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<blockquote data-quote="Sound of Azure" data-source="post: 3012215" data-attributes="member: 40749"><p>Hey, I didn't consider that with Blood Letter. Keep in mind it (could be) and across the board +1d4 for all melee weapons. Perhaps it is just as well it doesn't multiply on a critical.</p><p>Still, it would be good to state that in the feat.</p><p></p><p>Glad the tactical feat is popular. Here's one for undead hunters:</p><p></p><p><strong>Eradicate Unlife (Divine, Tactical)</strong></p><p>Your training with positive energy allows you to have greater effect on undead.</p><p><strong>Prerequisites:</strong> Ability to Turn Undead, Ability to cast cure spells, Base attack bonus +6, Divine Might, Extra Turning, Power Attack, Sacred Vengeance.</p><p><strong>Benefit:</strong> The Eradicate Undead feat enables the use of three tactical manoeuvres.</p><p></p><p><em>Return to the Black Gate:</em> To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance. On the following round, you may make a touch attack against the undead and spend a turn attempt that only affects that undead. If it is successful, the undead is destroyed instead of being turned.</p><p></p><p><em>Calling of Heaven:</em> To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance for two rounds. On the following round, any cure spell cast on that undead are treated as Empowered. If the spell is already Empowered, the spell causes +100% damage instead of +50%.</p><p></p><p><em>Divine Wrath:</em> To use this manoeuvre, you must have successfully turned one or more undead. You may add twice your charisma bonus to damage if you use Divine Might on undead you have turned. Attacking the undead still breaks the turning, as normal.</p><p></p><p>I'm doing some more up, and will post them up as I gather them and edit. Any requests? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3012215, member: 40749"] Hey, I didn't consider that with Blood Letter. Keep in mind it (could be) and across the board +1d4 for all melee weapons. Perhaps it is just as well it doesn't multiply on a critical. Still, it would be good to state that in the feat. Glad the tactical feat is popular. Here's one for undead hunters: [B]Eradicate Unlife (Divine, Tactical)[/B] Your training with positive energy allows you to have greater effect on undead. [B]Prerequisites:[/B] Ability to Turn Undead, Ability to cast cure spells, Base attack bonus +6, Divine Might, Extra Turning, Power Attack, Sacred Vengeance. [B]Benefit:[/B] The Eradicate Undead feat enables the use of three tactical manoeuvres. [I]Return to the Black Gate:[/I] To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance. On the following round, you may make a touch attack against the undead and spend a turn attempt that only affects that undead. If it is successful, the undead is destroyed instead of being turned. [I]Calling of Heaven:[/I] To use this manoeuvre, you must make a successful attack on an undead foe with Sacred Vengeance for two rounds. On the following round, any cure spell cast on that undead are treated as Empowered. If the spell is already Empowered, the spell causes +100% damage instead of +50%. [I]Divine Wrath:[/I] To use this manoeuvre, you must have successfully turned one or more undead. You may add twice your charisma bonus to damage if you use Divine Might on undead you have turned. Attacking the undead still breaks the turning, as normal. I'm doing some more up, and will post them up as I gather them and edit. Any requests? :p [/QUOTE]
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