Feats: Difference between revisions

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! Summary
! Summary
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|[[Acrobatic|Acrobatic]]|| - ||+2 bonus on all Jump checks and Tumble checks.
|[[Acrobatic|Acrobatic]]|| - ||Advantage bonus on all Jump checks and Tumble checks.
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|[[Action Boost|Action Boost]]|| - ||Roll d8s instead of d6s when using an action point.
|[[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.
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|[[Advanced Combat Martial Arts|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.
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|[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique.
|[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique.
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|[[Advanced Two-Weapon Fighting|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
|[[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
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|[[Agile Riposte|Agile Riposte]]|| Dexterity 13, Dodge.|| Make an attack of opportunity when an (Doge declared) opponent misses a melee attack 
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|[[Aircraft Operation|Aircraft Operation]]|| - ||Take no penalty on Pilot checks or attack rolls made when operating an aircraft.
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| [[SimpleFirearmsProficiency|Firearms, Simple Proficiency]] || - || The Character doesn't take the -4 for using a simple firearm.  
| [[SimpleFirearmsProficiency|Firearms, Simple Proficiency]] || - || The Character doesn't take disadvantage for using a simple firearm.  
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| [[AdvancedFirearmsProficiency|Firearms, Advanced Proficiency]] || Simple Firearms Proficiency || The Character doesn't take the -4 for using an advanced firearm.
| [[AdvancedFirearmsProficiency|Firearms, Advanced Proficiency]] || Simple Firearms Proficiency || The Character doesn't take disadvantage for using an advanced firearm.
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| [[HeavyFirearmProficiency|Firearms, Heavy Proficiency]] || Advanced Firearms Proficiency || The Character doesn't take the -4 for using a heavy firearm.
| [[HeavyFirearmProficiency|Firearms, Heavy Proficiency]] || Advanced Firearms Proficiency || The Character doesn't take disadvantage for using a heavy firearm.
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|[[Alertness|Alertness]]|| - ||The character gets a +2 bonus on all Listen checks and Spot checks.  
|[[Alertness|Alertness]]|| - ||The character gets a +2 permanent bonus too Passive Perception.  
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|[[Animal Affinity|Animal Affinity]]|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks.  
|[[Animal Affinity|Animal Affinity]]|| - ||The character gets an advantage bonus on all Handle Animal checks.
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|[[Archaic Weapons Proficiency|Archaic Weapons Proficiency]]|| - ||The character takes no penalty on attack rolls when using any kind of archaic weapon.
|[[Archaic Weapons Proficiency|Archaic Weapons Proficiency]]|| - ||The character takes no disadvantage on accuracy checks when using any kind of archaic weapon.
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|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.
|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.
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|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).
|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).
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|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus.
|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light), Armor Proficiency (medium), Armor Proficiency (heavy)|| See Armor Proficiency (light).
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|[[Athletic|Athletic]]|| - ||The character gets a +2 bonus on all Climb checks and Swim checks.  
|[[Athletic|Athletic]]|| - ||The character gets an advantage bonus on all Climb checks and Swim checks.  
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|[[Attentive|Attentive]]|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
|[[Attentive|Attentive]]|| - ||The character gets an advantage bonus on most Study and Sense Motive checks
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|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
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|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.
|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.
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|[[Builder|Builder]]|| - ||Pick two of the following skills
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills.
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|[[Burst Fire|Burst Fire]]|| Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency.|| Deal +2 dice of damage.
|[[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.
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|[[Cautious|Cautious]]|| - ||+2 bonus on all Demolitions checks and Disable Device checks.
|[[Cautious|Cautious]]|| - ||Advantage bonus on all Demolitions checks and Disable Device checks.
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|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to "drop"
|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to "drop"
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|[[Charismatic Plus|Charismatic Plus]]|| - ||You gain two talents from the Charismatic hero’s talent trees.  
|[[Charismatic Plus|Charismatic Plus]]|| Affinity with Charisma ||You gain a talent from the Charismatic hero’s talent trees.  
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|[[Combat Expertise|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 Expertise|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.
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|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed
|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed
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|[[Combat Reflexes|Combat Reflexes]]|| - ||The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1.
|[[Combat Throw|Combat Throw]]|| - ||Advantage bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
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|[[Combat Throw|Combat Throw]]|| - ||+2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
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| [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion
| [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion
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| [[Improved Training|Improved Training]] || Companionship || Speeds up the time it takes to train a new trick or function for a companion
| [[Improved Training|Improved Training]] || Companionship || Speeds up the time it takes to train a new trick or function for a companion
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|[[Confident|Confident]]|| - ||+2 bonus on all Intimidate checks, and on level checks to resist intimidation.
|[[Confident|Confident]]|| - ||Advantage bonus on all Intimidate checks, and on checks to resist intimidation.
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|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments.
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments.
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|[[Creative|Creative]]|| - ||Pick two skills, read description
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|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.
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|[[Dead Aim|Dead Aim]]|| Wisdom 13, Far Shot.|| Take a full round action to line up a shot for a bonus.
|[[Dead Aim|Dead Aim]]|| Wisdom 13, Far Shot.|| Take a full round action to line up a shot for a bonus.
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|[[Deceptive|Deceptive]]|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks.
|[[Deceptive|Deceptive]]|| - ||The character gets an advantage bonus on all Bluff checks and Disguise checks.
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|[[Dedicated Plus|Dedicated Plus]]|| - ||You gain two talents from the Dedicated hero’s talent trees.
|[[Dedicated Plus|Dedicated Plus]]|| Affinity with Wisdom ||You gain one talent from the Dedicated hero’s talent trees.
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|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 dodge bonus to Defense against melee attacks.
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.
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|[[Dodge|Dodge]]|| - ||+1 dodge bonus to Defense against any subsequent attacks from a specified opponent.
|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –4 penalty on this attack, but deals +1 die of damage with a successful hit.
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|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –2 penalty on this attack, but deals +1 die of damage with a successful hit.
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|[[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 speed penalty when making an attack while in a moving vehicle
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|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a +2 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.
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|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take a -4 penalty.
|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.
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|[[Endurance|Endurance]]|| - || +4 bonus on the following checks and saves, see list in description.
|[[Endurance|Endurance]]|| - || Advantage bonus on the following checks and saves, see list in description.
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|[[Fast Plus|Fast Plus]]|| - ||You gain two talents from the Fast hero’s talent trees.
|[[Fast Plus|Fast Plus]]|| Affinity with Dexterity ||You gain one talent from the Fast hero’s talent trees.
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|[[Far Shot|Far Shot]]|| - ||Uses a firearm or other ranged weapons, its range increment increases by one-half
|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle or space ship to a stop by nudging it.
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|[[Focused|Focused]]|| - ||+2 bonus on all Balance checks and Concentration checks.
|[[Frightful Presence|Frightful Presence]]|| Charisma 15, Intimidate 5 ranks.|| Opponents within 10 feet of Character take disadvantage on attack rolls, saves, and skill checks.
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|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle to a stop by nudging it into a controlled side­ways skid.
|[[Gearhead|Gearhead]]|| - ||Advantage bonus on all Computer Use checks and Repair checks.  
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|[[Frightful Presence|Frightful Presence]]|| Charisma 15, Intimidate 9 ranks.|| Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks.
|[[Great Cleave|Great Cleave]]|| Strength 13, Power Attack, Cleave, Affinity bonus 4.|| As Cleave, except that the character has no limit to the number of times he or she can use it per round.
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|[[Gearhead|Gearhead]]|| - ||+2 bonus on all Computer Use checks and Repair checks.  
|[[Great Fortitude|Great Fortitude]]|| Affinity with Constitution ||Advantage bonus on all Constitution sav­ing throws.
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|[[Great Cleave|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.
|[[Guide|Guide]]|| - ||Advantage bonus on all Pilot and Survival checks.  
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|[[Great Fortitude|Great Fortitude]]|| - ||+2 bonus on all Constitution sav­ing throws.
|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs just once. You can repair structures in 1/10th the time.
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|[[Guide|Guide]]|| - ||+2 bonus on all Navigate checks and Survival checks.  
|[[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.
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|[[Jack of all Trades|Jack of all Trades]]|| - ||You can use any skill untrained.(May remove... seams a little OP)
|[[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.
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|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs. You can repair structures in 1/10th the time.
|[[Improved Combat Throw|Improved Combat Throw]]|| Defensive Martial Arts, Combat Throw, Affinity bonus 4.|| In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.
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|[[Heroic Surge|Heroic Surge]]|| - ||The character may take an extra move action or attack action in a round.
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| Advantage bonus on Bluff checks made to feint in melee combat.
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|[[Improved Brawl|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 Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, Affinity bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
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|[[Improved Bull Rush|Improved Bull Rush]]|| Strength 13, Power Attack.|| When performing a bull rush, the character does not provoke an attack of opportunity.
|[[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.
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|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, base attack bonus +4.|| The character’s threat range on an unarmed strike im­proves to 19–20.
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|[[Improved Combat Throw|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.
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|[[Improved Damage Threshold|Improved Damage Threshold]]|| - ||The character increases his or her massive damage threshold by 3 points.
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|[[Improved Disarm|Improved Disarm]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent
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|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.
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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.
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|[[Improved Trip|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.
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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.
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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
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|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.
|[[Iron Will|Iron Will]]|| Affinity Bonus 5 ||Advantage on all Wisdom saving throws.
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|[[Knockout Punch|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.
|[[Knockout Punch|Knockout Punch]]|| Brawl, Affinity bonus 4|| When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.
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|[[Lightning Reflexes|Lightning Reflexes]]|| - ||+2 bonus on all Dexterity saving throws.
|[[Lightning Reflexes|Lightning Reflexes]]|| Affinity Bonus 5||Advantage bonus on all Dexterity saving throws.
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|[[Low Profile|Low Profile]]|| - ||Reduce the character’s Reputation bonus by 3 points.
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|[[Manager|Manager]] || - || Allows the Character to assist another Character with a skill check even if they do not have the correct Skill.
|[[Manager|Manager]] || - || Allows the Character to assist another Character with a skill check even if they do not have the correct Skill.
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|[[Leadership|Leadership]] || Manager || If successful the bonus provided for aiding another character is now +4 instead of +2.
|[[Leadership|Leadership]] || Manager || If successful the bonus provided for aiding another character is now two stacked Advantage bonuses.
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|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items.
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.
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| [[SimpleMeleeWeaponPro|Melee Weapon, Simple Proficiency]] || - || The Character doesn't take a -4 when using simple melee weapons
| [[SimpleMeleeWeaponPro|Melee Weapon, Simple Proficiency]] || - || The Character doesn't take disadvantage when using simple melee weapons
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| [[AdvanceMeleeWeaponPro|Melee Weapon, Advanced Proficiency]] || Simple Melee Weapon Proficiency || The Character doesn't take a -4 when using advanced melee weapons
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| [[HeavyMeleeWeaponPro|Melee Weapon, Heavy Proficiency]] || Advance Melee Weapon Proficiency || The Character doesn't take a -4 when using heavy melee weapons
| [[AdvanceMeleeWeaponPro|Melee Weapon, Advanced Proficiency]] || Simple Melee Weapon Proficiency || The Character doesn't take disadvantage  when using advanced melee weapons
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|[[Medical Expert|Medical Expert]]|| - ||+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
| [[HeavyMeleeWeaponPro|Melee Weapon, Heavy Proficiency]] || Advance Melee Weapon Proficiency || The Character doesn't take disadvantage  when using heavy melee weapons
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|[[Meticulous|Meticulous]]|| - ||+2 bonus on all Decipher Script and Perception checks.
|[[Medical Expert|Medical Expert]]|| - ||Advantage bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
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|[[Mobility|Mobility]]|| Dexterity 13, Dodge.||+4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square.
|[[Meticulous|Meticulous]]|| - ||A Misc +2 bonus on the Decipher Script skill.
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|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, base attack bonus +4.|| Preform a melee attack that can paralyze the target.
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, Affinity bonus +4.|| Preform a melee attack that can paralyze the target.
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|[[Nimble|Nimble]]|| - ||+2 bonus on all Escape Artist checks and Sleight of Hand checks.
|[[Nimble|Nimble]]|| - ||Misc +2 bonus on the Escape Artist and Sleight of Hand skills.
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|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances.  
|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances.  
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|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
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|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
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|[[Smart Plus|Smart Plus]]|| - ||You gain two talents from the Smart hero’s talent trees.
|[[Smart Plus|Smart Plus]]|| Inelegance Affinity ||You gain one talent from the Smart hero’s talent trees.
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|[[Spacer|Spacer]]|| - ||+2 bonus on Computer Use checks made to use onboard spacecraft computer systems.
|[[Spacer|Spacer]]|| - ||Advantage bonus on Computer Use checks made to use onboard spacecraft computer systems.
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|[[Starship Battle Run|Starship Battle Run]]|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack
|[[Starship Battle Run|Starship Battle Run]]|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack
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|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s Defense against attacks.
|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s AC if you are either the pilot or captain.
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|[[Starship Feint|Starship Feint]]|| - ||+2 bonus on Bluff checks made to feint in starship combat.
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|[[Starship Gunnery|Starship Gunnery]]|| - ||You do not take a penalty on attack rolls when firing a starship weapon.
|[[Starship Feint|Starship Feint]]|| - ||Advantage bonus on Bluff checks made to feint in starship combat if you are either the pilot or captain.
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|[[Starship Mobility|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 Gunnery|Starship Gunnery]]|| - ||You do not take disadvantage on attack rolls when firing a starship weapon.
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|[[Starship Operation|Starship Operation]]|| - ||When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship.
|[[Starship Operation|Starship Operation]]|| - ||When operating a starship of the selected type, you take no penalty on checks made when operating the starship.
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|[[Starship Strafe|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.
|[[Starship Strafe|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.
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|[[Strong Plus|Strong Plus]]|| - ||You gain two talents from the Strong hero’s talent trees.
|[[Strong Plus|Strong Plus]]|| Strength Affinity ||You gain one talent from the Strong hero’s talent trees.
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|[[Tough Plus|Tough Plus]]|| - ||You gain two talents from the Tough hero’s talent trees.
|[[Tough Plus|Tough Plus]]|| Constitution Affinity ||You gain one talent from the Tough hero’s talent trees.
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|[[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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|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a free action.
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action.
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|[[Renown|Renown]]|| - ||The character’s Reputation bonus increases by +3.
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|[[Run|Run]]|| - ||When running, the character moves a maximum of five times his or her normal speed instead of four times.
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|[[Shot on the Run|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.
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|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.   
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.   
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|[[Spring Attack|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|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill.  
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|[[Stealthy|Stealthy]]|| - ||+2 bonus on all Hide checks and Move Silently checks.
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|[[Strafe|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.
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|[[Streetfighting|Streetfighting]]|| Brawl, base attack bonus +2.|| Character can deal an extra 1d4 points of damage under certain conditions.  
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|[[Studious|Studious]]|| - ||+2 bonus on all Decipher Script checks and Study checks.  
|[[Streetfighting|Streetfighting]]|| Brawl, Affinity bonus 2.|| Character can deal an extra Advantage die worth of points of damage under certain conditions.  
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|[[Sunder|Sunder]]|| Strength 13, Power Attack.|| When attempting to sunder CMO the character does not provoke an attack of opportunity.
|[[Studious|Studious]]|| - ||Misc +1 bonus on the Decipher Script and Study skills.  
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|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| - ||The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| - ||The character takes no penalty on Drive checks or accuracy checks made when operating a surface vehicle of the selected class.
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|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.
|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.
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| [[TechniqueMaster|Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.
| [[TechniqueMaster|Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.
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|[[Toughness|Toughness]]|| - ||The character gains +3 hit points.
|[[Track|Track]]|| - ||A character can add there Affinity bonus too survival check when tracking
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|[[Track|Track]]|| - ||A character can take an extra survival check when tracking
|[[Trustworthy|Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill.
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|[[Trustworthy|Trustworthy]]|| - ||+2 bonus on all Diplomacy checks.
|[[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.
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|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character’s penalties for fighting with two weapons are lessened.
|[[Unbalance Opponent|Unbalance Opponent]]|| Defensive Martial Arts, Affinity bonus 5.|| A target opponent no longer gets to add Str modifier to melee attack roles when targeting you.  
|-
|-
|[[Unbalance Opponent|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|Vehicle Dodge]]|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| +1 dodge bonus to AC while in vehicle.
|-
|-
|[[Vehicle Dodge|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|Vehicle Expert]]|| - ||Misc +2 bonus for the Pilot skill.
|-
|-
|[[Vehicle Expert|Vehicle Expert]]|| - ||+2 bonus on all Pilot checks.
| [[ArchaicWeaponsPro|Weapons, Archaic Proficiency]] || - || The Character doesn't take disadvantage when using archaic weapons (both melee and ranged)
|-
|-
| [[ArchaicWeaponsPro|Weapons, Archaic Proficiency]] || - || The Character doesn't take a -4 when using archaic weapons (both melee and ranged)
| [[ExoticWeaponsPro|Weapons, Exotic Proficiency]] || - || The Character doesn't take a disadvantage when using exotic weapons (both melee and ranged)
|-
|-
| [[ExoticWeaponsPro|Weapons, Exotic Proficiency]] || - || The Character doesn't take a -4 when using exotic weapons (both melee and ranged)
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, Affinity bonus 1.|| Use Dexterity modifier instead of Strength modifier on attack rolls.
|-
|-
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, base attack 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.
|-
|-
|[[Weapon Focus|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|Whirlwind Attack]]|| Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, Affinity bonus +4.||Make one melee attack at the character’s highest base attack bonus against each adjacent opponent.
|-
|[[Whirlwind Attack|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|Wild Talent]] || - ||Select one 0-level psionic power.  
|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power.  
|-
|-
|[[Windfall|Windfall]]|| - ||The character’s Credit bonus increases by +3.
|[[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 a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.
|-
|-
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual.  
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual.  
Line 301: Line 251:
|[[Xenomedic|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.
|[[Xenomedic|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|Zero-G Training]]|| Dexterity 13, Tumble 4 ranks.|| You take no penalty on attack rolls in low-gravity or zero-gravity environments.
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Tumble 4 ranks.|| You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.
|-
|-
|}
|}

Revision as of 02:26, 18 April 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 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

Table: Feats
Feat Prerequisites Summary
Acrobatic - Advantage bonus on all Jump checks and Tumble checks.
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.
Advance Combat Techniques - Allows a Character to learn a single Advance Combat Technique.
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
Firearms, Simple Proficiency - The Character doesn't take disadvantage for using a simple firearm.
Firearms, Advanced Proficiency Simple Firearms Proficiency The Character doesn't take disadvantage for using an advanced firearm.
Firearms, Heavy Proficiency Advanced Firearms Proficiency The Character doesn't take disadvantage for using a heavy firearm.
Alertness - The character gets a +2 permanent bonus too Passive Perception.
Animal Affinity - The character gets an advantage bonus on all Handle Animal checks.
Archaic Weapons Proficiency - The character takes no disadvantage on accuracy checks 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), Armor Proficiency (heavy) See Armor Proficiency (light).
Athletic - The character gets an advantage bonus on all Climb checks and Swim checks.
Attentive - The character gets an advantage bonus on most Study and Sense Motive checks
Blind-Fight - re-roll melee attacks that miss because of concealment.
Brawl - Can make unarmed attacks more effectively.
Builder - Pick one new skill under craft to become class skills.
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.
Cautious - Advantage 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 Affinity with Charisma You gain a talent 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 Throw - Advantage bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks
Companionship - Allows a Character to have an Animal or Robot Companion
Companionship, Improved Companionship Improves the leveling of a Companion
Improved Training Companionship Speeds up the time it takes to train a new trick or function for a companion
Confident - Advantage bonus on all Intimidate checks, and on checks to resist intimidation.
Craft Cybernetics Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks. You can build cybernetic attachments.
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 an advantage bonus on all Bluff checks and Disguise checks.
Dedicated Plus Affinity with Wisdom You gain one talent from the Dedicated hero’s talent trees.
Defensive Martial Arts - +1 AC bonus against only melee attacks.
Double Tap Dexterity 13, Point Blank Shot. –4 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 permanent +2 Misc bonus on all checks with those skills.
Elusive Target Dexterity 13, Defensive Martial Arts. Opponents that target you with a melee attack take disadvantage.
Endurance - Advantage bonus on the following checks and saves, see list in description.
Fast Plus Affinity with Dexterity You gain one talent from the Fast hero’s talent trees.
Force Stop Drive 4 ranks, Vehicle Expert. Character can force the other vehicle or space ship to a stop by nudging it.
Frightful Presence Charisma 15, Intimidate 5 ranks. Opponents within 10 feet of Character take disadvantage on attack rolls, saves, and skill checks.
Gearhead - Advantage bonus on all Computer Use checks and Repair checks.
Great Cleave Strength 13, Power Attack, Cleave, Affinity 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 Affinity with Constitution Advantage bonus on all Constitution sav­ing throws.
Guide - Advantage bonus on all Pilot and Survival checks.
Jerry Rigging - You can repair items without material costs just once. You can repair structures in 1/10th the time.
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.
Improved Combat Martial Arts Combat Martial Arts, Affinity bonus 5. The character’s threat range on an unarmed strike im­proves to 19–20.
Improved Combat Throw Defensive Martial Arts, Combat Throw, Affinity bonus 4. In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.
Improved Feint Intelligence 13, Brawl, Streetfighting. Advantage bonus on Bluff checks made to feint in melee combat.
Improved Knockout Punch Brawl, Knockout Punch, Affinity bonus +6. First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.
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.
Intimidating Prowess - Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
Iron Will Affinity Bonus 5 Advantage on all Wisdom saving throws.
Knockout Punch Brawl, Affinity bonus 4 When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.
Lightning Reflexes Affinity Bonus 5 Advantage bonus on all Dexterity saving throws.
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 two stacked Advantage bonuses.
Mastercrafter - Reduces the DC check for crafting masterworked items by 2.
Melee Weapon, Simple Proficiency - The Character doesn't take disadvantage when using simple melee weapons
Melee Weapon, Advanced Proficiency Simple Melee Weapon Proficiency The Character doesn't take disadvantage when using advanced melee weapons
Melee Weapon, Heavy Proficiency Advance Melee Weapon Proficiency The Character doesn't take disadvantage when using heavy melee weapons
Medical Expert - Advantage bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Meticulous - A Misc +2 bonus on the Decipher Script skill.
Nerve Pinch Combat Martial Arts, Affinity bonus +4. Preform a melee attack that can paralyze the target.
Nimble - Misc +2 bonus on the Escape Artist and Sleight of Hand skills.
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 less time and is more likely to wield valuables
Smart Plus Inelegance Affinity You gain one talent from the Smart hero’s talent trees.
Spacer - Advantage 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 AC if you are either the pilot or captain.
Starship Feint - Advantage bonus on Bluff checks made to feint in starship combat if you are either the pilot or captain.
Starship Gunnery - You do not take disadvantage on attack rolls when firing a starship weapon.
Starship Operation - When operating a starship of the selected type, you take no penalty on 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 Strength Affinity You gain one talent from the Strong hero’s talent trees.
Tough Plus Constitution Affinity You gain one talent 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 Simple Action.
Skip Shot Point Blank Shot, Precise Shot. Character may ignore cover between the character and the target in certain conditions.
Stealthy - Misc +2 bonus on the Stealth skill.
Streetfighting Brawl, Affinity bonus 2. Character can deal an extra Advantage die worth of points of damage under certain conditions.
Studious - Misc +1 bonus on the Decipher Script and Study skills.
Surface Vehicle Operation - The character takes no penalty on Drive checks or accuracy checks 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.
Track - A character can add there Affinity bonus too survival check when tracking
Trustworthy - Misc +2 bonus on the Diplomacy skill.
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.
Unbalance Opponent Defensive Martial Arts, Affinity bonus 5. A target opponent no longer gets to add Str modifier to melee attack roles when targeting you.
Vehicle Dodge Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert. +1 dodge bonus to AC while in vehicle.
Vehicle Expert - Misc +2 bonus for the Pilot skill.
Weapons, Archaic Proficiency - The Character doesn't take disadvantage when using archaic weapons (both melee and ranged)
Weapons, Exotic Proficiency - The Character doesn't take a disadvantage when using exotic weapons (both melee and ranged)
Weapon Finesse Proficient with weapon, Affinity bonus 1. Use Dexterity modifier instead of Strength modifier on attack rolls.
Weapon Focus Proficient with weapon, Affinity 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, Affinity 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.
Ultra Immune System - You gain an advantage 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 disadvantage 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.