Bloody Assault (Feat): Difference between revisions

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{{Template:Feats
{{Template:Feats


|Category=[[Category:Skill Feats]][[Category:Heal Skill]]
|Category=[[Category:Mythic Tier (26-30)]][[Category:Skill Feats]][[Category:Heal Skill]][[Category:Barbarian 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]]


|Flavor=Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
|Flavor=Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.


|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|BAB +6, Str 13, [[Power Attack (Feat)]]
| Prerequisites|Level 26, [[Power Attack (Feat)]]
}}</onlyinclude>
}}</onlyinclude>


| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks| [[Furious Focus (Feat)]], [[Deadly Aim (Feat)]]
}}</onlyinclude>
|Benefit=You can choose to take a -1 penalty on all attack rolls and Maneuver Offense checks to inflict 2 points of [[rupture]] damage with all damage rolls. This rupture damage is increased by half (to 3 points) if you are making an attack with a two-handed weapon or a one handed weapon using two hands that adds 1-1/2 times your Strength modifier on damage rolls. This rupture damage is halved (to 1 point) if you are making an attack with a light weapon. Whether the weapon is melee or ranged does not matter.
When your character level reaches Tier 2,3,4,5,6 or 7, the rupture damage increases by +2 (4 at Tier 2, 6 at Tier 3, 8 at Tier 4, 10 at Tier 5, 12 at Tier 6, and 14 at Tier 7).  This total rupture is adjusted for the size of your weapon, as above. The penalty to-hit and on Maneuver Offense checks remains at -1, and cannot be reduced or removed by any means.


|Benefit=You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to inflict 2 points of bleed damage with all melee damage rolls. This bleed damage is increased by half (3 points) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bleed damage is halved (1 point) if you are making an attack with an off-hand weapon or secondary natural weapon.
You must declare you are using this feat before you make an attack roll or a skill check, and its effects last until your next turn.


When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bleed damage increases by +2. This extra Bleed is adjusted for the size of your weapon, as above.
'''Note''': Rupture damage from this feat stacks with itself. Since rupture is a strong condition, this feat can be used to trigger synergies and disable healing.


You must choose to use this feat before making an attack roll, and its effects last until your next turn.
'''Note''': If you have the 'Furious Focus' feat, the penalty to-hit for Bloody Assault's Rupture damage is capped at -1. Namely, with Furious Focus, you can make attacks using Power Attack at no penalty, and then add in Bloody Assault's Rupture, but the penalty to-hit for the Rupture never goes below -1.


'''Note''': Bleed damage can be stopped by an [[Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level | Easy DC]] [[Heal]] check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
'''Note:''' If you have the Deadly Aim feat, the penalty for this feat and the penalty for Deadly Aim DOES stack, so that if you use both feats, you have a -2 to-hit with all applicable rolls made during that round.




| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Trade melee attack bonus for bleed damage
| ShortDesc|Trade melee attack bonus for [[rupture]] damage
}}</onlyinclude>
}}</onlyinclude>


}}
}}

Latest revision as of 18:13, 30 July 2022


Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.

Prerequisites: Level 26, Power Attack (Feat)

Related: Furious Focus (Feat), Deadly Aim (Feat)

Benefit: You can choose to take a -1 penalty on all attack rolls and Maneuver Offense checks to inflict 2 points of rupture damage with all damage rolls. This rupture damage is increased by half (to 3 points) if you are making an attack with a two-handed weapon or a one handed weapon using two hands that adds 1-1/2 times your Strength modifier on damage rolls. This rupture damage is halved (to 1 point) if you are making an attack with a light weapon. Whether the weapon is melee or ranged does not matter.

When your character level reaches Tier 2,3,4,5,6 or 7, the rupture damage increases by +2 (4 at Tier 2, 6 at Tier 3, 8 at Tier 4, 10 at Tier 5, 12 at Tier 6, and 14 at Tier 7). This total rupture is adjusted for the size of your weapon, as above. The penalty to-hit and on Maneuver Offense checks remains at -1, and cannot be reduced or removed by any means.

You must declare you are using this feat before you make an attack roll or a skill check, and its effects last until your next turn.

Note: Rupture damage from this feat stacks with itself. Since rupture is a strong condition, this feat can be used to trigger synergies and disable healing.

Note: If you have the 'Furious Focus' feat, the penalty to-hit for Bloody Assault's Rupture damage is capped at -1. Namely, with Furious Focus, you can make attacks using Power Attack at no penalty, and then add in Bloody Assault's Rupture, but the penalty to-hit for the Rupture never goes below -1.

Note: If you have the Deadly Aim feat, the penalty for this feat and the penalty for Deadly Aim DOES stack, so that if you use both feats, you have a -2 to-hit with all applicable rolls made during that round.