Feats: Difference between revisions
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! Summary | ! Summary | ||
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|Acrobatic|| The character gets a +2 bonus on all Jump checks and Tumble checks. | |Acrobatic|| - ||The character gets a +2 bonus on all Jump checks and Tumble checks. | ||
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|Advanced Combat Martial Arts|| Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.|| When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. | |Advanced Combat Martial Arts|| Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.|| When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. | ||
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|Advanced Firearms Proficiency|| The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). | |Advanced Firearms Proficiency|| - ||The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). | ||
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|Advanced Two-Weapon Fighting|| Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.|| The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other. | |Advanced Two-Weapon Fighting|| - || Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.|| The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other. | ||
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|Agile Riposte|| Dexterity 13, Dodge.|| 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 make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. | |Agile Riposte|| Dexterity 13, Dodge.|| - ||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 make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. | ||
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|Aircraft Operation|| The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class. | |Aircraft Operation|| - ||The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class. | ||
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|Alertness|| The character gets a +2 bonus on all Listen checks and Spot checks. | |Alertness|| - ||The character gets a +2 bonus on all Listen checks and Spot checks. | ||
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|Animal Affinity|| The character gets a +2 bonus on all Handle Animal checks and Ride checks. | |Animal Affinity|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks. | ||
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|Archaic Weapons Proficiency|| The character takes no penalty on attack rolls when using any kind of archaic weapon. | |Archaic Weapons Proficiency|| - ||The character takes no penalty on attack rolls when using any kind of archaic weapon. | ||
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|Armor Proficiency (heavy)|| Armor Proficiency (light), Armor Proficiency (medium).|| See Armor Proficiency (light). | |Armor Proficiency (heavy)|| - ||Armor Proficiency (light), Armor Proficiency (medium).|| See Armor Proficiency (light). | ||
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|Armor Proficiency (light)|| 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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. | |Armor Proficiency (light)|| - ||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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. | ||
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|Armor Proficiency (medium)|| See Armor Proficiency (light). | |Armor Proficiency (medium)|| - ||See Armor Proficiency (light). | ||
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|Athletic|| The character gets a +2 bonus on all Climb checks and Swim checks. | |Athletic|| - ||The character gets a +2 bonus on all Climb checks and Swim checks. | ||
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|Attentive|| The character gets a +2 bonus on all Investigate checks and Sense Motive checks. | |Attentive|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks. | ||
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|Blind-Fight|| 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. | |Blind-Fight|| - ||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. | ||
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|Brawl|| When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. | |Brawl|| - ||When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. | ||
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|Builder|| Pick two of the following skills | |Builder|| - ||Pick two of the following skills | ||
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|Burst Fire|| Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.|| When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. | |Burst Fire|| Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.|| When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. | ||
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|Cautious|| The character gets a +2 bonus on all Demolitions checks and Disable Device checks. | |Cautious|| - ||The character gets a +2 bonus on all Demolitions checks and Disable Device checks. | ||
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|Cleave|| Strength 13, Power Attack.|| 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), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round. | |Cleave|| - ||Strength 13, Power Attack.|| 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), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round. | ||
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|Combat Expertise|| 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. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). | |Combat Expertise|| - || 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. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). | ||
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|Combat Martial Arts|| With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. | |Combat Martial Arts|| - ||With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. | ||
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|Combat Reflexes|| 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. | |Combat Reflexes|| - ||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. | ||
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|Combat Throw|| 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 trys to avoid a trip or grapple attack made against him or her. | |Combat Throw|| - ||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 trys to avoid a trip or grapple attack made against him or her. | ||
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|Confident|| The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation. | |Confident|| - ||The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation. | ||
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|Creative|| Pick two of the following skills | |Creative|| - ||Pick two of the following skills | ||
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|Dead Aim|| Wisdom 13, Far Shot.|| Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming. | |Dead Aim|| Wisdom 13, Far Shot.|| Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming. | ||
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|Deceptive|| The character gets a +2 bonus on all Bluff checks and Disguise checks. | |Deceptive|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks. | ||
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|Defensive Martial Arts|| The character gains a +1 dodge bonus to Defense against melee attacks. | |Defensive Martial Arts|| - ||The character gains a +1 dodge bonus to Defense against melee attacks. | ||
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|Dodge|| During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. | |Dodge|| - ||During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. | ||
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|Double Tap|| Dexterity 13, Point Blank Shot.|| When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. | |Double Tap|| Dexterity 13, Point Blank Shot.|| When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. | ||
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|Drive-By Attack|| 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. | |Drive-By Attack|| - ||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. | ||
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|Educated|| Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. | |Educated|| - ||Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. | ||
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|Elusive Target|| Dexterity 13, Defensive Martial Arts.|| 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 is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8. | |Elusive Target|| Dexterity 13, Defensive Martial Arts.|| 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 is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8. | ||
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|Endurance|| The character gains a +4 bonus on the following checks and saves | |Endurance|| - ||The character gains a +4 bonus on the following checks and saves | ||
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|Exotic Firearms Proficiency|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| The character makes attack rolls with the weapon normally. | |Exotic Firearms Proficiency|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| The character makes attack rolls with the weapon normally. | ||
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|Exotic Melee Weapon Proficiency|| The character makes attack rolls with the weapon normally. | |Exotic Melee Weapon Proficiency|| - ||The character makes attack rolls with the weapon normally. | ||
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|Far Shot|| 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. | |Far Shot|| - ||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. | ||
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|Focused|| The character gets get a +2 bonus on all Balance checks and Concentration checks. | |Focused|| - ||The character gets get a +2 bonus on all Balance checks and Concentration checks. | ||
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|Force Stop|| Drive 4 ranks, Vehicle Expert.|| 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 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. | |Force Stop|| Drive 4 ranks, Vehicle Expert.|| 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 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. | ||
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|Frightful Presence|| Charisma 15, Intimidate 9 ranks.|| 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 modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. | |Frightful Presence|| Charisma 15, Intimidate 9 ranks.|| 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 modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. | ||
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|Gearhead|| The character gets a +2 bonus on all Computer Use checks and Repair checks. | |Gearhead|| - ||The character gets a +2 bonus on all Computer Use checks and Repair checks. | ||
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|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 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. | ||
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|Great Fortitude|| The character gets a +2 bonus on all Fortitude saving throws. | |Great Fortitude|| - ||The character gets a +2 bonus on all Fortitude saving throws. | ||
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|Guide|| The character gets a +2 bonus on all Navigate checks and Survival checks. | |Guide|| - ||The character gets a +2 bonus on all Navigate checks and Survival checks. | ||
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|Heroic Surge|| 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), but never more than once per round. | |Heroic Surge|| - ||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), but never more than once per round. | ||
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|Improved Brawl|| Brawl, base attack bonus +3.|| 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 modifier. | |Improved Brawl|| Brawl, base attack bonus +3.|| 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 modifier. | ||
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|Improved Bull Rush|| Strength 13, Power Attack.|| When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender. | |Improved Bull Rush|| Strength 13, Power Attack.|| When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender. | ||
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|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 Martial Arts|| - ||Combat Martial Arts, base attack bonus +4.|| The character’s threat range on an unarmed strike improves to 19–20. | ||
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|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. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity. | |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. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity. | ||
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|Improved Damage Threshold|| The character increases his or her massive damage threshold by 3 points. | |Improved Damage Threshold|| - ||The character increases his or her massive damage threshold by 3 points. | ||
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|Improved Disarm|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character. | |Improved Disarm|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character. | ||
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|Improved Feint|| Intelligence 13, Brawl, Streetfighting.|| The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat. | |Improved Feint|| Intelligence 13, Brawl, Streetfighting.|| The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat. | ||
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|Improved Initiative|| The character gets a +4 circumstance bonus on initiative checks. | |Improved Initiative|| - ||The character gets a +4 circumstance bonus on initiative checks. | ||
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|Improved Knockout Punch|| Brawl, Knockout Punch, base attack bonus +6.|| 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 triple damage. The damage is nonlethal damage. | |Improved Knockout Punch|| Brawl, Knockout Punch, base attack bonus +6.|| 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 triple damage. The damage is nonlethal damage. | ||
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|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. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. | |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. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. | ||
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|Iron Will|| The character gets a +2 bonus on all Will saving throws. | |Iron Will|| - ||The character gets a +2 bonus on all Will saving throws. | ||
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|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. This damage is nonlethal damage. | |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. This damage is nonlethal damage. | ||
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|Lightning Reflexes|| The character gets a +2 bonus on all Reflex saving throws. | |Lightning Reflexes|| - ||The character gets a +2 bonus on all Reflex saving throws. | ||
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|Low Profile|| Reduce the character’s Reputation bonus by 3 points. | |Low Profile|| - ||Reduce the character’s Reputation bonus by 3 points. | ||
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|Medical Expert|| The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. | |Medical Expert|| - ||The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. | ||
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|Meticulous|| The character gets a +2 bonus on all Forgery checks and Search checks. | |Meticulous|| - ||The character gets a +2 bonus on all Forgery checks and Search checks. | ||
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|Mobility|| Dexterity 13, Dodge.|| The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square. | |Mobility|| Dexterity 13, Dodge.|| The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square. | ||
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|Nimble|| The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. | |Nimble|| - ||The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. | ||
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|Personal Firearms Proficiency|| The character can fire any personal firearm without penalty. | |Personal Firearms Proficiency|| The character can fire any personal firearm without penalty. | ||
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|Point Blank Shot|| The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. | |Point Blank Shot|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. | ||
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|Power Attack|| 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 exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.|| | |Power Attack|| - ||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 exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.|| | ||
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|Precise Shot|| The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. | |Precise Shot|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. | ||
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|Quick Draw|| The character can draw a weapon as a free action. | |Quick Draw|| - ||The character can draw a weapon as a free action. | ||
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|Quick Reload|| 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. | |Quick Reload|| - ||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. | ||
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|Renown|| The character’s Reputation bonus increases by +3. | |Renown|| - ||The character’s Reputation bonus increases by +3. | ||
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|Run|| 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 jump, the character gains a +2 competence bonus on his or her Jump check. | |Run|| - ||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 jump, the character gains a +2 competence bonus on his or her Jump check. | ||
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|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, provided that the character’s total distance moved is not greater than his or her speed. | |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, provided that the character’s total distance moved is not greater than his or her speed. | ||
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|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, provided that the total distance moved is not greater than the charater’s speed. | |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, provided that the total distance moved is not greater than the charater’s speed. | ||
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|Stealthy|| The character gets a +2 bonus on all Hide checks and Move Silently checks. | |Stealthy|| - ||The character gets a +2 bonus on all Hide checks and Move Silently checks. | ||
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|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 (that is, any four squares in a straight line). | |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 (that is, any four squares in a straight line). | ||
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|Streetfighting|| Brawl, base attack bonus +2.|| 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. | |Streetfighting|| Brawl, base attack bonus +2.|| 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. | ||
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|Studious|| The character gets a +2 bonus on all Decipher Script checks and Research checks. | |Studious|| - ||The character gets a +2 bonus on all Decipher Script checks and Research checks. | ||
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|Sunder|| Strength 13, Power Attack.|| 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. | |Sunder|| Strength 13, Power Attack.|| 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. | ||
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|Surface Vehicle Operation|| The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. | |Surface Vehicle Operation|| - ||The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. | ||
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|Surgery|| The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description. | |Surgery|| - ||The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description. | ||
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|Toughness|| The character gains +3 hit points. | |Toughness|| - ||The character gains +3 hit points. | ||
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|Track|| To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. | |Track|| - ||To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. | ||
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|Trustworthy|| The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. | |Trustworthy|| - ||The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. | ||
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|Two-Weapon Fighting|| The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. | |Two-Weapon Fighting|| - ||The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. | ||
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|Unbalance Opponent|| Defensive Martial Arts, base attack bonus +6.|| During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.) | |Unbalance Opponent|| Defensive Martial Arts, base attack bonus +6.|| During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.) | ||
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|Vehicle Dodge|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action. | |Vehicle Dodge|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action. | ||
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|Vehicle Expert|| The character gets a +2 bonus on all Drive checks and Pilot checks. | |Vehicle Expert|| - ||The character gets a +2 bonus on all Drive checks and Pilot checks. | ||
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|Weapon Finesse|| Proficient with weapon, base attack bonus +1.|| With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. | |Weapon Finesse|| Proficient with weapon, base attack bonus +1.|| With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. | ||
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|Weapon Focus|| Proficient with weapon, base attack bonus +1.|| The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon. | |Weapon Focus|| Proficient with weapon, base attack bonus +1.|| The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon. | ||
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|Whirlwind Attack|| Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.|| When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. | |Whirlwind Attack|| - ||Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.|| When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. | ||
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|Wild Talent || Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. For effects that depends on manifester level the character is considered 1st level or his or her manifester level, whichever is higher. | |Wild Talent || - ||Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. For effects that depends on manifester level the character is considered 1st level or his or her manifester level, whichever is higher. | ||
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|Windfall|| The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. | |Windfall|| - ||The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. | ||
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|ACTION BOOST|| When you spend an action point, you roll d8s instead of d6s for the action result. | |ACTION BOOST|| - ||When you spend an action point, you roll d8s instead of d6s for the action result. | ||
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|ALIEN WEAPONS PROFICIENCY|| You take no penalty on attack rolls when using any kind of alien weapon. | |ALIEN WEAPONS PROFICIENCY|| - ||You take no penalty on attack rolls when using any kind of alien weapon. | ||
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|ARMOR PROFICIENCY (POWERED)|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus to your Defense. | |ARMOR PROFICIENCY (POWERED)|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus to your Defense. | ||
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|CHARISMATIC PLUS|| You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration. | |CHARISMATIC PLUS|| - ||You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration. | ||
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|CRAFT CYBERNETICS|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30). | |CRAFT CYBERNETICS|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30). | ||
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|CYBERNETIC SURGERY|| Treat Injury 8 ranks, Surgery.|| You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours. | |CYBERNETIC SURGERY|| - ||Treat Injury 8 ranks, Surgery.|| You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours. | ||
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|CYBERTAKER|| The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1. | |CYBERTAKER|| - ||The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1. | ||
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|DEDICATED PLUS|| You gain two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Aid Another, Intuition, Healing Touch 1, Healing Touch 2, Aware, Faith, Cool Under Pressure. | |DEDICATED PLUS|| - ||You gain two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Aid Another, Intuition, Healing Touch 1, Healing Touch 2, Aware, Faith, Cool Under Pressure. | ||
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|FAST PLUS|| You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed. | |FAST PLUS|| - ||You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed. | ||
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|JACK OF ALL TRADES|| 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, however, gain ranks in a skill unless you are allowed to select it. | |JACK OF ALL TRADES|| - ||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, however, gain ranks in a skill unless you are allowed to select it. | ||
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|MASTERCRAFTER|| Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.|| When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.) | |MASTERCRAFTER|| - ||Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.|| When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.) | ||
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|NERVE PINCH|| Combat Martial Arts, base attack bonus +4.|| You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails. | |NERVE PINCH|| - ||Combat Martial Arts, base attack bonus +4.|| You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails. | ||
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|OATHBOUND|| At least one declared allegiance.|| 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 another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance. | |OATHBOUND|| - ||At least one declared allegiance.|| 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 another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance. | ||
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|PLANETARY ADAPTATION|| You gain one of the benefits listed below, depending on your planet of origin. | |PLANETARY ADAPTATION|| - ||You gain one of the benefits listed below, depending on your planet of origin. | ||
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|SALVAGE|| Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table | |SALVAGE|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table | ||
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|SMART PLUS|| You gain two talents from the Smart hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Savant, Linguist, Exploit Weakness, Plan, Trick. | |SMART PLUS|| - ||You gain two talents from the Smart hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Savant, Linguist, Exploit Weakness, Plan, Trick. | ||
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|SPACER|| You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft. | |SPACER|| - ||You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft. | ||
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|STARSHIP BATTLE RUN|| When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed. | |STARSHIP BATTLE RUN|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed. | ||
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|STARSHIP DODGE|| When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action. | |STARSHIP DODGE|| - ||When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action. | ||
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|STARSHIP FEINT|| When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat. | |STARSHIP FEINT|| - ||When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat. | ||
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|STARSHIP GUNNERY|| You do not take a penalty on attack rolls when firing a starship weapon. | |STARSHIP GUNNERY|| - ||You do not take a penalty on attack rolls when firing a starship weapon. | ||
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|STARSHIP MOBILITY|| When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +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. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses. | |STARSHIP MOBILITY|| - ||When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +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. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses. | ||
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|STARSHIP OPERATION|| When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense. | |STARSHIP OPERATION|| - ||When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense. | ||
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|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 (that is, any four 500-foot squares in a straight line). | |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 (that is, any four 500-foot squares in a straight line). | ||
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|STRONG PLUS|| You gain two talents from the Strong hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Extreme Effort, Advanced Extreme Effort, Improved Ignore Hardness, Advanced Ignore Hardness, Improved Melee Smash, Advanced Melee Smash. | |STRONG PLUS|| - ||You gain two talents from the Strong hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Extreme Effort, Advanced Extreme Effort, Improved Ignore Hardness, Advanced Ignore Hardness, Improved Melee Smash, Advanced Melee Smash. | ||
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|TOUGH PLUS|| You gain two talents from the Tough hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Damage Reduction 2/—, Damage Reduction 3/—, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina. | |TOUGH PLUS|| - ||You gain two talents from the Tough hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Damage Reduction 2/—, Damage Reduction 3/—, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina. | ||
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|ULTRA IMMUNE SYSTEM|| You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead. | |ULTRA IMMUNE SYSTEM|| - ||You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead. | ||
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|URBAN TRACKING|| To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. | |URBAN TRACKING|| - ||To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. | ||
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|XENOMEDIC|| Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.|| You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. | |XENOMEDIC|| Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.|| You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. |
Revision as of 04:07, 6 September 2014
Feat Table
Feat | Prerequisits | Summary | |
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Acrobatic | - | The character gets a +2 bonus on all Jump checks and Tumble checks. | |
Advanced Combat Martial Arts | Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8. | When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage. | |
Advanced Firearms Proficiency | - | The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting). | |
Advanced Two-Weapon Fighting | - | Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11. | The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other. |
Agile Riposte | Dexterity 13, Dodge. | - | 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 make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. |
Aircraft Operation | - | The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class. | |
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 (heavy) | - | Armor Proficiency (light), Armor Proficiency (medium). | See Armor Proficiency (light). |
Armor Proficiency (light) | - | 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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks. | |
Armor Proficiency (medium) | - | See Armor Proficiency (light). | |
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 | - | 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. | |
Brawl | - | When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. | |
Builder | - | Pick two of the following skills | |
Burst Fire | Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency. | When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. | |
Cautious | - | The character gets a +2 bonus on all Demolitions checks and Disable Device checks. | |
Cleave | - | Strength 13, Power Attack. | 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), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round. |
Combat Expertise | - | 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. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). | |
Combat Martial Arts | - | With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. | |
Combat Reflexes | - | 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. | |
Combat Throw | - | 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 trys to avoid a trip or grapple attack made against him or her. | |
Confident | - | The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation. | |
Creative | - | Pick two of the following skills | |
Dead Aim | Wisdom 13, Far Shot. | Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming. | |
Deceptive | - | The character gets a +2 bonus on all Bluff checks and Disguise checks. | |
Defensive Martial Arts | - | The character gains a +1 dodge bonus to Defense against melee attacks. | |
Dodge | - | During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action. | |
Double Tap | Dexterity 13, Point Blank Shot. | When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it. | |
Drive-By Attack | - | 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. | |
Educated | - | Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills. | |
Elusive Target | Dexterity 13, Defensive Martial Arts. | 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 is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8. | |
Endurance | - | The character gains a +4 bonus on the following checks and saves | |
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. | |
Far Shot | - | 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. | |
Focused | - | The character gets get a +2 bonus on all Balance checks and Concentration checks. | |
Force Stop | Drive 4 ranks, Vehicle Expert. | 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 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. | |
Frightful Presence | Charisma 15, Intimidate 9 ranks. | 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 modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. | |
Gearhead | - | The character gets a +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 | - | The character gets a +2 bonus on all Fortitude saving throws. | |
Guide | - | The character gets a +2 bonus on all Navigate checks and Survival checks. | |
Heroic Surge | - | 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), but never more than once per round. | |
Improved Brawl | Brawl, base attack bonus +3. | 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 modifier. | |
Improved Bull Rush | Strength 13, Power Attack. | When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender. | |
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. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity. |
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, nor does the opponent get a chance to disarm the character. | |
Improved Feint | Intelligence 13, Brawl, Streetfighting. | The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat. | |
Improved Initiative | - | The character gets a +4 circumstance bonus on initiative checks. | |
Improved Knockout Punch | Brawl, Knockout Punch, base attack bonus +6. | 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 triple damage. The damage is nonlethal damage. | |
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. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. | |
Iron Will | - | The character gets a +2 bonus on all Will 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. This damage is nonlethal damage. | |
Lightning Reflexes | - | The character gets a +2 bonus on all Reflex saving throws. | |
Low Profile | - | Reduce the character’s Reputation bonus by 3 points. | |
Medical Expert | - | The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks. | |
Meticulous | - | The character gets a +2 bonus on all Forgery checks and Search checks. | |
Mobility | Dexterity 13, Dodge. | The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square. | |
Nimble | - | The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks. | |
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 | - | 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 exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action. | |
Precise Shot | - | The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. | |
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. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move 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. 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 jump, the character gains a +2 competence bonus on his or her Jump check. | |
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, provided that the character’s total distance moved is not greater than his or her speed. | |
Simple Weapons Proficiency | The character makes attack rolls with simple weapons normally. | ||
Skip Shot | Point Blank Shot, Precise Shot. | If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage. | |
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, provided that the total distance moved is not greater than the charater’s speed. | |
Stealthy | - | The character gets a +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 (that is, any four squares in a straight line). | |
Streetfighting | Brawl, base attack bonus +2. | 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 gets a +2 bonus on all Decipher Script checks and Research checks. | |
Sunder | Strength 13, Power Attack. | 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. | |
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. See the Treat Injury skill description. | |
Toughness | - | The character gains +3 hit points. | |
Track | - | To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. | |
Trustworthy | - | The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. | |
Two-Weapon Fighting | - | The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. | |
Unbalance Opponent | Defensive Martial Arts, base attack bonus +6. | During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.) | |
Vehicle Dodge | Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. | When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action. | |
Vehicle Expert | - | The character gets a +2 bonus on all Drive checks and Pilot checks. | |
Weapon Finesse | Proficient with weapon, base attack bonus +1. | With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls. | |
Weapon Focus | Proficient with weapon, base attack bonus +1. | The character gains a +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. | When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. |
Wild Talent | - | Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. For effects that depends on manifester level the character is considered 1st level or his or her manifester level, whichever is higher. | |
Windfall | - | The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks. | |
ACTION BOOST | - | When you spend an action point, you roll d8s instead of d6s for the action result. | |
ALIEN WEAPONS PROFICIENCY | - | You take no penalty on attack rolls when using any kind of alien weapon. | |
ARMOR PROFICIENCY (POWERED) | Armor Proficiency ( light) , Armor Proficiency (medium). | When you wear powered armor, you may add the armor’s entire equipment bonus to your Defense. | |
CHARISMATIC PLUS | - | You gain two talents from the Charismatic hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Favor, Captivate, Dazzle, Taunt, Inspiration, Greater Inspiration. | |
CRAFT CYBERNETICS | Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. | You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30). | |
CYBERNETIC SURGERY | - | Treat Injury 8 ranks, Surgery. | You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours. |
CYBERTAKER | - | The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1. | |
DEDICATED PLUS | - | You gain two talents from the Dedicated hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Aid Another, Intuition, Healing Touch 1, Healing Touch 2, Aware, Faith, Cool Under Pressure. | |
FAST PLUS | - | You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed. | |
JACK OF ALL TRADES | - | 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, however, gain ranks in a skill unless you are allowed to select it. | |
MASTERCRAFTER | - | Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks. | When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.) |
NERVE PINCH | - | Combat Martial Arts, base attack bonus +4. | You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails. |
OATHBOUND | - | At least one declared allegiance. | 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 another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance. |
PLANETARY ADAPTATION | - | You gain one of the benefits listed below, depending on your planet of origin. | |
SALVAGE | - | Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table | |
SMART PLUS | - | You gain two talents from the Smart hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Savant, Linguist, Exploit Weakness, Plan, Trick. | |
SPACER | - | You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft. | |
STARSHIP BATTLE RUN | - | When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed. | |
STARSHIP DODGE | - | When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action. | |
STARSHIP FEINT | - | When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +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 | - | When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +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. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses. | |
STARSHIP OPERATION | - | When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense. | |
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 (that is, any four 500-foot squares in a straight line). | |
STRONG PLUS | - | You gain two talents from the Strong hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Improved Extreme Effort, Advanced Extreme Effort, Improved Ignore Hardness, Advanced Ignore Hardness, Improved Melee Smash, Advanced Melee Smash. | |
TOUGH PLUS | - | You gain two talents from the Tough hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Damage Reduction 2/—, Damage Reduction 3/—, Energy Resistance (choose one energy type), Remain Conscious, Second Wind, Stamina. | |
ULTRA IMMUNE SYSTEM | - | You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead. | |
URBAN TRACKING | - | To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. | |
XENOMEDIC | Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery. | You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. | |
ZERO-G TRAINING | Dexterity 13, Tumble 4 ranks. | You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness. |
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.