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
- Cost 1 training point and 50 gold marks.
- Levels 5+, Faith 3+, Arcane knowledge 3+, Attribute 2+
- Cost 2 training points and 200 gold marks.
- Levels 8+, Faith 5+, Arcane knowledge 5+, Attribute 3+
- Cost 3 training points and 300 gold marks.
|Stupidly Heroic Action||Describe and perform a heroic action using a hero point. The action will be successful (Plotanium permitting). The action must be in a skill at >= level 6.||6 any||Adventure|
You can lift items beyond your normal strength.
|Speed loader||You may load a light crossbow in one round or a heavy in +5 init||Strength +2||Encounter|
|Strong arm||Add 5' to all thrown weapon ranges||Strength +2||Round|
You can move an additional 5' per move through a battlefield. This does not affect movement outside a battlefield (normally 2x movement)
|No effort||You can move at x2 speed around the battle for no stamina loss||Constitution +2||Round|
|Lungs of Steel||You can instantly hold your breath.
Reroll the first failure when you have to hold your breath.
|Duck and Weave||
Lunge to distract and manoeuvre past an opponent.
|I was expecting that||Your reflexes let you roll a surprise check save even if the monsters always surprise. You gain +2 on normal surprise checks.||Alertness +2||Round|
|Instant reaction||You are never surprised (requires I was expecting that)||Alertness +3||Round|
|Joint||Priest and Mage|
|Area Adept||May alter the area of effect from a cube <-> sphere -> cone (when appropriate). Normal level limits do not apply.||Faith/Arcane Knowledge +3||Encounter|
|Ranged Adept||May choose 1 spell he knows, and may double the range of that spell for 1 extra PP.||Faith/Arcane Knowledge +3||Encounter|
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)
A concentration prayer/spell remains in effect for one round after you stop concentrating. This cannot extend a spell beyond its maximum duration. Spells on which you stop concentrating will continue what they were doing when you stopped.
|Faith / Arcane Knowledge+5||Day|
|Gabbled Prayers||You rush through your prayers gabbling the words but the god probably understands, your 2nd prayer goes off at the end of the round. Normal multi actions penalties.||Faith +2||Day|
|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)
|Meditative techniques||Can recover a 10% of power in 2 hours||Faith +5||Day|
The priest and familiar/follower are now able to fully converse as if sharing a language.
|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|
|Meditative techniques||Can recover a 10% of power in 2 hours||Arcane +5||Day|
Can cast an additional spell as a bonus action (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.
|Improved connection||The mage and familiar are now able to fully converse as if sharing a language.||Emotion +4||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)
|Glowing eyes||Mages can cast in silence. Max level = AK/2. (Requires Silent Casting).+1 PP needed||Arcane Knowledge+6||Encounter|
|Fiery eyes||Mages can cast in silence. Max level = AK/2 (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|
|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|
|Roll under legs||
Roll under the opponents legs if they are > 2x your size, coming up on the other side.
Not if encumbered
You can walk a horizontal tightrope
|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|
|Flip||REACTION - Opponent takes disadvantage to hit. Declare before the strike roll is made||Acrobatics +4||Encounter|
Your opponent thought he had hit you but you tumble backwards out of range (if there is somewhere to go, you lose your next action.
|Evasive Strike||You lure the opponent and nimbly dodge his lunge before striking. Opponent loses next strike action (1 attack not a combination).||Dodge +7||Encounter|
|Slippery steel||Slide a dagger through a gap in the armour ignoring all metal armour protection (treat as padded 1,1,1).||Deadly attack+4||Encounter|
|Twisting the Knife||
As the blade slips in you give it a quick twist. Add your dex to the damage
|Location, location, location||Know where to strike (not on the head) to cause the most damage. Damage is maximised.||Deadly attack+5||Encounter|
When flanking, the opponent pays you little attention. Other attackers do not gain a flanking bonus, you gain the undefended rear bonus. (+4). You remain inconsequential until you reveal. This takes a whole round to set up.
|That wasn't me||
Go inconsequential. This takes a whole round to set up.
Cannot apply to a creature more than once or any viewing previous activations
Knife in the Dark
From hidden positions (or Inconsequential) it is possible to perform a sneak attack on a nearby creature for triple damage.
|Death in the Dark||
From hidden positions it is possible to perform a sneak attack on a nearby creature for quadruple damage. (Requires Knife in the Dark)
You vanish into the undergrowth even if being watched
|Knack for weapon||Treat all unskilled weapons of a single type....||Weapon +3||Round|
|Minion||If you one shot a creature you gain a free attack at -3 and damage disadvantage on the next minion (cumulative with other modifiers and itself if it occurs more than once per attack action).||Weapon +4||Strike|
|Flair for weapon||Treat all unskilled weapons of a single type as xxx (Requires Knack for weapon)||Weapon +5||Round|
|Critical on 1 better than normal||Weapon +5||Encounter|
|Critical kill||A critical will kill a redshirt (not leader type)||Weapon +6||Round|
Before combat starts work yourself up into a beserker rage then charge. Defence and dodge reduced by 2 places, you gain +1/2 level damage. Target saves vs Will (10+1/2 level) or can not attack on 1st round.
Gain temporary berseker stamina = Combat skill (vertical before breather)
Do not benefit from leadership or tactics.
Does not wear off until they are all dead.
|Break in the Action||Your last opponent goes down giving you a short breather before the next leaps forward - recover 1 breather point.||Melee +4||Round|
|Quick draw||You may draw and ready a weapon in 1 second. This halves the distance needed for charging and drawing (does not apply to bows...)||Melee +4||Encounter|
|Blinding retreat||You can get out of there fast, move back out of melee range on the next segment.||Melee +4||Encounter|
|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. Two weapons do not lose an attack if they both roll the same iniative.||
Dex = 2
The speed and fury of your onslaught forces an all out defence from your target (they are at +2 defence). He cannot attack this round. (Requires Two Weapons).
|Execute||Hit with both weapons at the same time. Add 2d12 to the damage pool and take the best two dice. (Requires Two Weapons).||Melee +6||Encounter|
|Fluid weapons||Combat Advantage. (Requires Two Weapons)||
Dex = 3
|Two Balanced weapons||Can fight with two identical, balanced (x10 cost) slashing weapons (Arming sword, scimitar) for a specific weapon type. Lose the balanced weapon bonus. (Requires Two Weapons).||
Piercing vs non-metallic armour
|Finishing move||When the opponent is on 1SP you may make a finishing move to kill them if you describe it.||Melee +4||Round|
|Minion Mash||Cleave you way through 10' of minions knocking them aside or killing them whilst pressing towards a target location||Mellee +4||Encounter|
Force opponent to move up to 10'. If they have nowhere to go (or don't wish to be forced in that direction) your next attack is at Combat Advantage.
Melee (10+ your melee attack bonus)
A successful strike causes a bipedal foe up to 2 size categories larger to stumble. Dodge (12). Combat disadvantage to their actions this turn / next action.
|Stumble||Dodge (12) or stunned effect (reducing effect with better save) but for 1 round only. Works up to 3 size categories bigger or 2 smaller. (Requires Stumble)||Melee +5||Day|
|Main Gauche||You may use a small light weapon/item in your off hand as +1 parry. Can still attack if it is a weapon.||
Dex = +2
|Focus attention||Cause an opponent to focus attention on you; an adjacent ally gains combat advantage on their next attack.||Melee +5||Encounter|
Dumps opponent on the ground (Dodge (12). Save reduces the effect.
Works up to 3 size categories bigger or 2 smaller.
On your next attack gain INT+1 to hit and damage
|Flurry of blows||If you make 2 successful attacks the opponent (up to 1 size larger) is forced back 10' (5' if larger) . If they have nowhere to go then they are at disadvantage.||Melee +5||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 at disadvantage.||Melee +5||Encounter|
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
Combat skill save (vs 10 + 1/2 your skill round down)
They get -2 if you can 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.
|Cleave||When an attack kills, you may attack again another enemy in reach at disadvantage||Melee +5||Encounter|
|Great Cleave||When an attack kills, you may attack another enemy in reach.||Melee +8||Encounter|
With a great weapon you swing around your head striking all attackers, separate attack rolls.
|Repeated blows||Strike the same location repeatedly. Add 50% damage||Melee +6||Encounter|
|Vital Strike||A strike towards the head or othe rvital organ that causes maximum damage and a stun save.||Melee +6||Encounter|
|Assault from Above||When you have height advantage, you may leap onto an enemy up to two size categories larger and attack at advantage. The enemy must save vs endurance or be knocked prone with you on top.||Melee +6||Encounter|
|Sheathe the Sword||You are automatically hit by an attack. You take a critical wound but an extra 3D6 damage on your next strike.||Melee +6||Adventure|
|Killing blow||Find the gap in the armour, ignoring all armour protection with a thrusting melee weapon. It is assumed there is padded (1,1,1) below all gaps in armour.||Melee +7||Encounter|
|Deflect||With a flick of a light weapon you can deflect hurled weapons (Spears, javelins, not rocks...)||Melee +7||Encounter|
|Entanglement||Tempt two enemies to attack at the same time and get in each others way. Combat skill save (10+your skill) or their next hit that round misses.||Melee +8||Encounter|
Your blow staggers your opponent, your next attack is at advantage
Your successful ringing hit (with a a bludgeon weapon or shield) caused the foe to stagger.
|Knock out blow||Knock out an unaware foe up to 1' taller than you.
Stun save 15 on the head. (Requires Ringing Hit)
|Improvised weapon||May use anything you pick up as a bludgeon d3 weapon using your brawling skill.||Brawling +2||Round|
You manoeuvre/grab an opponent/ally so they take a missile aimed at you.
|Ranged||Most not possible in medium or great helms.|
|Ranged specialist||No further penalty beyond medium range.||Combat Ranged +3||Round|
|Hurling charge||You can hurl a weapon during a charge, then draw a weapon. it does not count as a second action.||Combat Ranged +4||Encounter|
|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 at a target that presents itself unexpectedly. Act 1s after the opportunity arises.||Combat Ranged +5||Round|
An opponent was just struck in the chest or vital location, you quickly loose another arrow (or whatever) at them at -3 to hit as they falter and reel back in pain.
|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 two arrows at the same time to hit the same or 2 adjacent opponents.||Bows +4||Day|
The target makes an save END (5+skill) or they suffer Critical leg injury (1/2 move -1 Defence) for the encounter.
|Weak spot||You arrow/bolt slides between the plates of metal armour leaving only 1/1/1 armour underneath to absorb the blow (or nothing if scaley monster).||Bows +5||Encounter|
|Quick shot||Hold additional arrows in the off hand. Fire twice in the round, -1 damage level, normal multi-action modifier.||Bows +5||Round|
|Rapid shot||Hold 3 arrows in hand and fire one on every third segment after initiative. Initiative is d4. Damage disadvantage and only -2 multiple action modifier.||Bows +8||Encounter|
You hit the shoulder causing a critical arm wound. If saved END(5+skill) advantage or disadvantage for one round depending on shield or weapon arm.
|Major artery||A thigh strike hits a major artery causing +d12 damage.||Bows +7||Encounter|
Headshot: Through the armour's eye slots (x1.5 damage). Stun save -2 (special: any weapon type can cause a stun). If saved then FROZEN.
|Unseen target||You can hit a target completely covered by lobbing it over on obstacle or bouncing of a wall. (ignore cover)||Grenades +4||Encounter|
|Fan of knives||With one action throw a fan of knives/darts to strike up to 4 adjacent targets. 1 per target.||Thrown +4||Encounter|
With a medium shield barge past a big humanoid (7'), (No opportunity attack).
|Shield Wall||An adjacent ally on your medium shield side benefits from your shield, +1 to their defence.||Combat +4||Encounter|
You smash your medium shield toward the opponent; they either retreat 5’ or take 1SP ignoring armour
|Tactics & Leadership|
|Take the Force||Take the attack from an adjacent foe from an adjacent ally giving him a small breathing space for +1 Breather Point.||Tactics +2||Encounter|
|Combat Rotation||Relieve another character by stepping into the fight on your initiative.||Tactics +3||Encounter|
|Master Flanker||When you are flanking an enemy, if it attacks anyone other than you, you get a free opportunity attack at disadvantage after it strikes.||Tactics +3||Encounter|
|Bait & switch||You draw the opponent into an opening it looks like you've been leaving giving them +2 to hit, but it was unwise. An ally flanking them gets an opportunity attack.||Tactics +4||Encounter|
|Co-ordinated strike||You co-ordinate your strike timing with a flanking ally. As well as the attack bonus for flanking, you all also gain an equivalent damage bonus. It acts on their iniative.||Tactics +4||Encounter|
|Diversion||During combat create a diversion so that one character gets an attack skill bonus of +5 on one attack. (Encounter).||Tactics +5||Encounter|
A rousing cry to your allies.
|Encouragement||You shout encouragement, all you allies get back 1 breather point.||Leadership +5||Encounter|
|Shake it off||When an ally fails an emotion save, they may reroll it.||Leadership +5||Day|
Call everyone to aid an ailing party member. Everyone moving to protect may move at x3 for no stamina.
|Try Again||An ally may regain a spent feat up to the level of your leadership.||Leadership +5||Day|
|Go for it||You shout to an adjacent ally giving them an additional attack at the end of the round.||Leadership +6||Encounter|
|Swimmer||The character can swim at 1/4 speed. Cannot be performed in metal armour.||Athletics 1||Round|
|Strong swimmer||May swim in fast / dangerous currents (Requires Swimmer)||Strength 2||Round|
|War Cry||You let out a fearsome bellow, your foe must save vs Wisdom or be FROZEN||Intimidation +2||Encounter|
|Distraction||Distract a foe you are not in combat with but who is melee attacking an adjacent ally so their next attack is at disadvantage.||Intimidation +3||Encounter|
Twirl your sword with a flourish, this showing off distracts an opponent concentrating on you.
|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 at1/2 level rounded down (as you don't stop for a thorough search).||Spot +5||Round|
|Proposed new feats and skills. Yet to be levelled & approved|
|Gnome Illusion||Use the spell "Phantasmal Force" at level 1. It has a cooldown time of 10 mins after the illusion ends.||
any skill +2
|Improved Illusions||Level 2 illusions||Any skill +3|
|Advanced Illusions||Level 3 illusions||Any skill +4|
|Seamless Illusions||Level 4 illusions||Any skill +6|