New Feat: Hilt Deep

I think the feat is fine as it is, though I don't know why it calls the additional damage "sneak attack" damage. Damage is damage - even for a creature immune to crits and regular sneak attack damage, I'd say having additional damage done by a weapon actually stuck into you is "damage" damage and should work normally.

I also don't think that the "threat" of having a bunch of daggers put into someone is unbalancing. At the level the theif would have to be to do that effectively (and the general limitations on even getting a sneak attack) it isn't likely to do all that much. Especially when you consider you have wizards laying waste to portions of armies for 10d6 points of damage. 3d6 from some daggers that is avoidable in several ways doesn't seem like all that much. And that isn't even automatic - you have to get the sneak attack, you have to hit with all three of them. In fact, it sounds downright weak - it is more of a style thing than anything else. And it could prove useful, but it isn't going to break anything.

I'll take it...
 

log in or register to remove this ad


RiotGearEpsilon originally posted this feat on my web site (which I edited in such a way that made it too powerful). Here is the latest compromise.

-----

HILT DEEP [GENERAL]
You can leave a weapon embedded in your opponent to deal extra damage.
Prerequisites: Power Attack, sneak attack ability, base attack bonus +4.
Benefit: If you deal sneak attack damage to a creature in melee using a light piercing or slashing weapon, you can plunge the weapon into your opponent and leave it there. An embedded weapon deals 1 points of damage every round that the creature continues fighting or performing a strenuous activity.
Removing an embedded weapon is the equivalent of drawing a weapon and deals the base weapon damage again. A DC 15 Heal check can remove the weapon without dealing any further damage.

-----

I would say that the base weapon damage (upon being removed) ignores damage reduction, as does the 1 point per round that a weapon is left imbedded.

I would also allow the attacking character to touch attack the weapon in order to pull it out themselves (taking the choice away from their target). If the attacker had multiple attack per round, I would even allow this to happen immediately (without making a touch attack), right after the weapon was imbedded, but only if the attacking character has Quick Draw as a feat. Using a move action would otherwise prevent the character from making a full-attack action. Pulling out an imbedded weapon right after plunging it in would also use up an attack action.
 
Last edited:

Remove ads

Top