| Saethori |
Benefit(s): Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature's), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).
Reading this, you take whatever the duration of the preexisting condition was, add on the duration increase of the new dirty trick is, and they're dazed for that long.
Now, what I think the poster is referring to, is that the dazed condition prevents the victim from performing actions. This includes the standard action needed to cure themselves of the condition. So you could, in theory, if you kept making CMB checks, keep an enemy dazed perpetually, to buy enough time for one of your allies to walk over and dispatch it.
| jonhl1986 |
yep was actually thinking of doing this sorta of build for a pvp game that im actually in and we are level 20 then i found that feat and mentioned it to my gm since stuff like timestop or ethereal jaunt or save or die spells/effects are banned and this could come under the save or die effect since if you focus on cmb you are almost guarenteed to hit the cmd every turn.
| Pizza Lord |
As answered earlier, it lasts the duration or until the target uses an appropriate action (standard for Dirty Trick Master, for example) to remove it. So if you can Nauseate or Daze (upgrading Sickened or Dazzled) a target, they are effectively out of it for the duration, since those conditions hinder standard actions.