Adept Feat List

Build Cost: Each Feat costs 5 build to learn.

Basic Feats: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

Block: negate a ranged or melee weapon attack that just hit you; this feat requires a Shield.

Break Limb: Break an enemy’s limb in melee, which remains broken until it is healed.

Cripple Limb: Cripple an enemy’s limb in melee, temporarily disabling that limb.

Critical Strike: Strike an enemy with great force, inflicting great damage upon him.

Disarm: Strike an enemy’s arm to cause him to drop his weapon or shield.

Dodge: completely avoid a ranged or melee weapon attack that just hit you; costs more to use than Block.

Knockback: Strike an enemy in melee to knock him away from you.

Parry: negate a melee weapon attack that just hit you.

Pierce Shield: Strike an enemy’s shield or weapon and inflict damage to him.

Retain: negate a Disarm upon just hit you.

Totem Strike: Strike with elemental, Totemic power.

Totemic Counsel: detect the presence of any invisible creatures and pinpoint their location after Channeling.

Totemic Warding: negate an specific kind of elemental attack; this feat’s effects vary based on one’s Totem.

 

Complex Feats: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Break Force: negate a Force effect (Knockback, Snare, Grapple or Shackle) that just affected you.

Endure Pain: negate a Pain effect (Cripple Limb, Daze or Stun) that just affected you.

Resist Charm: negate a Charm effect (Befriend, Suggestion, Pacify or Taunt) that just affected you.

Spurn Death: negate a Mortal effect (Weakness, Fear or Domination) that just affected you.

Staggering Strike: Daze an enemy with a powerful melee attack, preventing him from using Spells or Feats for a short time.

Totemic Healing: Channel Totemic energy to heal your injures and regain up to 5 HP. If you spend SP and have the Toughness skill, you can regain more HP.

Totemic Inquisition: Question a Spirit or a Dying character and gain information from them.

Totemic Renewal: Remove any Control effect upon you after Channeling Totemic energy; this also removes Basic Poisons and Lesser Diseases.

 

Erudite Skills: can be learned from select Non-player Characters only.

Evade: Negate a spell that just hit you.

Sundering Strike: perform a powerful melee attack that can break your target’s weapon or shield.

Totemic Armor: Create armor from Totemic energy that grants you 15 Armor Points (AP).

Totemic Hammer: Strike an enemy in melee with multiple elemental attacks.

Totemic Mercy: Sacrifice your own vitality and channel Totemic energy to heal all nearby allies, allowing them to regain up to 10 HP.

Totemic Rending: Strike an enemy in melee with Totemic energy, ravaging his spiritual power or suppressing his fighting prowess.

 


FEAT OVERVIEW:

BASIC FEATS

Block

Requires: Shield Proficiency skill
1 SP
Basic, Melee/Ranged Defense

Description: A technique treasured by shield-users of all kinds, the Block feat allows for superior defense against physical assaults such as blades and arrows. Despite its relative simplicity, this feat has the potential to negate the most powerful of attacks – even the deadliest blow can be deflected by a skilled shield-user when this feat is used.

Usage: To use this feat, you must spend 1 SP and say “Block” in response to a ranged or melee weapon strike that just hit you; its effects are negated by “Block”.

You cannot use “Block” against attacks that bypass or pierce your shield. You also cannot use “Block” against attacks that come from behind you and strike your back torso.

Physical Representation requirements: You must be wielding a Shield in one of your arms or hands to use this Feat. Without a Shield, you cannot use Block.

Break Limb

Requires: Cripple Limb feat and Great Strength skill
2 SP
Basic, Melee, Break Limb, Attack

Description: With one brutal strike that melds precision, skill and brute force, you can break the bones of your enemy’s limb. Similar to the Cripple Limb feat, the Break Limb feat can potentially end a battle or prevent an enemy from running.

Those with a broken arm must drop any weapon or shield that they are holding – possibly leaving them defenseless. Those with a broken leg cannot run or fight effectively. Either way, an enemy with a broken limb is in great pain and cannot use their Feats or Spells until 60 seconds have passed or until they have been healed.

Usage: To use this feat, spend 2 SP and then attack your target’s limb, saying “Break Limb” in mid-swing. If you successfully hit that limb, your enemy’s limb is broken.

A creature with a broken limb also takes 5 damage and is affected by a Daze effect (Pain) that lasts until the limb is repaired or 60 seconds have passed.

Cripple Limb

1 SP
Basic, Melee, Cripple Limb (Pain), Attack

Description: For those with an eye toward victory and precision, the Cripple Limb feat exists to temporarily disable an enemy in order to facilitate a push toward victory.

An enemy with a Crippled Arm cannot use that arm to attack or defend himself. Likewise, an enemy with a Crippled Leg cannot move beyond a stumbling limp and therefore cannot maneuver properly.

In controlling an enemy’s movements thusly can a fighter step towards triumph and away from defeat.

Usage: To use this Feat, spend 1 SP and then perform a Melee attack that targets an enemy’s limb while saying “Cripple Limb 10” in mid-swing. If you succeed in your attack, the targeted limb is Crippled for 10 seconds.

Critical Strike

1 SP
Basic, Melee/Ranged, Attack

Description: There are two main schools of thought with the Critical Strike feat. For some fighters, it is simply a mighty blow driven by muscle and will. For others, it is precision and skill – the talent of striking the right organ or body part, at the right time. Many Warriors, Rogues and Marksmen use this Feat in a methodology that lies somewhere between the two philosophies – but the result is the same: the severe injury inflicted upon one’s enemies.

Usage: To use this
feat, spend 1 SP while performing a ranged or melee attack upon your enemy. In mid-swing or mid-throw, say “Crit! X damage”, where X is equal to your normal attack damage plus 3. This damage includes any Expertise bonuses, bonuses granted by Great Strength or special Backstab or Flourish bonuses.

If you are performing Critical Strike as a ranged attack, then you must Aim before you use it.

Know thy Enemy skill (Physic Profession): For each rank of this Skill, your Critical Strikes inflict 1 additional point of damage; this means that when you learn Know thy Enemy (rank 3), you inflict 3 more damage when using the Critical Strike feat.

Disarm

2 SP
Basic, Melee, Disarm

Description: Considered to be a dishonorable trick by some and a useful tactic by others, successfully using the Disarm feat can potentially spell the end of a fight. Some Warriors and Dwarves receive training to make themselves effectively immune to this tactic while certain Smiths can create devices that neutralizes this technique.

Usage: To do this feat, spend 2 SP and perform a melee attack upon an enemy’s arm while saying “Disarm”; if you hit, your enemy must drop whatever he is holding in that arm’s hand. Canny enemies may toss weapons behind them to be picked up later.

Dodge

2 SP
Basic, Melee/Ranged Defense

Description: The solution to many problems is avoidance and the Dodge feat follows that to a tee. Through quickness and gracefulness, this feat allows you to avoid even the worst non-magical attacks, whether they are ranged or melee.

Usage: To use this feat, you must spend 2 SP and say “Dodge” in response to a ranged or melee weapon strike that just hit you; its effects are negated by “Dodge”.

You cannot use “Dodge” in the following circumstances:

          You cannot use “Dodge” against attacks that come from behind you and strike your back torso.

          You cannot use Dodge if you are restrained or bound in any way, such as via an Snare effect.

          You cannot use Dodge if you are wearing any metal armor that is not Chainmail.

Knockback

Requires: Great Strength skill
1 SP
Basic, Ranged or Melee, Knockback, Force

Description: By tapping into your inner reserves of strength and willpower, you can strike a blow that knocks your enemy away from you and yours. This is most useful when you are attempting to defend yourself and your fellows from attack, as it provides you with a temporary reprieve. However, this is also useful when you are attacking; use it on healer to knock her away from her patient or use it on a minion to expose his leader to assault.

Usage: To use this feat, spend 1 SP and perform a melee or ranged attack upon a target, saying “Knockback 10” in mid-swing. If you hit, your enemy must take 10 steps away from you.

If you are performing Knockback as a ranged attack, then you must Aim before you use it.

Pierce Shield feat and Great Weapon Mastery skill, Mace Mastery skill or Axe Mastery skill: You may spend 1 additional SP to preface your attack with “Piercing”, allowing it to bypass a Shield. This can only be done when you are using the correct weapon-type or weapon style.

Parry

Requires: Any Weapon Proficiency skill
1 SP
Basic, Melee Defense

Description: This feat represents advanced training in protecting one’s self through weaponry. The unlearned who look upon a weapon such as Sword or an Axe are quick to note its offensive qualities: its heft and its deadly edge.  These ignorant folk are not aware of the defensive utility of these objects – steel and wood can be used to protect, not just destroy. This feat allows a character to negate a melee attack that has gotten past his defenses, slapping it away with precise weaponcraft.

Usage: To use this feat, you must spend 1 SP and say “Parry” in response to a melee weapon strike that just hit you; its effects are negated by “Parry”.

You cannot use “Parry” against attacks that come from behind you and strike your back torso. Furthermore, without a weapon in hand, you cannot use “Parry”.

Physical Representation requirements: You need to have a weapon in hand and you must be proficient in it.

Pierce Shield

Requires: Critical Strike feat
1 SP
Basic, Melee or Ranged, Attack

Description: There are those who use shields of wood and iron to ward attacks from their person in a pathetic attempt at self-preservation; you have found a way to circumvent such a defense, using the deadly precision or brute force to strike at the wielder of the shield.

Usage:To use this feat, spend 1 SP and then strike your enemy’s shield hard enough for him to notice, saying the damage that you would inflict prefaced by “Piercing” (e.g. “Piercing 5 damage”). Your target must then receive that damage unless he possesses a Feat or ability that can negate it. If your strike hits a weapon or a claw instead, your target will still receive damage.

If you are performing Pierce Shield as a ranged attack, then you must Aim before you use it.

The Parry feat or the Block feat cannot be used to defend against this attack.

Retain

1 SP
Basic, Disarm Defense

Description: Great danger often befalls those who are disarmed in battle – without a weapon for offense and defense, those with no weapons cannot deter enemies from attack and must flee or perish.

This skill allows a character to keep their hands upon their weapons or shields when they are disarmed through martial exploits or through spellcraft. While there are many that scoff at the necessary training and costs of this feat, the danger imposed by losing a weapon is far too dangerous a prospect to ignore.

Usage: When hit by a Disarm effect, spend 1 SP and say “Retain” to negate the effect. This can be used on feats and spells that inflict Disarms.

This Feat cannot be used when you are Disarmed without the use of game-rules or mechanics; or against an attack that comes from behind you.

Totem Strike

1 SP
Basic, Totem, Melee, Elemental

Description: One of the first things that any Adept ever learns, the Totem Strike feat allows Adepts to harness the elemental energies of their Totem and channel it into a weapon strike. Among the Totem feats, this is the most iconic – it mingles physical prowess and spiritual power into a single strike, much like an Adept is both host and Totem.

Usage: The effects of this feat are based on the type of Totem that a specific Adept bears. To do a Totem Strike, you must do the following:

Earth Totem: Earth Adepts can spend 1 SP, say “Earth Strike” and then immediately perform a melee attack; in mid-swing or mid-thrust the Adept must call out how much damage they are inflicting. An Earth Strike inflicts the damage of a normal melee strike plus three.

Moon Totem: Moon Adepts can spend 1 SP, say ” Moon Strike” and then immediately perform a melee attack; in mid-swing or mid-thrust the Adept must call out how much damage they are inflicting. A Moon Strike inflicts the damage of a normal melee strike plus two, except as Shadow damage.

Storm Totem: Storm Adepts can spend 1 SP, say ” Storm Strike” and then immediately perform a melee attack; in mid-swing or mid-thrust the Adept must call out how much damage they are inflicting. A Storm Strike inflicts the damage of a normal melee strike plus two, except as Lightning damage.

Sun Totem: Sun Adepts can spend 1 SP, say ” Sun Strike” and then immediately perform a melee attack; in mid-swing or mid-thrust the Adept must call out how much damage they are inflicting. A Sun Strike inflicts the damage of a normal melee strike plus two, except as Fire damage.

Winter Totem: Winter Adepts can spend 1 SP, say ” Winter Strike” and then immediately perform a melee attack; in mid-swing or mid-thrust the Adept must call out how much damage they are inflicting. A Winter Strike inflicts the damage of a normal melee strike plus two, except as Ice damage.

Mystic sub-class: A Mystic in a Mystic Trance can use a Totem Strike as a ranged attack, using a spell-packet to deliver the effect. These Totem Strikes inflict 5 points of ice, lightning, fire or shadow damage (depending on the type of Totem Strike used). Earth Strikes used this way inflict 7 damage instead.

Two-Fold Totem skill: You can also use the Totem Strike associated with your secondary Totem.

Totemic Counsel

Channel 10 and 1 SP
Basic, Totem, Detect Hidden

Description: It is believe that the sane Adept knows when to ignore their Totem but the wise one knows when to listen. Totemic Counsel allows an Adept to utilize her Totem’s superior senses to find invisible or hidden creatures in any situation. Although discovering their location is a matter of listening, revealing their position requires effort and energy on the Adept’s part – energy spent foiling an ambush upon one’s life however, is always energy well spent.

Usage: When there are invisible creatures in the area, merely the knowledge of this feat allows you to subtly detect the presence of others through your Totem’s own superior senses. Without this feat or similar abilities, you must act completely unaware of the invisible creatures’ existence.

Furthermore, you can use this feat to unveil invisible creatures to others. To reveal the location of 1 invisible creature, you must:

          Channel for 10 seconds

          spend 1 SP

          say “Sense Hidden!” while pointing to your target

          Unless they are somehow able to defend against your feat, they must stand up from their hidden position. This unmasks them for you and everyone around you.

          “Sense Hidden” only reveals one enemy; to reveal other hidden ambushers, you  must use this feat again.

          This spell will not help you against players are not using game rules to be unseen or players whose presence you are unaware of.

Superior Totemic Guardian skill: You can channel the energies of your Totem more easily to reveal foes. You need to channel for only 5 seconds instead of 10.

Totemic Warding

1 SP
Basic, Totem, Elemental Defense

Description: This feat allows an Adept to wield their Totem defensively, by using the resonant energies of the spirit to counter certain attacks. Each type of Totem only protects against a specific type of attack – the Moon Totem can only repel shadowy energies, for example. While the Sun Totem can attune the Adept so that he takes no damage from a bolt of flame only a Winter Adept can use this feat to negate the damage caused by a freezing wind spell.

Usage: The effects of this feat are based on the type of Totem that a specific Adept bears. To use it, you must do the following:

Earth Totem: In response to a melee attack that inflicts normal (non-elemental) damage, you may spend 1 SP and say “Earth Ward” to negate it.

Moon Totem: In response to an attack that inflicts Shadow damage, you may spend 1 SP and say “Moon Ward” to negate it.

Storm Totem: In response to an attack that inflicts Lightning damage, you may spend 1 SP and say “Storm Ward” to negate it.

Sun Totem: In response to an attack that inflicts Fire damage, you may spend 1 SP and say “Sun Ward” to negate it.

Winter Totem: In response to an attack that inflicts Ice damage, you may spend 1 SP and say “Winter Ward” to negate it.

Superior Totemic Guardian skill and Superior Totemic Ascendance skill: When you use Totemic Warding, the protection that this feat grants lasts longer than a mere instant – you take minimal damage from a certain damage type based on the Totem(s) that you possess:

Earth Totem: Your flesh acquires a stone-like tenacity. You take minimal damage from Normal damage (non-elemental) for the next 10 seconds. When you are hit by such damage, say “Minimal”. This only applies to melee attacks.

Moon Totem: Your form glows slightly like the moon in the sky. You take minimal damage from Shadow damage for the next 10 seconds. When you are hit by such damage, say “Minimal”.

Storm Totem: Your form crackles with electricity. You take minimal damage from Lightning damage for the next 10 seconds. When you are hit by such damage, say “Minimal”.

Sun Totem: A
soothing warmth suffuses your flesh and fire is not dangerous to you for a few moments. You take minimal damage from Fire damage for the next 10 seconds. When you are hit by such damage, say “Minimal”.

Winter Totem: A gentle breeze blows around you, dispersing the worst ice attacks that hit you. You take minimal damage from Ice damage for the next 10 seconds. When you are hit by such damage, say “Minimal”.

Two-Fold Totem skill: You can also use the Totemic Warding associated with your secondary Totem.


COMPLEX FEATS

Break Force

1 SP
Complex, Force Defense

Description: While most Force effects are not dangerous by themselves, they can lead to perilous circumstances. Even the most slippery of Rogues are at a severe disadvantage when their feet are bound by a Snare and many a Warrior has lamented being thrown into a pit by an unfortunate Knockback. The Break Force feat allows you to break through any binding or repelling force through sheer willpower and persistence.

Usage: To use this feat, you must spend 1 SP and say “Break Force” in response to a Force attack (such as a Grapple, a Snare, a Shackle or a Knockback effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Endure Pain

1 SP
Complex, Pain Defense

Description: Pain effects are one of the more debilitating of Control effects; they can disable, hamper or even completely paralyze the recipient. Learning this feat involves intense training and discipline so that the character can place mind above body and with simple willpower – ascend above the agony that his or her body is suffering.

Usage: To use this feat, you must spend 1 SP and say “Endure Pain” in response to a Pain attack (such as a Cripple Limb, a Daze or a Stun effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Resist Charm

1 SP
Complex, Charm Defense

Description: There are many monsters and people in the world that can bend the minds of others through words or spell. This feat exists to combat such creatures, calling upon one’s inner reserves of energy to tear away fabrications and manipulations – to unveil the truth of things. This is especially useful for characters who dislike being fooled or being deceived.

Usage: To use this feat, you must spend 1 SP and say “Resist Charm” in response to a Charm attack (such as a Suggestion, a Befriend, a Pacify or a Taunt effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Spurn Death

1 SP
Complex, Mortal Defense

Description: There is magic in the world that can attack one’s soul directly. Sometimes, this power is used to Dominate the will of others, to usurp command of their bodies from their spirits. Other times, this power is used to scar the souls of others through fear and terror. The Spurn Death feat exists to take intense spiritual training and relentless determination, to bind it with will and to say “no” to these spiritual assaults.

Usage: To use this feat, you must spend 1 SP and say “Spurn Death” in response to a Mortal attack (such as a Fear, a Weakness or a Dominate effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Staggering Strike

1 SP
Complex, Melee or Ranged, Daze (Pain)

Description: By striking your enemy with a powerful blow that shudders their bones, you can inflict so much pain upon them that they are temporarily unable to utilize advanced martial techniques or cast spells. This tactic is especially useful for those who want to disable their enemy’s defenses before unleashing a powerful series of attacks.

Usage: To use this feat, spend 1 SP and then perform a melee attack while saying “Daze 30” in mid-swing. If you hit, your enemy is afflicted by a Daze effect and cannot use Spells or Feats for 30 seconds; they can fight normally otherwise.

If you are performing Staggering Strike as a ranged attack, then you must Aim before you use it.

Totemic Healing

Channel 10 or Channel 10 and 1 SP
Complex, Totem, Healing

Requires: By tapping into the depths of his Totem’s vitality, an Adept can heal his own wounds, mending crushed bones and closing cuts. Even the vicious Berserker and the reckless Zephyr can learn this useful feat, although the meditation and communion required does not mesh well with the rigors of the Berserker Rage and the Zephyr Dance. Due to the time costs required by this feat, most Adepts only use it when in  place of safety or when they are being screened by allies.

Usage: To use this feat, you must Channel for 10 seconds, saying “Channeling 1, Channeling 2…Channeling 10”; afterward, you can say “Totemic Healing! Heal 5! – you then regain up to 5 HP. Also, any of your broken or severed limbs are restored to working order.

Toughness skill: Alternatively, if you expend 1 SP after Channeling, you instead regain 10 HP plus an additional 2 HP per rank of Toughness that you have.

Special: This feat cannot be used while you are in a Berserker Rage or in a Zephyr Dance.

Totemic Inquisition

1 SP
Complex, Totem, Social, Detect Information (Charm)

Description: As one who is in tune with the spiritual world, you can utilize this link to gather information from other spiritual creatures. The methodology of this feat varies from Adept to Adept – some Adepts rip the secrets from their victims while others commune with their target to peacefully retrieve the answers they seek. Either method, however, is an exhausting one.

Usage: To use this feat, you must Channel for 10 seconds while remaining within a one-handed weapon’s reach of either a Spirit or a dying Creature, saying “Channeling 1, Channeling 2… Channeling 10”; afterward, you may spend 1 SP and then say “Totemic Inquisition” to gain the benefits of his feat.

You can ask your target 1 question that must be framed so that it has a “Yes” or “No” answer. Your target’s answer must be truthful, as far as it knows but it may say “I don’t know” if it does not know. This clarification must be whispered.

 After using this Feat, you cannot use it again until after you have completed a Short Rest.

Superior Totemic Relentlessness skill: Your Totem’s persistent nature has inspired a similar tenacity in you. You may ask 2 questions instead of one with this Feat.

Superior
Totemic Ascendance skill: With your union with your Totem spirit, you can now utilize this Feat upon creatures that are not dying. However, if they move beyond your reach while you are Channeling, they prevent you from using this Feat. Likewise, if they use a Defense that negates Charm effects, they can prevent you from getting information from them.

Totemic Renewal

Channel 10 and 1 SP
Complex, Totem, Remove Control effect/Poison/Disease

Description: By applying the powers of your Totem to your wounds, you can break free of almost anything that binds you or hinders you. Obviously, this feat cannot help you if the Control effect that you suffer prevents you from using it (e.g Daze, Stun, Confuse, etc). However, if you are afflicted by an effect that otherwise hinders your fighting (Cripple Limb or Weakness) or keeps you in place (Snare or Shackle).

Usage: To use this feat, you must Channel for 10 seconds, saying “Channeling 1, Channeling 2…Channeling 10”; afterward, you can say “Totemic Renewal” to remove any and all Control effects upon yourself that are not Master-class or Irresistible.

This feat also removes any Basic Poisons or Lesser Diseases that are affecting you. Give these Poison and Disease cards to Staff at the earliest opportunity.

Superior Totemic Guardian skill: Your Totem more easily recognizes your peril and moves quickly to aid you. You now only need to Channel for 5 seconds.


ERUDITE FEATS

Evade

2 SP
Erudite, Spell Defense

Description: This feat represents innate resistance to magic, incredible luck or intense training against spellcraft. Upon using this feat, a character can defend himself from the effects of any spell – although it is costly to do so. Those who intend to hunt Demons, Elementals and other creatures of powerful magic would do well to learn the Evade feat… of course, for those who don’t come from the Races that bear this magical resistance, training for such a feat comes at a steep cost.

Usage: To use this feat, you must spend 2 SP and say “Evade” in response to a spell that just hit you; its effects are negated by “Evade”.

You cannot use “Evade” against attacks that come from behind you and strike your back torso.

Sundering Strike

Requires: Great Strength skill
2 SP
Erudite, Melee, Sunder Weapon or Shield

Description: You have learned exactly how to strike a weapon or a shield so that it sunders and splits in the middle of combat, rendering it unusable and its wielder vulnerable. By combining your willpower and your skill into one ferocious strike that hits an object’s weak point, you can break it.

Usage: To use this feat, spend 2 SP and make a melee attack while saying “Sunder Weapon” or “Sunder Shield” in mid-swing – you must accurately hit your opponent’s weapon or shield. If you successfully hit your target, you break the weapon or the shield that you were targeting. If you hit your target’s body instead, this attack has no effect.

The Parry feat or the Block feat cannot be used to defend against this attack.

A broken weapon can still be used to attack and defend, but it does 1 point of damage with each strike. A broken shield, however, is a liability; if struck, the shield-bearer must take the damage or Control effect.

A weapon that is field-repaired will do its normal amount of damage minus one until fully repaired. A shield that is field-repaired will operate at its normal capacity.

Totemic Armor

Requires: Superior Totemic Guardian skill
Channel 5 and 1 SP
Erudite, Totem, Shielding

Description: By expending some of your own reserves of spiritual power, you can create a protective aura around you that shields you from injury. This feat creates an armor-like force that blunts the force of attacks against you.

With further training in the communion and control of one’s Totem, the nature of the Totemic Armor you create is augmented. The Totemic Armor of Berserkers becomes tougher as their ferocity allows them to ignore some of their injuries. For Mystics, this feat lasts longer and it is easier for them to use because of the iron-clad discipline they utilize. Totemic Armor for Zephyrs manifests as a deadly wind that protects them from harm and empowers their next melee strike.

Usage: To use this feat, you need to Channel for 5 seconds (“Channeling 1, Channeling 2…Channeling 5”) before spending 1 SP and then saying “Totemic Armor! 15 AP!”. You then gain 15 Armor Points – these are depleted instead of HP when you take damage.

These Armor Points last for only 10 minutes or until depleted, mandating that you use this Feat right before you enter combat.

Special Note: You cannot gain any benefit from Totemic Armor if you have any Armor Points on you (including AP granted by armor or Shielding spells). Likewise, you cannot gain any Armor Points while Totemic Armor is active.

Superior Totemic Ascendance skill and Superior Totemic Relentlessness skill: The power of your Totem engulfs you with protective spiritual energy. You gain an additional benefit based on your Sub-Class:

Berserker: Your Totem imbues you with ferocity, allowing you to ignore some of your injuries. The AP granted by this Feat increases by 10.

Mystic: By controlling and channeling the chaotic energies of your Totem, you can use this feat more easily and its effects can last far longer. The Totemic Armor of a Mystic with the required skills above needs only to channel for 2 seconds in order to use Totemic Armor. Furthermore, if you are in a Mystic Trance when you use this Feat, it instead lasts for the entire duration of the Trance if undepleted.

Zephyr: When you use this Feat, your form is surrounded by powerful winds that defend you and strengthen your attack. Your next Normal melee attack inflicts 5 more damage than normal. This must be used within 10 seconds of benefitting from Totemic Armor.

Totemic Hammer

Requires: Superior Totemic Ascendance skill, Superior Totemic Relentlessness skill and Superior Totemic Guardian skill
1 SP
Erudite, Totem, Elemental

Description: Totemic Hammer is an advanced version of Totem Strike that combines one’s Totem with a physical attack to unleash devastation upon one’s enemies. The power of a Totemic Hammer lies in the manifestation of pure Totemic energy within the Adept’s soul. Releasing this energy into a melee attack is akin to a tempest in full fury- an overwhelming natural force that breeds only pity for those it strikes.

The power of the Totemic Hammer feat varies with every Totem. “Earth Hammer” is a powerful attack that crushes and knock its target back whereas “Sun Hammer” inflicts burning flame upon enemies.

Because of the complexity of this feat, it is very difficult to get a free use of it (unlike Totem Strike).

Usage: The effects of this feat are based on the type of Totem that a specific Adept bears. To use Totemic Hammer, you must do the following:

Earth Totem: Earth Adepts can spend 1 SP, say “Earth Hammer” and then immediately perform a melee attack; in mid-swing or mid-thrust, say “15 damage”. Whether you hit or miss, you may make a second attack against the same target, saying “Knockback 10” – if you hit, your target must take 10 steps back.

Moon Totem: Moon Adepts can spend 1 SP, say “Moon Hammer” and then immediately perform a melee attack; in mid-swing or mid-thrust, say “Confuse 10”. If you hit, you may make a second attack against the target, saying “20 Shadow” in mid-swing or mid-thrust.

Storm Totem: Storm Adepts can spend 1 SP, say ” Storm Hammer” and then immediately perform a melee attack; in mid-swing or mid-thrust, say “Chain! 10 Lightning!”. If you successfully damage your target (i.e. you don’t miss or your target doesn’t negate your attack), may make a second such attack. If the second attack also damages your target, you may make a third. You can only make a maximum of three attacks.

Sun Totem: Sun Adepts can spend 1 SP, say ” Sun Hammer” and then immediately perform 2 melee attacks; with each swing or thrust, say “10 Fire”. If you use “Sun Hammer” in response to taking damage instead of defending against that attack, you inflict “15 Fire” with each strike instead.

Winter Totem: Winter Adepts can spend 1 SP, say “Winter Hammer” and then immediately perform a melee attack; in mid-swing or mid-thrust, say “Snare 10” to pin your target in place. If you hit, you may make a second attack against the target, saying “20 Ice” in mid-swing or mid-thrust.

Totemic Mercy

Channel 10 and 10 HP
Erudite, Totem, Healing

Description: Although an Adept’s Totem usually grants assistance only to its Host, an Adept with the proper training can funnel a Totem’s healing energies to lend his own vitality to his companions. Totemic Mercy channels spiritual energy and life energy into an Adept, transforming her into a wellspring of curative power that mends the injuries of those around her. The main cost of this is a fair amount of the Adept’s vitality needs to be sacrificed in order for her allies to benefit.

Usage: To use this feat, you must sacrifice 10 HP  and then spend 10 seconds Channeling Totemic energy (e.g. “Channeling 1, Channeling 2…Channeling 10”) before saying “Totemic Mercy! Whirlwind Heal 10!” – everyone (except you) within the reach of your one-handed weapon regains up to 10 HP, extend your weapon outwards and downwards to determine your reach and whom you affect. If you are using a two-handed weapon, you may also use it to determine your reach but you have to keep one hand on the exact middle of the weapon’s length.

Superior Totemic Ascendance skill: Instead of the vitality cost of this Feat, you may instead utilize spiritual energy. You may forgo the HP sacrifice of this feat by spending 1 SP instead.

Totemic Rending

1 SP
Erudite, Totem, Melee, Mortal

Description: This feat allows an Adept to directly attack a target’s spiritual energy, dissipating a portion of it through the power of his Totem and a decisive strike. While this requires some energy on the part of the Adept, the resulting attack is devastating – without the necessary power, many creatures become vulnerable to attack.

For those creatures that don’t use spiritual energy to fuel their defenses and attacks, Totemic Rending can instead be used to suppress their fighting power. A target whose spirit has been suppressed will find their offensive capabilities greatly diminished, allowing an Adept’s allies some respite.

Usage: To use this Feat, spend 1 SP, say “Totemic Rending” and then perform a melee attack; in mid-swing, say “3 Spirit” – if you hit your target loses 3 SP.

Alternatively, you can use Totemic Rending to temporarily injure and suppress your target’s fighting spirit. To do this, spend 1 SP, say “Totemic Rending” and then perform a melee attack; in mid-swing, say “Weakness 30” – if you hit your target cannot do more than 1 point of damage for 30 seconds.