top of page

CRITICAL FEATS

Bleeding Critical

Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. The effects of this feat stack.

Blinding Critical

Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.

Censoring Critical

Your critical hits mute your enemies.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit against an opponent, the victim is unable to speak for 1d4+1 rounds. This prevents spellcasters from using spells with verbal components. A successful Fortitude saving throw reduces this muteness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus.

Crippling Critical

You are able to maim a target and hinder its movement.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.

 

Critical Focus
You are trained in the art of causing pain.
Prerequisites: BAB +9.
Benefit: You receive a +4 circumstance bonus on critical severity checks.

Deafening Critical

Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.

 

​Exacting Strike

Your precise attacks deal much more severe critical wounds.

Prerequisites: Weapon Focus, BAB +4

Benefit: You gain a +2 bonus on critical severity checks when wielding a weapon you have Weapon Focus for.

Exhausting Critical

Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

Flaying Critical

Your critical hits weaken your opponents’ defenses.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent takes a –1 penalty to its natural armor bonus for the duration of the encounter. This penalty is cumulative, but cannot reduce an opponent’s natural armor bonus below 0.

 

Follow Up Attack
Your practiced strikes set up your following attacks for success.
Prerequisites: Weapon Focus, BAB +4
Benefit: If you score a critical, you gain a +2 bonus on your next attack roll.

 

Giantbane
You strike critical blows as fierce as a creature larger than yourself.
Prerequisite: BAB +4
Benefit: You do not suffer a penalty to severity checks when facing larger opponents.

Impaling Critical

Your critical hits can skewer your foes.
Prerequisites: Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11.
Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon’s damage dice plus the extra damage dice from your weapon’s properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.

Improved Impaling Critical

When you impale a target, you hinder its movement and can cause severe bleeding.
Prerequisites: Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13.
Benefit: While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon’s damage dice result once per round at the start of that opponent’s turn.

 

Sickening Critical

Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.

Staggering Critical

Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Stunning Critical

Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Tiring Critical

Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

bottom of page