Feats
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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
Feat | Prerequisites | Summary |
---|---|---|
Category: Base 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: Companions | ||
Companionship | - | Allows a Character to have an Animal or Robot Companion |
Companionship, Improved | Companionship | Improves the leveling of a Companion |
Category: Melee Combat Brawl | ||
Brawl | - | Can make unarmed attacks more effectively. |
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 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. |
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. |
Streetfighting | Brawl, Affinity bonus 2. | Character can deal an extra Advantage die worth of points of damage under certain conditions. |
Category: Melee Combat Martial Arts | ||
Combat Martial Arts | - | Unarmed attacks count as armed |
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. |
Improved Combat Martial Arts | Combat Martial Arts, Affinity bonus 5. | The character’s threat range on an unarmed strike improves to 19–20. |
Nerve Pinch | Combat Martial Arts, Affinity bonus +4. | Preform a melee attack that can paralyze the target. |
Category: Melee Defensive Martial Arts | ||
Defensive Martial Arts | - | +1 AC bonus against only melee attacks. |
Elusive Target | Dexterity 13, Defensive Martial Arts. | Opponents that target you with a melee attack take disadvantage. |
Improved Combat Throw | Defensive Martial Arts, Combat Throw, Affinity bonus 4. | In melee, if an enemy attacks and misses the character, the character may immediately make a trip CMO against the 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. |
Category: Ranged | ||
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. |
Skip Shot | Point Blank Shot, Precise Shot. | Character may ignore cover between the character and the target in certain conditions. |
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. |
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 bonus 5. | The character gets a second attack with his or her offhand weapon, albeit it cannot benefit from Affinity bonus. |
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 |
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 | - | Advantage bonus on all Jump checks and Tumble checks. |
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 | - | 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. |
Builder | - | Pick one new skill under craft to become class skills. |
Cautious | - | Advantage bonus on all Demolitions checks and Disable Device checks. |
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 Throw | - | Advantage bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks |
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. |
Deceptive | - | The character gets an advantage bonus on all Bluff checks and Disguise checks. |
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. |
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 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. |
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. |
Lightning Reflexes | Affinity Bonus 5 | Advantage bonus on all Dexterity saving throws. |
Mastercrafter | - | Reduces the DC check for crafting masterworked items by 2. |
Medical Expert | - | Advantage bonus on all Craft (pharmaceutical) checks and Treat Injury checks. |
Meticulous | - | A Misc +2 bonus on the Decipher Script skill. |
Nimble | - | Misc +2 bonus on the Escape Artist and Sleight of Hand skills. |
Oathbound | At least one declared allegiance. | Choose one of your allegiances. |
Planetary Adaption | - | You gain one of the benefits listed in the description, depending on your planet of origin. |
Salvage | - | Salvaging a destroyed vehicle, mecha, 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. |
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 sq wide. |
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. |
Stealthy | - | Misc +2 bonus on the Stealth skill. |
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. |
Track | - | A character can add there Affinity bonus 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 Pilot skill. |
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. |
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. |
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.