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Revision as of 02:44, 17 May 2015
Below is the Feats table. It has a short summary description of the feat in question. However for more information please visit the page dedicated to the feat. Many feats have more verbose descriptions.
Feats
Feat | Prerequisites | Summary |
---|---|---|
Acrobatic | - | +2 bonus on all Jump checks and Tumble checks. |
Action Boost | - | Roll d8s instead of d6s when using an action point. |
Advanced Combat Martial Arts | Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8. | When the character scores a critical hit with an unarmed strike, its triple damage. |
Advanced Firearms Proficiency | - | Fire any personal firearm on autofire without penalty. |
Advanced Two-Weapon Fighting | Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11. | Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon |
Alien Weapons Proficiency | - | No penalty when using any kind of alien weapon. |
Agile Riposte | Dexterity 13, Dodge. | Make an attack of opportunity when an (Doge declared) opponent misses a melee attack |
Aircraft Operation | - | Take no penalty on Pilot checks or attack rolls made when operating an aircraft. |
Alertness | - | The character gets a +2 bonus on all Listen checks and Spot checks. |
Animal Affinity | - | The character gets a +2 bonus on all Handle Animal checks and Ride checks. |
Archaic Weapons Proficiency | - | The character takes no penalty on attack rolls when using any kind of archaic weapon. |
Armor Proficiency (light) | - | Ability to wear light armor and add the armor bonus. |
Armor Proficiency (medium) | - | See Armor Proficiency (light). |
Armor Proficiency (heavy) | Armor Proficiency (light), Armor Proficiency (medium). | See Armor Proficiency (light). |
Armor Proficiency (Powered) | Armor Proficiency ( light) , Armor Proficiency (medium). | When you wear powered armor, you may add the armor’s entire equipment bonus. |
Athletic | - | The character gets a +2 bonus on all Climb checks and Swim checks. |
Attentive | - | The character gets a +2 bonus on all Investigate checks and Sense Motive checks. |
Blind-Fight | - | re-roll melee attacks that miss because of concealment. |
Brawl | - | Can make unarmed attacks more effectively. |
Builder | - | Pick two of the following skills |
Burst Fire | Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency. | Deal +2 dice of damage. |
Cautious | - | +2 bonus on all Demolitions checks and Disable Device checks. |
Cleave | Strength 13, Power Attack. | Get an extra attack if your first attack causes its target to "drop" |
Charismatic Plus | - | You gain two talents from the Charismatic hero’s talent trees. |
Combat Expertise | - | Take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to AC. |
Combat Martial Arts | - | Unarmed attacks count as armed |
Combat Reflexes | - | The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1. |
Combat Throw | - | +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks |
Confident | - | +2 bonus on all Intimidate checks, and on level checks to resist intimidation. |
Craft Cybernetics | Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. | You can build cybernetic attachments. |
Creative | - | Pick two skills, read description |
Cybernetic Surgery | Treat Injury 8 ranks, Surgery. | You can install or remove a cybernetic attachment. |
Cybertaker | - | The maximum number of cybernetic attachments you can have is increases by 1. |
Dead Aim | Wisdom 13, Far Shot. | Take a full round action to line up a shot for a bonus. |
Deceptive | - | The character gets a +2 bonus on all Bluff checks and Disguise checks. |
Dedicated Plus | - | You gain two talents from the Dedicated hero’s talent trees. |
Defensive Martial Arts | - | +1 dodge bonus to Defense against melee attacks. |
Dodge | - | +1 dodge bonus to Defense against any subsequent attacks from a specified opponent. |
Double Tap | Dexterity 13, Point Blank Shot. | –2 penalty on this attack, but deals +1 die of damage with a successful hit. |
Drive-By Attack | - | Takes no vehicle speed penalty when making an attack while in a moving vehicle |
Educated | - | Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. |
Elusive Target | Dexterity 13, Defensive Martial Arts. | Opponents that target you with a melee attack take a -4 penalty. |
Endurance | - | +4 bonus on the following checks and saves, see list in description. |
Exotic Firearms Proficiency | Personal Firearms Proficiency, Advanced Firearms Proficiency. | The character makes attack rolls with the weapon normally. |
Exotic Melee Weapon Proficiency | - | The character makes attack rolls with the weapon normally. |
Fast Plus | - | You gain two talents from the Fast hero’s talent trees. |
Far Shot | - | Uses a firearm or other ranged weapons, its range increment increases by one-half |
Focused | - | +2 bonus on all Balance checks and Concentration checks. |
Force Stop | Drive 4 ranks, Vehicle Expert. | Character can force the other vehicle to a stop by nudging it into a controlled sideways skid. |
Frightful Presence | Charisma 15, Intimidate 9 ranks. | Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks. |
Gearhead | - | +2 bonus on all Computer Use checks and Repair checks. |
Great Cleave | Strength 13, Power Attack, Cleave, base attack bonus +4. | As Cleave, except that the character has no limit to the number of times he or she can use it per round. |
Great Fortitude | - | +2 bonus on all Constitution saving throws. |
Guide | - | +2 bonus on all Navigate checks and Survival checks. |
Jack of all Trades | - | You can use any skill untrained.(May remove... seams a little OP) |
Heroic Surge | - | The character may take an extra move action or attack action in a round. |
Improved Brawl | Brawl, base attack bonus +3. | When making an unarmed attack, the character receives a +2 bonus on his or her attack roll. |
Improved Bull Rush | Strength 13, Power Attack. | When performing a bull rush, the character does not provoke an attack of opportunity. |
Improved Combat Martial Arts | Combat Martial Arts, base attack bonus +4. | The character’s threat range on an unarmed strike improves to 19–20. |
Improved Combat Throw | Defensive Martial Arts, Combat Throw, base attack bonus +3. | In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. |
Improved Damage Threshold | - | The character increases his or her massive damage threshold by 3 points. |
Improved Disarm | Intelligence 13, Combat Expertise. | The character does not provoke an attack of opportunity when the character attempts to disarm an opponent |
Improved Feint | Intelligence 13, Brawl, Streetfighting. | +2 bonus on Bluff checks made to feint in melee combat. |
Improved Initiative | - | +4 circumstance bonus on initiative checks. |
Improved Knockout Punch | Brawl, Knockout Punch, base attack bonus +6. | First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful. |
Improved Trip | Intelligence 13, Combat Expertise. | The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. |
Improved Two-Weapon Fighting | Dexterity 13, Two-Weapon Fighting, base attack bonus +6. | The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. |
Iron Will | - | +2 bonus on all Wisdom saving throws. |
Knockout Punch | Brawl, base attack bonus +3. | When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. |
Lightning Reflexes | - | +2 bonus on all Dexterity saving throws. |
Low Profile | - | Reduce the character’s Reputation bonus by 3 points. |
Mastercrafter | Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks. | Can craft masterworked items. |
Medical Expert | - | +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. |
Meticulous | - | +2 bonus on all Decipher Script and Perception checks. |
Mobility | Dexterity 13, Dodge. | +4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square. |
Nerve Pinch | Combat Martial Arts, base attack bonus +4. | Preform a melee attack that can paralyze the target. |
Nimble | - | +2 bonus on all Escape Artist checks and Sleight of Hand checks. |
Oathbound | At least one declared allegiance. | Choose one of your allegiances. |
Personal Firearms Proficiency | - | The character can fire any personal firearm without penalty. |
Point Blank Shot | - | The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. |
Power Attack | - | Take points away from hitting a target and add them to damage dealt if successful. |
Planetary Adaption | - | You gain one of the benefits listed in the description, depending on your planet of origin. |
Precise Shot | - | The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. |
Salvage | - | Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time. |
Smart Plus | - | You gain two talents from the Smart hero’s talent trees. |
Spacer | - | +2 bonus on Computer Use checks made to use onboard spacecraft computer systems. |
Starship Battle Run | - | When using an attack action with a starship ranged weapon, you can move both before and after the attack |
Starship Dodge | - | +1 dodge bonus to your ship’s Defense against attacks. |
Starship Feint | - | +2 bonus on Bluff checks made to feint in starship combat. |
Starship Gunnery | - | You do not take a penalty on attack rolls when firing a starship weapon. |
Starship Mobility | - | +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. |
Starship Operation | - | When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship. |
Starship Strafe | - | When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide. |
Strong Plus | - | You gain two talents from the Strong hero’s talent trees. |
Tough Plus | - | You gain two talents from the Tough hero’s talent trees. |
Quick Draw | - | The character can draw a weapon as a free action. |
Quick Reload | - | Reloading a firearm with an already filled box magazine or speed loader is a free action. |
Renown | - | The character’s Reputation bonus increases by +3. |
Run | - | When running, the character moves a maximum of five times his or her normal speed instead of four times. |
Shot on the Run | Dexterity 13, Point Blank Shot, Dodge, Mobility. | When using an attack action with a ranged weapon, the character can move both before and after the attack. |
Simple Weapons Proficiency | - | The character makes attack rolls with simple weapons normally. |
Skip Shot | Point Blank Shot, Precise Shot. | Character may ignore cover between the character and the target in certain conditions. |
Spring Attack | Dexterity 13, Dodge, Mobility, base attack bonus +4. | When using an attack action with a melee weapon, the character can move both before and after the attack.(This breaks current combat rules) |
Stealthy | - | +2 bonus on all Hide checks and Move Silently checks. |
Strafe | Personal Firearms Proficiency, Advanced Firearms Proficiency. | When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide. |
Streetfighting | Brawl, base attack bonus +2. | Character can deal an extra 1d4 points of damage under certain conditions. |
Studious | - | +2 bonus on all Decipher Script checks and Study checks. |
Sunder | Strength 13, Power Attack. | When attempting to sunder CMO the character does not provoke an attack of opportunity. |
Surface Vehicle Operation | - | The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. |
Surgery | - | The character can use the Treat Injury skill to perform surgery without penalty. |
Toughness | - | The character gains +3 hit points. |
Track | - | A character can take an extra survival check when tracking |
Trustworthy | - | +2 bonus on all Diplomacy checks. |
Two-Weapon Fighting | - | The character’s penalties for fighting with two weapons are lessened. |
Unbalance Opponent | Defensive Martial Arts, base attack bonus +6. | A target opponent no longer gets to add Str modifier to attack roles when targeting you. |
Vehicle Dodge | Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. | +1 dodge bonus to Defense against attacks while in vehicle. |
Vehicle Expert | - | +2 bonus on all Pilot checks. |
Weapon Finesse | Proficient with weapon, base attack bonus +1. | Use Dexterity modifier instead of Strength modifier on attack rolls. |
Weapon Focus | Proficient with weapon, base attack bonus +1. | +1 bonus on all attack rolls he or she makes using the selected weapon. |
Whirlwind Attack | Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4. | Make one melee attack at the character’s highest base attack bonus against each adjacent opponent. |
Wild Talent | - | Select one 0-level psionic power. |
Windfall | - | The character’s Credit bonus increases by +3. |
Ulta Immune System | - | You gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness. |
Urban Tracking | - | You can use Diplomacy checks to track down and individual. |
Xenomedic | Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery. | Use the Treat Injury skill on a living creature regardless of its type, without penalty. |
Zero-G Training | Dexterity 13, Tumble 4 ranks. | You take no penalty on attack rolls in low-gravity or zero-gravity environments. |
Feat Description Summary
Here is the format for feat descriptions.
Feat Name: The name of the feat.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite. A character can gain a feat at the same level at which he or she gains all the prerequisites. A character can’t use a feat if the character has lost a prerequisite.
Benefit: What the feat enables a character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.
Special: Additional facts about the feat.
Old Rules: We may be using some of these feats or remaking them later
These feats are in addition to the Pathfinder Roleplaying Game core rules and can be used by any class.
Modern firearms are considered to be advanced firearms in reference to any other core feats.
Feat | Prerequisite | Benefit |
---|---|---|
Brawl | - | +1 CMB & CMD; 1d6 non-lethal damage unarmed strike |
Builder | - | +2 bonus on all Craft skill checks and make checks untrained |
Business Savvy | - | +2 on Knowledge (business) & Knowledge (civics) |
Cautious | - | +2 Craft (explosives) & Disable Device |
Computer Backdoor | Know (technology) 1 rank | Install a hidden computer code |
Computer Charm | Know (technology) 1 rank | Add Knowledge (technology) to Charisma checks |
Computer Code Monkey | Know (technology) 1 rank | Read and write computer code |
Computer False Trail | Know (technology) 1 rank | Implement a computer false trail |
Computer Stealth | Know (technology) 1 rank | Hide from computer security |
Confident | - | +2 on all Intimidate and Profession (gamble) |
Creative | - | +2 bonus on all Perform skill checks and make checks untrained |
Critical Brawl | Brawl | Unarmed strike improves to 19-20 |
Drive-By Attack | Profession (driver, pilot, or sailor) | No vehicle speed penalty when attacking in a moving vehicle |
Educated | - | +2 bonus on two Knowledge skill checks |
Elusive Target | Dex 13+ | +2 dodge bonus to AC against ranged attacks. |
Fleet of Foot | Run | You can turn corners without losing momentum. |
Focused | - | +2 bonus on all Appraise and Perception checks |
Force Stop | Profession (driver) 2 ranks | Force another vehicle to a stop |
Gear Head | - | +2 bonus on Craft (electronic) & Craft (mechanical) |
Guide | - | +2 bonus on all Knowledge (geography) & Knowledge (nature) |
Improved Brawl | Brawl | +2 CMB; 1d8 non-lethal damage with unarmed strike. |
Improved Critical Brawl | Critical Brawl | Unarmed critical strikes deal extra damage |
Improved Knockout Punch | Knockout Punch | Non-lethal unarmed strike critical does triple damage |
Knockout Punch | Brawl | Non-lethal damage unarmed strike is automatic critical |
Medical Expert | - | +2 bonus on all Craft (pharmaceutical) and Heal checks |
Nimble | - | +2 bonus on all Escape Artist and Sleight of Hand |
Street Fighting | Brawl | +1d4 damage 1 per round with unarmed attack or light weapon |
Studious | - | +2 bonus on all Linguistics and Perception checks |
Surgery | Heal 2 ranks | Use the Heal skill to perform surgery |
Talented | Modern Hero Class Only | You gain a Talent from the Modern Hero Class |
Tracker | - | +2 bonus to Perception and Survival skill |
Trustworthy | - | +2 bonus on all Diplomacy checks and Bluff checks |
Unbalance Opponent | Brawl | Opponent doesn't get to add Strength modifier to hit |
Vehicle Dodge | Profession (driver, pilot, or sailor) | +2 dodge to Defense against attacks from a vehicle |
Vehicle Expert | - | Add Dex modifier to Profession (driver, pilot, or sailor) |
Vehicle Specialization | De. | +3 bonus on Profession (driver, pilot, or sailor) checks |
Detailed Feat Descriptions
- Brawl
The character knows how to fight unarmed, dealing greater damage with his hands and feet.
- Benefit: You gain a +1 bonus on your CMB and CMD. Unarmed attack nonlethal damage increases to 1d6 + Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
- Builder
The character can create useful items and structures with the right tools.
- Benefit: You gain a +2 bonus on all Craft skill checks and can make checks with those skills untrained.
- 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 (civics) and Knowledge (business.)
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Cautious
The character understands that delicate devices require a patient touch.
- Benefit: You gain a +2 bonus on Craft (explosives) and Disable Device.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Computer Backdoor
- Prerequisite: Knowledge (technology) 1 rank.
- Benefit: Install a hidden computer code.
After successfully breaking into a specific computer system, the character can install a “backdoor,” a piece of code making it easier to break into that particular system in the future. Writing and installing the program requires a Knowledge (technology) check (see chart below) but once successfully installed it automatically defeats that system's security upon return trips.
Level of Security | DC |
---|---|
Minimum | 25 |
Average | 30 |
Exceptional | 40 |
Maximum | 45 |
It is important to keep backdoors hidden from the system administrator, who is always on the lookout for such invasions. A backdoor automatically allows the character entrance to a particular system, but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the character returns.
System Admin Attitude | Knowledge (tech) Modifier |
---|---|
Lazy/Overconfident | -4 |
Indifferent | -2 |
Competent | 0 |
Proactive | +2 |
Aggressive | +4 |
- Computer Charm
- Prerequisite: Knowledge (technology) 1 rank.
- Benefit: Add Knowledge (technology) to Charisma checks.
When attempting to use a Charisma based skill such a Bluff, Intimidate, or Diplomacy in an online situation, the character adds his Knowledge (technology) skill ranks as a bonus.
- Computer Code Monkey
- Prerequisite: Knowledge (technology) 1 rank.
- Benefit: Read and write computer code.
The character can understand both the nature of raw computer code and what the program is intended to accomplish when implemented.
On a successful Knowledge (technology) check (DC 10 + Knowledge (technology) skill modifier of the code's author) the character can determine both the function of the program and any bugs or potential weak points in the design.
If weak points are found, the character gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program
- Computer False Trail
- Prerequisite: Knowledge (technology) 1 rank.
- Benefit: Implement a computer false trail.
When covering his electronically tracks through the internet, the character can lay in a false trail.
With a successful Knowledge (technology) DC 25 check, the character imposes a –5 penalty on any attempt to trace him (as described in the Defend Security function of the Knowledge (technology) skill.
If the trace fails by 10 or more points, the tracker follows the character's false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker immediately realizes the trail is bogus and can make a new check.
- Computer Stealth
- Prerequisite: Knowledge (technology) 1 rank.
- Benefit: Hide from computer security.
When the character attempts to defeat computer security, the administrator is alerted only if the character fails his Knowledge (technology) check by 10 or more.
- Confident
The character excels at Intimidation and Gambling.
- Benefit: You gain a +2 bonus on Intimidate and Profession (gambler.)
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Creative
The character has an eye for art, an ear for music and a gift to entertain.
- Benefit: You gain a +2 bonus on all Perform skill checks and can make checks with those skills untrained.
- Critical Brawl
The character's unarmed strikes have a higher threat range.
- Prerequisite: Brawl.
- 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 only on a 20.
- Drive-By Attack
While operating a vehicle, you can move, strike at a foe and then continue moving.
- Prerequisite: 1 rank in Profession (driver, pilot, or sailor.)
- Benefit: If the character is the operator of the vehicle, he or he can take a standard action at any point along the vehicle's movement.
- Educated
The character has received schooling on a variety of subjects.
- Benefit: You gain a +2 bonus on all Knowledge skill checks and can make checks with those skills untrained.
- Elusive Target
The character gains a +4 dodge bonus to AC against ranged attacks.
- Prerequisite: Dex 13+ required.
- Benefit: You gain a +4 dodge bonus to AC against ranged attacks.
- Fleet of Foot
The character can turn corners without losing momentum.
- Prerequisite: Run.
- Benefit: When running or charging, you can make a single direction change of 90° or less.
Normal: Without this feat, you can run or charge only in a straight line.
- Focused
The character is very perceptive and examines things closely.
- Benefit: You gain +2 bonus on Appraise and Perception.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Force Stop
When operating a vehicle, the character can force another vehicle to a stop.
- Prerequisite: 2 ranks in Profession (driver.)
- Benefit: When the character attempts a sideswipe stunt with a land based vehicle, you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character's turn number.
After succeeding on the check to attempt the sideswipe, the character makes a Profession (driver) check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the characters, so that they form a tee.
Move them forward a distance equal to the character's Profession (driver) total ranks. The vehicles end their movement at that location, at stationary speed and take their normal sideswipe damage.
- Gear Head
The character excels at working on electronic & mechanical items.
- Benefit: You gain a +2 bonus on Craft (electronic & mechanical.)
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Guide
The character knows the lay of the land.
- Benefit: You gain +2 bonus on Knowledge (geography & nature.)
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Improved Brawl
The character knows how to fight unarmed, dealing greater damage with his hands and feet.
- Prerequisite: Brawl.
- Benefit: You gain a +2 bonus on your CMB and the character deals nonlethal damage equal to 1d8 + the character's Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
- Improved Critical Brawl
The character's unarmed critical strikes deal extra damage.
- Prerequisite: Critical Brawl.
- 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 hit deals double damage.
- Knockout Punch
The character can deliver a non-lethal, unarmed strike that does some serious damage.
- Prerequisite: Brawl.
- Benefit: When making the character's first unarmed attack, treat a successful attack as a critical hit. This damage is nonlethal damage.
- Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.
- Medical Expert
The character has been trained in the areas of pharmaceuticals and the medical care of others.
- Benefit: You gain a +2 bonus on Craft (pharmaceutical) and Heal.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Nimble
The character is adept at slipping through bonds and hiding things in plain sight.
- Benefit: You gain a +2 bonus on Escape Artist and Sleight of Hand.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Street Fighting
The character has picked up a few dirty tricks along the way that make hits hurt just a little more.
- Prerequisite: Brawl.
- 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.
- Studious
The character has spent many hours studying academia and is quick to pick up new information.
- Benefit: You gain a +2 bonus on Linguistics and Perception.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Surgery
Use the Heal skill to perform surgery.
- Prerequisite: 2 ranks in the skill Heal.
- Benefit: With a surgery kit, a character can conduct field surgery with a successful Heal skill check.
- Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.
Each 1d6 of healing adds a + 1 to the DC modifier.
The DC is 10 + 1 per d6 of healing.
The surgeon can restore up to the patient's full normal total of hit points, with a successful skill check.
- Surgery can only be used successfully on a character once in a 24-hour period.
- Talented
You gain a Talent from the Modern Hero Class.
- Prerequisite: Modern Hero Class Only.
- Benefit: You gain a Talent from the Modern Hero Class.
- Tracker
The character gains a +2 bonus to the Perception and Survival skill.
- Benefit: You gain a +2 bonus to Perception and Survival.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Trustworthy
The character gains a +2 bonus on all Diplomacy checks and Bluff checks.
- Benefit: You gain a +2 bonus on Diplomacy and Bluff.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
- Unbalance Opponent
Opponent doesn't add Strength to attack, CMB and CMD against the character.
- Prerequisite: Brawl.
- Benefit: You can, with a successful combat maneuver, deny an opponent his Strength bonus to his attack rolls, CMB and CMD, for one round. This will not function on opponents a size category larger or more than you.
- Vehicle Dodge
The character gains a +2 dodge to his vehicle's Armor Class.
- Prerequisite: 1 rank in skill Profession (driver, pilot, or sailor.)
- Benefit: When operating a vehicle, the character's vehicle and everyone aboard, receives a +2 dodge bonus to AC.
- Vehicle Expert
The character can add his Dexterity modifier to his Profession (driver, pilot, or sailor).
- Prerequisite: Dexterity.
- Benefit: You can add your Dexterity modifier to Profession (driver, pilot, or sailor) when making a check involving a vehicle. This will increase all vehicle base stats including the vehicle's AC.
- Vehicle Specialization
The character gains a +3 bonus on Profession (driver, pilot, or sailor).
- Prerequisite: 1 rank in skill Profession (driver, pilot, or sailor).
- Benefit: You gain a +3 bonus to a Profession (driver, pilot, or sailor) in one make/model of vehicle when making a check involving that vehicle.
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill.