Fatality

Every PC and NPC receives one free Fatality Feat upon creation. Fatality Feats are a new category of feats made for the revised rules on dying. Whenever a target is reduced to less than zero, or is already in negative hp, and is affected by an attack or spell/effect, these feats become applicable. A player that takes more than one of these feats can only apply one at a time. However, the target could incur multiple status effects from multiple sources (aka a party of 4). Unless stated otherwise, all status effects last until the target is above negative hp.
Threshold equals (CMD). Spells use Caster’s Level + Wis/Int/Cha for determining effective CMB check.

Blinding Blow
You make a precise attack at the enemy’s sight and deliver a blow that temporarily blinds them.
Prerequisites: base attack bonus +12
Benefit: If your attack exceeds the opponent’s threshold, he gains the ‘blinded’ status effect. Sightless creatures are not affected by this attack.

Crushing Blow
You deliver a shattering blow to your opponent’s weapons or armor.
Benefit: Your attack roll is also treated as a sunder attempt, though what you sunder is chaotic and random. In certain cases, an enemy’s natural weapons might count as sunder-able weapons (Hydras, Krakens, or other creatures with protrusive natural weapons).

Deafening Blow
You deliver a hard knock to the noggin that deafens your target.
Benefit: If you exceed your target’s threshold, he becomes ‘deafened’. This condition will only go away after a full nights rest and a successful Heal (DC: 15) check. Creatures without a discernible head are not affected.

Disarming Blow
You take advantage of your opponent’s weakened state, disarming him of his weapon.
Benefit: Your attack roll is also treated as a disarm attempt though, if there are multiple weapons (dual wielders), the targeted weapon is random. Enemies that do not wield weapons cannot be disarmed.

Disorienting Blow
You daze your vulnerable target by whatever means necessary.
Benefit: If your attack exceeds your opponent’s threshold, then he gains ‘dazed’ status effect for 1 round – this can only apply once per target.

Exhausting Blow
You pounce on your opponent’s fatigue, delivering a blow that utterly robs him of his energy.
Prerequisites: base attack bonus +6
Benefit: If your attack exceeds your opponent’s threshold, he gains the ‘exhausted’ status effect; if the target cannot regain positive hp, he can rest for one hour to reduce this effect to ‘fatigued’.

Fatiguing Blow
You act on weakness, delivering strikes that sap your foe’s energy.
Benefit: Your target gains the ‘fatigued’ status effect for 1 round.

Immobilizing Blow
You strike an your opponent’s Achilles heel, depriving him of his movement.
Prerequisites: base attack bonus +6
Benefit: If your attack exceeds your opponent’s threshold, he will become immobilized until stabilized.

Nauseating Blow
You deliver a gut wrenching blow with the brunt of your weapon, causing your target to hurl
Benefit: Your target gains the ‘nauseated’ status effect for 1 round.

Practitioner of Death
When your opponent is crippled, he knows that you are the harbinger of his demise.
Prerequisites: base attack bonus +12, any 3 Fatality Feats
Benefit: A staggered target below zero hp is always considered ‘helpless’.

Tackling Blow
You utilize your opponent’s uneasy footing and knock him to the ground.
Prerequisites: base attack bonus +6
Benefit: If your attack exceeds your opponent’s threshold, he will be knocked prone – characters affected by this can still get up.

Sickening Blow
Your opponent’s uneasiness is only exacerbated by this attack.
Prerequisites: base attack bonus +6
Benefit: If your attack exceeds your opponent’s threshold, he will gain the ‘sickened’ condition.

Stunning Blow
You pounce with weapon in hand to strike a stunning blow on your weakened opponent.
Prerequisites: base attack bonus +6
Benefit: If your attack exceeds your opponent’s threshold, he will gain the ‘stunned’ condition for 1 round – this can only apply once per target.


Additional Rulings
Barbarian
While under the effects of ‘Rage’ the character is immune to staggering and any fatality feats.

Diehard
Diehard now stabilizes characters below zero hp, and makes them immune to further bleeding effects that are a result of being below the positive threshold.

Samurai
A Samurai’s ‘Unstoppable’ has been changed to emulate the effects of modified feat ‘Diehard’. The duration lasts until the Samurai is above zero hp.

Fatality

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