Pressure Secrets III
Pressure Secrets III by Shadowknight
This feat is basically a more advance version of the Pressure Points I feat therefore it's required before picking Pressure Secrets feat. This feat adds another +1 to your critical hit number and +1 to your critical hit multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 18) also (if you naturally do 2X normal damage with a natural 20 you now do 4X damage with a natural 20, but only 3X normal damage with a natural 19 and 2x normal damage with a natural 18). If you roll a natural 15 or higher, HTH you also do an additional 1d4+1 damage from any HTH attack.
It can also be used to temporarily blind & deafen people. But the use of such an ability cost 4 attacks per use to temporarily blind someone or 3 attacks to temporarily deafen someone. In game terms it works like this before you roll you tell your GM you are attempting to blind or deafen by using PS attack on your opponent. You must tell the GM which type of sense removing attack before hand it is since it requires either 3 for deafen or 4 for blind. You can't choose to blind someone and you miss on your 4 attack and say oh I missed therefore my opponent is deaf instead of blind. The feat doesn't work that way and Pressure points to blind someone is completely different from those required to deafen someone. If you decide to use the feat it works like this. If you roll a Natural 12 or higher 4X consecutively you do only 1 pt of damage per hit no matter what your strength, if you roll a natural 11 or Less you do no damage period. If you ever miss from any of the 4 attacks you do no further damage that round. It's exactly the same when you attempt to deafen someone except it requires 3 consecutive attacks to hit your opponent with a Natural 12 or higher, you do only 1 pt of damage no matter what your strength, as always a Natural 11 or less does no damage period.
The Blinding or Deafen attack can only be used once per round on an opponent no matter how many attacks you have. You also can't attempt to blind someone the same round you tried to deafen him or vice versa, whether you are successful or not you have to wait 1 round later to try the sense removal PS attack. But you can try the PS attack on another opponent that same round if you have another 3 or 4 attacks but it must be the same type as the one you used on your first opponent regardless if it was successful. Now assuming your opponent didn't parry, dodge or roll with a blow on any of your 3 or 4 attacks, he needs to make a roll vs lethal poison of 14 or higher using his P.E bonus. If he make the roll he takes only 4 points of damage or 3 points of damage depending on what type of PS attack you attempted, if he failed his saving throw he suffers the penalty of blindness or deafness identical to Bio-Manipulation Psionic Power Blindness or Deafness. The only difference you opponent rolls 1d4 to see how many rounds he stays blind or deaf.
- Cost: 2 feats
- Bonus: It cost only 1 feat for anyone with Analytical Genius, Physical Training, or the feat Intensive Training or Unusual Background
- Prerequisite: Min I.Q of 22 & P.P of 22, Pressure Points feat +the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
- Limitation: This feat won't work on anyone with Alter Physical powers unless they haven't turned the power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, etc) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, etc) basically anything with a short blunt point.
- Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlings, Demi-Gods, Atlantians, Lemurians, Sea Titans, etc). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, etc) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.