Feats
Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Some Feats are themed like Melee Feats or Ranged Combat Feats. Feats are normally acquired when leveling up. The Character's Classes will detail when Bonus Feats are earned. The Feats table below has short summary as well as a Link to a page with more information.
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 Die, 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
Feat | Prerequisites | Summary |
---|---|---|
Category: Core Class Plus | ||
Charismatic Plus | Affinity with Charisma | You gain a talent from the Charismatic hero’s talent trees. |
Dedicated Plus | Affinity with Wisdom | You gain one talent from the Dedicated hero’s talent trees. |
Fast Plus | Affinity with Dexterity | You gain one talent from the Fast hero’s talent trees. |
Smart Plus | Affinity with Inelegance | You gain one talent from the Smart hero’s talent trees. |
Strong Plus | Affinity with Strength | You gain one talent from the Strong hero’s talent trees. |
Tough Plus | Affinity with Constitution | You gain one talent from the Tough hero’s talent trees. |
Category: Leadership & Companions | ||
Leadership | - | Allows a Character to roll with advantage when assisting others in actions. |
Manager | Leadership | Allows a Character to assist multiple people and actions in the same round. |
Companionship | - | Allows a Character to have an Animal or Robot Companion |
Companionship, Improved | Companionship | Improves the leveling of a Companion |
Category: Combat Martial Arts | ||
Combat Martial Arts | - | Unarmed attacks count as armed |
Improved Combat Martial Arts | Combat Martial Arts, Affinity Die 1d8. | The character’s threat range on an unarmed strike improves to 19–20. |
Advanced Combat Martial Arts | Combat Martial Arts, Improved Combat Martial Arts, Affinity Die 1d12. | When the character scores a critical hit with an unarmed strike, its triple damage die. |
Nerve Pinch | Combat Martial Arts, Affinity Die 1d8. | Preform a melee attack that can paralyze the target. |
Brawl | Combat Martial Arts | Can make unarmed attacks more effectively. |
Improved Brawl | Brawl, Affinity Die 1d8. | When making an unarmed attack, the character can had his/her affinity die on his or her attack roll. |
Improved Feint | Intelligence 13, Combat Martial Arts. | Advantage bonus on Bluff checks made to feint in melee combat. |
Knockout Punch | Combat Martial Arts, Affinity Die 1d12 | When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. |
Improved Knockout Punch | Combat Martial Arts, Knockout Punch, Affinity Die 2d8. | First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful. |
Category: Defensive Martial Arts | ||
Defensive Martial Arts | - | +1 AC bonus against only melee attacks. |
Elusive Target | Dexterity 14, Defensive Martial Arts. | Opponents that target you with a melee attack take disadvantage. |
Muscle Memory | Defensive Martial Arts, Affinity Die 1d10. | In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent. |
Category: Melee Weapon Combat | ||
Category: Ranged Combat | ||
Burst Fire | Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency. | Can use Burst Fire weapon attribute even if not on weapon. Deal +1 dice of damage. |
Point Blank Shot | - | The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. |
Double Tap | Dexterity 13, Point Blank Shot. | –4 penalty on this attack, but deals +1 die of damage with a successful hit. |
Precise Shot | - | The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. |
Dead Aim | Wisdom 13, Precise Shot. | Take a full round action to line up a shot for a bonus. |
Skip Shot | Point Blank Shot, Precise Shot. | Character may ignore cover between the character and the target in certain conditions. |
Quick Draw | - | The character can draw a weapon as a free action. |
Quick Reload | - | Reloading a firearm with an already filled box magazine or speed loader is a Simple Action. |
Category: Space Ship Operations | ||
Spaceship Operations | - | You can apply yourself as the Captain, Helm Officer, Weapons Officer, Communications Officer without taking any penalties. |
Spaceship 1st Mate | Spaceship Operations, Leadership | You gain an advantage bonus when attempting to aid another Officer. |
Spaceship Captain | Spaceship 1st Mate | You bonus now effects all officers for the whole ship round. |
Spaceship Helm Officer | Spaceship Operations, Pilot 2 Rank | You can add your affinity die to Pilot checks if you are at the helm. |
Spaceship Weapons Officer | Spaceship Operations | You can add your affinity die to firing Weapons if you are at the Gunnery position. |
Spaceship Communications Officer | Spaceship Operations | You can add your affinity die to Charisma based rolls while at the Comms position. |
Spaceship Engineer | Craft (Electronic, Mechanical) 1 rank | You can add your affinity die to rolls for repairing the ship in combat |
Spaceship Science | Study 2 Rank | You can add your affinity die to rolls for multi science related skills while on board your Spaceship. |
Spaceship Medical | Treat Injury 2 rank | You can add your affinity die to rolls for Treat Injury while on board your Spaceship. |
Spaceship Dodge | Spaceship Operations, Spaceship Helm Officer | +1 dodge bonus to your ship’s AC if you are either the pilot or possibly the captain. |
Spaceship Feint | Spaceship Operations, Spaceship Helm Officer | Advantage bonus on checks made to feint in Spaceship combat if you are either the pilot or captain. |
Spaceship Weapons Focus | Spaceship Operations, Spaceship Weapons Officer | Similar to the Weapon Focus Feat except for Spaceship Weapons with improved bonus. |
Category: Techniques | ||
Advance Combat Techniques | - | Allows a Character to learn a single Advance Combat Technique. |
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. |
Category: 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. |
Improved Two-Weapon Fighting | Dexterity 13, Two-Weapon Fighting, Affinity Die 1d8. | The Character can now apply there affinity die with there offhand weapon if they have proficiency with that weapon. |
Advanced Two-Weapon Fighting | Dexterity 14, Two-Weapon Fighting, Improved Two-Weapon Fighting, Affinity Die 2d8. | The offhand weapon can now be Medium sized and if it is melee weapon no longer has a reduction in die level. |
Category: Weapons/Armor | ||
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. |
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 |
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) |
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). |
Category: Misc Feats | ||
Acrobatic | - | Misc +2 bonus to the Acrobatic skill. |
Alertness | - | The character gets a +2 permanent bonus too Passive Perception. |
Animal Affinity | - | The character gets an advantage bonus on all Handle Animal checks. |
Athletic | - | Misc +2 bonus to the Athletic skill. |
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. |
Builder | - | Pick one new skill under craft to become class skills. |
Cautious | - | Misc +1 bonus to both the Demolitions and Disable Device skills. |
Confident | - | Misc +2 bonus to the Intimidate skill. |
Craft Cybernetics | Craft (electrical) 3 ranks, Craft (mechanical) 3 ranks, Knowledge (life sciences) 1 ranks. | You can build cybernetic attachments. |
Cybernetic Surgery | Treat Injury 3 ranks, Surgery. | You can install or remove a cybernetic attachment. |
Cybertaker | - | The maximum number of cybernetic attachments you can have is increases by 1. |
Deceptive | - | Misc +1 bonus to both the Bluff and Disguise skills. |
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. |
Endurance | - | Advantage bonus on the following checks and saves, see list in description. |
Force Stop | Drive 4 ranks, Vehicle Expert. | Character can force the other vehicle or space ship to a stop by nudging it. |
Computer Wiz | - | Misc +2 bonus to the Computer Use skill. |
Great Fortitude | Affinity with Constitution | Advantage bonus on all Constitution saving throws. |
Guide | - | Misc +1 bonus to both the Pilot and Survival skills. |
Jerry Rigging | - | You can repair items without material costs just once. You can repair structures in 1/10th the time. |
Intimidating Prowess | - | Add your Strength Modifier to Intimidated skill checks in addition too your Charisma |
Iron Will | Affinity Die 1d8 | Advantage on all Wisdom saving throws. |
Lightning Reflexes | Affinity Die 1d8 | Advantage bonus on all Dexterity saving throws. |
Mastercrafter | - | Reduces the DC check for crafting masterworked items by 2. |
Medical Expert | - | Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills. |
Meticulous | - | A Misc +2 bonus on the Decipher Script skill. |
Nimble | - | Misc +1 bonus on the Escape Artist and Sleight of Hand skills. |
Planetary Adaption | - | You gain one of the benefits listed in the description, depending on your planet of origin. |
Salvage | - | Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables |
Spacer | - | Advantage bonus on Computer Use checks made to use onboard spacecraft computer systems. |
Stealthy | - | Misc +2 bonus on the Stealth skill. |
Studious | - | Misc +1 bonus on the Decipher Script and Study skills. |
Surface Vehicle Operation | Drive Skill 3 ranks | The character takes no penalty on Drive checks or accuracy checks made when operating a surface vehicle of the selected class. |
Surgery | Treat Injury 2 ranks | The character can use the Treat Injury skill to perform surgery without penalty. |
Talented | Affinity Die 1d8 | The Character can choose a talent to effected by Character level instead of Class |
Track | - | A character can add there Affinity Die too survival check when tracking |
Trustworthy | - | Misc +2 bonus on the Diplomacy skill. |
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 Drive skill. |
Weapon Finesse | Proficient with weapon | Use Dexterity modifier instead of Strength modifier on attack rolls. |
Weapon Focus | Proficient with weapon | +1 bonus on all attack rolls he or she makes using the selected weapon. |
Wild Talent | - | Select one 0-level psionic power. |
Ultra Immune System | - | You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness. |
Xenomedic | Knowledge (earth and life sciences) 4 ranks, Treat Injury 5 ranks, Surgery. | Use the Treat Injury skill on a living creature regardless of its type, without penalty. |
Zero-G Training | Dexterity 13, Acrobatics 2 ranks. | You take no disadvantage on attack rolls in low-gravity or zero-gravity environments. |