Feats

**Martyrdom**

*Prerequisite: ?? Virtue, Journeyman Therugist*

 If the Therugist who has said this prayer falls in battle he comes back as a holy spirit shrouded in white surrounded by blinding white light and fights until the battle is over, afterwards he departs to heaven. The Spirit has the same stats as he had in life but is ethereal and any incoming blows by enemies who use eyes to coordinate themselves take a penalty to attack rolls equal to the Therugist's Charisma modifier, the holy spirit is armed with a holy weapon of his choice and if he wishes a Shield of his choice.

**Bravery**

*Prerequisites: Charisma 12*

At 40% health increase critical chance by 1, at 10% health increase critical chance by 2

**Chevauchée**

*Prerequisites: Apprentice Riding*

AC vs attacks of opportunity while mounted increased by 4

**Galloping Charge**

*Prerequisites: Journeyman Riding*

While mounted increase the critical chance and damage by +1 for every 5 meters moved before hitting a target in a ride by attack for a maximum of +3, reducing by 1 for every 5 meters over 3

**Run by attack**

*Prerequisites: Dexterity 15*

Perform a run by attack similar to the mounted ride by while on foot. In order to use this attack you must not be adjacent to the target. If you fail the attack roll the target gets an attack of opportunity.

**Gunner**

Allows the Arquebus to be reloaded in 2 turns.

**Marksman**

*Prerequisites: Intelligence 14*

Add intelligence modifier to chance to hit on the Crossbow, Arbalist, and Arquebus.

**Shield Wall**

*Prerequisites: Journeyman Leadership*

When equipped with a shield and adjacent to at least one ally equipped with a shield at your flank increase both of your DR by 1. This ability does not stack.

**Spear Wall**

*Prerequisites: Journeyman Leadership*

When equipped with a polearm and adjacent to at least one ally equipped with a polearm you both get an attack of opportunity when an enemy enters your shared attack range.

**Focused Training (Weapon)**

*Prerequisites: Apprentice in weapon group.*

If the weapon has a 1d20 to hit, increase crit chance by 1, if the weapon has a 1d15 to hit unlock critical hits on a roll of 15, if the weapon is 1d10 to hit increase hit chance to 1d12.

**Weapon Mastery (Weapon)**

*Prerequisites: Master of Craft in weapon group, Focused Training in chosen weapon*

If the weapon has a 1d20 to hit increase crit chance by 2, if the weapon has a 1d15 to hit increas crit chance by 1, if the weapon has 1d12 to hit unlock critical hits on a roll of 12.

**Nimble Fighter**

*Prerequisites: Dexterity 14*

Use dexterity instead of strength for chance to hit while using light weapons and unarmed strikes.

**Precision Strikes**

*Prerequisites: Dexterity 16, Nimble Fighter*

Use dexterity instead of strength for damage while using light weapons.

**Debauched** **Libertine**

*Prerequisites: Journeyman Seducer*

Your Sin increases your seduction roll. Increases the effects of orgies when used as a magic ritual component.

**Troubadour's Grace**

*Prerequisites: Apprentice Diplomat, Novice Seducer*

Your Virtue increases your seduction roll. Your Honor increases your Diplomacy roll.

**Brawler**

*Prerequisites: Apprentice Unarmed Combat*

Increase unarmed damage to 1d6, +1 AC when Unarmed

**Wisdom of the Blade**

*Prerequisites: 12 Dexterity, 12 Strength, 14 Wisdom, Master of Craft Swordsman*

When wielding a 1 handed sword with a free hand and unencumbered to the minimum point of 20 movement plus an attack add your Wisdom modifier to your AC

**Tactical Fencer**

*Prerequisites: 14 Dexterity, 14 Intelligence, Journeyman Swordsman*

When wielding a 1 handed sword with a free hand and unencumbered to the minimum point of 20 movement plus an attack add your Intelligence modifier to your AC.

**Man at Arms**

*Prerequisites: Apprentice in 3 or more melee weapons*

Any Melee skill which is apprentice or higher grants +1 to all other Melee skills apprentice or higher to a maximum of + 4.

**Kung Fu**

+2 AC