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Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Some Feats are themed like Melee Feats or Ranged Combat Feats. The Feats table below has short summary as well as a Link to a page with more information.
Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Feats are themed and organized into '''categories''' like Ranged Combat or Space Ship Operations.  


==Feat Description Summary==
Feats are normally acquired when leveling up. Feats will specify with Category the Player can pick from. A Character gains a Feat at 3rd, 9th, 15th level these Feats do not specify any Category and the Player can choose any Feat from '''any''' Category as long as the Character meets the prerequisites. The Character also gets Bonus Feats on 4th, 8th, 12th, 16th, 20th levels as part of their Path. These Feats are only for the '''Misc Feats''' Category. The Character may also gain Bonus Feats from an [[Advance_Classes|Advance Class]]. These Bonsu Feats will specify which categories the Player can choose from.
Here is the format for the Feat table.
 
'''Feat''': The name of the feat. This also is a link to a page for just that Feat that explains the Feat in more detail.
 
'''Prerequisite''': A minimum ability score, another feat or feats, a minimum Affinity 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.
 
'''Summary''': This describes the Benefit that can be granted in a short summary. For more detail click on the Feat that links to the full description.
 
Below are items that may show up on the full description of a particular Feat.
 
'''Benefit''': What the feat enables a character to do in detail.
 
'''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.


==Feats==
==Feats==
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! Summary
! Summary
|-
|-
! colspan="3" | Category: Base Class Plus
! colspan="3" | Category: Leadership & Companions
|-
|-
|[[Charismatic Plus|Charismatic Plus]]|| Affinity with Charisma ||You gain a talent from the Charismatic hero’s talent trees.
| [[Leadership|Leadership]] || - || Allows a Character to roll with an advantage when assisting others in actions.
|-
| [[Manager| - Manager]] || Leadership || Allows a Character to assist multiple people and actions in the same round.
|-
|-
|[[Dedicated Plus|Dedicated Plus]]|| Affinity with Wisdom ||You gain one talent from the Dedicated hero’s talent trees.
| [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion
|-
|-
|[[Fast Plus|Fast Plus]]|| Affinity with Dexterity ||You gain one talent from the Fast hero’s talent trees.
| [[Improved Companionship| - Companionship, Improved ]] || Companionship || Improves the leveling of a Companion
|-
|-
|[[Smart Plus|Smart Plus]]|| Affinity with Inelegance ||You gain one talent from the Smart hero’s talent trees.
! colspan="3" | Category: Combat Martial Arts
|-
|-
|[[Strong Plus|Strong Plus]]|| Affinity with Strength ||You gain one talent from the Strong hero’s talent trees.
|[[Blind Fight|Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
|-
|-
|[[Tough Plus|Tough Plus]]|| Affinity with Constitution ||You gain one talent from the Tough hero’s talent trees.
|[[Martial Art Focus|Martial Arts Focus]]|| Strength or Dexterity Score of 15 or higher|| The Damage die for unarmed strikes goes up a level.
|-
|-
! colspan="3" | Category: Companions
|[[Martial Arts Master| - Martial Arts Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike im­proves to 19–20.
|-
|-
| [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion
|[[Dan Martial Artist| - Dan Martial Artiest]]|| Martial Arts Master, Advantage Die 1d12.|| When the character scores a critical hit with an unarmed strike, its triple damage die.
|-
|-
| [[Improved Companionship|Companionship, Improved ]] || Companionship || Improves the leveling of a Companion
|[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target.
|-
|-
! colspan="3" | Category: Melee Combat Martial Arts
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.
|-
|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed
|-
|-
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, Affinity bonus 5.|| The character’s threat range on an unarmed strike im­proves to 19–20.
|[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.
|-
|-
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, Affinity bonus 5.|| When the character scores a critical hit with an unarmed strike, its triple damage.
|[[Muscle Memory| - Muscle Memory]]|| Defensive Martial Arts, Advantage Die 1d10.|| In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.
|-
|-
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, Affinity bonus +4.|| Preform a melee attack that can paralyze the target.
|[[Improved Feint| - Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat.
|-
|-
|[[Brawl|Brawl]]|| Combat Martial Arts ||Can make unarmed attacks more effectively.
! colspan="3" | Category: Melee Weapon Combat
|-
|-
|[[Improved Brawl|Improved Brawl]]|| Brawl, Affinity bonus 4.|| When making an unarmed attack, the character can had his/her affinity bonus on his or her attack roll.
|[[Weapon Finesse|Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls.
|-
|-
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat.
| [[Melee Weapon Focus|Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons
|-
|-
|[[Knockout Punch|Knockout Punch]]|| Combat Martial Arts, Affinity bonus 4|| When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.
| [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || Melee weapons now due 1 damage die level higher of damage.
|-
|-
|[[Improved Knockout Punch|Improved Knockout Punch]]|| Combat Martial Arts, Knockout Punch, Affinity bonus 6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
| [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped
|-
|-
! colspan="3" | Category: Melee Defensive Martial Arts
| [[Throw Off Guard| - Throw Off Guard]]|| Melee Weapon Focus || Causes the target to have a temporarily lower AC when defending against other enemy attacks.
|-
|-
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.
| [[Defensive Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target's attacks.
|-
|-
|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.
| [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus || Deal more damage but decrease your own AC against the target's attacks.
|-
|[[Combat Throw|Combat Throw]]|| - ||Advantage bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
|-
|[[Improved Combat Throw|Improved Combat Throw]]|| Defensive Martial Arts, Combat Throw, Affinity bonus 3.|| In melee, if an enemy attacks and misses the character, the character may immediately make a trip CMO against the opponent.
|-
|-
! colspan="3" | Category: Ranged Combat
! colspan="3" | Category: Ranged Combat
|-
|-
|[[Burst Fire|Burst Fire]]|| Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency.|| Can use Burst Fire weapon attribute even if not on weapon. Deal +1 dice of damage.
|[[Point Blank Shot|Point Blank Shot]]|| - ||Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.
|-
|-
|[[Point Blank Shot|Point Blank Shot]]|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
|[[Double Tap| - Double Tap]]|| Dexterity 13, Point Blank Shot.|| Disadvantage on this attack, but deals +1 die of damage with a successful hit.
|-
|-
|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –4 penalty on this attack, but deals +1 die of damage with a successful hit.
|[[Precise Shot|Precise Shot]]|| - || Take a full-round action to line up a shot for a bonus.
|-
|-
|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
|[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study target on the following round shoot for a major bonus.
|-
|-
|[[Dead Aim|Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a full round action to line up a shot for a bonus.
|[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target.
|-
|-
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.
|[[Burst Fire|Burst Fire]]|| Proficiency level 5+ || Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.
|-
|-
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.
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! colspan="3" | Category: Space Ship Operations
! colspan="3" | Category: Space Ship Operations
|-
|-
| [[Spaceship Operations|Spaceship Operations]] || - || You can apply yourself as the Captain, Helm Officer, Weapons Officer, Communications Officer without taking any penalties.
| [[Spaceship Captain|Spaceship Captain]] || Leadership || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship 1st Mate|Spaceship 1st Mate]] || Spaceship Operations, Manager || You gain an advantage bonus when attempting to aid another Officer.
| [[Spaceship Helm Officer|Spaceship Helm Officer]] || Pilot 2 Rank || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Captain|Spaceship Captain]] || Spaceship 1st Mate, Leadership || You can add your affinity bonus to other Officers rolls when you successfully aid them.
| [[Spaceship Weapons Officer|Spaceship Weapons Officer]] || || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Helm Officer|Spaceship Helm Officer]] || Spaceship Operations, Pilot 2 Rank || You can add your affinity bonus to Pilot checks if you are at the helm.
| [[Spaceship Communications Officer|Spaceship Communications Officer]]|| || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Weapons Officer|Spaceship Weapons Officer]] || Spaceship Operations || You can add your affinity bonus to firing Weapons if you are at the Gunnery position.
| [[Spaceship Engineer|Spaceship Engineer]] || Craft (Electronic, Mechanical) 1 rank || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Communications Officer|Spaceship Communications Officer]]|| Spaceship Operations || You can add your affinity bonus to Charisma based rolls while at the Comms position.
| [[Spaceship Science Officer|Spaceship Science Officer]] || Study 2 Rank || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Engineer|Spaceship Engineer]] || Craft (Electronic, Mechanical) 1 rank || You can add your affinity bonus to rolls for repairing the ship in combat
| [[Spaceship Medical Officer|Spaceship Medical Officer]] || Treat Injury 2 rank || Provides the ability to use Advance Ship Functions.
|-
|-
| [[Spaceship Science|Spaceship Science]] || Study 2 Rank || You can add your affinity bonus to rolls for multi science related skills while on board your Spaceship.
! colspan="3" | Category: Techniques
|-
|-
| [[Spaceship Medical|Spaceship Medical]] || Treat Injury 2 rank || You can add your affinity bonus to rolls for Treat Injury while on board your Spaceship.
|[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique.
|-
|-
| [[Spaceship Dodge|Spaceship Dodge]] || Spaceship Operations, Spaceship Helm Officer || +1 dodge bonus to your ship’s AC if you are either the pilot or possibly the captain.
| [[TechniqueFocus|Technique Focus]] || - || Pick a Technique that can be used once per day without counting against total usage.
|-
|-
| [[Spaceship Feint|Spaceship Feint]] || Spaceship Operations, Spaceship Helm Officer || Advantage bonus on checks made to feint in Spaceship combat if you are either the pilot or captain.
| [[TechniqueNovice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely.
|-
|-
| [[Spaceship Weapons Focus|Spaceship Weapons Focus]] || Spaceship Operations, Spaceship Weapons Officer || Similar to the Weapon Focus Feat except for Spaceship Weapons with improved bonus.
| [[TechniqueAdvance| - Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher level technique to be able to use another lower level technique.
|-
|-
! colspan="3" | Category: Techniques
| [[TechniqueMaster| - Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.
|-
| [[QuickenTechnique|Technique, Quicken]]|| Novice Technique || A Technique can now be performed as a Free Action.
|-
! colspan="3" | Category: Two-Weapon Fighting
|-
|-
|[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique.
| [[Akimbo Specialist|Akimbo Specialist]] || - ||The character can now gain an advantage when using off-hand weapons.
|-
|-
| [[TechniqueNoice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely.
| [[Niten Ichi| - Niten Ichi]] || Akimbo Specialist || The character takes no penalties for using two melee weapons.
|-
|-
| [[TechniqueAdvance|Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher level technique to be able able to use another lower level technique.
| [[Gun-Fu| - Gun-Fu]] || Akimbo Specialist || The character takes no penalties for using two ranged weapons.
|-
|-
| [[TechniqueMaster|Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.
! colspan="3" | Category: Proficiency Tree
|-
|-
! colspan="3" | Category: Two-Weapon Fighting
| [[Training Expert|Training Expert]] || - || Immediately gain and spend another Proficiency Tree point
|-
|-
|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character can now use a second weapon ranged or melee if it is already in there and and is considered a Small weapon.
| [[Power Armor Expert|Power Armor Expert]] || 5 levels in Armor Proficiency || Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.
|-
|-
|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, Affinity bonus 5.|| The character gets a second attack with his or her offhand weapon, albeit it cannot benefit from Affinity bonus.
| [[Heavy Melee Weapon Training|Heavy Melee Weapon Training]] || No Other Proficiency Training || Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree cheaper.
|-
|-
|[[Advanced Two-Weapon Fighting|Advanced Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, Affinity bonus 8.|| Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon
| [[Heavy Ranged Weapon Training|Heavy Ranged Weapon Training]] || No Other Proficiency Training || Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree cheaper.
|-
|-
! colspan="3" | Category: Weapons/Armor
| [[Heavy Armor Training| Heavy Armor Training]] || No Other Proficiency Training || Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper.
|-
|-
| [[SimpleFirearmsProficiency|Firearms, Simple Proficiency]] || - || The Character doesn't take disadvantage for using a simple firearm.
! colspan="3" | Category: Specialty Skills
|-
|-
| [[AdvancedFirearmsProficiency|Firearms, Advanced Proficiency]] || Simple Firearms Proficiency || The Character doesn't take disadvantage for using an advanced firearm.
| [[Decipher_Script|Decipher Message]] || - ||  
|-
|-
| [[HeavyFirearmProficiency|Firearms, Heavy Proficiency]] || Advanced Firearms Proficiency || The Character doesn't take disadvantage for using a heavy firearm.
| [[Demolitions]] || - ||
|-
| [[SimpleMeleeWeaponPro|Melee Weapon, Simple Proficiency]] || - || The Character doesn't take disadvantage when using simple melee weapons
|-
|-
| [[AdvanceMeleeWeaponPro|Melee Weapon, Advanced Proficiency]] || Simple Melee Weapon Proficiency || The Character doesn't take disadvantage  when using advanced melee weapons
| [[Escape_Artist|Escape Artist]] || - ||
|-
|-
| [[HeavyMeleeWeaponPro|Melee Weapon, Heavy Proficiency]] || Advance Melee Weapon Proficiency || The Character doesn't take disadvantage  when using heavy melee weapons
| [[Perform|Performer]] || - ||
|-
|-
| [[ArchaicWeaponsPro|Weapons, Archaic Proficiency]] || - || The Character doesn't take disadvantage when using archaic weapons (both melee and ranged)
| [[Handle_Animal|Handle Animal]] || - ||
|-
|-
| [[ExoticWeaponsPro|Weapons, Exotic Proficiency]] || - || The Character doesn't take a disadvantage when using exotic weapons (both melee and ranged)
! colspan="3" | Category: Misc Feats
|-
|-
|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.
|[[Charismatic Plus|Charismatic Plus]]|| Affinity with Charisma ||You gain one talent from the Charismatic hero’s talent trees.
|-
|-
|[[Armor Proficiency (medium)|Armor Proficiency (medium)]]|| - ||See Armor Proficiency (light).
|[[Dedicated Plus|Dedicated Plus]]|| Affinity with Wisdom ||You gain one talent from the Dedicated hero’s talent trees.
|-
|-
|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).
|[[Fast Plus|Fast Plus]]|| Affinity with Dexterity ||You gain one talent from the Fast hero’s talent trees.
|-
|-
|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light), Armor Proficiency (medium), Armor Proficiency (heavy)|| See Armor Proficiency (light).
|[[Smart Plus|Smart Plus]]|| Affinity with Intelligence ||You gain one talent from the Smart hero’s talent trees.
|-
|-
! colspan="3" | Category: Misc Feats
|[[Strong Plus|Strong Plus]]|| Affinity with Strength ||You gain one talent from the Strong hero’s talent trees.
|-
|[[Tough Plus|Tough Plus]]|| Affinity with Constitution ||You gain one talent from the Tough hero’s talent trees.
|-
|-
|[[Acrobatic|Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill.
|[[Acrobatic|Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill.
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|[[Athletic|Athletic]]|| - ||Misc +2 bonus to the Athletic skill.
|[[Athletic|Athletic]]|| - ||Misc +2 bonus to the Athletic skill.
|-
|-
|[[Attentive|Attentive]]|| - ||The character gets an advantage bonus on most Study and Sense Motive checks
|[[Athletic Prowess|Athletic Prowess]]|| - ||Allows the Athletic skill rank to boost your Intimidate Skill.
|-
|-
|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
|[[Attentive|Attentive]]|| - ||The character gets an minor +1 bonus on Study and Sense Motive skills
|-
| [[Bazooka_Arm|Bazooka Arm]]|| - || The Character is extremely effective at throwing grenades.
|-
|-
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills.
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills.
|-
|-
|[[Cautious|Cautious]]|| - ||Misc +1 bonus to both the Demolitions and Disable Device skills.  
|[[Cautious|Cautious]]|| - ||Misc +2 bonus to the Disable Device skill.  
|-
|-
|[[Confident|Confident]]|| - ||Misc +2 bonus to the Intimidate skill.  
|[[Confident|Confident]]|| - ||Misc +1 bonus to the Diplomacy and Bluff skill.  
|-
|-
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 3 ranks, Craft (mechanical) 3 ranks, Knowledge (life sciences) 1 ranks.|| You can build cybernetic attachments.
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (Electrical) and (Mechanical) 3 Ranks, Knowledge (Sciences) 1 Rank.|| You can build cybernetic attachments.
|-
|-
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 6 ranks, Surgery.|| You can install or remove a cybernetic attachment.
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 3 ranks, Surgery.|| You can install or remove a cybernetic attachment.
|-
|-
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increases by 1.
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increased by 1.
|-
|-
|[[Deceptive|Deceptive]]|| - ||Misc +1 bonus to both the Bluff and Disguise skills.   
|[[Deceptive|Deceptive]]|| - ||Misc +1 bonus to both the Bluff and Disguise skills.   
|-
|-
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle speed penalty when making an attack while in a moving vehicle
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle movement penalty when making an attack
|-
|-
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
|-
|-
|[[Endurance|Endurance]]|| - || Advantage bonus on the following checks and saves, see list in description.
|[[Endurance|Endurance]]|| - || Advantage bonus on the following checks and saves, see list in the description.
|-
|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle or space ship to a stop by nudging it.
|-
|-
|[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill.  
|[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill.  
|-
|-
|[[Great Fortitude|Great Fortitude]]|| Affinity with Constitution ||Advantage bonus on all Constitution sav­ing throws.
|[[Great Fortitude|Great Fortitude]]|| Advantage Die 1d8 ||Advantage bonus on all Constitution sav­ing throws.
|-
|-
|[[Guide|Guide]]|| - ||Misc +1 bonus to both the Pilot and Survival skills.  
|[[Guide|Guide]]|| - ||Misc +1 bonus to both the Pilot and Survival skills.  
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|[[Intimidating Prowess|Intimidating Prowess]] || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
|[[Intimidating Prowess|Intimidating Prowess]] || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
|-
|-
|[[Iron Will|Iron Will]]|| Affinity Bonus 5 ||Advantage on all Wisdom saving throws.
|[[Iron Will|Iron Will]]|| Advantage Die 1d8 ||Advantage on all Wisdom saving throws.
|-
|-
|[[Lightning Reflexes|Lightning Reflexes]]|| Affinity Bonus 5||Advantage bonus on all Dexterity saving throws.
|[[Lightning Reflexes|Lightning Reflexes]]|| Advantage Die 1d8||Advantage bonus on all Dexterity saving throws.
|-
|-
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.
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|[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.   
|[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.   
|-
|-
|[[Meticulous|Meticulous]]|| - ||A Misc +2 bonus on the Decipher Script skill.
|[[Meticulous|Meticulous]]|| - || Misc +1 bonus to both the Decipher Script and the Study skill.
|-
| [[Multitasker|Multitasker]] || - || Allows a Character to do multiple skills or actions at a time.
|-
|-
|[[Nimble|Nimble]]|| - ||Misc +1 bonus on the Escape Artist and Sleight of Hand skills.  
|[[Nimble|Nimble]]|| - ||Misc +2 bonus on the Sleight of Hand skill.  
|-
|-
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.
|-
|[[Persuasive|Persuasive]] || - || You gain a Misc +1 to both Diplomacy and Intimidate skills.
|-
|-
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
|-
|[[Spacer|Spacer]]|| - ||Advantage bonus on Computer Use checks made to use onboard spacecraft computer systems.
|-
|-
|[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill.   
|[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill.   
|-
|-
|[[Studious|Studious]]|| - ||Misc +1 bonus on the Decipher Script and Study skills.  
|[[Studious|Studious]]|| - ||Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.
|-
|-
|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| Drive Skill 3 ranks ||The character takes no penalty on Drive checks or accuracy checks made when operating a surface vehicle of the selected class.
|[[Surgeon|Surgeon]]|| Treat Injury 2 ranks ||The character can use the Treat Injury skill to perform surgery without penalty.
|-
|-
|[[Surgery|Surgery]]|| Treat Injury 3 ranks ||The character can use the Treat Injury skill to perform surgery without penalty.
|[[Talented|Talented]]|| Advantage Die 1d10 || The Character can choose a talent to be affected by Character level instead of Class
|-
|-
|[[Talented|Talented]]|| Affinity Bonus 4+ || The Character can choose a talent to effected by Character level instead of Class
|[[Track|Track]]|| - ||A character can add there Advantage Die too survival check when tracking
|-
|[[Track|Track]]|| - ||A character can add there Affinity bonus too survival check when tracking
|-
|-
|[[Trustworthy|Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill.
|[[Trustworthy|Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill.
|-
|[[Vehicle Dodge|Vehicle Dodge]]|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| +1 dodge bonus to AC while in vehicle.
|-
|[[Vehicle Expert|Vehicle Expert]]|| - ||Misc +2 bonus for the Drive skill.
|-
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, Affinity bonus 1.|| Use Dexterity modifier instead of Strength modifier on attack rolls.
|-
|[[Weapon Focus|Weapon Focus]]|| Proficient with weapon, Affinity bonus 1.||+1 bonus on all attack rolls he or she makes using the selected weapon.
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|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power.  
|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power.  
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|[[Ultra Immune System|Ultra Immune System]]|| - ||You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.  
|[[Ultra Immune System|Ultra Immune System]]|| - ||You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.  
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|[[Xenomedic|Xenomedic]]|| Knowledge (earth and life sciences) 4 ranks, Treat Injury 5 ranks, Surgery.||Use the Treat Injury skill on a living creature regardless of its type, without penalty.
|[[Xenomedic|Xenomedic]]|| Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery||Use the Treat Injury skill on a living creature regardless of its type, without penalty.
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|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Acrobatics 2 ranks.|| You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Acrobatics 2 ranks.|| You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.
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|}
|}

Latest revision as of 17:26, 7 June 2019

Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Feats are themed and organized into categories like Ranged Combat or Space Ship Operations.

Feats are normally acquired when leveling up. Feats will specify with Category the Player can pick from. A Character gains a Feat at 3rd, 9th, 15th level these Feats do not specify any Category and the Player can choose any Feat from any Category as long as the Character meets the prerequisites. The Character also gets Bonus Feats on 4th, 8th, 12th, 16th, 20th levels as part of their Path. These Feats are only for the Misc Feats Category. The Character may also gain Bonus Feats from an Advance Class. These Bonsu Feats will specify which categories the Player can choose from.

Feats

Table: Feats
Feat Prerequisites Summary
Category: Leadership & Companions
Leadership - Allows a Character to roll with an advantage when assisting others in actions.
- Manager Leadership Allows a Character to assist multiple people and actions in the same round.
Companionship - Allows a Character to have an Animal or Robot Companion
- Companionship, Improved Companionship Improves the leveling of a Companion
Category: Combat Martial Arts
Blind Fight - re-roll melee attacks that miss because of concealment.
Martial Arts Focus Strength or Dexterity Score of 15 or higher The Damage die for unarmed strikes goes up a level.
- Martial Arts Master Martial Arts Focus, Advantage Die 1d8. The character’s threat range on an unarmed strike im­proves to 19–20.
- Dan Martial Artiest Martial Arts Master, Advantage Die 1d12. When the character scores a critical hit with an unarmed strike, its triple damage die.
- Nerve Pinch Martial Arts Focus, Advantage Die 1d8. Perform a melee attack that can paralyze the target.
Defensive Martial Arts - +1 AC bonus against only melee attacks.
- Elusive Target Dexterity 14, Defensive Martial Arts. Opponents that target you with a melee attack take disadvantage.
- Muscle Memory Defensive Martial Arts, Advantage Die 1d10. In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.
- Improved Feint Intelligence 13, Combat Martial Arts. Advantage bonus on Bluff checks made to feint in melee combat.
Category: Melee Weapon Combat
Weapon Finesse - Use Dexterity modifier instead of Strength modifier on attack rolls.
Melee Weapon Focus - Character gains advantage while using specific melee weapons
- Improved Melee Weapon Focus Melee Weapon Focus Melee weapons now due 1 damage die level higher of damage.
- Sweeping Blow Melee Weapon Focus, Advantage Die 1d8 Causes the target to perform a saving throw or be tripped
- Throw Off Guard Melee Weapon Focus Causes the target to have a temporarily lower AC when defending against other enemy attacks.
- Defensive Strike Melee Weapon Focus Deal less damage but increase your own AC against the target's attacks.
- Aggressive Strike Melee Weapon Focus Deal more damage but decrease your own AC against the target's attacks.
Category: Ranged Combat
Point Blank Shot - Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.
- Double Tap Dexterity 13, Point Blank Shot. Disadvantage on this attack, but deals +1 die of damage with a successful hit.
Precise Shot - Take a full-round action to line up a shot for a bonus.
- Dead Aim Wisdom 13, Precise Shot. Take a round to study target on the following round shoot for a major bonus.
- Trick Shot Precise Shot. A character may ignore the cover of a target.
Burst Fire Proficiency level 5+ Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.
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 Simple Action.
Category: Space Ship Operations
Spaceship Captain Leadership Provides the ability to use Advance Ship Functions.
Spaceship Helm Officer Pilot 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Weapons Officer Provides the ability to use Advance Ship Functions.
Spaceship Communications Officer Provides the ability to use Advance Ship Functions.
Spaceship Engineer Craft (Electronic, Mechanical) 1 rank Provides the ability to use Advance Ship Functions.
Spaceship Science Officer Study 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Medical Officer Treat Injury 2 rank Provides the ability to use Advance Ship Functions.
Category: Techniques
Advance Combat Techniques - Allows a Character to learn a single Advance Combat Technique.
Technique Focus - Pick a Technique that can be used once per day without counting against total usage.
Technique, Novice - A Character can use Level 0 Techniques infinitely.
- Technique, Advance Novice Technique A Character can sacrifice a higher level technique to be able to use another lower level technique.
- Technique, Master Advance Technique Techniques that use Advance Class level to modify stats now uses Character level.
Technique, Quicken Novice Technique A Technique can now be performed as a Free Action.
Category: Two-Weapon Fighting
Akimbo Specialist - The character can now gain an advantage when using off-hand weapons.
- Niten Ichi Akimbo Specialist The character takes no penalties for using two melee weapons.
- Gun-Fu Akimbo Specialist The character takes no penalties for using two ranged weapons.
Category: Proficiency Tree
Training Expert - Immediately gain and spend another Proficiency Tree point
Power Armor Expert 5 levels in Armor Proficiency Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.
Heavy Melee Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree cheaper.
Heavy Ranged Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree cheaper.
Heavy Armor Training No Other Proficiency Training Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper.
Category: Specialty Skills
Decipher Message -
Demolitions -
Escape Artist -
Performer -
Handle Animal -
Category: Misc Feats
Charismatic Plus Affinity with Charisma You gain one talent from the Charismatic hero’s talent trees.
Dedicated Plus Affinity with Wisdom You gain one talent from the Dedicated hero’s talent trees.
Fast Plus Affinity with Dexterity You gain one talent from the Fast hero’s talent trees.
Smart Plus Affinity with Intelligence You gain one talent from the Smart hero’s talent trees.
Strong Plus Affinity with Strength You gain one talent from the Strong hero’s talent trees.
Tough Plus Affinity with Constitution You gain one talent from the Tough hero’s talent trees.
Acrobatic - Misc +2 bonus to the Acrobatic skill.
Alertness - The character gets a +2 permanent bonus too Passive Perception.
Animal Affinity - The character gets an advantage bonus on all Handle Animal checks.
Athletic - Misc +2 bonus to the Athletic skill.
Athletic Prowess - Allows the Athletic skill rank to boost your Intimidate Skill.
Attentive - The character gets an minor +1 bonus on Study and Sense Motive skills
Bazooka Arm - The Character is extremely effective at throwing grenades.
Builder - Pick one new skill under craft to become class skills.
Cautious - Misc +2 bonus to the Disable Device skill.
Confident - Misc +1 bonus to the Diplomacy and Bluff skill.
Craft Cybernetics Craft (Electrical) and (Mechanical) 3 Ranks, Knowledge (Sciences) 1 Rank. You can build cybernetic attachments.
Cybernetic Surgery Treat Injury 3 ranks, Surgery. You can install or remove a cybernetic attachment.
Cybertaker - The maximum number of cybernetic attachments you can have is increased by 1.
Deceptive - Misc +1 bonus to both the Bluff and Disguise skills.
Drive-By Attack - Takes no vehicle movement penalty when making an attack
Educated - Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
Endurance - Advantage bonus on the following checks and saves, see list in the description.
Computer Wiz - Misc +2 bonus to the Computer Use skill.
Great Fortitude Advantage Die 1d8 Advantage bonus on all Constitution sav­ing throws.
Guide - Misc +1 bonus to both the Pilot and Survival skills.
Jerry Rigging - You can repair items without material costs just once. You can repair structures in 1/10th the time.
Intimidating Prowess - Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
Iron Will Advantage Die 1d8 Advantage on all Wisdom saving throws.
Lightning Reflexes Advantage Die 1d8 Advantage bonus on all Dexterity saving throws.
Mastercrafter - Reduces the DC check for crafting masterworked items by 2.
Medical Expert - Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.
Meticulous - Misc +1 bonus to both the Decipher Script and the Study skill.
Multitasker - Allows a Character to do multiple skills or actions at a time.
Nimble - Misc +2 bonus on the Sleight of Hand skill.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Persuasive - You gain a Misc +1 to both Diplomacy and Intimidate skills.
Salvage - Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
Stealthy - Misc +2 bonus on the Stealth skill.
Studious - Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.
Surgeon Treat Injury 2 ranks The character can use the Treat Injury skill to perform surgery without penalty.
Talented Advantage Die 1d10 The Character can choose a talent to be affected by Character level instead of Class
Track - A character can add there Advantage Die too survival check when tracking
Trustworthy - Misc +2 bonus on the Diplomacy skill.
Wild Talent - Select one 0-level psionic power.
Ultra Immune System - You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.
Xenomedic Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery Use the Treat Injury skill on a living creature regardless of its type, without penalty.
Zero-G Training Dexterity 13, Acrobatics 2 ranks. You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.