Feats: Difference between revisions

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|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.
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|[[Improved Initiative|Improved Initiative]]|| - ||+4 circumstance bonus on initiative checks.
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|[[Improved Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, base attack bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
|[[Improved Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, base attack bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
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|[[Improved Two-Weapon Fighting|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.
|[[Improved Two-Weapon Fighting|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.
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[[Intimidating Prowess|Intimidating Prowess]] || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
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|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.
|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.

Revision as of 07:30, 16 January 2016

THIS PAGE STILL REQUIRES EDITING!

Below is the Feats table. It has a short summary description of the feat in question. However for more information please visit the page dedicated to the feat. Many feats have more verbose descriptions.

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.


Feats

Intimidating Prowess || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
Table: Feats
Feat Prerequisites Summary
Acrobatic - +2 bonus on all Jump checks and Tumble checks.
Action Boost - Roll d8s instead of d6s when using an action point.
Advanced Combat Martial Arts Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8. When the character scores a critical hit with an unarmed strike, its triple damage.
Advanced Two-Weapon Fighting Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11. Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon
Agile Riposte Dexterity 13, Dodge. Make an attack of opportunity when an (Doge declared) opponent misses a melee attack
Aircraft Operation - Take no penalty on Pilot checks or attack rolls made when operating an aircraft.
Firearms, Simple Proficiency - The Character doesn't take the -4 for using a simple firearm.
Firearms, Advanced Proficiency Simple Firearms Proficiency The Character doesn't take the -4 for using an advanced firearm.
Firearms, Heavy Proficiency Advanced Firearms Proficiency The Character doesn't take the -4 for using a heavy firearm.
Alertness - The character gets a +2 bonus on all Listen checks and Spot checks.
Animal Affinity - The character gets a +2 bonus on all Handle Animal checks and Ride checks.
Archaic Weapons Proficiency - The character takes no penalty on attack rolls when using any kind of archaic weapon.
Armor Proficiency (light) - Ability to wear light armor and add the armor bonus.
Armor Proficiency (medium) - See Armor Proficiency (light).
Armor Proficiency (heavy) Armor Proficiency (light), Armor Profi­ciency (medium). See Armor Proficiency (light).
Armor Proficiency (Powered) Armor Proficiency ( light) , Armor Proficiency (medium). When you wear powered armor, you may add the armor’s entire equipment bonus.
Athletic - The character gets a +2 bonus on all Climb checks and Swim checks.
Attentive - The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Blind-Fight - re-roll melee attacks that miss because of concealment.
Brawl - Can make unarmed attacks more effectively.
Builder - Pick two of the following skills
Burst Fire Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency. Deal +2 dice of damage.
Cautious - +2 bonus on all Demolitions checks and Disable Device checks.
Cleave Strength 13, Power Attack. Get an extra attack if your first attack causes its target to "drop"
Charismatic Plus - You gain two talents from the Charismatic hero’s talent trees.
Combat Expertise - Take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to AC.
Combat Martial Arts - Unarmed attacks count as armed
Combat Reflexes - The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1.
Combat Throw - +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
Confident - +2 bonus on all Intimidate checks, and on level checks to resist intimidation.
Craft Cybernetics Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. You can build cybernetic attachments.
Creative - Pick two skills, read description
Cybernetic Surgery Treat Injury 8 ranks, Surgery. You can install or remove a cybernetic attachment.
Cybertaker - The maximum number of cybernetic attachments you can have is increases by 1.
Dead Aim Wisdom 13, Far Shot. Take a full round action to line up a shot for a bonus.
Deceptive - The character gets a +2 bonus on all Bluff checks and Disguise checks.
Dedicated Plus - You gain two talents from the Dedicated hero’s talent trees.
Defensive Martial Arts - +1 dodge bonus to Defense against melee attacks.
Dodge - +1 dodge bonus to Defense against any subsequent attacks from a specified opponent.
Double Tap Dexterity 13, Point Blank Shot. –2 penalty on this attack, but deals +1 die of damage with a successful hit.
Drive-By Attack - Takes no vehicle speed penalty when making an attack while in a moving vehicle
Educated - Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Elusive Target Dexterity 13, Defensive Martial Arts. Opponents that target you with a melee attack take a -4 penalty.
Endurance - +4 bonus on the following checks and saves, see list in description.
Fast Plus - You gain two talents from the Fast hero’s talent trees.
Far Shot - Uses a firearm or other ranged weapons, its range increment increases by one-half
Focused - +2 bonus on all Balance checks and Concentration checks.
Force Stop Drive 4 ranks, Vehicle Expert. Character can force the other vehicle to a stop by nudging it into a controlled side­ways skid.
Frightful Presence Charisma 15, Intimidate 9 ranks. Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks.
Gearhead - +2 bonus on all Computer Use checks and Repair checks.
Great Cleave Strength 13, Power Attack, Cleave, base attack bonus +4. As Cleave, except that the character has no limit to the number of times he or she can use it per round.
Great Fortitude - +2 bonus on all Constitution sav­ing throws.
Guide - +2 bonus on all Navigate checks and Survival checks.
Jack of all Trades - You can use any skill untrained.(May remove... seams a little OP)
Jerry Rigging - You can repair items without material costs. You can repair structures in 1/10th the time.
Heroic Surge - The character may take an extra move action or attack action in a round.
Improved Brawl Brawl, base attack bonus +3. When making an unarmed attack, the character receives a +2 bonus on his or her attack roll.
Improved Bull Rush Strength 13, Power Attack. When performing a bull rush, the character does not provoke an attack of opportunity.
Improved Combat Martial Arts Combat Martial Arts, base attack bonus +4. The character’s threat range on an unarmed strike im­proves to 19–20.
Improved Combat Throw Defensive Martial Arts, Combat Throw, base attack bonus +3. In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.
Improved Damage Threshold - The character increases his or her massive damage threshold by 3 points.
Improved Disarm Intelligence 13, Combat Expertise. The character does not provoke an attack of opportunity when the character attempts to disarm an opponent
Improved Feint Intelligence 13, Brawl, Streetfighting. +2 bonus on Bluff checks made to feint in melee combat.
Improved Knockout Punch Brawl, Knockout Punch, base attack bonus +6. First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
Improved Trip Intelligence 13, Combat Expertise. The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.
Improved Two-Weapon Fighting Dexterity 13, Two-Weapon Fighting, base attack bonus +6. The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.
Iron Will - +2 bonus on all Wisdom saving throws.
Knockout Punch Brawl, base attack bonus +3. When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.
Lightning Reflexes - +2 bonus on all Dexterity saving throws.
Low Profile - Reduce the character’s Reputation bonus by 3 points.
Manager - Allows the Character to assist another Character with a skill check even if they do not have the correct Skill.
Leadership Manager If successful the bonus provided for aiding another character is now +4 instead of +2.
Mastercrafter - Reduces the DC check for crafting masterworked items.
Melee Weapon, Simple Proficiency - The Character doesn't take a -4 when using simple melee weapons
Melee Weapon, Advanced Proficiency Simple Melee Weapon Proficiency The Character doesn't take a -4 when using advanced melee weapons
Melee Weapon, Heavy Proficiency Advance Melee Weapon Proficiency The Character doesn't take a -4 when using heavy melee weapons
Medical Expert - +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Meticulous - +2 bonus on all Decipher Script and Perception checks.
Mobility Dexterity 13, Dodge. +4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square.
Nerve Pinch Combat Martial Arts, base attack bonus +4. Preform a melee attack that can paralyze the target.
Nimble - +2 bonus on all Escape Artist checks and Sleight of Hand checks.
Oathbound At least one declared allegiance. Choose one of your allegiances.
Point Blank Shot - The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Power Attack - Take points away from hitting a target and add them to damage dealt if successful.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Precise Shot - The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Salvage - Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.
Smart Plus - You gain two talents from the Smart hero’s talent trees.
Spacer - +2 bonus on Computer Use checks made to use onboard spacecraft computer systems.
Starship Battle Run - When using an attack action with a starship ranged weapon, you can move both before and after the attack
Starship Dodge - +1 dodge bonus to your ship’s Defense against attacks.
Starship Feint - +2 bonus on Bluff checks made to feint in starship combat.
Starship Gunnery - You do not take a penalty on attack rolls when firing a starship weapon.
Starship Mobility - +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area.
Starship Operation - When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship.
Starship Strafe - When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide.
Strong Plus - You gain two talents from the Strong hero’s talent trees.
Tough Plus - You gain two talents from the Tough hero’s talent trees.
Quick Draw - The character can draw a weapon as a free action.
Quick Reload - Reloading a firearm with an already filled box magazine or speed loader is a free action.
Renown - The character’s Reputation bonus increases by +3.
Run - When running, the character moves a maximum of five times his or her normal speed instead of four times.
Shot on the Run Dexterity 13, Point Blank Shot, Dodge, Mobility. When using an attack action with a ranged weap­on, the character can move both before and after the attack.
Skip Shot Point Blank Shot, Precise Shot. Character may ignore cover between the character and the target in certain conditions.
Spring Attack Dexterity 13, Dodge, Mobility, base attack bonus +4. When using an attack action with a melee weapon, the character can move both before and after the attack.(This breaks current combat rules)
Stealthy - +2 bonus on all Hide checks and Move Silently checks.
Strafe Simple Firearms Proficiency, Advanced Firearms Proficiency. When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide.
Streetfighting Brawl, base attack bonus +2. Character can deal an extra 1d4 points of damage under certain conditions.
Studious - +2 bonus on all Decipher Script checks and Study checks.
Sunder Strength 13, Power Attack. When attempting to sunder CMO the character does not provoke an attack of opportunity.
Surface Vehicle Operation - The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Surgery - The character can use the Treat Injury skill to perform surgery without penalty.
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 able to use another lower level technique.
Technique, Master Advance Technique Techniques that use Advance Class level to modify stats now uses Character level.
Toughness - The character gains +3 hit points.
Track - A character can take an extra survival check when tracking
Trustworthy - +2 bonus on all Diplomacy checks.
Two-Weapon Fighting - The character’s penalties for fighting with two weapons are lessened.
Unbalance Opponent Defensive Martial Arts, base attack bonus +6. A target opponent no longer gets to add Str modifier to attack roles when targeting you.
Vehicle Dodge Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. +1 dodge bonus to Defense against attacks while in vehicle.
Vehicle Expert - +2 bonus on all Pilot checks.
Weapons, Archaic Proficiency - The Character doesn't take a -4 when using archaic weapons (both melee and ranged)
Weapons, Exotic Proficiency - The Character doesn't take a -4 when using exotic weapons (both melee and ranged)
Weapon Finesse Proficient with weapon, base attack bonus +1. Use Dexterity modifier instead of Strength modifier on attack rolls.
Weapon Focus Proficient with weapon, base attack bonus +1. +1 bonus on all attack rolls he or she makes using the selected weapon.
Whirlwind Attack Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4. Make one melee attack at the character’s highest base attack bonus against each adjacent opponent.
Wild Talent - Select one 0-level psionic power.
Windfall - The character’s Credit bonus increases by +3.
Ulta Immune System - You gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.
Urban Tracking - You can use Diplomacy checks to track down and individual.
Xenomedic Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery. Use the Treat Injury skill on a living creature regardless of its type, without penalty.
Zero-G Training Dexterity 13, Tumble 4 ranks. You take no penalty on attack rolls in low-gravity or zero-gravity environments.

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.