foe, you just saw the weapon back and forth a bit....


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|May impale and deal extra damage to opponent with a critical hit
}}</onlyinclude>


Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon's damage dice plus the extra damage dice from your weapon's properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or an immediate action to pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it. If you let go of the weapon, the impaled opponent no longer takes damage from the weapon at the start of his turn.
}}

Latest revision as of 14:42, 14 April 2020


Your critical hits can skewer your foes.

Prerequisites: Level 16, Critical Focus (Feat), Weapon Specialization (Feat) with selected piercing melee weapon

Related: Impaling Critical, Improved (Feat)

Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you may choose to impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to a successful attack with the weapon. This damage is automatic, no hit-roll is required. Since no to-hit roll is made, this damage cannot crit. As an immediate action, you can pull your weapon out of your opponent.

Special: While your opponent is impaled, they cannot move outside of your threatened area, and if they take a move action to move or take a five foot step to move within your threatened area, they take automatic damage as above. Your opponent can spend a move action to pull your weapon out, ending the impalement. When the weapon comes out, your opponent takes automatic damage as above.

Special: While you impale your opponent with your weapon, you cannot use it to threaten and you cannot make bonus attacks or attacks of opportunity, and you must hold on to it. If you let go of the weapon, the impaled opponent no longer takes damage from the weapon at the start of his turn. If you have a second weapon in your other hand, that weapon may attack normally.

Special: You may make attacks in your turn only against your impaled foe with the piercing weapon you have impaled them with. These attacks are made as melee touch attacks for as long as you have them impaled. It's easy to hit an impaled foe, you just saw the weapon back and forth a bit....