Rogue Talent Suggestion (Bleeding Strike)


Alpha Release 1 General Discussion


I have deleted my post, as my suggestion was based on a complete misreading of the rules. I apologize for such.


Unless I am reading it wrong, the rogue is not giving up sneak attack damage to cause the bleed, the bleed is IN ADDITION to the sneak attack damage. The amount of the bleed is just based on how many dice of sneak attack the rogue has at that level.

Liberty's Edge

I would, however, suggest that the bleed ability should be limited to creatures that are not immune to critical hits. I approve the general shift toward making sneak attacks more useful, but making a construct of plant creature bleed meaningfully just isn't working for me.


I can actually see a plant "bleeding". A huge, thorny, vine covered abomination that leaks sap and water, shriveling a bit and slowing as it loses liquid...

Elementals or golems on the other hand I can definitely not see bleeding. Definitely needs some slight clarification here though, though I applaud the increased effectiveness of sneak attacks!

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