Tag: Feats

Results

  • Acrobatic

    The character gets a +2 bonus on all Acrobatics checks. Benefit: The character gets a +2 bonus on all Acrobatics checks. Special: Remember that the Acrobatics skill can’t be used untrained.

  • Advanced Combat Martial Arts

    Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8. Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. Normal: An unarmed strike critical …

  • Advanced Firearms Proficiency

    Prerequisite: Personal Firearms Proficiency. Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto­fire setting). They may also take the [[Special Attack Actions | suppressive fire]] …

  • Advanced Two-Weapon Fighting

    Prerequisites: Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11. Benefit: The character’s penalties for fighting with two weapons are lessened by an additional 2 for the primary hand and the off hand (for a total …

  • Agile Riposte

    Prerequisites: Dexterity 13, Dodge. Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may …

  • Aircraft Operation

    Select a class of aircraft (heavy aircraft, helicopters, fighters, Interceptors). The character is proficient at operating that class of aircraft. The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any …

  • Alertness

    Benefit: The character gets a +2 bonus on all Perception checks and a +1 to Initiative checks.

  • Alien Craft Operation

    The creature is proficient at operating one type of spacecraft utilized by certain alien species. Prerequisite: Pilot 4 ranks. Benefit: The creature takes no penalty on Pilot checks or attack rolls made to operate a craft of the selected type. …

  • Alien Weapons Proficiency

    The creature is proficient with alien weapons. Benefit: Choose a specific alien species, the character takes no penalty on attack rolls when using any ranged alien weapon belonging to that species. Normal: A creature without this feat takes the –4 …

  • Animal Affinity

    Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. Special: Remember that the Handle Animal skill can’t be used untrained.

  • Archaic Weapons Proficiency

    Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon. Normal: A character without this feat takes the –4 non­proficient penalty when making attacks with archaic weapons.

  • Armor Proficiency (Light)

    Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to Acrobatics, Climb, Escape Artist, and Stealth …

  • Armor Proficiency (Heavy)

    Prerequisite: Armor Proficiency (Medium) Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to …

  • Armor Proficiency (Medium)

    Prerequisite: Armor Proficiency (Light) Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to …

  • Armor Proficiency (Powered)

    Prerequisites: Armor Proficiency (Light) , Armor Proficiency (Medium). Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the armor’s equipment bonus to his or her Defense. Also, the armor …

  • Athletic

    Benefit: The character gets a +2 bonus on all Athletics checks made to Climb and Swim.

  • Attentive

    Benefit: The character gets a +2 bonus on all [[Investigate | Investigate]] checks and [[Sense Motive | Sense Motive]] checks. Special: Remember that the Investigate skill can’t be used untrained.

  • Blind-Fight

    Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits. The character takes only half the usual penalty to speed for being unable to …

  • Brawl

    Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + their Strength modifier. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + …

  • Builder

    Benefit: Pick two of the following skills: [[Craft | Craft]] (chemical), [[Craft | Craft]] (electronic), [[Craft | Craft]] (mechanical), and [[Craft | Craft]] (structural). The character gets a +2 bonus on all checks with those skills. Special: The …

  • Cautious

    Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks. Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

  • Cleave

    Prerequisites: Strength 13, Power Attack. Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0) or to be …

  • Combat Expertise

    Prerequisite: Intelligence 13. Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. …

  • Combat Martial Arts

    Prerequisite: Base attack bonus +1. Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier (1D6 with the [[Brawl | Brawl]] feat). The character’s unarmed …

  • Combat Reflexes

    Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character …

  • Combat Throw

    Prerequisite: Defensive Martial Arts. Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against …

  • Confident

    Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

  • Surgery

    Prerequisite: Treat Injury 4 ranks. Benefit: The character can use the [[Treat Injury | Treat Injury]] skill to perform surgery without penalty. See the [[Treat Injury | Treat Injury]] skill description. Normal: Characters without this feat take a – …

  • Creative

    Benefit: Pick two of the following skills: [[Craft | Craft]] (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and …

  • Cybertaker

    You can have more bionic attachments than normal without suffering ill effects. Benefit: The maximum number of bionic attachments you can have without suffering negative levels increases by 1. Special: You can gain this feat multiple times. Its …

  • Deceptive

    Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.

  • Defensive Martial Arts

    Benefit: The character gains a +1 dodge bonus to Defense against melee attacks. Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most …

  • Dodge

    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Prerequisite: Dexterity 13. Special: A condition that makes the character lose his or her Dexterity …

  • Drive-By Attack

    Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement. Normal …

  • Educated

    Benefit: Pick two [[Knowledge | Knowledge]] skills. The character gets a +2 bonus on all checks with those skills. Special: A character can select this feat as many as seven times. Each time, the character selects two new [[Knowledge | Knowledge]] …

  • Power Attack

    Prerequisite: Strength 13. Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not …

  • Point Blank Shot

    Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

  • Elusive Target

    Prerequisites: Dexterity 13, [[Defensive Martial Arts | Defensive Martial Arts]]. Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty …

  • Precise Shot

    Prerequisite: [[Point Blank Shot | Point Blank Shot]]. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent …

  • Endurance

    Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks …

  • Far Shot

    Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.

  • Run

    Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long …

  • Fleet of Foot

    You can turn corners without losing momentum. Prerequisite: [[Run | Run]]. Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You cannot use this feat while wearing medium or heavy armor, or if you’re …

  • Flyby Attack

    The creature can attack on the wing. Prerequisite: Fly speed. Benefit: When flying, the creature can take a move action (including a dive) and another partial action at any point during the move. The creature cannot take a second move action during …

  • Focused

    Benefit: The character gets get a +2 bonus on all [[Acrobatics | Acrobatics]] checks to balance, and [[Concentration | Concentration]] checks.

  • Vehicle Expert

    Benefit: The character gets a +2 bonus on all [[Drive | Drive]] checks and [[Pilot | Pilot]] checks.

  • Force Stop

    Prerequisites: [[Drive | Drive]] 4 ranks, [[Vehicle Expert | Vehicle Expert]]. Benefit: When the character at­tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side­ways …

  • Renown

    Benefit: The character’s [[Reputation | Reputation]] bonus increases by +3.

  • Frightful Presence

    Prerequisites: Charisma 15, Intimidate 9 ranks. Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma …

  • Great Cleave

    Prerequisites: Strength 13, [[Power Attack | Power Attack]], [[Cleave | Cleave]], base attack bonus +4. Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

  • Guide

    Benefit: The character gets a +2 bonus on all [[Navigate | Navigate]] checks and [[Survival | Survival]] checks.

  • Heroic Surge

    Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below …

  • Improved Brawl

    Prerequisites: [[Brawl | Brawl]], base attack bonus +3. Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength …

  • Improved Bull Rush

    Prerequisites: Strength 13, [[Power Attack | Power Attack]]. Benefit: When the character performs a [[Bull Rush | bull rush]], the character does not provoke an attack of opportunity from the defender.

  • Improved Combat Martial Arts

    Prerequisites: [[Combat Martial Arts | Combat Martial Arts]], base attack bonus +4. Benefit: The character’s threat range on an unarmed strike im­proves to 19–20. Normal: A character without this feat threatens a critical hit with an unarmed strike …

  • Improved Damage Threshold

    Benefit: The character increases his or her massive damage threshold by 3 points. Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage …

  • Improved Disarm

    Prerequisites: Intelligence 13, [[Combat Expertise | Combat Expertise]]. Benefit: The character does not provoke an attack of opportunity when the character attempts to [[Disarm | disarm]] an opponent, nor does the opponent get a chance to [[Disarm | …

  • Streetfighting

    Prerequisites: [[Brawl | Brawl]], base attack bonus +2. Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

  • Improved Feint

    Prerequisites: Intelligence 13, [[Brawl | Brawl]], [[Streetfighting | Streetfighting]]. Benefit: The character can make a [[Bluff | Bluff]] check in combat as a move action. The character receives a +2 bonus on [[Bluff | Bluff]] checks made to [[Bluff …

  • Improved Grapple

    You are skilled at grappling opponents. Prerequisites: [[Brawl | Brawl]], Dexterity 13. Benefit: You do not provoke an attack of opportunity when you initiate a [[Grapple | grapple]]. You also gain a +4 competence bonus on all grapple checks ( …

  • Improved Knockout Punch

    Prerequisites: [[Brawl | Brawl]], [[Knockout Punch | Knockout Punch]], base attack bonus +6. Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals …

  • Knockout Punch

    Prerequisites: [[Brawl | Brawl]], base attack bonus +3. Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage. Special: Even if the …

  • Low Profile

    Benefit: Reduce the character’s [[Reputation | Reputation]] bonus by 3 points.

  • Mastercrafter

    You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor). Prerequisites: [[Craft | Craft]] (electrical) 8 ranks, [[Craft | Craft]] (mechanical) 8 ranks. Benefit: When …

  • Medical Expert

    Benefit: The character gets a +2 bonus on all [[Craft | Craft]] (pharmaceutical) checks and [[Treat Injury | Treat Injury]] checks. Special: Remember that the [[Craft | Craft]] (pharmaceutical) skill can’t be used untrained.

  • Meticulous

    Benefit: The character gets a +2 bonus on all Forgery checks and Perception checks to search.

  • Mobility

    Prerequisites: Dexterity 13, [[Dodge | Dodge]]. Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square. Special: A condition that makes a character lose his …

  • Nerve Pinch

    You can incapacitate foes with a vice like pinch. Prerequisites: [[Combat Martial Arts | Combat Martial Arts]], base attack bonus +4. Benefit: You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage …

  • Nimble

    Benefit: The character gets a +2 bonus on all [[Escape Artist | Escape Artist]] checks and [[Sleight of Hand | Sleight of Hand]] checks. Special: Remember that the [[Sleight of Hand | Sleight of Hand]] skill can’t be used untrained.

  • Oathbound

    Benefit: Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid …

  • Personal Firearms Proficiency

    Benefit: The character can fire any personal firearm without penalty. Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

  • Planetary Adaptation

    Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions. Benefit: You gain one of the benefits listed below, depending on your planet of origin. Barren World: You gain a +4 bonus on Survival …

  • Quick Draw

    Prerequisite: Base attack bonus +1. Benefit: The character can draw a weapon as a free action. A character with this feat may throw weapons at their full normal rate of attacks. Normal: A character can draw a weapon as a move action. If a …

  • Quick Reload

    Prerequisite: Base attack bonus +1. Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action. …

  • Salvage

    You can salvage electrical and mechanical parts from destroyed vehicles, mech, starships, robots, and cybernetic attachments. Benefit: Salvaging a destroyed vehicle, mech, starship, robot, or cybernetic attachment takes time, as noted in Table: Salvage …

  • Spacer

    You have a special affinity for spacecraft and space travel. Benefits: You gain a +2 bonus on [[Computer Use | Computer Use]] checks made to use onboard spacecraft computer systems, a +2 bonus on [[Navigate | Navigate]] checks when plotting a course …

  • Spring Attack

    Prerequisites: Dexterity 13, [[Dodge | Dodge]], [[Mobility | Mobility]], base attack bonus +4. Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is …

  • Starship Operation

    Select one of the following types of starship ([[ULTRALIGHT |ultralight]], [[LIGHT | light]], [[MIDWEIGHT | midweight]], [[HEAVY | heavy]], or [[DREADNOUGHT | dreadnought]]). You are proficient at operating starships of that type. Prerequisite: [[Pilot …

  • Starship Dodge

    You are adept at dodging attacks while piloting starships. Prerequisite: Dexterity 13, Pilot 6 ranks, [[Starship Operation | Starship Operation]] (of the appropriate type). Benefit: When piloting a starship of a type with which you are proficient ( …

  • Starship Feint

    You are skilled at misleading your enemy in starship combat. Prerequisite: [[Pilot | Pilot]] 9 ranks, [[Starship Operation | Starship Operation]] (of the appropriate type). Benefit: When piloting a ship with which you are proficient (see the [[ …

  • Starship Gunnery

    You are proficient with starship weapon systems. Benefit: You do not take a penalty on attack rolls when firing a starship weapon. Normal: Without this feat, you take a –4 nonproficient penalty on attack rolls when firing a starship weapon.

  • Starship Mobility

    You are adept at dodging attacks while piloting starships. Prerequisite: Dexterity 13, [[Starship Dodge | Starship Dodge]]. Benefit: When piloting a starship of a type with which you are proficient (see the [[Starship Operation | Starship Operation …

  • Starship Strafe

    You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal. Prerequisite: [[Starship Gunnery | Starship Gunnery]]. Benefit: With a starship’s ranged weapon on autofire, make six attack roles that can affect an …

  • Stealthy

    Benefit: The character gets a +2 bonus on all stealth checks.

  • Strafe

    Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency. Benefit: When using a firearm to do suppressive fire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight …

  • Studious

    Benefit: The character gets a +2 bonus on all [[Linguistics | Linguistics]] checks and [[Research | Research]] checks.

  • Sunder

    Prerequisites: Strength 13, Power Attack. Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made …

  • Surface Vehicle Operation

    Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle. The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled …

  • Toughness

    You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you …

  • Trustworthy

    Benefit: The character gets a +2 bonus on all [[Diplomacy | Diplomacy]] checks and [[Gather Information | Gather Information]] checks.

  • Improved Two-Weapon Fighting

    Prerequisites: Dexterity 13, [[Two-Weapon Fighting | Two-Weapon Fighting]], base attack bonus +6. Benefit: The character’s penalties for fighting with two weapons are lessened by an additional 2 for the primary hand and the off hand (For a total of 4). …

  • Ultra Immune System

    You are less susceptible to the ravages of poison, disease, and radiation poisoning. Prerequisite: Constitution 13. Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any …

  • Unbalance Opponent

    Prerequisites: [[Defensive Martial Arts | Defensive Martial Arts]], base attack bonus +6. Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent …

  • Vehicle Dodge

    Prerequisites: Dexterity 13, [[Drive | Drive]] 6 ranks or [[Pilot | Pilot]] 6 ranks, [[Vehicle Expert | Vehicle Expert]]. Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. …

  • Vehicle Specializaiton

    You are proficient with one type of vehicle. Benefit: Choose a vehicle type (civilian aircraft, civilian cars, civilian motorcycles, civilian trucks, civilian water vehicles, other civilian vehicles, or military vehicles). When you are in control of a …

  • Weapon Finesse

    Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat. Prerequisites: Proficient with weapon, base attack bonus +1. …

  • Weapon Focus

    Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat. Prerequisites: Proficient with weapon, base attack bonus +1. Benefit: The character gains a +1 bonus on all attack rolls they make …

  • Whirlwind Attack

    Prerequisites: Dexterity 13, Intelligence 13, [[Dodge | Dodge]], [[Mobility | Mobility]], [[Spring Attack | Spring Attack]], [[Combat Expertise | Combat Expertise]], base attack bonus +4. Benefit: When the character performs a full-round action, the …

  • Windfall

    Benefit: The character’s [[Wealth System | Wealth]] bonus increases by +3. Also, this feat provides a +1 bonus on all [[Profession | Profession]] checks. Special: A character can select this feat multiple times. Each time, both of its effects stack.

  • Xenomedic

    You know how to provide safe medical treatment to alien life forms. Prerequisites: [[Knowledge | Knowledge]] (earth and life sciences) 6 ranks, [[Treat Injury | Treat Injury]] 6 ranks, [[Surgery | Surgery]]. Benefits: You can, without penalty, use …

  • Zero-G Training

    You can function normally in low gravity or zero gravity. Prerequisites: Dexterity 13, Acrobatics 4 ranks. Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating …

  • Critical Focus

    You are trained in the art of causing pain. Prerequisites: Base attack bonus +9. Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

  • Deadly Aim

    You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. Prerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged …

  • Defensive Combat Training

    You excel at defending yourself from all manner of combat maneuvers. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

  • Diehard

    You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door. Prerequisite: Endurance Feat. Benefit: When your hit point total is …

  • Agile Maneuvers

    You've learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. …

  • Catch Off-Guard

    Foes are surprised by your skilled use of unorthodox and improvised weapons. Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. …

  • Stand Still

    You can stop foes that try to move past you. Prerequisites: [[Combat Reflexes | Combat Reflexes]]. Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack …

  • Improved Overrun

    You are skilled at knocking down opponents. Prerequisites: Power Attack, Strength 13. Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 competence bonus on the Strength check to knock down …

  • Improved Trip

    Prerequisites: Intelligence 13, Combat Expertise. Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the …

  • Iron Will

    Benefit: The character gets a +2 bonus on all Will saving throws.

  • Jack of All Trades

    You’ve picked up a smattering of even the most obscure skills. Prerequisite: Character level 8th+. Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot …

  • Craft Bionics

    You can construct bionic attachments. Prerequisites: [[Craft | Craft]] (electrical) 10 ranks, [[Craft | Craft]] (mechanical) 10 ranks, [[Knowledge | Knowledge]] (life sciences) 5 ranks. Benefits: You can build [[Bionics | bionic attachments]]. You …

  • Bionic Surgery

    You can graft cybernetic attachments onto living tissue as well as safely remove them. Prerequisites: Treat Injury 8 ranks, [[Surgery | Surgery]]. Benefit: You can make a [[Treat Injury | Treat Injury]] check (DC 20) to install or remove a bionic …

  • Two-Weapon Fighting

    Prerequisite: Dexterity 13. Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the …

  • Close Contact Shooting

    Prerequisites: BAB +3, Personal Firearms Proficiency The character still provokes AoO from shooting when threatened in melee but taking damage doesn’t prevent you from completing the shot.

  • Improved Plating

    Prerequisites: Natural Plating Increase your natural Plating by 1 for each HD (retroactive and increases with HD increase as well).

  • Steel Trap

    Prerequisites: Int 13 You are quick to learn and have the dedication to master certain preferred skills. You immediately gain 3 skill points in a skill which you are trained. If you have 10 or more ranks in that skill, this bonus increases to +6. …

  • Photographic Memory

    A character with photographic memory has an uncanny ability to remember things. Prerequisites: Int 18+, This feat can only be selected at 1st level *Benefit:* A character with photographic memory has an uncanny ability to remember things. After …

  • Experienced

    Through worldly experience the character immediately gains 5 skill points.

  • Starship Engineer

    Through long experience in constructing and repairing various vehicles, you have thorough knowledge of the structure and systems of starships. Prerequisite: [[Builder | Builder]] and [[Gearhead | Gearhead]] feats. When making ([[Craft |Craft]] ( …

  • Broken and Bloody

    Prerequisite: Strength 18+ Benefit: When a creature succeeds on a melee attack roll it can double its strength modifier on its attack damage. Normal: A creature without this feat takes adds it strength modifier to its attack damage. Special: A …

  • Quick Recon

    Prerequisites: [[Attentive | Attentive]] feat Benefit: You can make one [[Perception | Perception]] check as a free action while in [[Cover | total cover]], that allows them to target creatures normally when using the blind-fire [[Special Attack …

  • Improved Combat Throw

    You excel at using an opponent’s momentum against them. Prerequisite: [[Combat Throw | Combat Throw]], BAB +3, [[Defensive Martial Arts | Defensive Martial Arts]] Benefit: In melee combat, if an opponent attacks and misses you, you may immediately …

  • Battle Focus Training

    Gain the Veteran class skill [[Battle Focus | Battle Focus]]. Prerequisites: BaB +3 When a character gains this feat as a class feature, Rank 1 is gained at the level the feat is taken. Each subsequent rank is gained every three levels after the …

  • Urban Tracking

    You can track down the location of missing persons or wanted individuals. Benefit: To find the trail of an individual or to follow it for 1 hour requires a [[Gather Information | Gather Information]] check. You must make another [[Gather Information | …

  • Charming

    Can only be taken at level one. The character has an innate talent for being charming and captivating. Benefit: The hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are …

  • Business Savvy

    The character knows his way around the office, boardroom and sales floor of the business world. Benefit: You gain a +2 bonus to [[Knowledge | Knowledge]] (civics) and [[Knowledge | Knowledge]] (business.) If you have 10 or more ranks in one of these …

  • Armor Focus

    Your familiarity with a specific type of armor increases the amount of protection you receive from it. Prerequisites: Base attack bonus +1, proficiency with selected armor. Benefit(s): Select one specific type of armor. The AC bonus granted by the …

  • Greater Bull Rush

    Your bull rush attacks throw enemies off balance. Prerequisites: [[Improved Bull Rush | Improved Bull Rush]], [[Power Attack | Power Attack]], base attack bonus +6, Str 13. Benefit: You receive a +2 bonus on checks made to bull rush a foe. This …

  • Charger

    Prerequisites: Strength 13, Power Attack. Benefit: A character may make a heavy melee attack instead of a normal melee attack during a charge action.

  • Handy

    Benefit: The character gets a +2 bonus on all [[Computer Use | Computer Use]] checks and [[Repair | Repair]] checks. Special: Remember that the [[Computer Use | Computer Use]] skill and the [[Repair | Repair]] skill can only be used untrained in …

  • Track

    Benefit: To find tracks or follow them for one kilometer requires a [[Survival | Survival]] check. The character must make another [[Survival | Survival]] check every time the tracks become difficult to follow. The character moves at half their normal …

  • Alien Melee Weapon Proficiency

    Choose one exotic alien melee weapon. The character is proficient with that melee weapon in combat. Prerequisite: Base attack bonus +1. Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon …

  • Dive for Cover

    The character knows how to dive out of the area of an effect. Prerequisite: Base Reflex save of +2. Benefit: When the character attempts a reflex save against an area attack or effect, they can fall prone in an adjacent space and roll twice on that …

  • Fusilade

    A character can use their many limbs to lay down a hail of fire. Prerequisite: Base attack bonus +1, four or more arms. Benefit: The character, as a full attack action, when wielding four or more identical small arms, they can fire them all …

  • Step Up and Strike

    When a foe tries to move away, you can follow and make an attack of opportunity. Prerequisite: Dex 13, BaB +6. Benefit: When an enemy takes a five foot step away from you, you can react and move to a space adjacent to the enemy and make an attack of …

  • Heavy Weapon Proficiency

    A character is able to use heavy weapons. Prerequisite: Strength 15, Personal firearm proficiency, Advanced Firearms Proficiency. Benefit: The character makes attack rolls with the weapon normally. Normal: A character who uses a weapon without …