CF-CR1R

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Combat Feats are special skills PCs acquire through intense training, and represent the culmination of learning new techniques. At character creation, one Combat Feat is chosen. Then, at each odd Adventurer Level (so 3, 5, 7, etc.), an additional Combat Feat is added to the character's repertoire.

There are two kinds of Combat Feats, Passive and Active. Passive Combat Feats, like Weapon Proficiency/**, are Combat Feats that are always applied, and don't need to be activated in order to receive the benefit. Active Combat Feats, on the other hand, must be activated as a Minor Action during combat, and only apply their effect once before needing to be activated again.

How to Read Combat Feats

The following is a list of Combat Feats, arranged first by Passive, then Active Combat Feats, then alphabetically within those listings. Listed below is the description of each term used.

1. Name: The name of the Combat Feat.
2. Prerequisites: The requirements needed in order to learn the Combat Feat. If a Combat Feat has multiple prerequisites, all of them must be met in order to learn the Combat Feat. Typical prerequisites include:
Adventurer Level * or Higher: The character's Adventurer Level needs to be at least *, if not higher.
** Class Level * or Higher: The requisite Class Level, **, needs to be at least *, if not higher.
《**》: The listed Combat Feats must be learned first.
3. Class: If the Combat Feat uses a Class Level in its calculation somewhere, the class required is listed here.
4. Overview: Provides a quick, one or two sentence blurb about the Combat Feat.
5. Explanation: Provides the specific details of the Combat Feat.

Passive Combat Feats List

The feats listed here are always in effect. They do not need to be activated. Passive Combat Feats include effects that improve on Active Combat Feats, or allow you to take new actions.

Evasive Maneuvers

Prerequisites: Adventurer Level 3 Class: -
Description: You evade attacks with nimble steps.
Effect: Your Evasion increases by +1.


Tenacity

Prerequisites: Fighter or Grappler 5 Class: -
Description: You toughen your body so you can take more punishment.
Effect: Your maximum HP increases by +15.


Precise Shot

Prerequisites: None Class: -
Description: You aim your shots carefully to make sure they strike true.
Effect: You don't risk a misfire when you fire a ranged weapon into a battlefield.


Twin Strike

Prerequisites: 《Dual Wielding》 Class: -
Description: You can attack two enemies at once.

Effect: If you are wielding a weapon in each hand, you may roll Accuracy twice against two different targets. You may select the target for the second attack after the first has been resolved.

If you use 《Chain Attack》 after 《Twin Strike》, you may choose either of Twin Strike's targets as the new target.


Aimed Shot

Prerequisites: None Class: -
Description: You can shoot at an enemy's weak point for massive damage.

Effect: You can execute an aimed shot with a ranged weapon.

You may only make an aimed shot on a character who has not moved or taken only Limited Moves over the past round. You may not target a character who is in melee.

First, the target must not be aware of you, or you must hide using a Hide action. The target of the aimed shot may make a Danger Sense check to notice your presence. If the distance exceeds 10m, the character using Aimed Shot gets a +1 bonus on his Hide check.

If the Hide check succeeds, the sniper can make an aimed shot. By taking 10 seconds to aim, the sniper receives a +1 bonus to Accuracy, and their critical threshold is reduced by -1 (criticals become more likely). The effect of aiming can be stacked up to three times, after which the bonus to Accuracy is +3 and the critical threshold is reduced by 3 (to a minimum of 8).


Hawk Eye

Prerequisites: 《Precise Shot》 or 《Guided Magic》 Class: -
Description: You track your enemies like a hawk hunting its prey.
Effect: You can cast magic and make ranged attacks whenever an enemy is not fully shielded by cover such as forests, or through battlefields. You may also target enemies partially shielded by blocking items or cover such as brush.


Chain Attack

Prerequisites: Gain a level in Grappler

Class: Grappler

Description: After making an attack, you strike the same enemy once more.

Effect: You automatically learn this feat when you gain your first Grappler level. You may not learn it any other way.

When attacking with a one-handed Wrestling weapon, you can make another attack against the same enemy using the same weapon.

If you have 《Dual Wielding》 as well, 《Chain Attack》 can be used to make a third attack. If you do, the attack from 《Chain Attack》 is not subject to the penalties from 《Dual Wielding》, but must be made with a one-handed Wrestling weapon.

You cannot use 《Chain Attack》 with 《Throw Attack》.


Iron Wall

Prerequisites: 《Cover》 Class: -
Description: You can defend more allies.

Effect: This feat enhances 《Cover》. When you declare 《Cover》, you can choose to cover up to three allies. You may only cover for allies in the same battlefield as you.

You may only cover for each ally once per round.


Improved Throw

Prerequisites: Adventurer Level 3, 《Throw Attack》 Class: Grappler
Description: Your throw attack is more powerful.
Effect: This feat increases the power of 《Throw Attack》 and improves its effect. You can throw four-legged creatures and even creatures with up to eight legs and two body sections. The Power of the 《Throw Attack》 increases to 20.


Dual Technique

Prerequisites: Adventurer Level 5, 《Dual Wielding》 Class: -
Description: You can fight perfectly with both your weapons.

Effect: When you attack with both your weapons against a single target, you do not incur an Accuracy penalty.

You can equip two weapons each with a Minimum Strength rating of up to 15.


Weapon Proficiency/**

Prerequisites: None Class: -
Description: You are more skilled and graceful with your chosen weapon.

Effect: You must choose a weapon category for ** when you learn this feat, such as Swords or Axes. When you wield a weapon of that category, you deal +1 damage. In addition, you can wield A rank weapons of that category.

You may take this feat multiple times for different weapon categories.


Weapon Proficiency II/**

Prerequisites: Adventurer Level 5, 《Weapon Proficiency/**》 (same category) Class: -
Description: You are even more skilled and graceful with your chosen weapon.

Effect: When you wield a weapon of the ** category, you now deal an extra +2 damage (for a total of +3). In addition, you can wield S rank weapons of that category.


Trample

Prerequisites: Adventurer Level 5, 《Throw Attack》 Class: Grappler
Description: You attack with your feet after throwing an enemy.

Effect: When you successfully hit with 《Throw Attack》, you may then make another attack against the same enemy. Use the Kick weapon or your equipped foot weapon to attack. When attempting an Accuracy check, the target takes a -2 penalty for falling prone when making an Evasion check.


Block

Prerequisites: Adventurer Level 3 Class: -
Description: You can engage several enemies, trapping them in a brawl.

Effect: When the character is in a battlefield, he counts as twice his size when determining if characters are blocking movement through that battlefield. A PC would count as two characters, while monsters with two body segments count as four characters.


Armor Proficiency/**

Prerequisites: None Class: -
Description: You are more skilled and graceful in your chosen armor.

Effect: You must choose an armor category for ** when you learn this feat, either metal, nonmetal, or shields. When you wear armor of that category, your Defense increases by +1. In addition, you can wear A rank armor of that category.

You may take this feat multiple times for different armor categories.


Armor Proficiency II/**

Prerequisites: Adventurer Level 5, 《Armor Proficiency/**》 (same category) Class: -
Description: You are even more skilled and graceful with your chosen armor.

Effect: When you wear armor of the ** category, you now gain an extra +2 points of defense (for a total of +3). In addition, you can wear S rank armor of that category.


Magic Control

Prerequisites: 《Guided Magic》, 《Magic Convergence》 Class: -
Description: Your understanding of magic lets you affect only the targets you want.

Effect: When you cast a spell with an area of effect, you may choose which allies and enemies in the area are affected by the spell. If you cast into a battlefield, you may choose any targets you want up to the maximum target limit of the spell.


Guided Magic

Prerequisites: None Class: -
Description: You take aim with your spell to strike an enemy.

Effect: You can target an aimed spell at any enemy who is behind incomplete cover or blocking. Also, you don't risk a misfire if you cast an aimed spell into a battlefield.


Dual Wielding

Prerequisites: None Class: -
Description: You can wield a weapon in each hand.

Effect: When you make a melee or ranged attack, you can attack twice, once with a weapon in each hand. You cannot aim at two targets at once, so both attacks must be made at the same target. In addition, both attacks incur a -2 Accuracy penalty.

You can only wield weapons with a combined Minimum Strength of up to 15.

You may not wield two weapons at once without having 《Dual Wielding》.


MP Save/**

Prerequisites: Adventurer Level 5 Class: -
Description: You use mana more efficiently, reducing your consumption.

Effect: Choose one Wizard class for ** when you learn this feat. Any spell you use from that class consumes 1 less MP. This effect cannot reduce the cost of a spell to 0 MP (minimum 1 MP). When you use [Metamagic/**] for your spells, you multiply the reduced MP cost.

Active Combat Feats List

These Combat Feats must be activated to take effect. Activating a Combat Feat is a Minor Action. You may only activate one Combat Feat per turn.

Penalties imposed by a Combat Feat last until the beginning of the user's next turn.

Cover

Prerequisites: None Class: -
Description: You defend nearby allies by blocking attacks.

Effect: When you declare 《Cover》, select one creature in the same battlefield or that you can reach with a Limited Move. Whenever that character is subject to a melee or ranged attack, you become the target of that attack instead. That attack hits you without a roll.

《Cover》 triggers automatically when the subject is targeted by an attack. It can only trigger once per round and will not trigger against magical attacks, other feats, or effects that hit an area. 《Cover》 can only be used on a willing creature.

The effect of 《Cover》 lasts until the beginning of your next turn.


Aimed Attack

Prerequisites: None Class: -
Description: You focus on accuracy over raw power as you attack.

Effect: Each of your Accuracy checks is made with a +1 bonus, but your critical threshold increases by +1 (criticals become less likely). If your critical threshold is already 13 or more, you cannot use 《Aimed Attack》.


Aimed Attack II

Prerequisites: 《Aimed Attack》 Class: -
Description: You attack even more accurately, striking with surgical precision.

Effect: Each of your Accuracy checks is made with a +2 bonus, but your critical threshold increases by +2 (criticals become less likely). If your critical threshold is already 12 or more, you cannot use 《Aimed Attack II》.


Power Strike

Prerequisites: None Class: -
Description: You focus on offense and attack for high damage.

Effect: Your melee attacks do +4 damage.

When you use 《Power Strike》, you suffer a -2 penalty to Evasion until your next turn.


Taunting Strike

Prerequisites: None Class: -
Description: As you attack, you taunt the enemy and draw his attacks.

Effect: You make a wide, flashy attack, drawing your target's attention to yourself. An attack made with 《Taunting Strike》 deals -2 damage.

A target hit by a 《Taunting Strike》 must attack the user whenever possible, though the method of attack is up to the target.

Taunting Strike has no effect on characters with over 18 Intelligence or monsters with a high intelligence rating. If the target cannot attack the user, Taunting Strike has no effect. If Taunting Strike is used through a ranged attack, it has no effect if the user is 10m or more from the target.


Throw Attack

Prerequisites: Gain a level in Grappler Class: Grappler
Description: You attack by hurling the enemy.

Effect: You automatically learn this feat when you gain your first Grappler level. You may not learn it any other way.

You can use the two-handed Wrestling weapon "Throw". You can only use Throw on creatures with two legs and one body section. You cannot use 《Throw Attack》 with 《Chain Attack》.

If you hit, the target takes damage and is knocked prone. Until the end of of the turn when a prone enemy stands up, it takes a -2 penalty to all skill checks, except for Fortitude and Willpower checks.


Lethal Strike

Prerequisites: None Class: -
Description: You attack an enemy's weak point for massive damage.

Effect: When determining Calculated Damage from a melee attack, the weapon's critical threshold is reduced by 1 (criticals become more likely). 《Lethal Strike》 cannot reduce the critical rate to 7 (minimum 8).

When you use Lethal Strike, you suffer a -2 penalty to Evasion.


Metamagic/Accuracy

Prerequisites: None Class: -
Description: You cast a spell at an enemy repeatedly, ensuring you hit.

Effect: You cast a spell repeatedly in one turn. You make a separate Spellcasting roll for each casting, then choose one to apply. You pay the MP cost for each attempt.

If the spell has an effect based on Power Tables, roll for it only once.

You can activate this feat on the same turn as any other 《Metamagic》 feat.


Metamagic/Targets

Prerequisites: None Class: -
Description: You infuse a spell with extra mana to make it affect more targets.

Effect: You increase the number of targets a spell can affect. Multiply the MP cost by the number of targets (2x for two targets, 3x for three targets, etc.). You cannot use 《Metamagic/Targets》 on a spell with a range of Self or Touch. You can select the targets one by one, or all at the time of casting if you prefer.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Distance

Prerequisites: None Class: -
Description: You infuse a spell with extra mana to extend its range.

Effect: You increase the range of a spell by two or three times. Multiply the MP cost by as much as the range was extended. You cannot use 《Metamagic/Distance》 on a spell with a range of Self or Touch.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Time

Prerequisites: None Class: -
Description: You infuse a spell with extra mana to extend its duration.

Effect: You increase the duration of a spell effect by two or three times. Multiply the MP cost by as much as the duration was extended. You cannot use 《Metamagic/Time》 on a spell with a duration of Instant or Permanent.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Metamagic/Area

Prerequisites: None Class: -
Description: You infuse a spell with extra mana to widen its area of effect.

Effect: You widen the effect of a spell whose area is a radius.

The MP cost of the spell increases by one time over for each meter the radius is to be expanded (2x for 1m, 3x for 2m, etc.). The maximum number of affected targets also increases. The new target limit is equal to the number of characters who can be in the battlefield.

You can activate this feat on the same turn as any other 《Metamagic》 Combat Feat.


Magic Convergence

Prerequisites: None Class: -
Description: You shrink the area of a spell to pinpoint only the target you want to affect.

Effect: You can cast a spell whose area is a radius such that only a single target is affected.


Mana Strike

Prerequisites: None Class: -
Description: You infuse your attacks with mana to deal more damage.

Effect: You can add your Magic Power to your melee damage. You may choose any Wizard Class Level you have to determine your Magic Power.

When you use 《Mana Strike》, you suffer a -1 penalty to Evasion, Fortitude, and Willpower checks.