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Critical Threat

December 9th, 2014

Alex Riggs

Extraordinary Feats Archive

                Good news, everyone! The roll for today’s Extraordinary Feats was a natural 20, and you know what that means: it’s a critical threat! As a result, all of today’s feats are critical feats. Between the Pathfinder Roleplaying Game Core Rulebook, the Advanced Player’s Guide, and Ultimate Magic, there are 14 critical feats. Today’s article adds a third again as many, bringing the total up to 19. Enjoy.

 

Disorienting Critical (Combat, Critical)
Your critical hits leave your victims disoriented and confused.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim gains the confused condition for 2d4 rounds. A successful Will save (DC 10 + your base attack bonus) reduces this to 2 rounds.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

 

Interfering Critical (Combat, Critical)
Your critical hits create arcane interference, which makes it difficult for the victim to cast spells.
Prerequisites: Arcane Strike, Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit against an opponent, the victim gains 25% spell failure for all spells he casts for the next 1d4 rounds (this applies even if he is a divine spellcaster, and would not normally be subject to arcane spell failure). Multiple instances of this ability stack, but do not reset the duration of previous instances (so a character that was the victim of an Interfering Critical, and then another Interfering Critical two rounds later, would have 50% spell failure until the first instance of Interfering Critical ended).
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

 

Scarring Critical (Combat, Critical)
Your critical hits leave wounds that are difficult to heal.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit against an opponent, the damage inflicted by that critical hit cannot be healed through normal healing, including fast healing (but not regeneration). Even magical or supernatural healing requires a caster level check (DC 11 + your base attack bonus), or the healing has no effect on the damage inflicted by the critical hit.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

 

Stumbling Critical (Combat, Critical)
Your critical hits send your opponents stumbling to the ground.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim stumbles back under the force of your blow, causing him to move 5 feet directly away from you per point of critical multiplier of the weapon used for the critical hit, and falling prone at the end of their movement. This movement does not provoke attacks of opportunity. A successful Fortitude save (DC 10 + your base attack bonus) reduces this to moving 5 feet away from you, and negates the prone condition.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

 

Terrifying Critical (Combat, Critical)
Your critical hits strike terror into the hearts of your victims.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit against an opponent, the victim becomes thoroughly frightened by your display of martial might. The target must succeed on a Will save (DC 10 + your base attack bonus) or be frightened for 1d4 rounds. Even if the target succeeds on his Will save, he is shaken for 1d4 rounds.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.