Build Cost: Each feat costs 5 build to learn. You do not need a teacher to learn these feats.
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.
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.
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.
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: 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.
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.