CR3R-CF

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Automatically Acquired Combat Feats

The following is a list of Combat Feats that are automatically acquired when each class reaches a certain level. These Combat Feats are all Passive Feats.

Class Level Combat Feat
Fighter 13 Battle Master
Grappler 13 Battle Master
Scout 12 Treasure Master
15 Skill Master
Ranger 12 Fleet Footed
15 Shukuchi
Sage 12 Mana Resistance
15 Ancestor's Wisdom

Passive Combat Feats List

Fleet Footed

Prerequisites: Ranger Level 12 Class: -
Description: Increases mobility
Effect: The character's Normal Move increases by 10m, and their Full Move increases by 30m.

You automatically learn this feat when your Ranger level is increased to 12. You may not learn it any other way.


Guardian

Prerequisites: Adventurer Level 9, 《Cover》 Class: -
Description: Protect a target from multiple attacks
Effect: This feat enhances 《Cover》. When you declare 《Cover》, you can choose to redirect up to 5 attacks towards each character you're Covering to yourself.


Capacity

Prerequisites: Adventurer Level 11 Class: -
Description: Increase MP capacity
Effect: Your Maximum MP increases by +15. Grassrunners cannot take this Combat Feat.


Sage's Wisdom

Prerequisites: Sage Level 15 Class: Sage
Description: Become perfectly proficient as a Sage
Effect: Once per check, the Sage may reroll the result of a skill check influenced by their Sage Class Levels. The choice to reroll can be made after seeing the result of their first roll. Both dice must be rerolled, and the new result must be taken.

You automatically learn this feat when your Sage level is increased to 15. You may not learn it any other way.


Shukuchi

Prerequisites: Ranger Level 15 Class: -
Description: Take Actions after a Full Move
Effect: The Ranger is able to take any Actions normally possible after a Normal Move and can take them after taking a Full Move as well.

You automatically learn this feat when your Ranger level is increased to 15. You may not learn it any other way.


Skill Master

Prerequisites: Scout Level 15 Class: Scout
Description: Become perfectly proficient as a Scout
Effect: Once per check, the Scout may reroll the result of a skill check influenced by their Scout Class Levels. The choice to reroll can be made after seeing the result of their first roll. Both dice must be rerolled, and the new result must be taken.

You automatically learn this feat when your Scout level is increased to 15. You may not learn it any other way.


Treasure Master

Prerequisites: Scout Level 12 Class: -
Description: Notice the choicest treasure and monster parts when looting
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add an additional +1 to the roll (for a total of +2).

You automatically learn this feat when your Scout level is increased to 12. You may not learn it any other way.


Battle Master

Prerequisites: Fighter or Grappler Level 13 Class: -
Description: Combine the effects of two Active Combat Feats
Effect: Two Active Combat Feats can be used per round. Apply each effect (and any penalties) separately.

You automatically learn this feat when your Fighter or Grappler level is increased to 13. You may not learn it any other way.


Weapon Master

Prerequisites: 《Weapon Proficiency II/**》 Class: -
Description: Improved skill at arms allows the use of any weapon.
Effect: You can equip any weapon without penalty.


Armor Master

Prerequisites: 《Armor Proficiency II/**》 Class: -
Description: Improved skill at arms allows the use of any type of armor.
Effect: You can equip any armor or shield without penalty.


Mana Resistance

Prerequisites: Sage Level 12 Class: -
Description: Sense the movements of mana and protect oneself
Effect: By feeling the movement of mana, the Sage can tell when a magical attack is coming and prepare appropriately, reducing all Magic Damage they receive by -5.

You automatically learn this feat when your Sage level is increased to 12. You may not learn it any other way.


Greater Mana Strike

Prerequisites: Adventurer Level 9, 《Mana Strike》 Class: -
Description: Improve Accuracy of 《Mana Strike》
Effect: When you use 《Mana Strike》, you can add your Intelligence Bonus to the attack's Accuracy. However, you suffer an additional -1 penalty to Evasion, Fortitude, and Willpower checks (for a total of -2) when using 《Mana Strike》.


Pinpoint Attack II

Prerequisites: Adventurer Level 9, 《Pinpoint Attack》 Class: -
Description: Strike true, regardless of weapon
Effect: Increase your Accuracy with melee and ranged attacks by an additional +1 (for a total of +2 Accuracy).


Active Combat Feats List

Infight

Prerequisites: Grappler Level 9 Class: Grappler
Description: Rush in to attack, disregarding safety
Effect: Increase your Accuracy by +3, but decrease your Evasion by -3.


Mirage Arrow

Prerequisites: Marksman Level 9 Class: Marksman
Description: Make two attacks and take the better result
Effect: When using Thrown or Bow weapons, the Marksman may make two attack rolls against the same target, taking the better of the two rolls. Using this Combat Feat expends two ammunition.


Nerve Strike

Prerequisites: Grappler Level 9 Class: Grappler
Description: Aim at vital points, reducing the damage from physical attacks
Effect: When declaring an attack, you can say you're going for a 《Nerve Strike》. If that attack hits, for the next 10 seconds (1 round), the target's physical melee and ranged attacks will deal -8 damage. This cannot reduce the damage to 0 or lower, and only one damage reduction effect may be active on a target.


Flying Kick

Prerequisites: Grappler Level 9 Class: Grappler
Description: End movement with a flying kick
Effect: At the end of a Normal Move, if the Grappler was able to move 10m or more, they may immediately make an attack using the <Kick> Wrestling weapon. While this is treated as a Major Action, the Grappler may take one additional Major Action during that same turn.


Cleave

Prerequisites: Fighter Level 9 Class: Fighter
Description: Swing a two-handed weapon to attack multiple targets
Effect: When wielding a Sword, Axe, Mace or Warhammer that requires two hands to wield, the Fighter can attack up to 5 targets in the same battlefield. Each attack requires its own Accuracy check, made with a -2 penalty, and each target hit must make their own Evasion check.