Harperfan7
2010-01-12, 11:27 PM
Sunder Limb
Pre: Improved Sunder
Benefit: You can attempt to sunder an opponents limb (or horn) with a melee attack at a -4 penalty. If you hit, they must make a DC (= to damage dealt) fortitude save or lose use of that limb. If your attack is a critical hit and they fail the save, their limb is ruined and has to be regenerated (if your weapon is vorpal and you land a critical hit, the opponent doesn‘t get a saving throw). You cannot sunder a head.
Enemies immune to critical hits are immune to this ability. If the opponent is healed to full health they regain use of their limb(s). A ruined limb cannot be healed (except with regenerate).
If you sunder an arm, they lose use of that arm (losing any shield bonus to AC and losing the ability to use a two handed weapon). If the opponent attempts to cast a spell with a somatic component with a sundered arm, they suffer 50% spell failure (cumulative with arcane spell failure), 100% if both arms are sundered. If you sunder a leg, their speed is halved and they cannot run. If you sunder both legs, they fall prone and can only crawl. If the opponent has wings, you can sunder a wing making them lose the ability to fly. If you sunder a horn, the opponent can no longer make attacks with that horn, and if the opponent uses two horns for the same gore attack, its' base damage is halved.
You cannot sneak attack and sunder a limb in the same attack. You do not gain a bonus or penalty to attacks when sundering a limb based on weapon size, but the weapon used must be bludgeoning or slashing.
Pin-limb
Pre: PBS, Precise Shot, Sneak Attack +1d6
Benefit: Whenever you would normally sneak attack an opponent with a bow or crossbow, you can instead attempt to lodge an arrow into one of their joints, rendering it useless. When you use this ability, you must make a successful attack roll against your opponents AC at a -4 penalty. If successful, the opponent must make a DC (10 + your Dex + # of die of sneak attack damage) fortitude save or lose use of that limb after taking normal damage for the attack.
Anyone who fails their save against this ability can attempt to snap the arrow and pull it out. This requires a full-round action, one free hand, and a DC 10 + arrow/bolt's enhancement bonus str check, but it returns the limb to normal. Anyone who pulls an arrow/bolt out of a pinned limb must make a DC (same as attack) fort save or be nauseated for 1 round.
If you pinned an arm, they lose use of that arm (including any shield bonus to AC and the ability to use a two handed weapon). If the opponent attempts to cast a spell with a somatic component with a pinned arm, they suffer 50% spell failure (cumulative with arcane spell failure), 100% if both arms are pinned. If you pinned a leg, their speed is halved and they cannot run. If you pin both legs, they fall prone and can only crawl. If the opponent has wings, you can pin a wing making them lose the ability to fly.
If the opponent is immune to sneak attacks, they are immune to this ability. If the opponent is cured to full health they regain use of their limb(s).
If the weapon used is magical, increase the DC by 1 per +1 of enhancement bonus. If the weapon used has the Bane, Holy, Unholy, Anarchic, or Axiomatic enchantments, increase the DC by 1 per die of extra damage dealt to the enemy.
Pre: Improved Sunder
Benefit: You can attempt to sunder an opponents limb (or horn) with a melee attack at a -4 penalty. If you hit, they must make a DC (= to damage dealt) fortitude save or lose use of that limb. If your attack is a critical hit and they fail the save, their limb is ruined and has to be regenerated (if your weapon is vorpal and you land a critical hit, the opponent doesn‘t get a saving throw). You cannot sunder a head.
Enemies immune to critical hits are immune to this ability. If the opponent is healed to full health they regain use of their limb(s). A ruined limb cannot be healed (except with regenerate).
If you sunder an arm, they lose use of that arm (losing any shield bonus to AC and losing the ability to use a two handed weapon). If the opponent attempts to cast a spell with a somatic component with a sundered arm, they suffer 50% spell failure (cumulative with arcane spell failure), 100% if both arms are sundered. If you sunder a leg, their speed is halved and they cannot run. If you sunder both legs, they fall prone and can only crawl. If the opponent has wings, you can sunder a wing making them lose the ability to fly. If you sunder a horn, the opponent can no longer make attacks with that horn, and if the opponent uses two horns for the same gore attack, its' base damage is halved.
You cannot sneak attack and sunder a limb in the same attack. You do not gain a bonus or penalty to attacks when sundering a limb based on weapon size, but the weapon used must be bludgeoning or slashing.
Pin-limb
Pre: PBS, Precise Shot, Sneak Attack +1d6
Benefit: Whenever you would normally sneak attack an opponent with a bow or crossbow, you can instead attempt to lodge an arrow into one of their joints, rendering it useless. When you use this ability, you must make a successful attack roll against your opponents AC at a -4 penalty. If successful, the opponent must make a DC (10 + your Dex + # of die of sneak attack damage) fortitude save or lose use of that limb after taking normal damage for the attack.
Anyone who fails their save against this ability can attempt to snap the arrow and pull it out. This requires a full-round action, one free hand, and a DC 10 + arrow/bolt's enhancement bonus str check, but it returns the limb to normal. Anyone who pulls an arrow/bolt out of a pinned limb must make a DC (same as attack) fort save or be nauseated for 1 round.
If you pinned an arm, they lose use of that arm (including any shield bonus to AC and the ability to use a two handed weapon). If the opponent attempts to cast a spell with a somatic component with a pinned arm, they suffer 50% spell failure (cumulative with arcane spell failure), 100% if both arms are pinned. If you pinned a leg, their speed is halved and they cannot run. If you pin both legs, they fall prone and can only crawl. If the opponent has wings, you can pin a wing making them lose the ability to fly.
If the opponent is immune to sneak attacks, they are immune to this ability. If the opponent is cured to full health they regain use of their limb(s).
If the weapon used is magical, increase the DC by 1 per +1 of enhancement bonus. If the weapon used has the Bane, Holy, Unholy, Anarchic, or Axiomatic enchantments, increase the DC by 1 per die of extra damage dealt to the enemy.