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Demon's Nail [Fighter, Tactical]
Your thrown weapons have a life of their own, and they're in the mood for murder.Prerequisites: Two thousand daggers maneuvers, Tumble 9 ranks, Art of Flying DaggersBenefit: The Demon's Nail feat enables the use of three tactical maneuvers.
Burrowing Nail: A creature which has been affected by Nail Spike (see below) can have the weapon burrow deeper into the wound. As a standard action you cause one or more weapons currently embedded in a single creature within 60 ft to dig in, dealing the weapon's damage plus your ability modifier used for damage, though not including augmentations such as sneak attack or maneuvers. The penalty from pain rises by 1 each time you burrow your weapons in deeper, to a maximum of -5. This is a supernatural ability.
Get Over Here: A creature which has been affected by Nail Spike (see below) can have the weapon recalled, dragging its victim with it. As a standard action you cause a creature with weapons currently embedded in them to make a Fortitude save (DC 10 + 1/2 HD + ability modifier to attack rolls), or be moved within your threatened range. On a successful save, they do not move but the weapon tears out of their body violently as it returns to your hand. It deals twice the base weapon damage. A creature can choose to willingly fail the save. It's forced movement does provoke attacks of opportunity from creatures other than yourself.
This has a range of 60 ft. You need line of effect, but not line of sight, to pull a creature. This is a supernatural ability.
Nail Spike: You can choose to have a piercing or slashing weapon you throw stick in the body of the creature you successfully hit. One or more embedded weapons cause pain in the target, giving them a -1 penalty to attacks, saves, and skill checks as long as the weapon is in their body (no matter how many weapons are currently in their body). They may tear any number of embedded weapons out as a move action, but take damage equal to the base weapon damage for each weapon removed. They may be removed safely as a standard action with a DC 20 Heal check. On a failed check the weapons are removed, but you take damage.
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