Dwarfwright Feats

NAILED IT [ DEBUFF ]
Prerequisites: Dwarf, Rogue, Shipwright

Benefit: The Dwarf may now nail another character's feet to the ground. Each attempt uses a normal attack in a full round action and uses both an engineering check + 5 and a weapon attack vs a the opponent's defense roll. If successful deal 1d6 + Mod damage. Once successfully nailed to the ground the opponent is considered both entangled and flat-footed. This also renders them vulnerable to being tripped by the dwarf. A nail placed in both feet additionally renders the target unable to turn around, so they cannot target enemies behind them and reduces their defense by the Dwarfs level divided by 4. The target can remove a nail as a movement action assuming both their hands are free or by making a strength check vs a DC of 20 + the Dwarves level if their hands are not free. Removing nails via the strength check does 2x the initial damage roll. Additionally they may remove more than one nail at a time via the strength check but the DC increases by 10 for each additional nail.

Special: If the opponent is tripped and knocked to prone the Dwarf may nail their hands as well, locking them in the prone position and unable to attack by normal means.

Stealth: Using this attack provokes a hide check vs the opponent's spot. However the opponent gets a + 15 to spot if the Dwarf is unable to move after the attack.