Marksman 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.

Crippling Shot: Disable one of your target’s arms from a distance, making him unable to use it.

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

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

Flee the Scene: After 10 seconds of running, you can escape a dangerous situation and elude pursuers.

Gather Information: After 5 minutes of conversation, you can ask a question of your target and he must answer truthfully.

Hobbling Shot: Disable one of your target’s leg from a distance, preventing him from moving quickly or easily.

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

Mocking Shot: Taunt a distant target, forcing him to engage 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 effect that has been used upon you.

Sense Deception: determine if a nearby target has lied to you or is disguised.

Sense Hidden: sense the presence of invisible creatures and reveal them.

Tolerate Poison: negate the effects of combat poisons and basic ingested poisons.

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 hit you.

Confounding Shot: strike a distant enemy with force enough to Confuse him for a few seconds.

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

Interrogate: torture a target in order to get accurate and truthful information.

Pursue Quarry: pursue an enemy using an Escape effect.

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

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

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

Deadly Arrow: strike an enemy with an attack that is deadly to Mortal creatures.

Double Throw: hurl two throwing weapons at the same target to inflict massive damage.

Evade: Negate the effects of a spell that just hit you.

Pierce Illusion: strike an invisible target and reveal him to your allies.

Twin Shot: Shoot two arrows in rapid succession against one or two targets.

 


 


FEAT OVERVIEW:

BASIC FEATS

Crippling Shot

1 SP
Basic, Ranged, Cripple Arm (Pain)

Description: Through pinpoint accuracy and expert aim, this feat allows a Marksman to temporarily disable one of his target’s arms. This is most useful in disabling an opponent’s offensive capability – an enemy who cannot lift his sword cannot attack you or your allies. This is also useful in disabling a target’s defenses; a crippled arm after all cannot lift weapons nor shields to parry attacks.

Usage: To use this feat, you must spend 1 SP and then perform an aiming count and then say “Crippling Shot” before throwing a an arrow-packet at your target. In mid-throw, say “Cripple 30!”.

If you hit any legal part of your target’s body, the arm that you specified is Crippled for 30 seconds. A Crippled arm may not be used any task and it must hang limp at his or her side. If the hand of that arm is holding a weapon, it need not be dropped although that weapon cannot be used for defense or offense.

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.

Bowslinger sub-class: When using your preferred weapon type, your Critical Strike feats inflict 2 more points of damage than normal.

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.

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.

Flee the Scene

1 SP
Basic, Escape

Description: This feat represents training in running and eluding the pursuit of most enemies. A character with Flee the Scene is an expert at escaping dangerous encounters and surviving deadly enemies through the ancient art of running away. Many are those who dislike this tactic and deem it “dishonorable”. However, the benefits of surviving a stronger or more numerous opponent can often dwarf even the satisfaction of pride when one’s life is at stake.

Usage: To use this feat, you must move while counting for 10 seconds, saying “Fleeing 1, Fleeing 2…Fleeing 10”. If you are not brought to 0 HP or rendered immobile somehow, you can spend 1 SP and then say “Flee the Scene” at the end of your flight. This has the following effects:

Out of game: This allows you to go out of game for 100 seconds. Raise your hard and count “Escape 1, Escape 2, Escape 3… Escape 100”. 

Move out of combat: Move to while out of game, you must walk slowly (one step per second) to a non-combat location.

Cannot be followed: No one can follow you unless they have the Pursue Quarry Feat or unless they have the Flee the Scene Feat.

Cannot be burdened: You cannot be burdened with anything or anyone while Fleeing – this means you cannot carry the bodies of friends or enemies with you.

Return to game: After 100 seconds, you return to the game and anyone following you with the appropriate abilities also return to the game.

Gather Information

1 SP
Basic, Social, Detect Information, Charm

Description: This feat represents a subtle but effective collection of a target’s secrets through questioning and deduction. A character trained in Gather Information is skilled in navigating the currents of conversation around the topics of their interest and gleaning what they need from their subject’s answers. While the scope of Gather Information is limited, a clever questioner can get a great deal of information with even the ignorance of their target.

Usage: After 5 minutes of conversing with a target that is not engaging you in combat, spend 1 SP, say “Gather Information” and then ask a question whose answer must be “yes”, “no” or “I don’t know”. You must clarify the following to your target:

          The target must answer truthfully (I don’t know is also a valid answer) and in a whisper, however he or she can negate a Gather Information attempt using anything that defends against Charm effects (such as the Resist Charm feat) or by using the Poker Face skill.

          The target realizes that they are giving away information, but is unable to help themselves without the proper defenses. Most targets may choose to disengage after they realize this.

Hobbling Shot

1 SP
Basic, Ranged, Cripple Leg (Pain)

Description: Used by hunters and battlefield archers alike, this feat temporarily disables one of the target’s legs – rendering him largely immobile. This feat is best used in a tactical manner: to prevent reinforcements from protecting a vulnerable target (such as a healer or a leader) or to prevent an opponent from running away.

Usage: To use this feat, you must spend 1 SP and then perform an aiming count and then say “Hobbling Shot” before throwing a an arrow-packet at your target. In mid-throw, say “Cripple 30!”.

If you hit any legal part of your target’s body, the leg that you specified is Crippled for 30 seconds. A Crippled leg can support the weight of its owner but it cannot be used to run, only to limp.

Knockback

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 Crossbow 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.

Mocking Shot

1 SP
Basic, Ranged, Taunt (Charm)

Description: By combining jeering insults with marksmanship, this feat raises the ire of its target to reckless levels and forces a Marksman’s opponent to engage him in combat. Mocking Shot is a feat for a Marksman with a sense of the tactical. By controlling an opponent’s mood, one can control an opponent’s offense.

In addition, the use of this feat can open up a weakness in a target’s defenses, allowing a Marksman with the Snap Shot skill to quickly take advantage of it and inflict even greater amounts of damage.  

Usage: To use this feat, you must spend 1 SP and then perform an aiming count and then say “Mocking Shot” before throwing a an arrow-packet at your target. In mid-throw, say “Taunt 30!”.

If you hit any legal part of your target’s body, your target is affected by a Taunt effect for 30 seconds. A Taunted character will attempt to attack you and engage you in combat so long as no one else interferes with their assault of you and their is clear space between you.

Snap Shot skill:
After you use this feat, if you use the Snap Shot skill upon your enemy, you inflict 5 extra points of damage.

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 melee weapon in hand and you must be proficient in it. If you have the Bow Defense skill, you may use a functioning bow or crossbow to defend yourself and perform this Feat.

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.

Crossbow Mastery skill and Patient Archer skill: While using a crossbow-type weapon and the Patient Archer skill, you may gain a free use (0 SP) of the Pierce Shield feat instead.

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. 

Sense Deception

1 SP
Basic, Detect Deception

Description: This feat allows a character to discern truth from lie and to pierce the disguises of the untrained. Those who are able to Sense Deception have learned to read the vocal tone and non-verbal cues to determine the falsity or the veracity of others. This feat is prized by many who expect to enter and compete in the arenas of diplomacy and subterfuge – although any creature with an iota of wisdom would do well to be trained in this area of expertise or gain the camaraderie of someone who does.

Usage: This feat has three main functions, all usable only upon a character within a one-handed weapon’s reach of you:

          While conversing with a target, you can spend 1 SP, say “Sense Deception” and then clarify to your target the effects of this feat. They must tell you if the statement they just said is true or a lie – furthermore, they must whisper this information to you.

          When a creature attempts to use the Suggestion effect upon you, you may negate it completely by spending 1 SP and saying “Sense Deception”.

          Lastly, after 5 minutes in conversation with another character, you may spend 1 SP and then say “Sense Deception! Who are you?”. A character without the Disguise skill or any other ability to defend against this must reveal to you (in a whisper) their true guise if they have an alternate or true identity that is familiar to you. If you are not familiar with any of the character’s alternate identities, you gain no information from this use of the feat.

Special: The Poker Face skill will make a character immune to lie detection effects such as this feat.

Sense Hidden

1 SP
Basic, Detect Hidden

Description: This feat represents specialized training in the seeking out and the revelation of hidden creatures. Those who can Sense Hidden have trained their senses to pierce the subterfuge of the invisible and the unseen. This is especially useful in avoiding ambushes and seeking out hidden quarries.

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 various clues in the environment. Without this feat or similar abilities, you must act completely unaware of the invisible creatures’ existence.

To reveal the location of 1 invisible creature, you must count to 10 seconds by saying “Observing 1, Observing 2… Observing 10” while pointing at your desired target. Afterwards, merely spend 1 SP, say “Sense Hidden!” and your target will be revealed to all (as below).

          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.

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

Tolerate Poison

1 SP
Basic, Poison Defense

Description: For some, this feat represents months and years of voluntary exposure to a variety of toxins and venoms to induce a tolerance to their effects. For other characters, this feat is pure toughness – an innate resistance to the effects of poison. Either way, this feat exists for those who use cunning or pure resilience to weather poisoned wine, envenomed arrow or toxic fume.

Usage: To use this feat, spend 1 SP and say “Tolerate Poison” when affected by a Poison-type attack. This feat will only negate the effects of any Combat Poison or any Basic-level Poison (Trap or Ingested).

Toughness skill (rank 5): This feat can now defend you against Complex-level Trap or Ingested Poisons.

Toughness skill (rank 10): This feat can now defend you against Erudite-level Trap or Ingested Poisons.


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.

Confounding Shot

1 SP
Complex, Ranged, Confuse (Incapacitate)

Description: This feat allows a Marksman to forgo inflicting damage with his attack and instead inflict a strike so powerful that it temporarily incapacitates an enemy’s physical and mental abilities, thereby rendering the target a blithering imbecile for a few moments. This feat is especially useful for disabling support characters such as healers or preparing for a massive attack.

Usage: To use this feat, you must spend 1 SP and then perform an aiming count and then say “Confounding Shot” before throwing a an arrow-packet at your target. In mid-throw, say “Confuse 10”.

If you hit any legal part of your target’s body ,he or she is Confused for 10 seconds. While Confused, a target may not move nor perform any actions for the duration of the effect; any amount of damage prematurely ends the Confuse effect.

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.

Interrogate

1 SP
Complex, Detect Information

Description: This distasteful and gruesome feat allows a skilled user to pry accurate (albeit limited) information from a target through torture and questioning. While it takes only cruelty and malice to torture another living being into insanity, this feat represents training and talent in retrieving accurate information from a tortured target. A character without this feat that attempts to gain the secrets from torturing a target is not guaranteed precision in what he gains. The Interrogate feat is often known by criminals and law enforcers alike, although those with knowledge of the feat are relatively commonplace beyond these two main sources of learning.

Usage: To use this feat, you must simulate torturing and tormenting a dying target (at their first death count) for at least 1 minute. Afterward, you may spend 1 SP and then say “Interrogate”, followed by 5 Questions.

          The target must be at the first stage of his or her death count and therefore, must answer in a whisper.

          These questions must be framed so that their answer is either yes or no (I don’t know is also acceptable for an answer), but the target must answer truthfully.

After 5 questions have been asked the target enters the second stage of his death count as though a Killing Blow has been placed upon them.

Until the next Period, further application of this feat or any other similar interrogation effects upon the target will not yield results that are absolutely truthful, due to the target’s unhinged mentality.

Interrogate and similar effects have no benefit when used upon a creature that is immune to Pain.

Pursue Quarry

1 SP
Complex, Detect Escape

Description: By tracking a target’s movement and taking note of environmental clues, this feat allows its user to follow a would-be escapee. Characters with this feat are often trackers and hunters in the wild or are bounty hunters, bloodhounds or other law enforcement professionals.

Usage: To use this feat, you must be aware of another character using an Escape effect such as the Flee the Scene feat or the Word of Exodus spell. When the “Escape” effect is invoked, you may spend 1 SP and respond with “Pursue Quarry”.

You may also go “out of game” and place your hand (or weapon) upon your head. You may follow your target out of the scene although you must maintain the same distance that you had with your target. When your target completes the Escape effect, you may enter the game with them. If your target should attempt to escape again, the onus is upon you to stop it somehow or to pursue again.

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.

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.


ERUDITE FEATS

Deadly Arrow

Requires: Bow Mastery skill, Crossbow Mastery skill or Throwing Mastery skill
Aim 5 and 1 SP
Erudite, Ranged, Bane (Mortal)

Description: A feat rarely taught and widely feared, the Deadly Arrow technique combines expertise, cruelty and knowledge to lethal effect. This attack inflicts Mortal-Bane damage, which can have debilitating effects on certain creatures. This feat is best used against Mortal creatures (such as Elves, Humans, Nightkin, Beastlings, Dwarves, Gnomes, Trolls and similar creatures) that have the capacity to reduce all attacks to minimal damage – Mortal-bane damage immediately bypasses the damage reducing defenses of such creatures.

Usage: To use this feat, you must aim for the required amount of time before spending 1 SP, saying “Deadly Arrow” (or Deadly Dagger/Axe/Hammer, if using these thrown weaponry). You inflict damage equal to your Critical Strike feat except the damage-type you inflict is of the “Mortal-bane” type instead.

Double Throw

Requires: Throwing Mastery skill
1 SP
Erudite, Ranged, Attack

Description: The dreaded Double Throw is also known as the Bladeslinger’s Gambit and the Tempest Toss; it allows a Marksman to throw two throwing weapons at a single target to inflict massive damage unto him. This is a lethal tactic but is equally risky for the feat’s user mainly because it completely disarms him, thereby opening a Marksman up to attack for a few moments.

Usage: To use this feat, you must be wielding a throwing weapon in each hand and you cannot be wearing a shield while doing this. After aiming for the required amount of time, spend 1 SP and then say “Double Throw” before throwing both weapons at one target; you inflict your normal weapon damage +2 with each weapon.  

Patient Archer skill: When you gain a free use (0 SP) of the Critical Strike feat you may use Double Throw instead.

 

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.

Pierce Illusion

Requires: Shoot by Ear skill and Sense Hidden feat.
Aim 5 and 1 SP
Erudite, Detect Deception

Description: A secret maneuver taught only to the most skilled and keen-eyed of Marksmen, this feat allows its user to not only strike a creature that he is unaware of, but also to reveal its location to his allies. This makes eluding a Marksman a difficult prospect, especially when these archers can pierce both mundane and magical illusions with ease.

Usage: To use this feat, you must aim for at least 5 seconds before spending 1 SP, saying “Pierce Illusion” and then throwing an arrow packet at an invisible character that is walking. In mid-throw, say “X damage”, where “X” is the amount you normally inflict with your Critical Strike feat.

If you hit the target in a legal area, say “Sense Hidden”, thereby revealing their presence to all of your allies. While Invisible characters cannot be targeted by attacks most of the time, Pierce Illusion allows you to penetrate the defenses of such characters.

Special: You may also use this Feat to negate the effects of certain illusion using spells such as Oath of the Shadow Twin and Word of False Victory.

Twin Shot

Requires: Bow Mastery skill
1 SP
Erudite, Ranged, Attack

Description: Twin Shot allows a master bowman to fully utilize the benefits of his chosen weapon, granting him the fullness of the bow’s quickness and versatility. The roots of this feat are buried in the winds of history, but the archers of the Fir’bolg, the Kenrei and the Silver Elves are quick to claim credit for its creation.

Usage: To use this feat, you be using a bow. After aiming for the required amount of time, spend 1 SP and then say “Twin Shot”; afterward, throw two arrow-packets that each inflict your normal ranged damage. You must say how much damage and what kind of damage you inflict on each throw.

Patient Archer skill: When you gain a free use (0 SP) of the Critical Strike feat, you may use Twin Shot instead.