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.
Depending upon the feat they may be performed once per encounter.
The initiative roll is used to model the timing and your preparedness. To perform a feat it must be declared in advance and to give you time to prepare and wait for the opportune moment your initiative must be an even number.
Feats require you to already have certain skills at a given ability or other prerequisites.
Some feats may be taken multiple times for additional benefit. Each extra level requires the prerequisite to be as high again. Training in feats costs 1 training point each time the feat is taken. (e.g. the second vital strike also costs only 1 training point),
No more than one feat may be used in a round.
| Feat | Description | Effect | Prerequisite | Multiple |
|---|---|---|---|---|
| Castle | Deft manouvring enables you to move without inviting an attack of opportunity. | Swap places with an ally 1 place to the side | Acrobatics +2 | - |
| Positioning Strike | A false stumble and sidestep opens up their defences. | Foe at -2 parry. | Acrobatics +3 | Yes |
| Flourish | Showing off distracts the opponent lowering his parry | Foe at -1 parry | Trick +2 | Yes |
| Master of Deceit | You know no line between truth and fiction | Reroll a Trick/Bluff | Trick +3 | - |
| Duck and Weave | Strike and manouvre past an opponent to effect an escape | Strike, move past & run on | Dexterity +2 | - |
| Evasive Strike | You lure the opponent and nimbly dodge his lunge before striking | +3 attack | Dexterity +3 | Yes |
| Blinding Barrage | Nock 2 arrows at the same time to hit 2 adjacent opponents | Fire twice for no penalty | Bows +5 | - |
| Piercing Strike |
Slip a blade between or around his armour. |
Ignore 2 armour absorbtion | Dagger +4 | Yes |
| Crack the Shell | You deliver a mighty blow against a heavily armoured opponent cracking and distorting his armour. | Foe is -1 melee attack thereafter | Bludgeon +3 | Yes |
| Ringing Hit | Your successful ringing hit caused the foe to stagger | Additional strike if you hit | Bludgeon +5 | - |
| Manouvring Strike | Force the opponent to move where you want him to | Move fight up to 5' | Combat Melee +2 | - |
| Vital Strike | A strike towards the head causes an extreme dodge by your foe | Add 1 to damage | Combat Melee +2 | Yes |
| Break in the Action | As you opponent goes down you gain a short breather before the next leaps forward | 2nd wind as free action | Combat Melee +3 | - |
| Enfeebling Strike | A ringing strike makes them hesitate | -3 to their next attack | Combat melee +3 | Yes |
| Riposte | With a calculated strike you tempt the opponent into an attack which would enable you to gain a free riposte | Free riposte if struck | Combat Melee +4 | - |
| Distraction | Distract a foe you are not in combat with but who is attacking an adjacent ally | Foe at -3 defence | Intimidation +2 | Yes |
| War Cry | You let out a fearsome bellow | +2 melee attack | Intimidation +3 | Yes |
| Intimidating Stance | Your stance worries your for | Foe is -1 melee attack thereafter | Intimidation +4 | - |
| Take the Force | Take the attack from an adjacent foe from an adjacent ally giving him a small breathing space | Adjacent ally may use 2nd wind as free action | Leadership +2 | - |
| Encouragement | You shout encouragement to an adjacent ally | Ally at +3 attack | Leadership +3 | Yes |
| Fighting Partner | Your attack opens up an opportunity for a free attack by an adjacent ally | Free ally attack | Leadership +4 | - |
| Warning | Something bad is about to happen and you shout a warning | Allies save at +2 | Leadership +4 | Yes |
| Battle Cry | A rousing cry to your allies | +2 attack to all allies | Leadership +4 | Yes |