Critical Specialization Fighter Feats for Pathfinder 2d (Patreon)
Content
One of the interesting additions of Pathfinder 2nd Ed is critical specialization effects. While there are lots of PC options built around accessing them, I haven't noticed any built around modifying how they work. Which, of course, made me want to create some.
Being better with criticals definitely feels weapon master/fighter themed. I could see creating a Weapon master archetype, but for now I've just created them as fighter class feats.
Put The Hurt Down Feat 6FighterPrerequisite At least one ability or item that allows you to apply critical specialization effects to a critical weapon attack.
When you add a weapon's critical specialization effect to an attack, you can select from a much broader range of effects. The potential critical specialization effect you can add are listed below by weapon group, along with the requirements for adding them to your attack.
(Art by grandfailure)
Axe: You may add this to any slashing or sweep attack.Bow: You may add this to any piercing attack, but if it is a melee attack and you move or attack with it again, the effect ends.Brawling: You may add this to any bludgeoning or trip attack.Club: You may add this to any bludgeoning or shove attack.Dart: You may add this to any piercing or agile attack.Flail: You may add this to any bludgeoning or forceful attack.Hammer: You may add this to any bludgeoning or trip attack.Knife: You may add this to any slashing or backstabber attack.Pick: You may add this to any piercing or deadly attack.Polearm: You may add this to any two-handed melee attack or melee attack made with reach.Shield: You may add this to any bludgeoning or backswing attack.Sling: You may add this to any bludgeoning or finesse attack.Spear: You may add this to any ranged or disarm attack.Sword: You may add this to any slashing or one-handed attack.
Death Dealer Feat 10FighterPrerequisite At least one ability or item that allows you to apply critical specialization effects to a critical weapon attack.
When you apply a critical specialization effect, it is more potent than typical for that weapon group. The improved critical effects are listed by weapon group, below.
Axe: If you successfully hit and damage a second target, and a third target is adjacent to it and within your reach, you can damage it (following the same rules for striking the second target).Bomb: Increase the radius of the bomb’s splash damage (if any) to 15 feet.Brawling: The slowed condition lasts 2 rounds.Club: You can knock the target back up to 20 feet.Dart/Knife: The persistent bleed deals an additional 1d6 damage.Flail/Hammer: The target is also slowed 1 until the beginning of your next turn.Pick: The extra damage is 3 per damage die.Polearm: The target is moved up to 10 feet.Shield: You may also choose to knock the target prone.Sling: The target is slowed 1 for 1 round after the stunned condition ends.Spear: The clumsy condition lasts 2 rounds.Sword: The flat-footed condition lasts 2 rounds.
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