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 |
Description |
Prerequisite |
Freq |
|---|---|---|---|
| Herculean Effort | You can lift items beyond your normal strength.
|
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. |
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 +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 |
Trick +3 | Encounter |