New Feat: Hilt Deep

Anabstercorian

First Post
HILT DEEP [GENERAL]
You can leave a weapon embedded in your opponent to deal extra damage.
Prerequisites: Power Attack, +2d6 sneak attack ability.
Benefit: If you deal sneak attack damage to a creature using a light piercing or slashing weapon, you can plunge the weapon into your opponent and leave it there. An embedded weapon deals 1d6 points of sneak attack damage every round that the creature continues fighting or performing a strenuous activity.
Removing the embedded weapon is a move action that deals an additional 1d6 points of sneak attack damage. A DC 15 Heal check can remove the weapon without dealing any further damage.

Balanced?
 

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I'd increase the prereq to sneak attack +3d6. I think this is too good for a feat you could take at 3rd level, but not too good for one you get at 6th. :)
 

But how do you address the rogue who carries around a dozen daggers so every hit he can leave it embedded? The target is gunna spend all his time pulling out daggers!

Additionally, having a weapon embedded in you might be better than pulling it out (re: blood loss).

Nifty idea though.
 

Anabstercorian said:
HILT DEEP [GENERAL]
You can leave a weapon embedded in your opponent to deal extra damage.
Prerequisites: Power Attack, +2d6 sneak attack ability.
Benefit: If you deal sneak attack damage to a creature using a light piercing or slashing weapon, you can plunge the weapon into your opponent and leave it there. An embedded weapon deals 1d6 points of sneak attack damage every round that the creature continues fighting or performing a strenuous activity.
Removing the embedded weapon is a move action that deals an additional 1d6 points of sneak attack damage. A DC 15 Heal check can remove the weapon without dealing any further damage.

Balanced?

That's much better than Arterial Strike; and ignores the usual rationales for the hit point system.

Geoff.
 

I think two things have to be considered with a feat like this.

1. Regardless of how many daggers you carry, there's no guarantee you'll be making a sneak attack every single round.

2. This feat will inflict no extra damage if the victim stops fighting and waits for the cleric to make a successful Heal check.
 

Or if he makes the check himself...
Still it's an "extra damage or extra action" feat, since he can't "skill heal" and attack (or someone can't probably continue his work while he's "skill healing" the wounded one).
I guess the +3d6 is a good prerreq.

[edit: Another thing to consider is: what do you do with the weapon if he doen't remove it?
Can anyone remove it? (touch attack)]
 
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Sneak Attack damage is only applied if the base weapon damage penetrates or overcomes DR. Does this mean that because it penetrated DR when you first stuck the dagger in that it continues to ignore DR? Or is the 1d6 of Sneak Attack damage subject to reduction by DR?

Just curious... cool idea though.
 

Anabstercorian said:
HILT DEEP [GENERAL]
You can leave a weapon embedded in your opponent to deal extra damage.
Prerequisites: Power Attack, +2d6 sneak attack ability.
Benefit: If you deal sneak attack damage to a creature using a light piercing or slashing weapon, you can plunge the weapon into your opponent and leave it there. An embedded weapon deals 1d6 points of sneak attack damage every round that the creature continues fighting or performing a strenuous activity.
Removing the embedded weapon is a move action that deals an additional 1d6 points of sneak attack damage. A DC 15 Heal check can remove the weapon without dealing any further damage.

Balanced?

This is very cool, but it's another one of those maneuver feats that makes me wonder: why can't a character just do this?
 

Interesting idea! Like the style of it!

I think there needs to be a numbers limitation...

With the right combination of feats, stuff and classes (all two weapon fighting, quickdraw, BAB 16+, haste) a rogue could leave 8 daggers stuck in you every round... M.E.A. to remove each one or 8D6/round - not going to be pretty!

Possibly 1 per round?
 

The combo is in taking this feat plus quickdraw.

So I attack with daggers. I have multiple attacks per round - say three. I flank my opponent, do my three sneak attacks. Then the victim takes another 3d6 next round unless they stand still.

This however is offset by the need for carrying a lot of magic daggers, or dealing with a lot of DR. (And if you don't get past the DR with the initial damage, the sneak attack doesn't land remember.) So it doesn't seem too crazy.

Here's the thing - I don't have too big a problem with this forcing a victim to make a choice between giving up a move action to remove the weapon and taking damage. But I think it should probably be removed without damage. The way the feat stands now, it probably makes more sense, but it's a bit too much.
 

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