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.
Assassinate: inflict massive amounts of damage via an attack to an enemy’s back.
Befriend: After 5 minutes of conversation, temporarily gain a target’s goodwill.
Critical Strike: Strike an enemy with great force, inflicting great damage upon him.
Cripple Limb: Cripple an enemy’s limb in melee, temporarily disabling that limb.
Diplomacy: attempt to bring pacify a target and prevent them from fighting.
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.
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.
Mocking Words: Goad an enemy into attacking you through a melee or a ranged attack.
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.
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.
Suggestion: After 5 minutes of conversation, speak a statement that your target must believe.
Tolerate Poison: negate the effects of combat poisons and basic ingested poisons.
Waylay: Temporarily incapacitate an enemy through an attack to his back.
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.
Interrogate: torture a target to get truthful answers from them.
Resist Charm: negate a Charm effect (Befriend, Suggestion, Pacify or Taunt) that just affected you.
Spine Strike: Paralyze an enemy through a precise strike to his back torso.
Staggering Strike: Daze an enemy with a powerful attack, preventing him from using Spells or Feats for a short time.
Erudite Skills: can be learned from select Non-player Characters only.
Dance of Shadows:Enter a defensive stance that deflects all harm from you.
Discipline of the Mantis: Strike an enemy with both weapons simultaneously to inflict massive amounts of damage.
Discipline of the Viper: After two probing strikes, inflict a massive amount of damage to an enemy’s body.
Evade: Negate a spell that just hit you.
Redirect: Negate an attack that just hit you and transfer its effects to a different target.
Thief of Air: Strike an enemy’s back to take his breath away and temporarily silence him.
Thief of Might: Perform a precision strike to weaken an enemy’s flesh and soul, temporarily reducing all damage that he inflicts.
Description: Many Kingdoms and Rogues claim to have invented this ancient feat, even though its power is known throughout Midworld. It is called “Way of the Black Lotus” by the Kenrei, the “Twisting Knife” by the Labyrinthium and the “Touch of Bat-hala” by the Riverfolk; Assassinate is the one of the most iconic combat feats for Rogues. It inflicts a large amount of damage upon an enemy’s vitals through a combination of anatomical knowledge, weapon skill and cold-blooded ruthlessness.
While the Assassin sub-class is specialized in the use of this feat, Scoundrels and Swashbucklers can find great utility in this feat for eliminating opposition and destroying threats.
Usage: To use this feat, spend 1 SP and say “Assassinate” before performing a melee attack; in mid-swing, say “10 damage”. As an Ambush-type feat, Assassinate must be used from behind a target and strike a target’s back torso. If these requirements are not fulfilled, you must say “Miss” (which means that you deal no damage or inflict no effect.
The damage of this feat cannot be augmented by any effect, item or skill unless specifically noted; some of these abilities are listed below. Similarly, the type of weapon used for this feat is irrelevant to the amount of damage inflicted.
Dirty Fighting skill (rank 1): The Assassinate feat inflicts 15 damage instead of 10 damage.
Dirty Fighting skill (rank 2): This skill improves upon its predecessor, increasing the Assassinate feat’s damage to 20. Like its predecessor and similar skills, the bonuses of this skill increase the power of its previous iterations.
Dirty Fighting skill (rank 3): This skill improves upon its predecessors, further increasing the Assassinate feat’s damage to 25.
Know thy Enemy skill (rank 1; Physic skill): A basic study of anatomy and striking techniques has improved your power. Assassinate now i
nflicts 3 extra points of damage.
Know thy Enemy skill (rank 2; Physic skill): Extended learning of weak points and vital organs of every known Race and creature has improved your methods. Assassinate now inflicts 6 extra points of damage instead of 3.
Know thy Enemy skill (rank 3; Physic skill): Mastery of the various weak points, critical areas and a clinical lack of hesitation in exploiting them has greatly improved your Assassination techniques. You now add a total of 10 additional points of damage when using the Assassinate feat. Like its predecessor and similar skills, the bonuses of this skill increase the power of its previous iterations.
Description: The staple of the charming rake and the charismatic scoundrel, the Befriend feat allows a character to temporarily get into the good graces of another character. This feat mixes charm, grace, wit and charisma to befuddle another character into good-will and friendliness. The effect is as mystifying as it is useful, allowing an otherwise untrustworthy individual into the trust of those who don’t have the sense or the training to know better.
Usage: After 5 minutes of conversing with a target that is not engaging you in combat, spend 1 SP and then say “Befriend 100”. Your target must be within a one-handed weapon’s reach of you or closer. Clarify the effects of being Befriended, if necessary.
— Cannot Attack You: A Befriended character will not attack you unless attacked or injured by you or your allies first (this prematurely breaks the effect).
— Not Mind-Controlled: A Befriended character is not mind-controlled; they retain their free will and personality, they will not attack their friends or risk personal danger for you.
— Answer Questions: If you question a character you’ve befriended, they will answer to the best of their ability although they may lie if they feel the need to do so.
— After-effect: After Befriend’s duration runs out and is not prematurely broken, your target will still be friendly to you. However, they are no longer restricted in their actions toward you.
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.
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.
Description: Even the most bloodied, vicious Rogue understands the need for peace and the need for peace. Through willpower and spiritual energy, a Rogue can instill a tranquility unto a nearby target. This is best used by a Rogue to prevent a target from assaulting his friends or to tactically remove someone from retaliation in order to prepare for his destruction.
Usage: To use this feat, spend 1 SP and say “Diplomacy! Pacify 30!” to a Mortal (i.e. a Human, Dwarf, Elf, Troll, Gnome, Nightkin or Beastling) character within a one-handed weapon’s reach of you. You need not strike them for this effect to occur – in fact, if they are attacked the Pacify effect breaks prematurely. Pacified characters may draw their weapons but they may not attack anyone until they are attacked – they may however, defend themselves and their allies.
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.
Dirty Fighting (rank 3) skill: Disarm now only costs 1 SP.
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.
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.
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.
Description: This feat represents immense expertise in the art of the insult, the japery and the mockery. To be the target of the Mocking Words feat is to know reckless rage and brazen foolishness. Despite the simplicity and the crudeness of this feat, its power should not be underestimated; it can break defensive formations, open up vulnerable targets and even kill its user through sheer recklessness.
Usage: To use this Feat, spend 1 SP and then perform a melee attack upon an enemy while saying “Taunt 30” in mid-swing. If you hit, you have successfully taunted your enemy and he will engage you in combat exclusively unless others get in the way or you retreat into a dangerous situation. This lasts for 30 seconds.
Alternatively, you can use this Feat upon a distant target. To do this, simply say “Mocking Words” and then throw a spell-packet at a target. In mid-throw, say “Taunt 30” and to bestow a Taunt effect upon him or her for 30 seconds if you hit.
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.
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 Critical Strike 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.
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.
: 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.
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.
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.
– This feat will not help you against players are not using game rules to be unseen or players whose presence you are unaware of.
Description: The ability to lie is nothing more than the ability to utilize the trust of other people and to inflict your beliefs upon them. The Suggestion feat allows a character to directly influence another, making them believe a statement through sheer charismatic force and wit. Only careful training and/or innate resistances can shield a person from such manipulations.
Usage: After 5 minutes of conversation with your intended target (who must be within a one-handed weapon’s reach), spend 1 SP and say “Suggestion!”, followed by a believable statement. The statement has to be a believable one because your fabrication will easily crumble when faced with any kind of evidence because the target is acting on your “say-so”.
This is a Charm effect and can be negated by Feats or Spells that defend against Charm effects; similarly the Sense Deception Feat and similar effects can defend against a Suggestion.
You cannot use Suggestion to give commands to others nor is it dominating their will. The targets of this feat are free to act as they wish; you simply change their beliefs to accommodate your words.
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 Ingested Poisons (Trap or Ingested).
Toughness skill (rank 10): This feat can now defend you against Erudite-level Trap or Ingested Poisons.
Description: The Waylay feat is often used by the highwayman and the brigand to incapacitate and accost their foes. By striking an enemy in a vital area, this feat disables an enemy’s mental functions temporarily. Attacking such an enemy immediately breaks the disorientation, therefore those who use this feat often use it to disable guardians or powerful warriors in order to attack weaker and/or more vulnerable targets. Out of combat, Waylay can be used to disable a bodyguard to get at a target. In combat, Waylay can be used to prevent leader characters from receiving reinforcements by incapacitating those reinforcements.
The main tactical consideration of this feat
is the fragility of its effect. Since any attack can end the effect prematurely, those who work in concert of the feat-user would do well to be informed of its use.
Usage: To use this feat, spend 1 SP and attack a target’s back torso; in mid-swing, say “Confuse 30”. As an Ambush-type feat, Waylay must be used from behind a target and strike a target’s back torso. If these requirements are not fulfilled, you must say “Miss” (which means that you deal no damage or inflict no effect.
If you hit, you inflict a Confuse effect upon the target for 30 seconds. While affected by a Confuse, a target cannot move nor take any actions for the duration of the effect. However, any damage or attack will prematurely break the Confuse effect.
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.
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.
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.
Description: A favored technique of assassins, the Spine Strike feat strikes an enemy with precision and force enough to completely paralyze him. An enemy disabled in this way remains so only for a short time but is completely open to attack. This technique is so potent that it can end a fight, especially if the feat-user is accompanied by other heavy hitters.
Usage: To use this feat, spend 1 SP and attack a target’s back torso; in mid-swing, say “Stun 5”. As an Ambush-type feat, Spine Strike must be used from behind a target and strike a target’s back torso. If these requirements are not fulfilled, you must say “Miss” (which means that you deal no damage or inflict no effect.
A target affected by Spine Strike is stunned for 5 seconds. While Stunned, a character cannot take any actions or movements – not even to defend himself against attack.
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.
Description: Once a secret that belonged only to the Kali-Ishtar and the Riverfolk, the Labyrinithium has taken this technique and spread it far and wide for reasons unrevealed. This feat allows i
ts user to fall into a supreme defensive stance that borders on the supernatural in its ability. While in this stance, the damage of enemy attacks are greatly reduced when they hit the feat-user.
Usage: To use this feat, spend 2 SP, then say “Dance of Shadows”. Afterward, you must count to 5 seconds by saying “Minimal 1, Minimal 2… Minimal 5”. During this count, all damage that you receive is reduced to one damage. While doing this however, you cannot perform any attacks although you may move.
If you receive Shadow-bane damage, Mortal-bane damage or any other Bane damage that affects your type(e.g. Demon-bane for Nightkin and Spirit-bane for Beastlings), “Dance of Shadows” prematurely ends and you take the entire amount of damage.
Description: Among the deserts of the Obsidian Wastes and the waterways of Midworld, the Discipline of the Mantis is known by the greatest and the deadliest of the world’s Rogues. This Discipline Feat inflicts massive trauma upon a target’s internal organs through two tandem strikes, allowing the user to deliver a punishing blow that could potentially end a fight.
Usage: To use this feat, you must be wielding a one-handed sword or dagger in each hand. While using the Dual Weapon style, spend 1 SP and then say “the Discipline of the Mantis ” before performing a special double weapon attack. You must strike an enemy simultaneously with both weapons on the torso area; the damage you inflict with this attack is equal to the damage you would inflict with your Assassinate feat.
If any of the two attacks miss, you must say “Miss”, indicating that your target takes no damage. Furthermore, you are Dazed for 30 seconds.
After you use the Discipline of the Mantis feat, you cannot use that feat again until you have completed a Short Rest.
Description: The blade-dancers of Callas Selvarion claim the origin of the Discipline of the Viper just as loudly as the corsairs of the Labyrinthium and the bravos of the Riverfolk. While the Silver Elves call it the “Three Fallen Stars”, the Labyrinthium and the Riverfolk dub it as “Pincers and Tail”. This Discipline feat allows its user to perform two probing strikes before inflicting a punishing strike upon an enemy’s body.
Usage: To use this feat, you must be wielding a one-handed sword or dagger and no other weaponry or shields. While using the Einhander style, spend 1 SP and then say “Discipline of the Viper”. You must then perform 3 attacks upon your enemy’s torso within the next 10 seconds.
Your first attack and second attack inflict your normal melee damage and your last attack inflicts the damage of your Assassinate feat.
If you take any damage while using the Discipline of the Viper, this feat is considered to be disrupted and you are Dazed for 10 seconds. Furthermore, you cannot perform the special attacks of this feat.
After you use the Discipline of the Viper feat, you cannot use that feat again until you have completed a Short Rest.
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.
Dark One’s Own Luck feature(10th level Scoundrel): Evade only costs 1 SP to use.
Description: This feat utilizes agility, misdirection and pure luck to turn an enemy’s attack awry and direct it against a different hapless victim. The Redirect feat is a powerful feat that not only negates an attack completely but turns its energy into an offensive strike. It is favored by Swashbucklers and other Rogues that end up in the thick of the fray with enemies in all directions. One of the biggest flaws of this feat is that requires one to be surrounded by enemies… then again, some scalawags and knaves believe wholeheartedly that such situations are exactly where “all the fun lies”.
Usage: To use this feat, spend 2 SP and say “Redirect” in response to a weapon strike or a melee/ranged feat that just hit you. Its effects are negated as though you had Dodged it and you may inflict its effects or damage upon a nearby target by hitting a legal striking area with a melee weapon; in mid-swing, say the effect or the damage.
When using “Redirect”, observe the following restrictions:
– You cannot use “Redirect” against attacks that come from behind you and strike your back torso.
– You cannot use Redirect if you are restrained or bound in any way, such as via an Snare effect.
– You cannot use Redirect if you are wearing any metal armor that is not Chainmail.
– You cannot “Redirect” an attack back into the source of the attack.
– You cannot “Redirect” a ranged spell attack, a Global attack or a Whirlwind attack.
Description: By striking a vital point with precision and strength, this feat knocks the breath out of its victims and prevents them from speaking for a short duration. This is especially deadly against those who utilize spells for offense and for healing, mainly because the Silence effect has very few counters against it. Some cunning individuals use this to silence commanders and captains, allow disorder and strife to fall upon their enemies and followers.
Usage: To use this feat, spend 1 SP, say “Thief of Air” and then say “Silence 30” while performing a melee attack upon a target. As an Ambush-type feat, Thief of Air must be used from behind a target and strike a target’s back torso. If these requirements are not fulfilled, you must say “Miss” (which means that you deal no damage or inflict no effect.
A character affected by this feat is Silenced for 30 seconds; while so affected, she cannot speak in-game nor can she cast spells (or use any feat that requires one’s voice such as a Warcry feat or a Social feat). She can still use game effects or mechanics that do not involve speaking in-game such as inflicting damage or effects.
Dual-Weapon Mastery skill or Einhander Mastery skill: After you successfully perform this feat, you gain a free use (0 SP) of the Critical Strike feat that you must use upon your target while they are silenced. Preface this feat with the word “Expert”
Description: By striking a vital point with precision, strength and one’s own will, this feat weakens the flesh and the soul of its target. While so weakened, the hapless target’s attacks strike with only the most minimal of strength and his spells are similarly enervated. Users of this feat employ it against powerful brutes that are too hardy to slay with a single blow but are inflicting devastating damage upon their allies.
Usage: To use this feat, spend 1 SP, say “Thief of Might” and then say “Weakness 30” while performing a melee attack upon a target. As an Ambush-type feat, Thief of Might must be used from behind a target and strike a target’s back torso. If these requirements are not fulfilled, you must say “Miss” (which means that you deal no damage or inflict no effect.
A character affected by this feat is Weakened for 30 seconds; while so affected, she cannot inflict more than 1 point of damage with any attack or spell.
Dual-Weapon Mastery skill or Einhander Mastery skill: After you successfully perform this feat, you gain a free use (0 SP) of the Critical Strike feat that you must use upon your target while they are weakened. Preface this feat with the word “Expert”