LBK:Feats

Feats are special abilities acquired by learning various skill specialisations.

Feats
Feats are gained for every even training level in a specialisation. There is usually the choice of two feats at training level 2. Lower tiered feats can be selected at later levels.

Athletics

 * Acrobatics
 * Acrobatics I: Kip-up: you can stand from prone as a free action as part of an attack or move action. Gain +1 to your passive defence for any attack you are aware of.
 * Acrobatics I: Backflip: you gain +4 to any dodge check to avoid opportunity attacks provoked from movement. Gain +1 to your passive defence for any attack you are aware of.
 * Acrobatics II: Sidestep: you gain +2 to any dodge check to avoid ranged attacks. Gain +1 to your passive defence for any attack you are aware of.
 * Acrobatics II: Shoulder roll: you gain +2 to any dodge check to avoid melee attacks. Gain +1 to your passive defence for any attack you are aware of.
 * Acrobatics III: Somersault attack: you can make a somersault attack, the key ability of this melee attack is always Dex but the attack cannot be targeted. The target does not gain bonuses from the acrobatics tree against this attack and if it is used as part of a charge, then it only provokes opponents with threaten II.
 * Acrobatics III:


 * Throwing [None, use individual weapon specialisations]

Violence

 * Brawling
 * Brawling I: Zone control: +2 to grapple, bull rush, drag, overrun, and sunder. Opponents need threaten II for these manoeuvres to provoke opportunity attacks.
 * Brawling II: Zone master: while threatening, you can make a number of additional opportunity attacks up to your Dexterity bonus. These attacks must be on the zone control list.
 * Brawling I: Dirty fighting: +2 to trip, disarm, dirty trick, feint, reposition, and steal. Opponents need threaten II for these manoeuvres to provoke opportunity attacks.
 * Brawling II: Deft hands: if you are subject to an attack due to a failed dirty fighting manoeuvre or an opportunity attack for attempting one, you may parry that attack as if you had readied a parry before attempting it.
 * Brawling II: Follow-up kick: when you use an action to make a one-handed weapon attack that deals damage, you can make a second attack as a free action using the Brawling specialisation at -5.


 * Dodge [none, use Acrobatics]


 * Shield
 * Shield I: Shield wall: when you ready a shield, you can also use it to block an attack on any ally or creature also in melee with you.
 * Shield I: Defensive bash: you can ready a shield after making a shield bash attack (still a separate action).
 * Shield II: Shield mastery: you can ready a shield as a free action after making a shield bash attack.
 * Shield II: Shield smite: when a shield bash deals damage, your target must make a might save or have only 1 action next turn.


 * Fast-Draw
 * Fast-Draw I: Belt management: You can draw or stow a weapon as part of a move action.
 * Fast-Draw II: Quick draw: You can draw and/or stow a weapon as a free action once per turn.


 * First-Aid including battlefield diagnosis and immediate care for patients
 * Medicine tree: [share with other medical skills]

Weapon specialisations
Each weapon specialisation is taken individually (eg. Club). Melee weapons here count for all melee weapons, and feats that specify weapons are additional options.


 * Axe II: Cross check: you can perform a cross check with an axe: make a normal melee attack with the axe, instead of dealing damage, this attack results in your choice of a trip, bull-rush, or feint.
 * Axe III: Decisive check: when you successfully perform a cross check, your opponent can also take only 1 action on their following turn. If this occurs, you may attempt a Social(Leadership) or Performance(Oral) to war cry and inspire your allies until the start of your next turn.
 * Club II: Clobber: when you use a club to strike an opponent's head in melee, you may add half your Might bonus to damage.
 * Hatchet II: Quick tomahawk: when you kill an enemy with a hatchet in melee, you can throw that same hatchet as a free action at an enemy in melee or close range.
 * Hatchet III: Deadly tomahawk: when you use quick tomahawk, you can add your dexterity bonus to damage as if you had aimed as your previous action. If the second attack strikes a killing blow, you may attempt a Social(Leadership) or Performance(Oral) to war cry and inspire your allies until the start of your next turn.
 * Spear II: Reach: in tactical combat, your spear has an additional 5' reach. In narrative combat, an opponents' first melee attack provokes while you are wielding this weapon. Note: this feat does little unless you threaten with spears.
 * Spear III: Drive through: when you kill an opponent with a spear attack (melee or thrown), you may make a second attack as a free action with the same spear at another creature in melee with you at -5. If this attack deals damage, you have impaled both opponents on your spear and it is unusable but the second target is now attached to a corpse and suffers heavy penalties until they free themselves. Furthermore, if this occurs, you may attempt a Social(Leadership) or Performance(Oral) to war cry and inspire your allies until the start of your next turn.

Brute force tree
 * Melee weapon I: Power attack: you can use a power attack, the key ability for this attack is always Might. Take a penalty on your attack roll up to your Might bonus, and add that much to damage. If you wield the weapon two-handed, you can add that amount again (without further subtraction from the attack roll), but your weapon takes that additional damage.
 * Melee weapon II: Cleave: when you use an action to make an attack and that attack deals damage, you can make an additional attack with the same weapon (which must also be a power attack of the same bonus, if power attack was used) against another opponent in melee. Making this attack requires your second action and it cannot be used against the foe the first attack hit.

Graceful tree
 * Melee weapon I: Expertise: you can attack defensively, taking a penalty on your attack roll up to your Perception bonus and add that to any dodge or parry rolls you make until the start of your next turn.
 * Melee weapon III: Riposte: when you successfully parry an opponent's attack using this weapon, you can make an attack against the instigator as an immediate action.

Weapon mastery tree
 * Melee weapon I: Threaten I: you threaten opportunity attacks while you are wielding this weapon. +1 damage with this weapon.
 * Melee weapon II: Threaten II: you always threaten opportunity attacks while you are wielding this weapon. +1 damage with this weapon.
 * Melee weapon III: Weapon mastery: opponents' melee attacks provoke while you or they are wielding this weapon. +1 damage with this weapon.

Archery tree
 * Bow I: Point blank shot: you can fire a bow while in melee range at a target who is also in melee range. You can perform the aim action to add your dexterity to damage without provoking an opportunity attack (unless the opponent has Threaten II).
 * Bow II: Opportunistic shot: you threaten while wielding a bow in melee range. Your opportunity attack is a ranged attack that doesn't benefit from any aim action previously taken (and does interrupt aiming).
 * Bow I: Far shot: you can fire a bow from long range. In tactical combat, you instead halve penalties from range increments.
 * Bow II: Sniper: you can make a targeted attack from medium range and you need to spend only 2 consecutive actions aiming to line up a kill shot.
 * Bow II: Rapid shot: you can make two attacks with a bow in a single round (each requires its own action).
 * Bow III: Double tap: you can make two attacks with a bow as a single action. Your remaining action(s) cannot be a ranged attack with a bow and your first action (if any) can not have been a bow attack.

Sling tree
 * Sling I: Battle poi: you can use the sling in melee to make melee attacks. These attacks can be made with Might, but never add Might to damage.
 * Sling I: Quick load: you can load a sling as a free action as part of an aim or attack action, once per turn.
 * Sling II: Dazing bullet: when you deal damage to the head with a targeted ranged sling attack (after using the aim action), your target must save or have only 1 action next turn.
 * Sling II: Skirmish: you can move between melee and close range or vice versa as a free action when using the aim action with a sling (this movement still counts as movement eg. for opportunity attacks). You cannot also quick load during this action.

Agrarianism

 * Butchery including skinning: tool-based for different corpse parts
 * Butchery I: Better cuts: more meat when butchering animals, and meat gives +2 to be cooked into meals.
 * Butchery II: Offal: even more meat when butchering animals, these cuts provide unique recipes.
 * Butchery I: Skinning: more skin when skinning animals, and skins give +2 to be tanned into hides.
 * Butchery II: Trophies: Claws, antlers, tusks, teeth, feathers can be harvested with the appropriate tool (clippers/chisel/tongs).


 * Cooking
 * Cooking I: Ingredient pouch: when it could be available, you have a chance of collecting an ingredient item while performing some other task.
 * Cooking II: Secret ingredient: when adding an ingredient to your ingredient pouch, you can spend an action point to make it a secret ingredient. Which is an uninstantiated ingredient that can be added to any specific meal.
 * Cooking I: Stone soup specialist: when adding a food item to a stone soup, if you roll below 10 when determining quality, you can take 10 instead.


 * Foraging including identifying poisons and scrounging for extras
 * Foraging I: Poison handling: you can more easily identify poisonous life and have a chance of harvesting the poison.
 * Foraging I: Scrounging: when collecting anything through forage or search, you have a chance of scrounging up a little extra.


 * Gardening including sowing, reaping, and other crop care.
 * Gardening I: Cereals: you can invest half the normal time again into cereal crops, to double normal crop yield.
 * Gardening I: Vegetables: you can maintain a vegetable garden with half the normal time commitment and gain +2 to cooking checks on recipes using vegetables.


 * Herbal Pharmacy including diagnosis and caring for patients
 * Medicine tree: [share with other medical skills]
 * Herbalism I: Naturalist: you can use herbal pharmacy to identify life (plants, animals, fungus) provided any product of that life can be used for herbal pharmacy. If you are successful but the life has no use, you can't identify the species, but you do know it has no pharmaceutical use, whatever it is.
 * Herbalism I: Better poultices: all your poultices are treated as 1 step more sterile than they would normally be.


 * Hunting
 * Hunting I: Fishing: you gain +2 on any check to lure a creature. You gain a rudimentary net recipe and a rudimentary fish trap recipe.
 * Hunting I: Stalking: you gain +2 on all stealth checks. You gain a rudimentary net recipe and a rudimentary snare recipe.
 * Hunting II: Tracking: you can identify creatures by their tracks alone. If you ever lose a set of tracks, you can immediately retry the check at -5 to not lose them after all.
 * Hunting II: Trapping: you have +2 on any check involving traps, and can check these traps in half the normal time.

Artisanry

 * Bone carving
 * Bone carving I: Bone expertise I: When bone crafting with proper tools, you only waste materials if you fail by 5 or more.
 * Bone carving III: Bone expertise II: When bone crafting with proper tools, you only waste materials if you fail by 10 or more.
 * Bone carving I: Bonemaster I: Bone items and components you craft do not have or confer the fragile quality.
 * Bone carving II: Bonemaster II: Bone weapons deal 1 more damage.
 * Bone carving II: Scrimshaw: When you successfully decorate an item with bone, you decorate the bone first, making the final quality 1 higher. Doing this requires 50% more time, but does not increase the DC.
 * Bone carving III: Bone charms: You can produce bone charms, which provide a benefit while worn.


 * Carpentry including whittling and structural woodwork
 * Carpentry I: Wood expertise I: When woodworking with proper tools, you only waste materials if you fail by 5 or more.
 * Carpentry III: Wood expertise II: When woodworking with proper tools, you only waste materials if you fail by 10 or more.
 * Carpentry I: Carpenter I: Structures you craft from wood gain bonus integrity, including mines, and the wood in your structures has minor fire resistance.
 * Carpentry II: Carpenter II: Structures you craft from wood gain even more integrity. Enemies might as well build a staircase over your fortifications.
 * Carpentry II: Whittler I: When you craft a wooden component, the component is so intricately decorated that the final quality is 1 higher. Doing this requires 50% more time, but does not increase the DC.
 * Carpentry III: Whittler II: You can produce whittled idols, which provide a benefit while worn.


 * Hideworking
 * Hideworking I: Hide expertise I: When hide working with proper tools, you only waste materials if you fail by 5 or more.
 * Hideworking III: Hide expertise II: When hide working with proper tools, you only waste materials if you fail by 10 or more. You never fail at tanning hides; if you were to, you instead make a quality level 0 tanned hide.
 * Hideworking I: Hide mantle I: You can craft hide mantles from certain beasts, providing a benefit while worn.
 * Hideworking II: Armoursmith I: Hide and leather armour you create is as nimble as cloth armour; armour check penalty is halved for hide armour you craft. You gain the recipe for all hide armour pieces.
 * Hideworking III: Armoursmith II: Leather armour you create is as nimble as clothing, conferring no armour check penalty at all. You gain the recipe for all leather armour pieces.
 * Hideworking II: Leatherworker I: Leather items you create are more durable; there's a 50% chance on rolling a 1 that they don't gain the broken quality. You gain the recipe for tanning hides.


 * Painting


 * Pottery
 * Pottery I: Clay expertise I: When pottering with proper tools, you only waste materials if you fail by 5 or more.
 * Pottery III: Clay expertise II: When pottering with proper tools, you only waste materials if you fail by 10 or more.
 * Pottery I: Advanced pottery I: You gain the recipe for tapered pots, which can be more easily heated over a fire and allow for vertical storage, but require wicker supports to otherwise sit up straight. You also gain the recipes for clay roof tiles. You gain a +2 bonus to any checks to craft supports or storage, or to install the tiles in structures.
 * Pottery II: Advanced pottery II: You gain the recipe for clay pipes and sculptures. You can give your pitchers and pots handles without increasing the craft DC and your earthenware never breaks when people attempt to waterproof it.
 * Pottery II: Linear banding: When you craft pottery products, you use the iconic bands and spirals of your culture, increasing the final quality by 1. Doing this requires 50% more time, but does not increase the DC.
 * Pottery III: Shellware: When you craft pottery products, you can use southern shells to increase the final quality by 1. Doing this requires 50% more time, but does not increase the DC. Both the benefit and the time increase stack with linear banding. When you decorate a structure with shelled and banded earthenware, you can provide a benefit to nearby people who view it.


 * Stoneworking
 * Stoneworking I: Mason I: Structures you create when using stoneworking gain bonus integrity, including earthworks. You gain the recipe for mortar and cobblestone.
 * Stoneworking II: Mason II: You gain the recipes for cairns, standing stones, and dun forts. You gain the recipe for stone supports and foundations.
 * Stoneworking I: Knapping I: Your adept hands have refined the technique of knapping flint. Flint components you create provide a +2 bonus to crafting items out of them, increasing to +4 if you are making the check.
 * Stoneworking III: Knapping II: You have discovered a much better method of knapping flint. When you craft a flint component, the final quality is 1 higher.
 * Stoneworking II: Prospector: You need only be in a place for up to an hour to determine if it would be a good spot for a flint mine.
 * Stoneworking III: Stone carving: Through meticulous and lengthly effort, you can carve decorations into stone. Doing this requires triple the time, and increases the DC by 10.


 * Tool Crafting: tools are crafted out of their bone/wood/stone components and are a separate specialisation.
 * Tool Crafting I: Extra measurements: If you fail a check to craft a tool and would waste materials, you waste 1 less (to a minimum of 1).
 * Tool Crafting II: Uncanny measurements: If you fail a check to craft a tool and would waste materials, you waste an additional 1 less (to a minimum of 1).
 * Tool Crafting II: Mastercrafting I: The DC increase to create mastercraft tools is reduced by 10.
 * Tool Crafting III: Mastercrafting II: You can separate the check to make the tool mastercraft: instead of increasing the DC, make an additional check immediately after making the first with a DC equal to the increase. If this check fails, the tool is incomplete but not wasted; you can try again by spending half the normal crafting time for the tool if you either increase your bonus to the check or replace one or more components.
 * Tool Crafting I: Custom-made: Tools you craft are treated as 1 quality level higher (up to quality 3) when used by yourself and they are the "perfect tool for the job".
 * Tool Crafting III: Tailor-made: When you craft a tool, you can designate an individual. The tool is treated as 1 quality level higher (up to quality 5) when used by that individual and they are the "perfect tool for the job". The tool is treated as 1 quality level lower (minimum quality 0) for anyone else who uses the tool.

Social

 * Language


 * Leadership
 * Leadership I: Management I: Villagers are less likely to resent you for having them perform tasks they do not want to do.
 * Leadership II: Management II: If a villager would disastrously fail a task you have assigned them to, they have a 50% chance of reducing that to a regular failure provided they could have rolled a number that would have resulted in a regular failure.
 * Leadership III: Management III: Unless they are philosophically opposed to the task, villagers never resent you for having them perform tasks they do not want to do.
 * Leadership I: Inspiration I: Successfully inspiring an ally increases their benefit by 50%. Associated penalties are not increased.
 * Leadership III: Inspiration II: Successfully inspiring an ally increases their benefit by 50% again (doubled in total). Associated penalties are not increased.
 * Leadership II: Your effective status increases by 1 for any village you are leader of.
 * Leadership III: Your status increases by 1.


 * Negotiate
 * Negotiate I: Trader I: You are able to buy and sell bulk goods in higher quantities. When you make a fair trade with a person, and you then request they import an item for you, that person doesn't count toward the price increase.
 * Negotiate II: Trader II: People you've traded with before don't gain barter fatigue for the first counteroffer you make. And, if you don't make a counteroffer, there's a chance you'll gain a favour with that person.
 * Negotiate III: Trader III: You are able to buy and sell bulk goods in even higher quantities. People you've traded with before will start with a better offer if you made no counteroffer in their most recent trade.
 * Negotiate I: Mulligan: When you fail in making a request of someone and then attempt to sweeten the deal, the amount by which you failed the first time isn't included as a penalty in renegotiating the deal.
 * Negotiate II: Come out ahead: If you successfully mediate a discussion, each party's disposition will increase toward you. If you sabotage the discussion, the benefactor's normal disposition increase will be greater.
 * Negotiate III: Last-minute diplomat: When trying to calm a hostile person, they will generally delay their attack to hear your first sentence or two.


 * Deception
 * Deception I: Fast-talk I: When using Deception to barter for goods, the first time you fail against someone doesn't accrue a penalty toward future barter attempts.
 * Deception III: Fast-talk II: You can use fast-talk a second time each barter and people who have been duped by you must roll (at -2) to even determine they have gotten a crummy deal.
 * Deception I: Bootlicking: When using Social against someone of higher social status than you, you add their status to those rolls.
 * Deception II: Misdirection: When using Deception to distract or misdirect in preparation for another roll, you can add both your Charisma and your Dexterity instead of picking one or the other.
 * Deception II: A cunning plan I: You are adept at coming up with unnecessarily convoluted plans. While people are following one of your plans, roll a 1d8 each moment. If you betray them at that moment, that result is added to all your checks for the betrayal (one round, sometimes longer).
 * Deception III: A cunning plan II: You are actually getting good at enacting your ridiculous plans. Based on how convoluted the plan is, the DM will give you a number: typically 0, 2, or 4. You choose whether every person enacting the plan takes this as a bonus or penalty on all rolls while the plan unfolds (the bonus and penalty is lost if you betray them, though you still benefit from the 1d8's result).


 * Intimidate including interrogating, threatening, and appearing imposing
 * Intimidate I: Interrogate I: When you successfully use Intimidate to get information out of someone, you have at least twice the normal compliance duration (the time before they turn hostile).
 * Intimidate II: Interrogate II: Any time you successfully use Intimidate to threaten someone, you and nearby allies gain a +2 bonus to all Social and Performance skills toward that person for their compliance duration.
 * Intimidate II: Torturer: Any time you successfully use Intimidate to damage someone, you and nearby allies gain a +2 bonus to all Social and Violence skills toward that person for their compliance duration.
 * Intimidate III: Sick puppy: Your Torturer bonus stacks up to 3 times (for you but not your allies - unless they are also a sick puppy). It also applies to Artistry and Cleverness checks for you for the remainder of the day. However, each week that goes by without you torturing someone causes you to take a cumulative -2 to all Social, Perform, Artistry, and Cleverness checks until you attain maximum Torturer stacks. Furthermore, if someone ever reads your mind, they must make a sanity save (unless they are also a sick puppy in which case they must save or gain half your current Torturer bonus or penalty).
 * Intimidate I: Primal roar: You can use Intimidate on animals (but not beasts or monsters) at a -5 penalty. The penalty is forgiven if you killed a creature in the previous round.
 * Intimidate III: Imposing presence: People are less likely to attack you and your party in general. But enemies who down you grant a brief morale bonus to their allies and intelligent enemies will try to take advantage of this.


 * Sense Motive
 * Sense Motive I: Read body language I: Each time you use Language to interact with someone whose language you cannot speak, you can increase your effective Language level by your Sense Motive training level for the purpose of determining newly learned words.
 * Sense Motive II: Read body language II: You are adept at detecting the signs of deception in others. When you roll Sense Motive to oppose Deception, the result cannot be worse than if you had rolled a 10.
 * Sense Motive I: Predict movements I: You can use your Intelligence or Charisma bonus as the key ability for Dodge checks and attack rolls without knowing anything about them by spending a single action to study your opponent's movements.
 * Sense Motive II: Predict movements II: Your heightened awareness has become almost a sixth sense to impending danger. You can add either your Intelligence or Charisma bonus to initiative rolls.
 * Sense Motive III: Predict shenanigans: When involved in someone else's cunning plan, you take only half the penalty from the convolution (if you receive a bonus, it is in full). Also, if they betray you, you can make a Sense Motive check opposed by their Deception. If you win, then you predict their betrayal, and you gain their 1d8 bonus instead of them.
 * Sense Motive III: Know humanity: You can use your Sense Motive training level in place of your training level for any other Social skill that isn't your weakness. If you choose to do so, you cannot benefit from any feats gained from that skill, even if you have them. eg. if you have training 2 in Deception and Fast-Talk I but choose to roll Deception using your training 6 Sense Motive, you can effectively increase your result by +4 but cannot benefit from Fast-Talk for that roll.