Feats

ABILITY FEATS:

(Note: Most of these feats can be taken multiple times and stack)
 

Alert: You are always on the lookout for danger and therefore gain a +1 bonus to Initiative. This Feat cannot be taken with pampered/lazy. 

Cost: 1 point

 

Athlete: Having undergone extensive physical training, your Athletics rolls receive an additional +1. Requires Athletics 3.

Cost: 1 point

 

Animal Handler: Your mastery of training and handling animals gives you a +1 to Animal Handling rolls. Requires Animal Handling 3. 

Cost: 1 point

 

Artist: You can create beautiful works of art in the media of your choosing and can re-roll one failed Craftsmanship role each day. Requires Craftsmanship 5 and Trade feat.

Cost: 2 points

 

Burglar: As an exceptionally skilled thief, when attempting a burglary, you can re-roll one failed stealth check. Requires Stealthy feat and Stealth 4.

Cost: 2 points

 

Dexterous: You have uncanny reflexes and can re-roll one failed dexterity-based roll per day.

Cost: 1 point

 

Eidetic Memory: You have an astonishing capacity for recalling details about something you have seen or read. When making a memory roll, you can roll twice and take the higher of the two rolls. Requires Cunning 3

Cost: 1 point

 

Expertise: You possess amazing talent with a single ability and add +1 to a skill of your choosing.

Cost: 1 point

 

Fury: You are wrathful and filled with rage in battle. You must state if your character is in a state of fury before making an attack and sacrifice two points to your next attack roll. If successful on the roll, you do an additional point of damage. Requires Athletics 3. Prerequisite to Berserker. 

Cost: 1 point

 

Great Hunter: You are a hunter of great prowess. When testing to hunt or track game, you may roll your Survival check twice and choose the higher of the outcomes. Requires Survival 4

Cost: 1 point

 

Hardy: You are exceptionally healthy and can recover from injuries rapidly. For every two points of healing over time, you heal for an additional point. Requires Endurance 4.

Cost: 1 point

 

Heirloom: You inherited a weapon or artifact of great quality. You can design the artifact/weapon and its origins in your backstory, pending staff approval. One example could be that you uncovered a rare artifact while exploring Essos in your youth. This feat cannot be stacked. 

Cost: 2 points

 

Inspiring: You have a way about you that makes men want to fight for you and follow you. When in group combat, all allies receive a +1 bonus to both attack and defense rolls. Requires Warfare 5. This feat cannot be stacked.

Cost: 6 points

 

Investigator: As the medieval Sherlock Holmes, you are able to notice even the smallest of clues and you gain an additional two (2) points to investigative rolls. Requires Cunning 4

Cost: 1 point

 

Keen Mind: Your mental acumen allows you to absorb information more quickly and you receive an additional one (1) points to education and history rolls.

Cost: 1 point

 

Keen Senses: You have highly developed senses and gain two (2) points to perception rolls. Requires Perception 4

Cost: 1 point

 

Knowledge Focus: You are an expert on a particular subject. When performing a skill check regarding your chosen subject, you may roll twice and choose the higher of the two rolls. Requires Education 4.

Cost: 1 point

 

Literate (Smallfolk only): You have the ability to read and write one (1) language. Most smallfolk would not have this ability though so this feat is by admin approval only with backstory explanation of how and why your character learned the skill.

Cost: 1 point

 

Lucky: Fate favors you. One per day, you may re-roll a single test and take the better of the two results.

Cost: 1 point

 

Massive: You are uncommonly large for your gender and receive an additional +2 to your Strength. This feat is by admin approval only and will be extremely limited since such excessive size would be the exception rather than the norm. Only players with this feat can have avatars larger than the allowable range chart in the landing zone. 

Cost: 3 points

 

Healer: You possess a natural affinity for the art of healing and gain one (1) point on Medicine skill checks. Requires Medicine 3. Prerequisite for Gifted Healer feat.

Cost: 2 points

 

Gifted Healer: You know a variety of techniques and remedies to aid your patients. You can heal your patient of one (1) point of damage each day with a successful medicine skill check of 15 or higher and also receive a +2 to all medicine skill checks. Requires Medicine 4. (Requires staff approval)

Cost: 3 points

 

Naturalist: Your love of the flora and fauna around you give you an additional two (2) points to all Nature skill checks. Requires Nature 4. 

Cost: 1 point

 

Pious: You have a deep-seated conviction and unwavering devotion to your god or gods. Once per day, you can call upon your faith to help you and can re-roll a single test. Requires Religion 3. 

Cost: 1 point

 

Stealthy: Your talents for sneaking undetected provide you an additional two (2) points to stealth skill checks. Requires Stealth 3. Prerequisite to Burglar.

Cost: 1 point

 

Trade: As a skilled craftsman, you receive an additional two (2) points to craftsmanship skill checks. Requires Craftsmanship 4.

Cost: 1 point

 

Tough: You can take a beating and receive one (2) additional point to your HP. Also, this feat lowers your DC Shock check by one (1).

Cost: 2 points

 

 

SOCIAL FEATS:

(Note: Most of these feats can be taken multiple times and stack)

 

Adept Negotiator: By deeply burying your feelings, your opponents have difficulty assessing your true motives. Requires Deception 4. You receive a +1 to Deception rolls.

Cost: 1 point

 

Attractive: You possess incredible beauty. Those who are susceptible to such looks find it hard to concentrate when in your presence so you receive an additional +1 to Persuasion rolls against members of the opposite sex.

Cost: 1 point

 

Authority: You wear the mantle of leadership, and people recognize you as a figure of authority. When you attempt to persuade a character, they receive a -1 penalty to their opposing skill check. 

Cost: 1 point

 

Charismatic: You are so charming that you receive an additional +2 to charisma skill checks. Requires Charisma 4. Prerequisite to Compelling.

Cost: 1 point

 

Compelling: You could convince a nun to sin. As a result, you can re-roll one failed Persuasion check per day. Requires Charismatic.

Cost: 2 points

 

Connections: You have spies everywhere. Once per day, you can select a player in the region you are in to keep track of. Any activities that could be witnessed or conversations that could be overheard will be reported to you. (Inform the player to receive summaries of any public scenes). Requires Charisma 18.

Cost: 3 points

 

Diplomat: Skilled in the art of diplomacy, you may re-roll one failed diplomacy based check once per day. Requires Persuasion 4.

Cost: 1 point

 

Dutiful: You are unfailingly loyal so when making a Deception skill check, your opponent receives -1 to their counter skill check. Requires Deception 4.

Cost: 1 point

 

Eloquent: You are silver-tongued. Once per day, you can re-roll a failed Charm check. Requires Persuasion 4.

Cost: 1 point

 

Empathetic: Your attention to the moods and body language of others allows you to re-roll one failed Empathy skill check per day. Requires Perception 4.

Cost: 1 point

 

Face in the Crowd: You have an uncanny ability to blend into the background even in strange places as if you belong there. Players making a Perception check to notice you receive a -1 penalty. Requires Stealth 3. Prerequisite to Master of Disguise

Cost: 1 point

 

Famous: Tales of your feats have traveled far and wide. When you attempt a Persuasion check on another character, they receive a -2 penalty. Due to your fame, though, you receive a -2 penalty to stealth checks. Requires having done something worthy of such notoriety.

Cost: 3 points

 

Master of Disguise: You are so easily forgettable in a crowd that you can don a disguise and blend in to areas you should not. Once per day, you can re-roll both one (1) failed Deception check and one (1) failed stealth check. Requires Stealth 5, Deception 5, and Face in the Crowd.

Cost: 3 points

 

Menacing: You are a frightening or intimidating individual and gain two (2) points to intimidation checks.

Cost: 1 point

 

Sinister: Everything about you suggests you are a dangerous individual. Opponents making Fighting or Persuasion checks against you receive a -1 penalty. Requires Fighting 5 and Persuasion 5.

Cost: 3 points

 

Stubborn: You are very hard to Persuade so anyone making a Persuasion attempt against you must roll twice and take the lower of the two rolls.

Cost: 1 point

 

Treacherous: You use your cunning and duplicity to outmaneuver your enemies and receive one (1) additional point each to both Cunning and Deception.

Cost: 1 point

 

 

MARTIAL FEATS:

 

Accurate: Your steady hand and keen eye make you deadly accurate with ranged weapons. You receive a +1 bonus to Marksmanship rolls. Requires a Dex stat of 16. Prerequisite for Double Shot. Can be stacked up to three times for a maximum bonus of +3. 

Cost: 1 point

 

Axe Fighter I: Your swings with axes produce dreadful results. You receive an additional +1 to your attack roll when using an axe. Requires a STR stat of 16.  Prerequisite to Axe Fighter II. 

Cost: 1 point

 

Axe Fighter II: You can cripple your opponents with Savage Strikes. You receive an additional +1 to your attack roll when using an axe. Requires a STR stat of 18 and Axe Fighter I. Prerequisite to Axe Fighter III. 

Cost: 2 points

 

Axe Fighter III: A swing of your axe can rip off limbs and shatter heads. You receive an additional +1 to your attack roll when using an axe and opponents injured three times by a successful attack at DC 20 must take the Maimed defect. Requires a STR stat of 20 and Axe Fighter II. 

Cost: 3 points

 

Bludgeon Fighter I: Shields are no defense against your attacks. You receive an additional +1 to your attack roll when using a club or other non-bladed weapon. Requires STR stat of 16. Prerequisite to Bludgeon Fighter II. 

Cost: 1 point

 

Bludgeon Fighter II: Those struck by your bludgeoning attacks are sent reeling. You receive an additional +1 to your attack roll when using a club or other non-bladed weapon. A successful critical hit of a natural 20 will knock your opponent prone and they must use their next move to stand up. Requires STR stat of 18 and Bludgeon Fighter I. Prerequisite to Bludgeon Fighter III.

Cost: 2 points

 

Bludgeon Fighter III: You can land crushing blows that can splinter bones and cave in skulls. You receive an additional +1 to your attack roll when using a club or other non-bladed weapon. Three successful hits at DC 20 will render your opponent unconscious regardless of remaining hit points. Your opponent is also wounded. Requires STR stat of 20 and Bludgeon Fighter II.

Cost: 3 points

 

Brawler I: You are lightning fast with your fists. Your unarmed attack increases by one (1) point. Requires STR stat of 16 and is a prerequisite to Brawler II.

Cost: 1 point

 

Brawler II: You are capable of delivering powerful, damaging blows with your bare hands. Your unarmed attack increases by one (1) additional point. Requires STR stat of 18 and Brawler 1. Prerequisite to Brawler III.

Cost: 2 points

 

Brawler III: So powerful are your unarmed attacks that foes crumple when struck. Your unarmed attack increases by one (1) additional point and three successful blows at DC 20 will render your opponent unconscious regardless of how many hit points they have remaining. Requires STR stat of 20 and Brawler II.

Cost: 3 Points

 

Double Shot: You can fire two (2) arrows at once and will roll for each to hit individually. Requires a DEX stat of 18 and Accurate. Prerequisite for Triple Shot

Cost: 2 Points

 

Fencing I: Quick and nimble with your blade, your attack increases by one (1) additional point. Requires DEX stat of 16. Prerequisite to Fencing II

Cost: 1 Point

 

Fencing II: You are swift as a deer and quick as a snake so your attack increases by one (1) additional point. Requires DEX stat of 18. Requires Fencing I and is a prerequisite to Fencing III

Cost: 2 Points

 

Fencing III: You are graceful and elusive in battle and your attack increases by one (1) additional point. If you deliver three successful attacks at DC 20, your opponent must take the marked/disfigured defect. Requires DEX stat of 20. Requires Fencing II

Cost: 3 Points

 

Hail of Steel: You can fling knives and axes with amazing speed and accuracy, allowing you automatic initiative only when fighting with throwing knives and thrown hand axes. Requires the Accurate feat.

Cost: 2 Points

 

Maces/Flails I: Your opponent’s defenses stand no chance against the heavy swings of your weapon. You gain an additional +1 to your attack roll when using maces or flails. A critical strike will render your opponent’s shield useless until it is replaced. Requires STR stat of 16. Prerequisite of Maces/Flails II

Cost: 1 Point

 

Maces/Flails II: Your attacks with a mace or flail are capable of smashing armor and impacting your opponent’s body within. Your opponents take a -2 penalty to their dexterity defense roll against your attack rolls at DC 18. Requires STR stat of 18 and Maces/Flails I. Prerequisite of Maces/Flails III.

Cost: 2 Points

 

Maces/Flails III: The devastating blows you inflict are capable of shattering bones. You receive an additional +1 to your attack roll when using maces or flails. Upon landing three successful attacks at DC 20, your opponent must take the crippled defect. Requires STR stat of 20 and Maces/Flails II.

Cost: 3 Points

 

Offhand Weapons I: You are able to effectively utilize small arms such as knives, daggers, throwing hatchets, etc. In combat, be it piercing or slashing your opponent in melee or throwing them from a distance. You gain a +1 to all of your attack rolls when using an offhand weapon. Requires a DEX stat of 16
Cost: 1 point 

 

Offhand Weapons II: Your speed and agility at close range make you a deadly opponent. In combat, be it piercing or slashing your opponent in melee or throwing them from a distance. You gain an additional +1 to all of your attack rolls when using an offhand weapon. Requires a DEX stat of 18
Cost: 1 point 

 

Offhand Weapons III: Unmatched are your speed and skill with knives, small hatchets, etc. In combat, be it piercing or slashing your opponent in melee or throwing them from a distance. You gain an additional +1 to all of your attack rolls when using an offhand weapon. Upon landing three (3) successful attacks at a DC 20, you are quick enough to hit your opponent twice in the same round. Requires a DEX stat of 20
Cost: 1 point 

 

Pole-Arm I: You are highly trained with the pole-arm. You receive an additional +1 to your attack roll when using a polearm. When facing multiple opponents, you can roll to attack each enemy one at a time until you fail an attack roll or there are no more opponents in active combat with you that you have not yet hit based on DC 16. If you roll a natural one (1), though, you hit an ally for one (1) point of damage. Requires a STR stat of 16. Prerequisite to Pole-Arm II. 

Cost: 1 Point

 

Pole-Arm II: You can use your pole-arm to unhorse your opponents. You receive an additional +1 to your attack roll when using a polearm. If you roll a DC 18 or higher on your attack, your opponent is unseated from their mount and is prone. Requires a STR stat of 18 and Pole-Arm I. Prerequisite to Pole-Arm III.

Cost: 2 Points

 

Pole-Arm III: You can pin your opponent into place with a deft jab or your weapon. You receive an additional +1 to your attack roll when using a polearm. On a successful attack roll at DC 20, your opponent takes one (1) point of damage and is pinned until you either make another attack or they win a Strength roll against you. Requires a STR stat of 20 and Pole-Arm II.

Cost: 3 Points

 

Shield I: You are able to deflect attacks with relative ease when wielding a shield. As such, you receive an additional +1 to your combative defense rolls when using a shield. Requires STR 16. Prerequisite to Shield II.

Cost: 1 Point

 

Shield II: You grow ever efficient at blocking heavy strikes with your shield. You receive an additional +1 to your combative defense rolls when using a shield. Requires STR 18 and Shield I. Prerequisite to Shield III.
Cost: 2 Points

 

Shield III: You are an expert at deflecting deadly blows dealt by your opponents. You gain an additional +1 to your combative defense rolls when using a shield. Requires STR 20 and Shield II.
Cost: 3 Points

 

Spear I: A spear’s haft is as much a threat as its point. You receive +1 to your attack roll when using a spear. When fighting with a spear, if you fail your attack roll, you may make a second attack at any other foe. Requires STR stat of 16. Prerequisite to Spear II.

Cost: 1 Point

 

Spear II: You can trip up your foes with a deft strike of your spear. You receive an additional +1 to your attack roll when using a spear. When using a spear, three successful attacks at DC 18 will knock your opponent prone and they must use their next attack move to stand up. Requires STR stat of 18 and Spear I. Prerequisite to Spear III.

Cost: 2 Points

 

Spear III: With skill and brute strength, you thrust your spear through your foes. You receive an additional +1 to your attack roll when using a spear. If you attack your foe with your spear while they are prone, you do an additional point of damage at DC 20. Requires STR stat of 20 and Spear II.

Cost: 3 Points

 

Sword I: Your attacks with a sword are difficult to parry. Therefore, you receive +1 to all attack rolls when using a sword. Requires STR stat of 16. Prerequisite to Sword II.

Cost: 1 Point

 

Sword II: Your attacks with a sword are capable of piercing armor and you receive an additional +1 to your attack. Requires STR stat of 18 and Sword I. Prerequisite to Sword III.

Cost: 2 Points

 

Sword III: You can deliver a savage strike to cut your enemy to pieces. If you deliver three successful attacks at DC 20, your opponent must take the Maimed defect. Requires STR stat of 20 and Sword II.

Cost: 3 Points

 

Triple Shot: You can fire three (3) arrows at once and will roll for each to hit individually. Requires a DEX stat of 20 and Double Shot.

Cost: 3 Points

 

Weapon Mastery: You are skilled with a particular weapon and therefore increase your weapon’s damage by one (1). This feat can be selected multiple times and applied to different weapons. Requires STR 16 or DEX 16, depending on which weapon type it’s being applied to.

Cost: 1 Point

 

Weapon Savant: You are able to pick up any weapon and fight with accomplished skill. Requires DEX 18, INT 16, and STR 20.

Cost: 3 Points

 

 

Special:

These feats are Admin or Application Team granted only and will be highly restricted. Backstories will need to explicitly detail how and why your character would have acquired these abilities or traits. Also, these feats must be taken at character creation and cannot be taken later.

 

Head of House: You are the lord of your house, receiving a +2 to all warfare skill checks. This is a free feat but can only be taken by certain characters.

 

Heir: You are your lord’s heir and will one day take the seat of leadership for your lands. You receive +1 to all warfare skill checks as you learn how to adequately protect your lands and people. This is a free feat but can only be taken by certain characters. 

 

 

crafting:

These feats are exclusive to crafter characters. Please review the crafting page for the full information regarding crafting roles.

 

Crafting I: You are gifted as the trade craft of your choosing so crafting attempts that succeed against a DC 15 result in imbuing the crafted item with a +1 bonus to a designated skill when used or worn by whomever the item was crafted for. Requires a WIS stat of 16. Prerequisite to Crafting II.

Cost: 1 Point

 

Crafting II: Time has allowed you to hone your craft into art. When you roll to craft an item and suceed against a DC 20, the item gains an addinal +1 (for a total of +2) to the designated skill. NOTE: A DC of 15 still results in a +1 even if DC 20 fails. Requires a WIS stat of 18. Prerequisite to Crafting III.

Cost: 2 Points

 

Crafting III: You have become a true mastr of your chosen craft. When you roll to craft an item and succeed against a DC 25, the item gains an additional +1 (for a total of +3) to the associated skill. NOTE: A DC of 15 still results in a +1 and a DC of 20 still results in a +2 even if the DC 25 fails. Requires a WIS stat of 20.

Cost: 3 Points

 

 

Magic:

Only applies to the specific type of magic possessed by character. Please review the magic page for the full information regarding magic roles

 

Magic I: You are learning how to wield the magic in your blood. As a result of your training, you receive a +1 to your magic rolls. Success against a DC 15 will grant a +1 to the result of the magic (ie to damage when using magic in combat). Requires a WIS stat of 16. Prerequisite to Magic II.

Cost: 1 Point

 

Magic II: Your power grows, as does your command of your abilities. You receive an additional +1 to your magic rolls. Success against a DC 20 will also grant an additional +1 to the associated result of the magic. Requires a WIS stat of 18. Prerequisite to Magic III. 

Cost: 2 Points

 

Magic III: Your sorcery rivals even the wielders of Asshai thanks to your dedication to your training. you receive an additional +1 to magic rolls and success against a DC 25 will grant an additional +1 to the result of the magic. Requires a WIS stat of 20.

Cost: 3 Points

 

 

Dragon Bond

Only applicable to bonded dragon riders

 

Dragon Bond I: You have begun to build trust and communication with your dragon. As a result, you gain a +1 to animal handling when commanding your dragon. Requires a WIS stat of 16. Prerequisite to Dragon Bond II. 

Cost: 1 Point

 

Dragon Bond II: You and your dragon are becoming a formidible pair so you gain an additionap +1 to animal handling when commanding your dragon. Requires a WIS stat of 18. Prerequisite to Dragon Bond III.

Cost: 2 Points

 

Dragon Bond III: The bond between you and your dragon is reminescent of pairs such as Aegon and Baelerion and Visenya and Vhaegar. You gain an additional +1 to animal handling when commanding your dragon. Also, once per day, you may select one (1) roll to roll with advantage. Requires a WIS stat of 20. 

Cost: 3 Points