Staggering Strike...too good? [Archive] - Wizards Community

Post/Author/DateTimePost
ShoHennessey

02-26-07, 07:45 PM
As a higher level rouge/invisible blade, this seems incredible. Head to head melee, and making your opponent basically take only one action every turn is insane. Is there any errata or anything, or what do you guys think?



Here is the rules for staggering strike (out of complete adventurer):

STAGGERING STRIKE
You can deliver a wound that hampers an opponent’s
movement.
Prerequisite: Base attack bonus +6, sneak attack.
Benefit: If you deal damage with a melee sneak
attack, you can also deliver a wound that limits your
foe’s mobility. For 1 round (or until the target is the
beneficiary of a DC 15 Heal check or any magical healing
that restores at least 1 hit point, whichever comes
first), your target is treated as if it were staggered, even
if its nonlethal damage doesn’t exactly equal its current
hit points. A target can resist this effect by making a
successful Fortitude save (DC equal to damage dealt).
Multiple staggering strikes on the same creature do not
stack. This feat has no effect on creatures not subject to
sneak attack damage.
jameswilliamogle

02-26-07, 08:18 PM
Its not too good. By the time the Rogue gets this, the party Wizard is throwing around 9d6 Fireballs, Polymorphing the Fighter into a uber-monster, and Teleporting back to town whenever the heck they feel like. 1 round of 1 actions? Heck, I'll STAY flat-footed against the Rogue, if it means I won't be targeted w/ spells.
Orcdoubleax

02-27-07, 06:46 PM
my rogue/barbarian likes the feat a lot. But he is only a back up character so his vote doesn't count. ;)