Hard Hitters

May 6th, 2014

Joshua Zaback

Extraordinary Feats Archive

                I don’t know about you, but I love it when I score a critical hit or successfully sneak attack for big numbers (preferably 5 or 6 times per round). There’s just no better feeling when your character’s main goal is to whack the bad guys, than when you roll the dice, pause for dramatic effect while you pretend to do the math in your head (even though you know the modifier by heart), and then announce to the table something above 50 (or if you’re really maxed out, something above 200!). Because it’s so much fun, I think it’s time to add some new feats that make it even better. Today’s feats aren’t just designed to make those numbers bigger (after all, monsters’ hit points are pretty well established, and no, you don’t need the help) but are rather about enabling and allowing you to do more fun stuff when the good things happen. If you agree that Deafening Critical just doesn’t cut the mustard anymore, you’ll be sure to like these.


Critical Command
You might not be a skilled diplomat, but anyone who lives through your “best shot” stands up and listens.
Prerequisites: Diplomacy 1 rank, base attack bonus +4.
Benefit: Whenever you confirm a critical hit, you may make a Diplomacy check to influence the target’s attitude as a free action. If you do, you gain a bonus on the check equal to 1/5 the amount of damage you dealt as part of the triggering critical hit. If the result of the check causes the target's attitude to become friendly or better, he immediately surrenders to you, ceasing hostilities and agreeing to discuss things rationally. If the issue cannot be resolved through reasonable discourse, however, the subject may resume fighting you at that point.


One Thousand Tiny Cuts
Your twin blades whirl at extreme speed striking the targets vitals repeatedly.
Prerequisites: Two Weapon Fighting, sneak attack +2d6.
Benefits: Whenever you use the full-attack action to make an attack against a creature you are flanking or that is denied its Dexterity bonus to AC, you may choose to reduce the amount of sneak attack damage you would inflict on a successful hit by 1d6 in order to reduce any penalties to your attack roll from two-weapon fighting by 2 for the purposes of that attack. Additionally, whenever you use this ability, you may choose to give up additional sneak attack damage dice. For each additional dice forfeited in this way, you gain a +1 competence bonus on the attack roll. This ability only applies to attacks made against creatures that are susceptible to precision-based damage.


Pinpoint Critical
When you forcefully stab your foe in the kidneys, you ensure the impact will have the maximum effect on wounding their vitals.
Prerequisites: Critical Focus, sneak attack class feature.
Benefit: Whenever you confirm a critical hit on an attack to which your sneak attack class feature applies, you deal an additional amount of damage equal to the number of sneak attack dice rolled for that attack, multiplied by the weapon’s critical multiplier (for example, if you would deal 3d6 points of sneak attack damage with a dagger, you deal 3d6+6 instead, and if you would deal 4d6 points of sneak attack damage with a scythe, you would deal 4d6+16 instead).


Sneak Thievery
When you stab your foe in the back, you make sure to take something from him.
Prerequisites: Sleight of Hand 5 ranks, Improved Steal, sneak attack class feature.
Benefits: Whenever you successfully deal sneak attack damage to a creature, you may attempt a steal combat maneuver or Sleight of Hand skill check against that creature as a free action. You gain a bonus on this check equal to the number of sneak attack damage dice rolled as part of the attack. You cannot use this ability more than once per round.


Stupefying Critical
When you hit somebody, he loses the will to fight.
Prerequisites: Critical Focus.
Benefits: Whenever you successfully confirm a critical hit against a target, you may choose to deal damage as normal instead of dealing damage as though it were a critical hit. If you do, the target becomes stupefied for a number of rounds equal to the critical multiplier of the weapon you scored a critical hit with. A creature stupefied in this way cannot take the attack, full-attack, or charge actions, nor can he target any creature with a spell which deals damage, requires an attack roll, or has a saving throw entry denoted as other than harmless. The stupefied creature can otherwise act normally.