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Basic Nerve Strikes (Grim-N-Gritty Feat)

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Basic Nerve Strikes {{#set:Type=General}} [[Summary::Nerve strikes are martial arts techniques for melee combat. Also known as ripping or tearing techniques, they focus on apply excruciating pressure to vulnerable points on your opponent’s anatomy. By gripping the appropriate spot and pinching, twisting, tearing, or stabbing it, you can render an enemy weak with pain. All nerve strikes impose a penalty to your attack roll. All nerve strikes cause a special effect in addition to inflicting damage on your target.]] Prerequisites: {{#arraymap: BAB +1, Improved Unarmed Strike|,|x|Prerequisite::x}}Benefit: Basic Nerve Strikes permits you to perform three special melee attacks: rip nerves, rip mind, and rip senses. You may perform a nerve strike if you wield a weapon with which you are proficient. (To perform unarmed nerve strikes, you must have the feat, Improved Unarmed Strike.) If your target has no discernable anatomy, you may not perform nerve strikes against it. You cannot perform nerve strikes against creatures two or more size categories larger than you.
Rip Nerves: This nerve strike causes intense, lingering pain to the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he suffers terrible, mind-numbing pain, which causes the sickened condition for 1d4+1 rounds. Sickened characters take a –2 penalty on all attack rolls, defense rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Rip Mind: This nerve strike staggers the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is staggered for one round.
Rip Senses: This nerve strike blinds or deafens the target. Make an attack roll at a -4 penalty. If the attack hits your target and inflicts at least 1 HP damage, your target must make a Fortitude save against DC 10 + one-half your base attack bonus + your Strength modifier. If he fails the save, he is blinded or deafened for one round. Before you make the strike, you must determine which sense you affect.
Treating Nerve Strikes: Another person can aid the victim of a nerve strike and negate the strike’s effect. This requires a successful Heal check against the original Fortitude save DC of the strike. The check is a full-round action that provokes attacks of opportunity.
Note: You cannot perform a nerve strike at the end of a charge.



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