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Feats

Feats List

Below are all available normal feats with their requirements, as well as hindrances (click to scroll to the appropriate list). All requirements are minimums (i.e. you need the requirement or better to get the feat).

Note: this does not include fable feats, which are acquired through a unique system and have varying requirements — visit this page for more information.

* Feats marked with Limited can only be used once per turn, and only one Limited feat ability can be used in a turn.

View your character's feats in-game by typing /character feats.


Contributions by magic_intern, Dee, Chiarophinx, and Vigilance.

Feats


Combat

Always Ready

Effect: You get a +3 to your initiative. When surprised or ambushed, you lose this bonus but may instead negate any additional received penalties (lost actions, attack penalties, etc.).

Combat Acrobat

Effect: You can make a vault action, which acts as both a dash and an evade.

Death's Dance

Effect: You fight on, even when your lifeblood drips upon the ground. While critical, once per turn, you can use any action (i.e. not only dash / evade) without triggering a Death Save. Cannot be taken with Evasive Tactics or Second Wind.

Duelist

Effect: With a small-blade, arming sword, or finesse blade equipped, if you are attacked and hit, you get a free attack on your foe with a -3 aim penalty so long as they are within range. The aim penalty of Riposte is reduced to -1.

Fanning Blade

Limited

Effect: When wielding a throwing knife, meteor hammer, sling, or arcane wand, you spread your attack as a Limited Action: make one attack roll for every target in a 5x5 area in front of you, with a -1 penalty for each attack roll. Any allies in this zone are also at risk of being hit and you must target everyone within the area.

Harder Punch

Effect: You are a being with fists of steel and stone. Aiming with ranged weapons or a finesse blade have a -1 penalty, but all unarmed attacks do 4 damage instead of 2.

Lineage Weapon

Effect: Select one template weapon to become your lineage weapon; it gains a permanent +1 aim modifier when used by you. The weapon may be visually remarkable in some mundane or low-magic way (e.g. glowing, exceptional metalwork, engineered design, coated in embers).

LW: Flexible Design

Limited

Effect: Select an additional weapon template. As a free limited action (i.e. once per turn), your Lineage Weapon can freely switch between the two templates.

LW: Questing Bane

Effect: 'It grows as you do.'
Lineage Weapon's bonus is upgraded to a +2 when facing a creature that belongs to a distinct species that it has assisted in slaying in a previous scene / event. Note down each unique species your Lineage Weapon has defeated.

Piercing Strike

Limited

Effect: You throw your weight behind your blow, half-sword, or strike at a gap in armour. When wielding an arming sword or small weapon, you can make an armour-piercing attack as a single limited action. This technique does not work when you are wielding a large shield.

Renowned

Effect: You have mastered the art of your weapon category of choice (picked from the Weapons Index) and drawn attention for it from past contests and feats of prowess. In fighting circles, your name is well known, and you may have an 'in' with NPC warriors. In addition, even when given a broken weapon of your mastered type, you are able to use it as normal with a -1 aim penalty.

Second Wind

Effect: You shall not falter. Once per fight, during your turn, you can use a free action to heal yourself for HP equal to your STR: Fortitude. Cannot be taken with Death's Dance or Evasive Tactics.

Shieldmaster

Effect: You are adept with a shield. Blocking against unarmed, arming sword, small weapon, finesse weapon, meteor hammer, whip, throwing knife, arcane wands, or recurve bows all get an extra +3 to your block roll.

Steadfast Defender

Effect: As a Limited action when wielding a polearm, greatsword, or meteor hammer, you brace yourself and prepare for an onslaught. Make free attacks with a -2 aim modifier against any foes that exit your melee range before the start of your next turn unless they are also wielding a polearm, greatsword, or meteor hammer.

Undead Slayer

Effect: A long history with slaying necrophages leaves them trembling in your wake, able to sense your deeds. Necrophages will generally avoid you unless they have a superior force, and when fighting them, do +1 extra damage on a successful hit.

Volley

Limited

Effect: With a recurve bow or longbow, you can take two rapid shots in quick succession in the same time as a normal attack (1 action for recurve, 2 actions for longbow). Each aim roll has a -1 penalty added to the weapon's normal aim roll. Can only be used once per turn.

Backline Flanker

Effect: You have gained a knack for spotting the right moment to attack a distracted foe, while working in synergy with a friend. When wielding a Skirmishing weapon, roll a +1 bonus to all weapon attacks on targets in melee range with an ally. This bonus lasts until you take damage in combat.

Combat Bard

Effect: When performing bardic inspiration, the bard can decide to grant allies a +1 to weapon aim rolls instead of non-combat rolls. This decision is made once and applies for the entire duration of the song. Stacks like normal bardic inspiration, but to a maximum of +2.

Dual Striker

Limited

Effect: With any combination of two small blades, arming swords, finesse blades, meteor hammers, flails or fists (unarmed) equipped, you can dual attack as a single limited action. Each aim roll has a -1 penalty added to the weapon's normal aim roll. Can only be used once per turn.

Evasive Tactics

Effect: Dodge and weave. When critical, the first grazing hit you take each round does not trigger a Death Save. Cannot be taken with Death's Dance or Second Wind.

First Strike

Effect: The bonus from Always Ready is increased to +5. During the first turn of combat, you act with three actions instead of two.

Harmonized Arsenal

Effect: Bladed small weapons now double as throwing knives/hatchets. Throwing knife attacks made with these weapons receive +1 to their aim. Cannot be used on a Lineage Weapon.

LW: Elemental

Effect: Select one of the following elemental effects: fire, lightning, ice, acid, or force. Your lineage weapon can attack with this elemental effect, with a visual flair matching the element. The effect of the element is at DM discretion.

LW: Lacuna

Effect: After a successful attack, Lacuna may be declared; That attack will gain additional damage equal to two (2) + the number of lineage weapon feats possessed (so a minimum of 4). Afterwards, all lineage weapon feats are disabled for the scene, and the weapon is unusable.

LW: Skewer

Limited

Effect: As a limited action, strike all enemies along a 2m (2 block) wide line stretching out 6m (6 block) behind the first target you hit. For every additional enemy you hit after the first, you deal 1 less damage to all of them.

Quickfooted

Effect: When evading, evasion penalty is removed (i.e. +3 to normal evade) against attacks from recurve bows, greatswords, polearms, slings, javalins, and arcane staffs. Does not take effect if user is holding a large shield.

Riposte

Effect: With a small-blade, arming sword, or finesse blade equipped, if you are attacked and you successfully evade their hit, you get a free attack on them with a -2 aim penalty so long as they are within range. This attack cannot be evaded.

Shield Bash

Effect: If you have blocked with a shield in your previous turn, any attacks you block allow you to made an immediate, free shield-bash attack against your attacker; roll a shield attack (/roll smallshield or /roll largeshield) with a -2 penalty.

Skirmishing Party

Effect: All allies within a 15m range gain +1 to DEX: Stealth against spotted foes until the party is discovered and, while hidden, a +1 to INT: Perception of their surroundings. This effect stacks for each ally in range who also has this feat, up to a maximum of +3 for each bonus.

Strategic Archer

Effect: If higher than 3m (3 blocks) above your target, any hits with a ranged weapon do an extra +1 damage on a successful hit.

Vicious Mockery

Effect: Instead of serving as inspiration, you channel your bardic talents for ill. By playing a scathing song, sonnet or verse with lyrics directed at a foe, up to 3 targeted enemies receive a -1 penalty to skill checks or weapon aim rolls so long as the mockery continues. The bard cannot do anything other than move and perform while playing, and will have to stop if attacked. This effect stacks with other bards up to a maximum of a -3 penalty.

Whirling Devil

Limited

Effect: As two actions (i.e. a full turn), you can strike at every enemy you pass with a melee weapon. You deal a flat three (3) damage for each unique target you are adjacent to (or become adjacent to) for the rest of the turn. No aim roll is required.

Utility

Animal Kinship

Effect: You gain ownership and bond with a small creature (e.g. cats, stoats, snakes), which while unfit for combat can be useful for the right tasks.

The pet is capable of following simple commands (go, stay, follow, fetch); more complex commands can be made with a successful HAR: Nature check. Their natural abilities allow them to fit through small spaces, produce simple sounds to warn of distress/interlopers, and carry small objects.

Bardic Inspiration

Effect: You become a master minstrel. Pick one type of instrument (e.g. strings, flutes, drums) and you are able to play an inspiring song with that instrument that grants up to 4 allies who hear it a +1 to any non-combat rolls until the song ends. The bard cannot do anything other than move and perform while playing (using both their actions), and will have to stop if hit by an attack. This effect stacks with other bards up to a maximum of +3.

Deep Pockets

Effect: When receiving a non-unique event reward, receive double the amount. The amount of consumables/tools you can hold at once are also doubled to 8.

Lightning Speed

Effect: You are quick on your feet. If travelling on flat / even terrain, your passive movement is increased from 5 to 8. If travelling in uneven terrain or uphill, your movement is only increased to 6.

Multi-Talented

Effect: You have prodigal skills in miscellaneous categories. Choose up to three minor skills along the lines of dance, cardistry, song, chess, etc. You get a straight +4 bonus when acting with said skills (does not stack with other bonuses).

Physician

Effect: As an action, you can make an INT: Research check to investigate any injury or ailment. On a success, a subsequent INT: Healing check to treat the injury or ailment is made with a +3 modifier.

Ready Disguise

Effect: You always have the right fashion and makeup to forge a quick disguise. Once during a given scene/combat, you can fashion disguises for you and your party that fit a broad role (e.g. soldier, servant, bard) and receive the natural benefits of.

Soaring Leap

Effect: You can freely summit on top of walls up to four (4) blocks in height in a turn, without movement penalty or cost. For taller walls that can be climbed, you can leap four blocks up then proceed with normal climbing. You can also leap across gaps up to three (3) blocks wide, though this costs movement.

Spotter

Effect: As an action, you can make an INT: Perception check of your surroundings with a +2 modifier, and can see through mild obfuscation such as light mist, fog, smoke, or near-darkness.

Waking Dreamer

Effect: Closer to the Nocturne than most, you suffer from waking dreams and ticklings upon your hindbrain. A listener to the wakes of the conscious unconscious. Nothing is guaranteed, but anything is possible, you will be privy to whispers faraway, and stirrings of the world; But what is prophecy and what is nightmare?

(Feat-owners will be given access to a private channel where semi-prophecies will be given by DMs, in addition to anything extra that may be given during events.)

Arcane Bloodline

Effect: An ancient mage with magic in their blood lay in your heritage. You gain the ability to use a single general cantrip (not a patron cantrip) even as a non-mage, and can cast it without limitation. A patron cantrip can be used if an agreement is reached with that patron.

Bonded

Effect: Choose someone else that also has this feat, you two are bonded (the bond may be changed semi-regularly). You and your bonded benefit from the following:
You share the same initiative in combat, taking the higher of your two rolls and discarding the lower - you can act at the same time;
When one of you succeeds against a save test that includes both of you, you both succeed; and
You act with a +1 on actions that directly apply to the other (healing, aid, etc.).

Hostile Architecture

Effect: You have double efficacy against structures and the inanimate (be that damage or degree of success), on a success felled trees, shot chandeliers, and broken floorboards will never have significant collateral damage, no matter how close they come to allies.

Linguistics Expert

Effect: You have the ability to speak and understand all common languages. If you have an unobstructed view of someone's mouth, you can interpret most of what they're saying. Finally, you are able to craft ciphers that can only be understood by your intended targets, so long as you have significant history with or understanding of those targets.

Pathworker

Effect: Some consider you 'in tune' with the roads; Whenever engaging in significant overland travel you seem to always reap some boon, a DM may choose to give you a useful rumour, encounter, bonus, item, positional advantage, or similar when you declare this feat.

Prodigy

Effect: Multi-Talented now has five skills instead of three. One (1) of these skills acts at +5 instead of +4.

Saboteur

Effect: As an action, you can make an INT: Research check can be made to investigate any physical item (not a person). On a success, a subsequent DEX: Thievery check to disable, lockpick, or sabotage the item is made with a +3 modifier.

Softstep

Effect: You are light on your feet. When wearing light or no armour, you leave no footprints, and unless someone is actively listening for movement, you can move undetected without needing a DEX: Stealth roll.

Tinkerer

Effect: You always seem to have items on you: spare bits of iron, nails, ropes, that sort of thing. You don't require lockpicks to pick locks as a result, and any traps you set do an extra 1 HP damage if they are triggered.

Mutation

Acidic Blood

Effect: Your blood becomes harmful to others. When engaged in a fist-fight, anyone who lands a hit on an exposed part of your body takes 1 dmg from an unarmed attack. Making contact with your blood burns others akin to fire, dealing 1 dmg. This can apply if blood is drawn and splattered from an injury.

Mutant

Effect: Your character takes on a Hindrance from the list of Hindrances. In addition, over the course of their mutation, their skin splits and stretches, leaving some permanent scars along their face and torso. They are able to carry an extra weapon of any type.

Precise Senses

Effect: You have a supernatural relation to your senses. You are able to see in all but pitch-black environments, roll all scent-related perception checks with an additional +1 bonus, and can use an action to determine the direction of any smell without requiring a roll.

Unyielding Reflex

Effect: Supernatural reflexes empower you. You are able to make a riposte attack even if your foe lands their hit on you. The modifier remains -2 unless changed by another feat.

Adrenal Rush

Effect: You tap into unnatural strength at your most dire moments. When you enter critical, immediately take any single action. This action does not provoke Death Saves. Additionally, you don't provoke Death Saves when taking self-inflicted damage (e.g. Rage). While in critical, if you critically succeed any check, you stabilize at 1 HP.

Pounce

Effect: As a limited action, make an unarmed attack within skirmish range; After doing so make a free movement to a space adjacent to the target.

Rage

Effect: You are able to spend an action to enter a rage-filled state for the duration of combat or the present situation. Once you have incited your rage, you take 1 HP damage on each turns after the first. In exchange, you deal +1 damage to every successful hit, and roll all STR (including blocking) and DEX-related checks with a +1 until the rage subsides. All INT-related checks however are made with a -1 penalty. Once it has started, the rage cannot be stopped until combat / the situation ends.

Hindrances


Aged

Effect: Your character, no matter their true age, physically ages to that of an elder, though their lifespan is not affected. Bound with bouts of arthritis, any Athletics check to run, carry or leap is made with a -2 penalty. (Their appearance can be falsified with illusions).

Barren

Effect: Your character becomes barren; unable to have child. When faced with the prospect of others having children, they are struck by a momentary souring of the mood.

Glissandi

Effect: A tempo, ever marching, it never leaves you and never repeats.
Within two turns, you cannot use the same exact action more than once: Dash, Hide, and Evade may only be used once each. Each spell and ability are considered unique from each other; each type of weapon and consumable is considered unique (i.e. can't use the same type of consumable or same type of weapon twice).

Obsessive

Effect: Your character develops a particular obsession or fascination that can, at times, consume them. When in a situation related to their obsession, they are forced to engage with it and have a -3 penalty to perception of their surroundings in the moment.

Parasite

Effect: Your character becomes host to an arcane leech, a being festering on their soul that warps their magic. The exact detriment depends on the mage's primary branch:
- for Ichor, they struggle to heal themselves, getting half HP from healing sources;
- for Cursesmithy, they are plagued by nightmares and are oft tired, getting a -2 penalty to dodging;
- for Ether, they become like a lightning rod to magic, taking +1 damage from all arcane sources;
- for Artifice, they become more cold and mechanical, struggling to be lifelike - getting a -2 penalty to perception rolls related to insight;
- for Force, they struggle to sit still,always energized, leaving them with a -2 penalty to stealth; and
- for Tellurgy, they form stiff, calloused, stone-like hands that impede fine motor control, getting a -2 to thievery skills requiring it (e.g. lockpicking).

Anemic

Effect: Your character is anemic; weak. No matter what they eat or drink, they always seem frail and susceptible to sickness. Fortitude rolls to resist poison or illness are made with a -2 penalty.

Blinded

Effect: Your character is blinded, and their irises appear white. Your character cannot make Perception checks based on sight. Your character also aims all ranged weapons with a -2 penalty.

Illiterate

Effect: Your character, through some cruel magical trick, is no longer able to read. While able to comprehend basic shapes and diagrams, anything more than a word or two strung together seems to utterly befuddle them. They cannot make Perception or Research checks on written text.

Overconfident

Effect: Your character believes they are nearly unstoppable, and it tends to put them in harm's way. Your character makes Perception checks of their surroundings with a -1 modifier and enemies making Stealth checks against them get a +2 bonus.

Phobia

Effect: Your character develops an almost paralyzing fear of a certain irrational thing. When faced with that thing in combat, they must succeed a Harmony check each turn or else they lose one of their actions.