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You’re able to deal a status effect with your power weapon.

Prerequisite: Caster Level 7th.

BENEFIT

Select one element (earth, fire, holy, ice, lightning, shadow, water, or wind). Upon a successful hit, with your selected element, with a power weapon that deals the same elemental damage, it can also inflict a status effect (these effects are considered 3rd-level spell effects):

  • Earth: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Weighted status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Fire: Upon a successful hit, the creature make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Burning status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Holy: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Illuminated status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Ice: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Frozen status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Lightning: Upon a successful hit, the creature make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Static status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Shadow: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Dimmed status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Water: Upon a successful hit, the creature make a Fortitude save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Drenched status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.
  • Wind: Upon a successful hit, the creature must make a Reflex save (DC 10 + half your caster level + your highest mental modifier) or be inflicted with the Squalled status for 1 round + 1 round per 5 caster levels. Each successful hit thereafter increases the duration by 1 round.

Special: This feat can be taken multiple times. Each time this feat is taken, it applies to a different element.