Feats
Feats are powerful abilities that characters (and monsters) may use on limited occasions, the situation has to be correct you need to be prepared, have luck on your side and impeccable timimg. They require you to already have certain skills at a given ability or other prerequisites.
Depending upon the feat they may be performed once per round or once per encounter or once per day.
Round feats : You can use these at any time
Encounter feats : Once an opponent has seen a feat used on himself or a comrade he will not be susceptible to it a second time.
Day feats : These exhaust your body, only rest (not even healing ) will not enable you to attempt to try it again.
Many feats require declaration in advance to give you time to prepare and wait for the opportune moment.
Training in feats depends on the pre-requisite level
- Levels 1-4 (or Attribute <=1)
- Cost 1 training point and 50 gold marks.
- Levels 5+ (or Attribute >1)
- Cost 2 training points and 200 gold marks.
Normally no more than one feat may be used in a round.
Feat types
Feat |
Description |
Prerequisite |
Freq |
---|---|---|---|
Herculean Effort | You can lift items beyond your normal strength.
|
Strength 0 | Week |
Lungs of Steel | You can instantly hold your breath. Reroll the first failure when you have to hold your breath. |
Constitution +2 | Day |
Duck and Weave | Strike (no damage) to distract and manoeuvre past an opponent. | Dexterity +2 | Encounter |
Change of mind | React to changing circumstances to change a declared action without a Hero Point. Add iniative penalty of (4 - Alertness) to this round. | Alertness +1 | Round |
Opportunity Knocks | Take an attack of opportunity if you have not already acted this round (Requires Change of mind). If you have acted take -5 init penalty to next round | Alertness +2 | Encounter |
I was expecting that | Your reflexes let you roll a suprise check save even if the monsters always suprise. You gain +2 on normal suprise checks. | Alertness +2 | Round |
Instant reaction | You are never suprised (requires I was expecting that) | Alertness +3 | Round |
Mumbled prayers | Priests mumble prayers reducing gagged difficulty by 2 | Faith +2 | Round |
Silent Prayer | Priests pray in silence (requires Mumbled Prayers). +1 PP needed | Faith +4 | Encounter |
Contemplative silence | Priests pray in silence +1 PP needed (requires Silent Prayer) |
Faith +5 | Round |
Improved connection | The priest and familiar/follower are now able to fully converse as if sharing a language. |
Faith +3 | Round |
Flowery gestures | +1 to a prayer skill roll. | Faith +3 | Encounter |
Quick change | Druids may change directly from one animal form to another | Faith +5 | Encounter |
Spell specialist | Mage may choose one level 2 or higher spell he knows. He may cast that spell using 1 fewer power point. | Spell School +3 | Encounter |
Flying fingers | Can cast multiple spells each round (up to PP of highest speciality). You still recieve the multiple action penalty. Spells cast with flying fingers may not be altered from the default settings. |
Arcane Knowledge+3 | Encounter |
Improved connection | The mage and familiar are now able to fully converse as if sharing a language. | Emotion +3 | Round |
Mumbled casting | Mages can attempt to cast whilst gagged | Arcane Knowledge+3 | Round |
Silent casting | Mages can reduce the effect of being gagged by 2 (requires Mumbled Casting) |
Arcane Knowledge+4 | Round |
Glowing eyes | Mages can cast in silence. (Requires Silent Casting).+1 PP needed | Arcane Knowledge+6 | Encounter |
Fiery eyes | Mages can cast in silence. (Requires Glowing Eyes).+1 PP needed | Arcane Knowledge+7 | Round |
We are One | Personal spells cast by the mage also affect the familiar if touching. | Arcane Knowledge+5 | Encounter |
Area Adept | Mages may alter the area of effect from a cube <-> sphere -> cone (when appropriate). Normal level limits do not apply. | Faith/Arcane Knowledge +3 | Encounter |
Area specialist | For 1 extra PP a ranged specialist may double the area of a spell. (Add 50% to side length or diameter). (You need higher Archane Knowledge / Faith to be able to control the additional power) |
Faith/Arcane Knowledge+5 | Round |
Minute gestures | Mage requires only fingertip gestures. Can cast when bound unless fingertips are bound. | Arcane Knowledge+5 | Encounter |
Penetrating Eyes | Mage can use his eyes to direct spells (requires Minute Gestures) | Arcane Knowledge+6 | Encounter |
Piercing Eyes | Mage can use his eyes to direct spells (requires Penetrating Eyes) | Arcane Knowledge+7 | Round |
Ranged Adept | Magic user may choose 1 spell he knows, and may double the range of that spell for 1 extra PP. | Faith/Arcane Knowledge +3 | Encounter |
Ranged specialist | For 1 extra PP a ranged specialist may double the range of a spell.(You need higher Archane Knowledge / Faith to be able to control the additional power) |
Faith/Arcane Knowledge+5 | Round |
Long ranged specialist | For 2 extra PP a long range specialist may quintuple the range of a spell. (You need higher Archane Knowledge / Faith to be able to control the additional power) (Requires Ranged specialist) |
Faith/Arcane Knowledge+7 | Round |
Tightrope | You can walk a horizontal tightrope | Acrobatics +3 | Round |
Kick up | When unarmoured on in light leather you can leap back to you feet when knocked down losing only 3 seconds | Acrobatics +4 | Round |
Evasive Strike | You lure the opponent and nimbly dodge his lunge before striking | Dodge +5 | Encounter |
Slippery steel | If undetected slide a dagger through a gap in the armour ignoring all metal armour protection (treat as padded 1,1,1). | Deadly attack+4 | Encounter |
Vital location | Know where to strike (not on the head) to cause the most damage. Damage is maximised. | Deadly attack+5 | Encounter |
Inconsequential | When flanking, the opponent pays you little attention. Other attackers do not gain a flanking bonus, you gain the undefended rear bonus. (+4) | Stealth +4 | Encounter |
Knife in the Dark |
From hidden positions (or Inconsequential) it is possible to perform a sneak attack on a nearby creature for triple damage. |
Stealth +4 | Encounter |
Death in the Dark | From hidden positions it is possible to perform a sneak attack on a nearby creature for quintuple damage. (Requires Knife in the Dark) |
Stealth +6 | Encounter |
Break in the Action | Your last opponent goes down giving you a short breather before the next leaps forward - recover 1 breather point | Combat Melee +4 | Encounter |
Blinding retreat | You can get out of there fast, move back out of melee range on the next segment. | Combat Melee +4 | Encounter |
Riposte | The opponent eventually goes for that opening it looks like you've been leaving but it was unwise. If they miss you, you gain a free riposte. | Combat Melee +4 | Encounter |
Finishing move | When the opponent is on 1SP you may make a finishing move to kill them | Combat Melee +4 | Round |
Two weapons | You may fight with an additional small weapon in the off hand, though it doesn't add any defense Main hand at -2, off hand at -3. (This is better than one weapon with two attacks at -3.) Short swords, daggers, knives. | Combat Melee +4 | Round |
Two weapon specialist | You negative modifier for fighting with an additional weapon in the off hand, is reduced to -1/-2 (Requires Two Weapons) | Combat Melee +6 | Round |
Two Balanced weapons | Can fight with two identical balanced (x10 cost) slashing weapons (Arming sword, scimitar) for a specific weapon type (Requires Two Weapons Specialist). | Combat Melee +7 | Round |
Main Gauche | You may use a weapon in your off hand as a buckler. Runs of 1/4 weapon skill. Can still attack with the weapon. Max AC bonus is +2. | Combat Melee +5 | Round |
Work together | Intertwine your defence with an ally so you both use the highest defense between you |
Combat melee +5 | Encounter |
Disarm | During a clash of weapons you take the opportunity to attack their sword instead of them. Your free hand (or spear) twists their wrist and their weapon flies out of their hand. Can be attempted with a spear and 1 handed swords Opposed roll. Your skill + Dex > their attack They get +5 if you can't use your off hand to twist their wrist This gets a separate initiative but does not count as an additional action. Not effective against weapons held in two hands. |
Combat Melee +5 | Encounter |
Repeated blows | Strike the same location repeatedly. Add 50% damage | Combat Melee +6 | Encounter |
Vital Strike | A strike towards the head. | Combat Melee +6 | Encounter |
Trip | A successful strike causes a foe up to x1.5 of your height to stumble,miss next action that round and fall unless they save vs dodge. | Combat Melee +6 | Encounter |
Killing blow | Find the gap in the armour, ignoring all armour protection with a thrusting melee weapon. | Combat Melee +7 | Encounter |
Deflect | With a flick of a light weapon you can deflect hurled weapons (Spears, javelins, not rocks...) | Combat Melee +7 | Encounter |
Entanglement | Tempt two enemies to attack at the same time and get in each others way, neither hitting | Combat Melee +8 | Encounter |
Critical | You seem to by lucky getting criticals on a natural 15. | Combat Melee +8 | Round |
Ringing Hit | Your successful ringing hit caused the foe to stagger. |
Bludgeon +4 | Encounter |
Knock out blow | Knock out an unaware foe up to 1' taller than you. Stun save 15 on the head. (Requires Ringing Hit) |
Bludgeon +6 | Encounter |
Improvised weapon | May use anything you pick up as a bludgeon d4 weapon without a skill penalty. | Brawling +2 | Round |
Knack for weapon | Treat all unskilled weapons of a single type as only two levels lower instead of 1d8 | Weapon +3 | Round |
Flair for weapon | Treat all unskilled weapons of a single type as only one level lower instead of -2 (Requires Knack for weapon if originally at 1d8) | Weapon +4 | Round |
Natural with weapon | Treat all unskilled weapons of a single type as the same level. (Requires Flair for weapon) | Weapon +6 | Round |
Ranged specialist | No further penalty beyond medium range | Combat Ranged +3 | Round |
Find the gap | Slot a missile through a gap ignoring cover | Combat Ranged +4 | Encounter |
Snap shot | If you have not yet taken your actions you may use opportunity fire | Combat Ranged +5 | Round |
Timing | You slot your missile attack through the brief window of opportunity without hitting your partner | Combat Ranged +6 | Round |
Blinding Barrage | Nock 2 arrows at the same time to hit the same or 2 adjacent opponents | Bows +4 | Day |
Shield Bash | Bash your opponent with your medium or large shield so an opponent (of same size or less) misses one attack. |
Shield +2 | Encounter |
Shield Charge | Career through 2 ranks (human) with a medium or large shield, clearing a path for one person to follow |
Shield +2 | Encounter |
Shield Wall | An adjacent ally on your shield side benefits from your shield add half your shield bonus to their defence. | Shield +3 | Encounter |
Combat Rotation | Relieve another character by stepping into the fight on your initiative | Tactics +3 | Encounter |
Distraction | Distract a foe you are not in combat with but who is attacking an adjacent ally so they attack at -4. | Intimidation +4 | Encounter |
War Cry | You let out a fearsome bellow, your foe must save vs Wisdom or be stunned | Intimidation +5 | Encounter |
Lead from the front | People are inspired by your leadership from the front. Allies who can see you are +1 to hit | Leadership +3 | Encounter |
Battle Cry | A rousing cry to your allies. |
Leadership +4 | Day |
Encouragement | You shout encouragement to an adjacent ally giving them an additional attack at the end of the round | Leadership +4 | Encounter |
Flourish | Showing off distracts the opponent lowering his parry by 2 |
Trick +3 | Encounter |
Unnatural works | You may spot the tell tale signs of stonework that doesn't quite fit, scrapes, odd lines... (secret doors) gaining a spot roll just for walking past (using your mining +alert skill -1). | Mining +4 | Round |
Inconsistent lines | This helps you find may spot the tell tale signs that don't quite fit scrapes, odd lines... (secret doors), you naturally spot lots of inconsistencies, most of which are red herrings at each one you make a brief search before carrying on. Use your search skill at -2 (as you don't stop for a thorogh search). | Spot +5 | Round |