PFSRD:Blinding Critical

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Blinding Critical (Combat, Critical)

Your critical hits blind your opponents.

Prerequisites: Critical Focus, base attack bonus +15.

Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


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gollark: Apologies, my internet connection briefly incursed.
gollark: - also the cubes, I guess
gollark: Well, various possibilities exist:- add "exist again" after "exit the zzcxz" - this could take you to a new area with more doors or something- somehow add a mysterious button on the wall of one of the halls which switches the door to osmarks.net mode (somehow²)- "go in an anomalous direction" (or somehow "go up"/"go down") in the initial room- in the bee room, one series of choices could allow access to it- the "sandy ground" area after going backward
gollark: Yes, that is what I was wondering.
gollark: Hmm, where would it actually go? I guess I could repurpose one of the doors.
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