Never Stop Shooting: Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
Universal monster ability Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
They aren't the same. While Never Stop Shooting doesn't state it stabilizes a less than 0 HP character, but rather just has the "you may act as if disabled rather than dying" part of the Diehard feat, so just like Ferocity (ex) one is still losing 1 HP a round, the trait has a restriction on what one can do with their action(s) in their disabled/staggered state where as Ferocity's standard or move action (and 5 foot step miscellaneous actions) can be used normally.
Ferocity is obviously better, but only specific races have it (unless using the Race Builder rules). Orcs get Ferocity (ex), but half-orcs only get "Orc Ferocity" which is a worse version even compared to Never Stop Shooting.
|Menacing Shade of mauve|
zainale wrote:so i don't need the trait just stick with ferocityIf you have actual Ferocity from somewhere (which you don't). Please read the answers to your questions.
Skinwalker (10 RP)
Typical Alignment N
Ability Modifiers +2 Wis, –2 Int (+2 Con while shapechanged)
Alternate Skill Modifiers Perception, Swim
Alternate Spell-Like Ability charm animal (aquatic animals only) 3/day
Bite attack that deals 1d6 points of damage
Swim speed of 30 feet
Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features: see directly above
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
if i chose ferocity it lasts for as long as i want it to until i change back to my humanoid form. so i in fact can and will be having ferocity. there is no limit placed on how long a skin walkers bestial form lasts. that i know of i will be checking after this again.
|Menacing Shade of mauve|