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View Full Version : Critical Feats Revised [PF]



Ziegander
2014-02-08, 04:04 AM
Weapon Focus
Prerequisites: Base Attack Bonus +1
Benefit: Choose a weapon you are proficient with. You gain a +1 bonus to attack rolls with that weapon and an additional +4 bonus to attack rolls made to confirm critical hits with that weapon.

Improved Critical
Prerequisites: Weapon Focus, Fighter level 6
Benefit: When using any weapon you selected with the Weapon Focus feat, your threat range is doubled.

Bloody Critical
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit your target suffers 1d6 bleed damage per round at the start of its turn. The effects of this feat can stack.

Cleaving Critical
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit against a target you may immediately make an additional attack at your highest attack bonus against any other creature you threaten. You may do so a number of times per round up to one per creature you threaten.

Fearsome Critical
Prerequisites: Base Attack Bonus +3
Benefit: Whenever you confirm a critical hit against a target, that creature is Shaken for 1 minute/level. If your critical hit killed (or destroyed, in the case of non-living creatures) the target, allies of your target that are within 30ft of you are Shaken for 1 minute/level unless they succeed on a Will save (DC 10 + your Base Attack Bonus). Even on a successful save, those creatures are Shaken for 1 round.

Invigorating Critical
Prerequisites: Base Attack Bonus +3
Benefit: Whenever you confirm a critical hit, if you are Fatigued, remove the Fatigued condition. If you are Exhausted, you become Fatigued instead. If you are neither Exhausted nor Fatigued, you regain 1d8 hit points and gain a +10ft morale bonus to your speed as well as a +2 morale bonus to all saving throws for 1 round + 1 round/five levels.

Crippling Strike (Strike)
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit against a target, you may reduce your critical multiplier by 1. If you do, that creature suffers 1d6 Strength damage.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Deafening Strike (Strike)
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit you may reduce your critical multiplier by 1. If you do, your target must succeed on a Fortitude saving throw (DC 10 + your Base Attack Bonus) or be permanently Deafened. Even a successful saving throw means that your target is Deafened for 1 round.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Hamstring Strike (Strike)
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit you may reduce your critical multiplier by 1. If you do, your target's speed is reduced by half. The effects of this feat remain until the target has received the benefit of a DC 20 Heal check or an amount of magical healing at least equal to double your Base Attack Bonus. Otherwise, the effects are permanent, and they can stack.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Tiring Strike (Strike)
Prerequisites: Base Attack Bonus +1
Benefit: Whenever you confirm a critical hit you may reduce your critical multiplier by 1. If you do, your target becomes Fatigued.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Blinding Strike (Strike)
Prerequisites: Base Attack Bonus +3
Benefit: Whenever you confirm a critical hit you may reduce your critical multiplier by 1. If you do, your target must succeed on a Reflex saving throw (DC 10 + your Base Attack Bonus) or become permanently Blinded. Even a successful saving throw means that your target is Blinded for 1 round.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Staggering Strike (Strike)
Prerequisites: Base Attack Bonus +3
Benefit: Whenever you confirm a critical hit you may reduce your critical multiplier by 1. If you do, your target must succeed on a Will saving throw (DC 10 + your Base Attack Bonus) or become Staggered for 1d4+1 rounds. Even a successful saving throw means that your target is Staggered for 1 round.
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Stupefying Strike (Strike)
Prerequisites: Base Attack Bonus +3
Benefit: Whenever you confirm a critical hit against a target, you may reduce your critical multiplier by 1. If you do,that creature suffers 1d6 Intelligence, Wisdom, or Charisma damage (your choice).
Special: You may only apply the effects of a single Strike feat you have to a target when you confirm a critical hit.

Wracking Strike (Strike)
Prerequisites: Base Attack Bonus +5
Benefit: Whenever you confirm a critical hit against a target you may reduce your critical multiplier by 1. If you do, that creature is wracked with such pain that it must make a Fort save (DC 10 + your Base Attack Bonus) whenever it attempts an action. On a failed save, the creature's action fails and is wasted. Even on a successful save, that creature suffers damage according to the type of action attempted (1 for a swift action, 1d3 for a move action, 1d6 for a standard action, and 1d8 for a full-round action). A creature wracked in this way automatically fails any actions that take longer than a full-round action to complete and suffers 1d8 damage for the attempt. This feat's effect lasts for 4d6x5 hours or until the creature has received the benefit of a DC 30 Heal check or a Remove Curse effect.

Called Shot
Prerequisites: Weapon Focus, Greater Weapon Focus, any two Strike feats, Fighter level 12
Benefit: You may make a single attack with your chosen weapon as a standard action, and if it hits it is an automatically confirmed critical hit.

Critical Mastery
Prerequisites: Weapon Focus, Improved Critical, any Strike feat, Fighter level 8
Benefit: You do not need to reduce your critical multiplier by 1 to use Strike feats you possess.

To be continued...