Critical Feats
Critical Feats
| Author | David Jarvis, Mark Gedak |
| Series | Feats |
| Publisher | Reality Deviant Publications |
| Publish date | 2006 |
| Pages | 17 |
| ISBN | none |
| OGL Section 15 | rdpcf |
The material below is open game content
Arm Breaker [Critical]
Your critical strike can break an opponent’s arm.
Prerequisites: Str 16, Improved Critical (bludgeoning weapon), Improved Sunder, Power Attack, Weapon Focus (bludgeoning weapon)
Benefit: Upon confirmation of a critical hit, you may forgo the additional damage in favor of breaking an opponent’s arm. The target makes a Fortitude save (DC 10 + 1/2 HD + Str Modifier). If the target makes his saving throw then their arm is bruised and they suffer a -4 penalty to Strength for all Strength related checks for one day. If the saving throw fails the target’s primary or secondary arm is broken (your choice).
When an arm is broken you can not hold anything in that hand, and suffer a -8 penalty to all Strength related checks until healed. If the character is holding a shield and that arm is broken, he loses the AC bonus for the shield. Spellcasters affected by this feat may not use spells with somatic components. This feat only works against a creature of a size no more than one category larger than you. A bone broken with this feat can be healed with knit bones, heal or regenerate spell, or a DC 15 Heal check can set an arm which will heal naturally in 2 months.
