Fighter Feats: Piercer


Homebrew and House Rules

Grand Lodge RPG Superstar 2012 Top 32

Continuing what I started with Swordsmanship and Hammer Mastery, here's a line of feats for fighters who specialize in piercing weapons, whether rapiers, spears, picks, or whatever else. Let me know what you think!

Piercer (Combat)
When you take this feat, choose a manufactured piercing melee weapon for which you have Weapon Focus. This feat's effects only apply to the chosen weapon.
Prerequisites: Weapon Focus, fighter level 2nd
Benefit: Whenever you score a critical hit with your chosen weapon, your strike wounds the target, dealing 1 point of bleed damage for a number of rounds equal to half your fighter level. Multiple critical hits against the same creature do not increase the bleed damage.

Improved Piercer (Combat)
Prerequisites: Piercer, fighter level 5th
Benefit: Whenever you score a critical hit with your chosen weapon, you may twist your weapon as a swift action. If you do, the target takes 1d4 Dexterity damage. This is in addition to the bleed damage inflicted by the Piercer feat.

Greater Piercer (Combat)
Prerequisites: Improved Piercer, fighter level 10th
Benefit: The bleed damage from your Piercer feat now functions as the wounding weapon special ability; it applies to each hit, multiple hits increase the amound of bleed damage, and it lasts until stopped instead of for a fixed duration. Additionally, the Dexterity damage dealt by Improved Piercer increases to 1d6.

Elder Piercer (Combat)
Prerequisites: Greater Piercer, fighter level 14th
Benefit: The Dexterity damage dealt by your Improved Piercer feat increases to 2d4. Alternatively, you may choose to deal 1d6 Constitution damage instead. This choice is made each time you use this feat.

Nail Down (Combat)
Prerequisites: Improved Piercer, fighter level 9th
Benefit: As a standard action, you may attempt to impale your opponent and pin him to the floor or wall. Make an attack with your chosen weapon. If the attack hits, you deal damage normally and also get to hamper your opponent. If the target is standing, you may pierce his leg. If he is prone, legless, or next to a wall, you may instead choose to pierce his torso.
If you pierce his leg, he cannot move from his space. He is considered grappled, except that he may use both hands freely. He must succeed at a grapple check against you as a standard action to free himself, and the attempt causes him to take 2d6 damage.
If you pierce his torso, he is grappled and cannot move from his space. Any strenuous action he attempts (such as attacking or casting a spell) results in 1 point of Constitution damage. Freeing himself requires a successful grapple check as a standard action, and the attempt results in 1d4 Constitution damage.
In order to use this feat, you must hold your weapon in place with both hands, preventing most other actions you might wish to perform. Holding the weapon in place with only one hand reduces the DC to escape by 5. You may remove the weapon (freeing the opponent without further harm) as a move action.
You may only use this feat against a creature of your size or smaller.

Run Through (Combat)
Prerequisites: Elder Piercer, fighter level 18th
Benefit: As a full-round action, you may attempt to slay your opponent by putting your chosen weapon through a vital spot. If you succeed on a touch attack, you run him through and he must make a Fortitude save (DC 10 + half your fighter level + your Dexterity modifier) or be slain. On a successful save, the target instead takes 2d4 points of Constitution damage. This ability only works against living creatures with discernable anatomy. You may use this ability once per day at fighter level 18th, twice per day at 19th, and three times per day at 20th.


Yikes, watch out for swashbucklers with rapiers!

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