Gnome Feat List

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

Break Force
Cripple Limb
Critical Strike
Dodge (2 SP)
Evade (2 SP)
Flee the Scene
Resist Charm


FEAT OVERVIEW:

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.

Cripple Limb
2 SP
Basic, Melee Cripple Limb, Pain,

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.

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.

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.

Dark One’s Own Luck feature(10th level Scoundrel): Evade only costs 1 SP to use.

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.

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.