Bounding Hammer (Feat): Difference between revisions

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(Created page with '''Go back to Reese's Campaign page.'' ''Go back to Combat Feats page.'' ; Bounding Hammer (Combat) You can throw a hammer so it rebounds near you. Prerequisites…')
 
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{{Template:Feats
|Category=[[Category:Heroic Tier (11-15)]][[Category:Alchemist Feats]][[Category:Barbarian Feats]][[Category:Bard Feats]][[Category:Brawler Feats]][[Category:Cleric Feats]][[Category:Druid Feats]][[Category:Fighter Feats]][[Category:Monk Feats]][[Category:Paladin Feats]][[Category:Partisan Feats]][[Category:Prowler Feats]][[Category:Ranger Feats]][[Category:Rogue Feats]][[Category:Sorcerer Feats]][[Category:Warlord Feats]][[Category:Wizard Feats]]


''Go back to [[ Combat Feats ]] page.''
|Flavor=You throw a hammer repeatedly at a foe, making a loop of attacks with devastating results.


|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 11, <Proficient with Club, Light Hammer, or [[Mage's_Rod_(Weapon)|Mage's Rod]]>
}}</onlyinclude>


| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks|
}}</onlyinclude>


; Bounding Hammer (Combat)
|Benefit=Each time you successfully attack the same creature with a thrown Club or Light Hammer, or in melee with a Club, Light Hammer, or Mage's Rod, (which includes any [[Magic Rods]]), after the first time in an encounter, you gain +1d4 of bonus damage.  This damage bonus continues to stack with every successful attack you make against the same foe within the same encounter. 


You can throw a hammer so it rebounds near you.
The maximum bonus on each attack is a number of d4's equal to the maximum number of attacks your BAB grants you during a full attack action with either hand. You gain no bonus damage on the first hit, only on the second and later hits on the same opponent. This bonus damage is inflicted as the same damage type as is inflicted by the base weapon, and adds to that damage for purposes of overcoming DR. If the base weapon has more than one type of damage, the wielder may chose which type to bolster with this bonus damage each round.  


Prerequisites: Proficiency with hammer, base attack bonus +6.
This bonus damage applies to all attacks made by attacking as above at the same target, including bonus attacks or attacks of opportunity.  As long as you continue to only attack the same foe, the bonus dice persist until the end of the encounter, or until the foe is slain (whichever occurs first).  If you change targets, the bonus damage on the target you left is lost.  You cannot ever build up bonus dice against more than one target at a time.


This bonus damage is considered precision damage and is not multiplied on a critical hit.


'''Note:''' If your light hammer or club does not have the returning property (gained for free when it has at least a +1 enhancement bonus), this feat will be very difficult to use.


Benefit: As a standard action, you may throw a hammer at an opponent within 20 feet. If you hit (whether or not the attack damages the target), the hammer rebounds off of the creature and lands in your square. If you have the Snatch Arrows feat, you may choose to catch the hammer when it enters your square (though this does not give you the ability to immediately throw the hammer). This ability may not work against some creatures or in certain circumstances as determined by the GM; for example, your weapon does not bounce off Incorporeal creatures (unless it has the ghost touch ability), it may stick to creatures with the adhesive ability, the slowing effect of fighting underwater prevents you from using this feat, and so on.
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Each attack against the same foe grants a +1d4 cumulative damage bonus
}}</onlyinclude>


Normal: A thrown weapon drops in the square where it hits your target.
}}

Latest revision as of 10:52, 17 August 2020


You throw a hammer repeatedly at a foe, making a loop of attacks with devastating results.

Prerequisites: Level 11, <Proficient with Club, Light Hammer, or Mage's Rod>

Benefit: Each time you successfully attack the same creature with a thrown Club or Light Hammer, or in melee with a Club, Light Hammer, or Mage's Rod, (which includes any Magic Rods), after the first time in an encounter, you gain +1d4 of bonus damage. This damage bonus continues to stack with every successful attack you make against the same foe within the same encounter.

The maximum bonus on each attack is a number of d4's equal to the maximum number of attacks your BAB grants you during a full attack action with either hand. You gain no bonus damage on the first hit, only on the second and later hits on the same opponent. This bonus damage is inflicted as the same damage type as is inflicted by the base weapon, and adds to that damage for purposes of overcoming DR. If the base weapon has more than one type of damage, the wielder may chose which type to bolster with this bonus damage each round.

This bonus damage applies to all attacks made by attacking as above at the same target, including bonus attacks or attacks of opportunity. As long as you continue to only attack the same foe, the bonus dice persist until the end of the encounter, or until the foe is slain (whichever occurs first). If you change targets, the bonus damage on the target you left is lost. You cannot ever build up bonus dice against more than one target at a time.

This bonus damage is considered precision damage and is not multiplied on a critical hit.

Note: If your light hammer or club does not have the returning property (gained for free when it has at least a +1 enhancement bonus), this feat will be very difficult to use.