Hamstring
Hamstring is a feat that is primarily available to characters with a Rogue base class, or any class that specializes in sneak attacks. This ability is useful in disabling quick enemies or those prone to large amounts of movement.
Prerequisite
Characters wanting to use Hamstring require the Sneak Attack class ability, and a minimum base attack bonus of +4. Otherwise, they will be incapable of using this ability.
Effect
If a melee sneak attack is successful, you can choose to ignore the extra sneak attack damage incurred using the sum of two rolled six-sided dice (2d6) and instead reduce your opponent's base speed and movement ability by one half.
Restrictions
Hamstring may only be used once per round. On enemies with four legs, two successful Hamstring attacks must be performed to reduce the target's speed. Enemies with more than four legs, or no legs at all are immune to Hamstring, as are creatures immune to sneak attack damage. Only base movement speed is affected, all other speeds such as flying or burrowing are not reduced.
Curing
Characters afflicted with speed and movement reduction by Hamstring can be cured with a successful difficulty class 15 (DC15) healing check, which results in the injury being bandaged. Cure spells and magical healing can also repair the damage done by Hamstring. If all else fails, normal speed and movement will return to the character after 24 hours have passed.