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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. 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_Classes|Advance Class]]. These Bonsu Feats will specify which categories the Player can choose from. | |||
==Feats== | ==Feats== | ||
{| class="wikitable" style="10px;" | {| class="wikitable sortable" style="10px;" | ||
|+ Table: Feats | |+ Table: Feats | ||
! style="text-algin:left;" | Feat | ! style="text-algin:left;" | Feat | ||
! | ! Prerequisites | ||
! Summary | ! Summary | ||
|- | |- | ||
| | ! colspan="3" | Category: Leadership & Companions | ||
|- | |- | ||
| | | [[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. | |||
|- | |- | ||
| | | [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion | ||
|- | |- | ||
| | | [[Improved Companionship| - Companionship, Improved ]] || Companionship || Improves the leveling of a Companion | ||
|- | |- | ||
| | ! colspan="3" | Category: Combat Martial Arts | ||
|- | |- | ||
| | |[[Blind Fight|Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment. | ||
|- | |- | ||
| | |[[Martial Art Focus|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 Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike improves to 19–20. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target. | ||
|- | |- | ||
| | |[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks. | ||
|- | |- | ||
| | |[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Improved Feint| - Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat. | ||
|- | |- | ||
| | ! colspan="3" | Category: Melee Weapon Combat | ||
|- | |- | ||
| | |[[Weapon Finesse|Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls. | ||
|- | |- | ||
| | | [[Melee Weapon Focus|Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons | ||
|- | |- | ||
| | | [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || Melee weapons now due 1 damage die level higher of damage. | ||
|- | |- | ||
| | | [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped | ||
|- | |- | ||
| | | [[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 Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target's attacks. | ||
|- | |- | ||
| | | [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus || Deal more damage but decrease your own AC against the target's attacks. | ||
|- | |- | ||
| | ! colspan="3" | Category: Ranged Combat | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
|Double Tap|| Dexterity 13, Point Blank Shot.|| | |[[Double Tap| - Double Tap]]|| Dexterity 13, Point Blank Shot.|| Disadvantage 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. | ||
|- | |- | ||
| | |[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study target on the following round shoot for a major bonus. | ||
|- | |- | ||
| | |[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target. | ||
|- | |- | ||
| | |[[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 Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action. | ||
|- | |- | ||
| | ! colspan="3" | Category: Space Ship Operations | ||
|- | |- | ||
| | | [[Spaceship Captain|Spaceship Captain]] || Leadership || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Helm Officer|Spaceship Helm Officer]] || Pilot 2 Rank || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Weapons Officer|Spaceship Weapons Officer]] || || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Communications Officer|Spaceship Communications Officer]]|| || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Engineer|Spaceship Engineer]] || Craft (Electronic, Mechanical) 1 rank || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Science Officer|Spaceship Science Officer]] || Study 2 Rank || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | | [[Spaceship Medical Officer|Spaceship Medical Officer]] || Treat Injury 2 rank || Provides the ability to use Advance Ship Functions. | ||
|- | |- | ||
| | ! colspan="3" | Category: Techniques | ||
|- | |- | ||
| | |[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique. | ||
|- | |- | ||
| | | [[TechniqueFocus|Technique Focus]] || - || Pick a Technique that can be used once per day without counting against total usage. | ||
|- | |- | ||
| | | [[TechniqueNovice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely. | ||
|- | |- | ||
| | | [[TechniqueAdvance| - Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher level technique to be able to use another lower level technique. | ||
|- | |- | ||
| | | [[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 | ||
|- | |- | ||
| | | [[Akimbo Specialist|Akimbo Specialist]] || - ||The character can now gain an advantage when using off-hand weapons. | ||
|- | |- | ||
| | | [[Niten Ichi| - Niten Ichi]] || Akimbo Specialist || The character takes no penalties for using two melee weapons. | ||
|- | |- | ||
| | | [[Gun-Fu| - Gun-Fu]] || Akimbo Specialist || The character takes no penalties for using two ranged weapons. | ||
|- | |- | ||
| | ! colspan="3" | Category: Proficiency Tree | ||
|- | |- | ||
| | | [[Training Expert|Training Expert]] || - || Immediately gain and spend another Proficiency Tree point | ||
|- | |- | ||
| | | [[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. | ||
|- | |- | ||
| | | [[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. | ||
|- | |- | ||
| | | [[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. | ||
|- | |- | ||
| | | [[Heavy Armor Training| Heavy Armor Training]] || No Other Proficiency Training || Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper. | ||
|- | |- | ||
| | ! colspan="3" | Category: Specialty Skills | ||
|- | |- | ||
| | | [[Decipher_Script|Decipher Message]] || - || | ||
|- | |- | ||
| | | [[Demolitions]] || - || | ||
|- | |- | ||
| | | [[Escape_Artist|Escape Artist]] || - || | ||
|- | |- | ||
| | | [[Perform|Performer]] || - || | ||
|- | |- | ||
| | | [[Handle_Animal|Handle Animal]] || - || | ||
|- | |- | ||
| | ! colspan="3" | Category: Misc Feats | ||
|- | |- | ||
| | |[[Charismatic Plus|Charismatic Plus]]|| Affinity with Charisma ||You gain one talent from the Charismatic hero’s talent trees. | ||
|- | |- | ||
| | |[[Dedicated Plus|Dedicated Plus]]|| Affinity with Wisdom ||You gain one talent from the Dedicated hero’s talent trees. | ||
|- | |- | ||
| | |[[Fast Plus|Fast Plus]]|| Affinity with Dexterity ||You gain one talent from the Fast hero’s talent trees. | ||
|- | |- | ||
| | |[[Smart Plus|Smart Plus]]|| Affinity with Intelligence ||You gain one talent from the Smart hero’s talent trees. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Alertness|Alertness]]|| - ||The character gets a +2 permanent bonus too Passive Perception. | ||
|- | |- | ||
| | |[[Animal Affinity|Animal Affinity]]|| - ||The character gets an advantage bonus on all Handle Animal checks. | ||
|- | |- | ||
| | |[[Athletic|Athletic]]|| - ||Misc +2 bonus to the Athletic skill. | ||
|- | |- | ||
| | |[[Athletic Prowess|Athletic Prowess]]|| - ||Allows the Athletic skill rank to boost your Intimidate Skill. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Cautious|Cautious]]|| - ||Misc +2 bonus to the Disable Device skill. | ||
|- | |- | ||
| | |[[Confident|Confident]]|| - ||Misc +1 bonus to the Diplomacy and Bluff skill. | ||
|- | |- | ||
| | |[[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 3 ranks, Surgery.|| You can install or remove a cybernetic attachment. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Endurance|Endurance]]|| - || Advantage bonus on the following checks and saves, see list in the description. | ||
|- | |- | ||
| | |[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs just once. You can repair structures in 1/10th the time. | ||
|- | |- | ||
| | |[[Intimidating Prowess|Intimidating Prowess]] || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma | ||
|- | |- | ||
| | |[[Iron Will|Iron Will]]|| Advantage Die 1d8 ||Advantage on all Wisdom 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. | ||
|- | |- | ||
| | |[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills. | ||
|- | |- | ||
| | |[[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 +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. | ||
|- | |- | ||
| | |[[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 | ||
|- | |- | ||
| | |[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill. | ||
|- | |- | ||
| | |[[Studious|Studious]]|| - ||Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill. | ||
|- | |- | ||
| | |[[Surgeon|Surgeon]]|| Treat Injury 2 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 | ||
|- | |- | ||
| | |[[Track|Track]]|| - ||A character can add there Advantage Die too survival check when tracking | ||
|- | |- | ||
| | |[[Trustworthy|Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill. | ||
|- | |- | ||
| | |[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power. | ||
|- | |- | ||
| | |[[Ultra Immune System|Ultra Immune System]]|| - ||You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness. | ||
|- | |- | ||
| | |[[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. | ||
|- | |- | ||
| | |[[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|| Dexterity 13, | |||
|- | |- | ||
|} | |} | ||
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
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. |