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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 costs 1 training point and 50 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 and manouvre past an opponent to effect an escape Dexterity +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
       
Flowery gestures +1 to a prayer skill roll. Faith +3 Encounter
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
Flying fingers

Can cast multiple spells each round (up to PP of highest speciality). You still recieve the multiple action penalty.

Arcane Knowledge+3 Encounter
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
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
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 armour protection. Stealth +4 Encounter
Inconsequential

When flanking the opponent pays you little attention. other attackers do not gain a bonus for your presence, you gain the undefended rear bonus. (+4)

Stealth +4 Encounter
Vital location Know where to strike to cause the most damage. Damage is doubled Stealth +5 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 hit you, you gain a free riposte Combat Melee +4 Encounter
Two weapons You may fight with an additional small weapon in the off hand, though it doesn't add any defense. Combat Melee +4 Round
Main Gauche You may use a weapon in your off hand as a buckler -1 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 With a twist of the wrist their weapon flies out of their hand.
Save to avoid their Melee vs 10+ your Melee. (Needs a disarming weapon)
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
Entanglement Tempt two enemies to attack at the same time and get in each others way, neither hitting 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
Trip A successful strike causes a foe up to x1.5 of your height to stumble and fall unless they save vs dodge. 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
Find the gap Slot a missile through a gap ignoring cover 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 2 adjacent opponents Bows +6 Encounter
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 lose their attack. Intimidation +4 Encounter
War Cry You let out a fearsome bellow, your foe must save vs Wis or stunned Intimidation +5 Encounter
Battle Cry

A rousing cry to your allies.
+Leadership attack to all allies for 2 rounds

Leadership +3 Encounter
Lead from the front People are inspired by your leadership from the front. Allies who can see you are +1 to hit 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

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