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You are no longer able to attack first. When the party is asked to role initiative, you automatically have a number 1 lower than the lowest hostile creature, without rolling. You cannot initiate combat with an attack, do not get suprise rounds, and cannot attack FIRST outside of initiative. (Ie you cannot punch a party member, but if a party member punches you, you may hit back).

 

In exchange, you add another damage die to every attack you do, which is doubled on a crit. A 1d4 dagger becomes a 2d4 dagger which on a crit becomes a 4d4 dagger, a 2d12 spell becomes a 3d12 spell, so on. It is your choice the type of damage this dice deals so long as it is already a damage type the attack does, and for attacks with more than one damage die, you get the bigger one, so a 1d12 3d6 spell becomes 2d12 3d6. You also get +2 to hit automatically, and critically failing to hit will not negatively affect future rolls.

This feat is not reccomended for rouges.

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