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.
Using a feat is a minor action.

Feat types

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
Herculean Effort

You can lift items beyond your normal strength.
Add +6 to Strength when lifting items for 1 round.

Strength 0 Week
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)

Constitution +1 Round
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.
Constitution +2 Day
Duck and Weave

Lunge to distract and manoeuvre past an opponent.

Dexterity +2 Encounter
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
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
Extended Concentration

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)
Faith +5 Round
Meditative techniques Can recover a 10% of power in 2 hours Faith +5 Day
Improved connection

The priest and familiar/follower are now able to fully converse as if sharing a language.

Faith +4 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
Meditative techniques Can recover a 10% of power in 2 hours Arcane +5 Day
Flying fingers

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.

Arcane Knowledge+3 Encounter
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)
Arcane Knowledge+4 Round
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

Acrobatics +3 Encounter

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
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.

Acrobatics +5 Encounter
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

Deadly attack+4 Encounter
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.

Stealth +4 Encounter
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

(Requires Inconsequential)

Stealth +6 Round

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 quadruple damage. (Requires Knife in the Dark)

Stealth +6 Encounter

You vanish into the undergrowth even if being watched

Stealth +6 Encounter
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

Improved Crit

Critical on 1 better than normal Weapon +5 Encounter
Critical kill A critical will kill a redshirt (not leader type) Weapon +6 Round
Beserker Rage

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.


Melee +5

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
Heroic Dive
You may dive in front of an arrow aimed at an ally within 10 feet if the path to them is clear. The arrow hits you automatically in the chest (not heart).
Melee +4 Day
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.

Melee +4

Dex = 2

Whirling Blades

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).

Melee +5 Encounter
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)

Melee +7

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).

Melee +7

Dex =3

Bleeding strike

Piercing vs non-metallic armour
Your strike causes 1 extra damage at the end of each of the next 5 rounds. Also prevents regeneration for that period

Melee +4 Encounter
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
Manoeuvring Strike

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)

Melee +4 Encounter

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.

Melee +4 Encounter
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.

Melee +5

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.

Reach weapon

Melee +5


On your next attack gain INT+1 to hit and damage

Melee +5 Encounter
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.

Melee +5 Encounter
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
Swirling strike

With a great weapon you swing around your head striking all attackers, separate attack rolls.

Melee +6 Encounter
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
Staggering Blow

Your blow staggers your opponent, your next attack is at advantage

Bludgeon +4 Encounter
Ringing Hit

Your successful ringing hit (with a a bludgeon weapon or shield) caused the foe to stagger.
Dazed save

Melee +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 d3 weapon using your brawling skill. Brawling +2 Round
Covering blow

You manoeuvre/grab an opponent/ally so they take a missile aimed at you.

Brawling +6 Encounter
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.

Bows +4 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
Shoulder strike

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.

Bows +6 Encounter
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.

Bows +8 Day
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
Shield Charge

With a medium shield barge past a big humanoid (7'), (No opportunity attack).

Combat +4 Encounter
Shield Wall An adjacent ally on your medium shield side benefits from your shield, +1 to their defence. Combat +4 Encounter
Shield smash

You smash your medium shield toward the opponent; they either retreat 5’ or take 1SP ignoring armour

Combat +4 Encounter
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
Battle Cry

A rousing cry to your allies.
+Leadership attack to all allies for 1 round.

Leadership +4 Day
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
Rallying call

Call everyone to aid an ailing party member. Everyone moving to protect may move at x3 for no stamina.

Leadership +5 Encounter
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.
Save vs INT or foes stare, giving them disadvantage to attack you. Only works on creatures who can appreciate what you are doing; a mage/dragon would simply breathe on you.

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 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