Benefit: A rogue with this ability can cause living opponents to bleed by hitting
them with a sneak attack. This attack causes the target to take 1
additional point of damage each round for each die of the rogue's sneak
attack (e.g., 4d6 equals 4 points of bleed).
Bleeding creatures take that amount of damage every round at the start
of each of their turns. The bleeding can be stopped by a DC 15 Heal
check or the application of any effect that heals hit point damage. Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. |