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.
Add +6 to Strength when lifting items for 1 round.

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)
(Requires Area adept)

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)
(Requires Ranged adept)

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.
Stun save 12 (No K.O. result)

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 attack to all allies for 1 round

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
Save vs Int or foe stares and does not attack

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