CF-CR2R
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 |
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Fighter | 7 | Toughness |
Grappler | 7 | Counter |
Scout | 5 | Treasure Hunt |
7 | Fast Action | |
9 | Shadow Sneak | |
Ranger | 5 | Healing Aptitude |
7 | Indomitable | |
9 | Potion Master | |
Sage | 5 | Keen Eyes |
7 | Weakness Exploit | |
9 | Mana Save |
Passive Combat Feats List
Footwork | |
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Prerequisites: Adventurer Level 9 | Class: - |
Description: Move farther with Limited Movement. | |
Effect: Move up to 10m when taking a Limited Move. If Dexterity is less than 10, move up to "Dexterity" meters instead. |
Counter | |
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Prerequisites: Grappler Level 7 | Class: Grappler |
Description: Strike back at an attacking opponent. | |
Effect: Once per round, after an opponent rolls Accuracy to hit, instead of rolling Evasion you can declare a Counter.
Make an attack with a Wrestling weapon, and compare the Accuracy rolls. If the Counter-Accuracy roll is greater, the original attack is evaded and the Counter-Attack is performed. If the enemy's Accuracy is greater, the attack hits, and the Power Table result is treated as a roll of 12 (resolve any criticals as normal). You automatically learn this feat when your Grappler level is increased to 7. You may not learn it any other way. |
Shadow Sneak | |
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Prerequisites: Scout Level 9 | Class: - |
Description: Quickly move though blind spots. | |
Effect: When moving, you are not stopped by any sort of obstructions or blocked movement. You do not need to declare intent to leave the battlefield.
You automatically learn this feat when your Scout level is increased to 9. You may not learn it any other way. |
Tenacity II | |
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Prerequisites: Tenacity | Class: - |
Description: Train your body to withstand further damage. | |
Effect: Your maximum HP increases again by +15 points (for a total of +30 maximum HP). |
Weakness Exploit | |
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Prerequisites: Sage Level 7 | Class: - |
Description: Doubles the effectiveness of hitting weak points. | |
Effect: On a successful Monster Knowledge check, you double any benefits from hitting that monster's Weak Point. For example, "Physical Damage +1" becomes "Physical Damage +2", or "Fire Damage +3" becomes "Fire Damage +6". Allies will hit Weak Points normally (i.e. their bonuses aren't doubled).
You automatically learn this feat when your Sage level is increased to 7. You may not learn it any other way. |
Archer's Grace | |
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Prerequisites: Marksman Level 7 | Class: Marksman |
Description: Dodge attacks like a professional dancer. | |
Effect: You may calculate Evasion using your Marksman Class Level + Agility Bonus. |
Keen Eyes | |
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Prerequisites: Sage Level 5 | Class: - |
Description: Notice more and better treasure when defeating enemies. | |
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add +1 to the roll.
You automatically learn this feat when your Sage level is increased to 5. You may not learn it any other way. |
Toughness | |
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Prerequisites: Fighter Level 7 | Class: - |
Description: Train your body to withstand powerful attacks. | |
Effect: Your maximum HP increases by +15 points.
You automatically learn this feat when your Fighter level is increased to 7. You may not learn it any other way. |
Healing Aptitude | |
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Prerequisites: Ranger Level 5 | Class: - |
Description: Enhances recovery effects. | |
Effect: Whenever you recover your own HP (regardless of method), increase the healing done by +1 point.
You automatically learn this feat when your Ranger level is increased to 5. You may not learn it any other way. |
Treasure Hunt | |
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Prerequisites: Scout Level 5 | Class: - |
Description: Notice more and better treasure when defeating enemies. | |
Effect: When rolling for Loot Recovery during Post-Combat Cleanup, add +1 to the roll.
You automatically learn this feat when your Scout level is increased to 5. You may not learn it any other way. |
Harmony | |
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Prerequisites: Bard Level 5 | Class: Bard |
Description: Sing multiple songs and stack the effects. | |
Effect: Choose two Spellsongs to be harmonized. These Spellsongs cannot have conflicting effects (GM's discretion).
The Bard and a chosen pet begin to play both Spellsongs (note who is playing which Spellsong). The area of effect for both Spellsongs is limited to 10m, but count as one Spellsong for determining Magic Power as well as resisting the effects. If the Spellsongs have different durations, time elapsed will count from the Spellsong with the longer prelude. |
Fast Action | |
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Prerequisites: Scout Level 7 | Class: - |
Description: Get the jump on enemies in the first round of combat. | |
Effect: If your party wins initiative, you may take two Major Actions the first round of combat. However, you may only move once.
You automatically learn this feat when your Scout level is increased to 7. You may not learn it any other way. |
Indomitable | |
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Prerequisites: Ranger Level 7 | Class: - |
Description: Continue past limitations with sheer will. | |
Effect: If your HP drops to 0 or less, you may make a Death Check in order to stay standing, taking actions as normal. However, if you fail a Death Check, you die.
You automatically learn this feat when your Ranger level is increased to 7. You may not learn it any other way. |
Potion Master | |
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Prerequisites: Ranger Level 9 | Class: - |
Description: Drink potions without a second thought. | |
Effect: It is now a Minor Action for you to drink an potion during combat. Only one potion may be drunk per round.
You automatically learn this feat when your Ranger level is increased to 9. You may not learn it any other way. |
Mana Save | |
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Prerequisites: Sage Level 9 | Class: - |
Description: Use mana more efficiently. | |
Effect: When using MP for any reason, reduce the MP spent by -1. This cannot reduce an MP cost lower than 0 (i.e. you cannot spend negative MP).
You automatically learn this feat when your Sage level is increased to 9. You may not learn it any other way. |
Powerful Magic | |
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Prerequisites: 2 Wizard-type Classes Level 8 | Class: - |
Description: Increase the strength of spells. | |
Effect: Your Magic Power increases by +1 for all Classes. |
Pinpoint Attack | |
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Prerequisites: Adventurer Level 7 | Class: - |
Description: Improve the Accuracy of physical attacks | |
Effect: Increase your Accuracy with melee and ranged attacks by +1. |
Muscle Mystery | |
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Prerequisites: Enhancer Level 5 | Class: - |
Description: Push your body to its limits, extending your techniques. | |
Effect: Double the duration of all Techniques. This does not work on Techniques whose duration is "Instant". |
Wordbreak | |
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Prerequisites: None | Class: - |
Description: Counters magical effects. | |
Effect: As a Major Action, attempt to negate a magical effect. Treat this as a spell with "Target: One Magical Effect" and "Range/Area: Touch/-". The name of the magical effect doesn't need to be known.
Compare your Magic Power against the Magic Power of the magical effect. If yours is greater, the magical effect is negated. |
Active Combat Feats List
Aimed Attack III | |
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Prerequisites: 《Aimed Attack II》, Fencer Level 9 | Class: Fencer |
Description: Strike with blinding speed. | |
Effect: Each of your Accuracy checks is made with a +3 bonus, but your critical threshold increases by +3 (criticals become less likely). If your critical threshold is already 11 or more, you cannot use 《Aimed Attack III》. |
Power Strike II | |
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Prerequisites: 《Power Strike》, Fighter Level 9 | Class: Fighter |
Description: Strike with immense power, at great risk to yourself. | |
Effect: Your melee attacks do +12 damage. Can only be used with two-handed melee weapons.
When you use 《Power Strike II》, you suffer a -2 penalty to Evasion until your next turn. |
Tail Swing | |
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Prerequisites: Adventurer Level 3 | Class: Tail |
Description: Use your tail to attack. | |
Effect: You may attack up to 5 characters in the same battlefield with your tail. Details are on the Wrestling Weapon List, under <Tail>. |
Multi-Action | |
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Prerequisites: Adventurer Level 5 | Class: - |
Description: Cast spells and attack in the same round. | |
Effect: As a Major Action, you may both cast a spell and make a melee attack on a character in range. There is no limit to the spell that may be cast, so long as the conditions to cast it are met. However, as with casting a spell normally, movement is restricted to a Limited Move. Additionally, while a spell may be cast and a melee attack made in the same round, casting two spells or making two melee attacks is not allowed. |