Every Feat, unless specified, has a total of 10 ranks.
Eventually there will be level requirements but that will require balancing.
+++++
There are two kind Weapon Feats, Effectiveness and Exactness
Effectiveness feats raise damage.
Sword, Mace, Bow, Spear, Axe.
Exactness feats raise attack skill.
One-Hand, Two-Hand, Bow.
Each advancement takes only one feat point.
+++++
Each class also has useful feats that are awarded on leveling, they can be found here: https://skyarch.forumotion.com/t105-class-feats-list#118
+++++
Personal Feats are limited by the corresponding primary stat, for example if you have only 9 strength you may only have 9 Value strength feats.
What is a Value? A level one feat has a value of 1 and a level two feat has a value of 2 and so on.
Feats given to you via class do not count to this limit.
+++++
Personal Feats:
STR
---Armor Proficiency(Bludgeon)
Reduce incoming Bludgeon Damage by 1.
---Armor Proficiency(Slash)
Reduce incoming Slash Damage by 1.
---Shield Proficiency
Reduce incoming Piercing Damage by 1 while holding a shield.
---Combat Brutality, two ranks
Do an extra 2 damage in melee combat.
---Runner
Sprint to any target you have line-of-sight with, used once per fight.
---Combat Slap
Raise attack roll by 2 after rolling, can be used twice per day, hits cannot crit.
---Shield Bash
Using a shield, on your turn to spend 125% of your normal fatigue to unbalance an opponent, on hit this reduces their maximum movement by 50% on their next turn.
DEX
---Caution
+1 to Open Lock and Hide.
---Dual Strike
+1 Attack to an enemy who has already been attacked that round.
---Precise Shot
+1 Damage for arrows and bolts.
---Dueling
When using a single handed weapon and no shield gain +1 attack and defense.
---Interception
All attacks within your weapon's length may be intercepted, roll defense in place of the target. Can be used twice a day, lasts for 2 rounds of combat(when it's your turn twice).
---Footwork
Successful defense rolls allow you to move one tile back
---Riding*
Your mount now gains 5 feet of movement per turn. Additionally your animal handling checks gain a +1.
CON
---Conditioning
Each rank of this gains you +1 in Fortitude, Reflex and Will saves.
---Toughness, three ranks. Second Rank available at level 6, third rank at level 10.
When leveling you gain an additional 2 Hp for each rank of toughness, this is also applied retroactive.
---Sturdy Insides
Resist one point of bleeding, poison and bane damage.
---Second Wind, one rank.
Refresh Stamina, 1 use per day. Must be your first action, ends turn on use.
---Enduring
Immune to Movement debuffs. This does not negate damage or stuns/binds/grabs.
---Athleticism*
Your maximum moment speed per turn is raised by 5 feet, this is constantly active.
INT
---Higher Learning
May use one non-elemental paths(elemental paths being Fire, Water, Air, Earth).
Requires you be level 5
---Arcane Adept, three ranks
Any single spell's Knowledge requirement is reduced by 1, this has no effect on stamina costs.
---Armor Penetration
Ignore 1 armor when making damage rolls.
---Brains Over Brawn
You may use your INT modifier during STR or DEX checks.
---Cunning Dodge
You may choose to use your INT modifier instead of your DEX modifier for Reflex saves and Tumble checks.
---Summoner
Summons now have +100% hp
---Lich-Kin
Undead summons do not disintegrate
---Mastery
One Spell now has 10 fatigue cost, does not take space on your memorized list
Requires you be level 15
WIS
---Initiate of Learning, two ranks
Once a day you may add a +3 to a knowledge check.
---Keep Focused, one rank
When in combat add your CON modifier to your Will save.
---Awareness
Your passive perception and precision is raised by 1.
---Combat Barrage
During combat you may attack an extra time, this extra attack has a penalty of -2 this attack cannot crit.
CHA
---Trader*
Deals resulting in gold or resources will be increased by 5%.
---Empathy
+1 to Bluff, Diplomacy, Intimidate.
---Awesome Body, one rank
Add 1 hit point per 4 points of Charisma Value.
---Battle Cry, three ranks
All allies nearby gain +1 to hit until the end of your next turn.
---Combat Intimidation, one rank
Roll Intimidation, the target must make a Will save otherwise their moral is broken. Used twice per day.
---Fortune's Favor, one rank
Re-roll any kind of roll once per day.
---Grace Gatherer, one rank
Survival checks become 10 regardless of roll.
---Indomitable, two ranks
Add a 1d10 when resisting stuns and other disabling effects.
---Innate Magic
Once a day you may free cast a spell that has a School level of zero
---Unyielding Soul
When any mind-affecting spell is cast on you, you may take 1d10 damage rather than be affected.
---Will to Live
Your Cha replaces your Con for determining the bonus to your Fortitude saves.
Eventually there will be level requirements but that will require balancing.
+++++
There are two kind Weapon Feats, Effectiveness and Exactness
Effectiveness feats raise damage.
Sword, Mace, Bow, Spear, Axe.
Exactness feats raise attack skill.
One-Hand, Two-Hand, Bow.
Each advancement takes only one feat point.
+++++
Each class also has useful feats that are awarded on leveling, they can be found here: https://skyarch.forumotion.com/t105-class-feats-list#118
+++++
Personal Feats are limited by the corresponding primary stat, for example if you have only 9 strength you may only have 9 Value strength feats.
What is a Value? A level one feat has a value of 1 and a level two feat has a value of 2 and so on.
Feats given to you via class do not count to this limit.
+++++
Personal Feats:
STR
---Armor Proficiency(Bludgeon)
Reduce incoming Bludgeon Damage by 1.
---Armor Proficiency(Slash)
Reduce incoming Slash Damage by 1.
---Shield Proficiency
Reduce incoming Piercing Damage by 1 while holding a shield.
---Combat Brutality, two ranks
Do an extra 2 damage in melee combat.
---Runner
Sprint to any target you have line-of-sight with, used once per fight.
---Combat Slap
Raise attack roll by 2 after rolling, can be used twice per day, hits cannot crit.
---Shield Bash
Using a shield, on your turn to spend 125% of your normal fatigue to unbalance an opponent, on hit this reduces their maximum movement by 50% on their next turn.
DEX
---Caution
+1 to Open Lock and Hide.
---Dual Strike
+1 Attack to an enemy who has already been attacked that round.
---Precise Shot
+1 Damage for arrows and bolts.
---Dueling
When using a single handed weapon and no shield gain +1 attack and defense.
---Interception
All attacks within your weapon's length may be intercepted, roll defense in place of the target. Can be used twice a day, lasts for 2 rounds of combat(when it's your turn twice).
---Footwork
Successful defense rolls allow you to move one tile back
---Riding*
Your mount now gains 5 feet of movement per turn. Additionally your animal handling checks gain a +1.
CON
---Conditioning
Each rank of this gains you +1 in Fortitude, Reflex and Will saves.
---Toughness, three ranks. Second Rank available at level 6, third rank at level 10.
When leveling you gain an additional 2 Hp for each rank of toughness, this is also applied retroactive.
---Sturdy Insides
Resist one point of bleeding, poison and bane damage.
---Second Wind, one rank.
Refresh Stamina, 1 use per day. Must be your first action, ends turn on use.
---Enduring
Immune to Movement debuffs. This does not negate damage or stuns/binds/grabs.
---Athleticism*
Your maximum moment speed per turn is raised by 5 feet, this is constantly active.
INT
---Higher Learning
May use one non-elemental paths(elemental paths being Fire, Water, Air, Earth).
Requires you be level 5
---Arcane Adept, three ranks
Any single spell's Knowledge requirement is reduced by 1, this has no effect on stamina costs.
---Armor Penetration
Ignore 1 armor when making damage rolls.
---Brains Over Brawn
You may use your INT modifier during STR or DEX checks.
---Cunning Dodge
You may choose to use your INT modifier instead of your DEX modifier for Reflex saves and Tumble checks.
---Summoner
Summons now have +100% hp
---Lich-Kin
Undead summons do not disintegrate
---Mastery
One Spell now has 10 fatigue cost, does not take space on your memorized list
Requires you be level 15
WIS
---Initiate of Learning, two ranks
Once a day you may add a +3 to a knowledge check.
---Keep Focused, one rank
When in combat add your CON modifier to your Will save.
---Awareness
Your passive perception and precision is raised by 1.
---Combat Barrage
During combat you may attack an extra time, this extra attack has a penalty of -2 this attack cannot crit.
CHA
---Trader*
Deals resulting in gold or resources will be increased by 5%.
---Empathy
+1 to Bluff, Diplomacy, Intimidate.
---Awesome Body, one rank
Add 1 hit point per 4 points of Charisma Value.
---Battle Cry, three ranks
All allies nearby gain +1 to hit until the end of your next turn.
---Combat Intimidation, one rank
Roll Intimidation, the target must make a Will save otherwise their moral is broken. Used twice per day.
---Fortune's Favor, one rank
Re-roll any kind of roll once per day.
---Grace Gatherer, one rank
Survival checks become 10 regardless of roll.
---Indomitable, two ranks
Add a 1d10 when resisting stuns and other disabling effects.
---Innate Magic
Once a day you may free cast a spell that has a School level of zero
---Unyielding Soul
When any mind-affecting spell is cast on you, you may take 1d10 damage rather than be affected.
---Will to Live
Your Cha replaces your Con for determining the bonus to your Fortitude saves.