Feats: Difference between revisions

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Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Feats are themed and organized into '''categories''' like Ranged Combat or Space Ship Operations.
Feats are normally acquired when leveling up. Feats will specify with Category the Player can pick from. A Character gains a Feat at 3rd, 9th, 15th level these Feats do not specify any Category and the Player can choose any Feat from '''any''' Category as long as the Character meets the prerequisites. The Character also gets Bonus Feats on 4th, 8th, 12th, 16th, 20th levels as part of their Path. These Feats are only for the '''Misc Feats''' Category. The Character may also gain Bonus Feats from an [[Advance_Classes|Advance Class]]. These Bonsu Feats will specify which categories the Player can choose from.
==Feats==
==Feats==
{| class="wikitable" style="10px;"
{| class="wikitable sortable" style="10px;"
|+ Table: Feats
|+ Table: Feats
! style="text-algin:left;" | Feat
! style="text-algin:left;" | Feat
Line 6: Line 10:
! Summary
! Summary
|-
|-
|[[Acrobatic|Acrobatic]]|| - ||+2 bonus on all Jump checks and Tumble checks.
! colspan="3" | Category: Leadership & Companions
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|[[Action Boost|Action Boost]]|| - ||Roll d8s instead of d6s when using an action point.
| [[Leadership|Leadership]] || - || Allows a Character to roll with an advantage when assisting others in actions.
|-
| [[Manager| - Manager]] || Leadership || Allows a Character to assist multiple people and actions in the same round.
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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.
| [[Companionship|Companionship]] || - || Allows a Character to have an Animal or Robot Companion
|-
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|[[Advanced Firearms Proficiency|Advanced Firearms Proficiency]]|| - ||Fire any personal firearm on autofire without penalty.
| [[Improved Companionship| - Companionship, Improved ]] || Companionship || Improves the leveling of a Companion
|-
|-
|[[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
! colspan="3" | Category: Combat Martial Arts
|-
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|[[Alien Weapons Proficiency|Alien Weapons Proficiency]]|| - ||No penalty when using any kind of alien weapon.
|[[Blind Fight|Blind Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
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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 
|[[Martial Art Focus|Martial Arts Focus]]|| Strength or Dexterity Score of 15 or higher|| The Damage die for unarmed strikes goes up a level.
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|[[Aircraft Operation|Aircraft Operation]]|| - ||Take no penalty on Pilot checks or attack rolls made when operating an aircraft.
|[[Martial Arts Master| - Martial Arts Master]]|| Martial Arts Focus, Advantage Die 1d8.|| The character’s threat range on an unarmed strike im­proves to 19–20.
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|[[Alertness|Alertness]]|| - ||The character gets a +2 bonus on all Listen checks and Spot checks.  
|[[Dan Martial Artist| - Dan Martial Artiest]]|| Martial Arts Master, Advantage Die 1d12.|| When the character scores a critical hit with an unarmed strike, its triple damage die.
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|[[Animal Affinity|Animal Affinity]]|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks.  
|[[Nerve Pinch| - Nerve Pinch]]|| Martial Arts Focus, Advantage Die 1d8.|| Perform a melee attack that can paralyze the target.
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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.
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 AC bonus against only melee attacks.
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|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.
|[[Elusive Target| - Elusive Target]]|| Dexterity 14, Defensive Martial Arts.|| Opponents that target you with a melee attack take disadvantage.
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|[[Armor Proficiency (medium)|Armor Proficiency (medium)]]|| - ||See Armor Proficiency (light).
|[[Muscle Memory| - Muscle Memory]]|| Defensive Martial Arts, Advantage Die 1d10.|| In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.
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|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).
|[[Improved Feint| - Improved Feint]]|| Intelligence 13, Combat Martial Arts.|| Advantage bonus on Bluff checks made to feint in melee combat.
|-
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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.
! colspan="3" | Category: Melee Weapon Combat
|-
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|[[Athletic|Athletic]]|| - ||The character gets a +2 bonus on all Climb checks and Swim checks.  
|[[Weapon Finesse|Weapon Finesse]]|| - || Use Dexterity modifier instead of Strength modifier on attack rolls.
|-
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|[[Attentive|Attentive]]|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
| [[Melee Weapon Focus|Melee Weapon Focus]]|| - || Character gains advantage while using specific melee weapons
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|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment.  
| [[Improved Melee Weapon Focus| - Improved Melee Weapon Focus]]|| Melee Weapon Focus || Melee weapons now due 1 damage die level higher of damage.
|-
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|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.
| [[Sweeping Blow| - Sweeping Blow]]|| Melee Weapon Focus, Advantage Die 1d8 || Causes the target to perform a saving throw or be tripped
|-
|-
|[[Builder|Builder]]|| - ||Pick two of the following skills
| [[Throw Off Guard| - Throw Off Guard]]|| Melee Weapon Focus || Causes the target to have a temporarily lower AC when defending against other enemy attacks.
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|[[Burst Fire|Burst Fire]]|| Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.|| Deal +2 dice of damage.
| [[Defensive Strike| - Defensive Strike]]|| Melee Weapon Focus || Deal less damage but increase your own AC against the target's attacks.
|-
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|[[Cautious|Cautious]]|| - ||+2 bonus on all Demolitions checks and Disable Device checks.
| [[Aggressive Strike| - Aggressive Strike]]|| Melee Weapon Focus || Deal more damage but decrease your own AC against the target's attacks.
|-
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|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to "drop"
! colspan="3" | Category: Ranged Combat
|-
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|[[Charismatic Plus|Charismatic Plus]]|| - ||You gain two talents from the Charismatic hero’s talent trees.  
|[[Point Blank Shot|Point Blank Shot]]|| - ||Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.
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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.
|[[Double Tap| - Double Tap]]|| Dexterity 13, Point Blank Shot.|| Disadvantage on this attack, but deals +1 die of damage with a successful hit.
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|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed
|[[Precise Shot|Precise Shot]]|| - || Take a full-round action to line up a shot for a bonus.
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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.  
|[[Dead Aim| - Dead Aim]]|| Wisdom 13, Precise Shot.|| Take a round to study target on the following round shoot for a major bonus.
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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
|[[Trick Shot| - Trick Shot]]|| Precise Shot.|| A character may ignore the cover of a target.
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|[[Confident|Confident]]|| - ||+2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.
|[[Burst Fire|Burst Fire]]|| Proficiency level 5+ || Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.
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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.
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.
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|[[Creative|Creative]]|| - ||Pick two skills, read description
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a Simple Action.
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|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.
! colspan="3" | Category: Space Ship Operations
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|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increases by 1.
| [[Spaceship Captain|Spaceship Captain]] || Leadership || Provides the ability to use Advance Ship Functions.
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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.
| [[Spaceship Helm Officer|Spaceship Helm Officer]] || Pilot 2 Rank || Provides the ability to use Advance Ship Functions.
|-
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|[[Deceptive|Deceptive]]|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks.
| [[Spaceship Weapons Officer|Spaceship Weapons Officer]] || || Provides the ability to use Advance Ship Functions.
|-
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|[[Dedicated Plus|Dedicated Plus]]|| - ||You gain two talents from the Dedicated hero’s talent trees.
| [[Spaceship Communications Officer|Spaceship Communications Officer]]|| || Provides the ability to use Advance Ship Functions.
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|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 dodge bonus to Defense against melee attacks.
| [[Spaceship Engineer|Spaceship Engineer]] || Craft (Electronic, Mechanical) 1 rank || Provides the ability to use Advance Ship Functions.
|-
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|[[Dodge|Dodge]]|| - ||+1 dodge bonus to Defense against any subsequent attacks from a specified opponent.
| [[Spaceship Science Officer|Spaceship Science Officer]] || Study 2 Rank || Provides the ability to use Advance Ship Functions.
|-
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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.
| [[Spaceship Medical Officer|Spaceship Medical Officer]] || Treat Injury 2 rank || Provides the ability to use Advance Ship Functions.
|-
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|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle speed penalty when making an attack while in a moving vehicle
! colspan="3" | Category: Techniques
|-
|-
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
|[[Advanced Combat Techniques|Advance Combat Techniques]] || - || Allows a Character to learn a single Advance Combat Technique.
|-
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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.
| [[TechniqueFocus|Technique Focus]] || - || Pick a Technique that can be used once per day without counting against total usage.
|-
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|[[Endurance|Endurance]]|| - || +4 bonus on the following checks and saves, see list in description.
| [[TechniqueNovice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely.
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|[[Exotic Firearms Proficiency|Exotic Firearms Proficiency]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| The character makes attack rolls with the weapon normally.
| [[TechniqueAdvance| - Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher level technique to be able to use another lower level technique.
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|[[Exotic Melee Weapon Proficiency|Exotic Melee Weapon Proficiency]]|| - ||The character makes attack rolls with the weapon normally.
| [[TechniqueMaster| - Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.
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|[[Fast Plus|Fast Plus]]|| - ||You gain two talents from the Fast hero’s talent trees.
| [[QuickenTechnique|Technique, Quicken]]|| Novice Technique || A Technique can now be performed as a Free Action.
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|[[Far Shot|Far Shot]]|| - ||Uses a firearm or other ranged weapons, its range increment increases by one-half
! colspan="3" | Category: Two-Weapon Fighting
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|[[Focused|Focused]]|| - ||+2 bonus on all Balance checks and Concentration checks.
| [[Akimbo Specialist|Akimbo Specialist]] || - ||The character can now gain an advantage when using off-hand weapons.
|-
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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.
| [[Niten Ichi| - Niten Ichi]] || Akimbo Specialist || The character takes no penalties for using two melee weapons.
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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.
| [[Gun-Fu| - Gun-Fu]] || Akimbo Specialist || The character takes no penalties for using two ranged weapons.
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|[[Gearhead|Gearhead]]|| - ||+2 bonus on all Computer Use checks and Repair checks.
! colspan="3" | Category: Proficiency Tree
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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.
| [[Training Expert|Training Expert]] || - || Immediately gain and spend another Proficiency Tree point
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|[[Great Fortitude|Great Fortitude]]|| - ||+2 bonus on all Fortitude sav­ing throws.
| [[Power Armor Expert|Power Armor Expert]] || 5 levels in Armor Proficiency || Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.
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|[[Guide|Guide]]|| - ||+2 bonus on all Navigate checks and Survival checks.  
| [[Heavy Melee Weapon Training|Heavy Melee Weapon Training]] || No Other Proficiency Training || Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree cheaper.
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|[[Jack of all Trades|Jack of all Trades]]|| - ||You can use any skill untrained.
| [[Heavy Ranged Weapon Training|Heavy Ranged Weapon Training]] || No Other Proficiency Training || Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree cheaper.
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|[[Heroic Surge|Heroic Surge]]|| - ||The character may take an extra move action or attack action in a round.
| [[Heavy Armor Training| Heavy Armor Training]] || No Other Proficiency Training || Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper.
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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.
! colspan="3" | Category: Specialty Skills
|-
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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.
| [[Decipher_Script|Decipher Message]] || - ||  
|-
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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.
| [[Demolitions]] || - ||
|-
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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.
| [[Escape_Artist|Escape Artist]] || - ||
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|[[Improved Damage Threshold|Improved Damage Threshold]]|| - ||The character increases his or her massive damage threshold by 3 points.
| [[Perform|Performer]] || - ||
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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
| [[Handle_Animal|Handle Animal]] || - ||
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|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.
! colspan="3" | Category: Misc Feats
|-
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|[[Improved Initiative|Improved Initiative]]|| - ||+4 circumstance bonus on initiative checks.
|[[Charismatic Plus|Charismatic Plus]]|| Affinity with Charisma ||You gain one talent from the Charismatic hero’s talent trees.
|-
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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.
|[[Dedicated Plus|Dedicated Plus]]|| Affinity with Wisdom ||You gain one talent from the Dedicated hero’s talent trees.
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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.
|[[Fast Plus|Fast Plus]]|| Affinity with Dexterity ||You gain one talent from the Fast hero’s talent trees.
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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.
|[[Smart Plus|Smart Plus]]|| Affinity with Intelligence ||You gain one talent from the Smart hero’s talent trees.
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|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.
|[[Strong Plus|Strong Plus]]|| Affinity with Strength ||You gain one talent from the Strong hero’s talent trees.
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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.
|[[Tough Plus|Tough Plus]]|| Affinity with Constitution ||You gain one talent from the Tough hero’s talent trees.
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|[[Lightning Reflexes|Lightning Reflexes]]|| - ||+2 bonus on all Dexterity saving throws.
|[[Acrobatic|Acrobatic]]|| - ||Misc +2 bonus to the Acrobatic skill.
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|[[Low Profile|Low Profile]]|| - ||Reduce the character’s Reputation bonus by 3 points.
|[[Alertness|Alertness]]|| - ||The character gets a +2 permanent bonus too Passive Perception.  
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|[[Mastercrafter|Mastercrafter]]|| Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.|| Can craft masterworked items.  
|[[Animal Affinity|Animal Affinity]]|| - ||The character gets an advantage bonus on all Handle Animal checks.
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|[[Medical Expert|Medical Expert]]|| - ||+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
|[[Athletic|Athletic]]|| - ||Misc +2 bonus to the Athletic skill.
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|[[Meticulous|Meticulous]]|| - ||+2 bonus on all Forgery checks and Search checks.
|[[Athletic Prowess|Athletic Prowess]]|| - ||Allows the Athletic skill rank to boost your Intimidate Skill.
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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.
|[[Attentive|Attentive]]|| - ||The character gets an minor +1 bonus on Study and Sense Motive skills
|-
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|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, base attack bonus +4.|| Preform a melee attack that can paralyze the target.
| [[Bazooka_Arm|Bazooka Arm]]|| - || The Character is extremely effective at throwing grenades.
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|[[Nimble|Nimble]]|| - ||+2 bonus on all Escape Artist checks and Sleight of Hand checks.
|[[Builder|Builder]]|| - ||Pick one new skill under craft to become class skills.
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|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances.  
|[[Cautious|Cautious]]|| - ||Misc +2 bonus to the Disable Device skill.  
|-
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|[[Personal Firearms Proficiency|Personal Firearms Proficiency]]|| - ||The character can fire any personal firearm without penalty.
|[[Confident|Confident]]|| - ||Misc +1 bonus to the Diplomacy and Bluff skill.  
|-
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|[[Point Blank Shot|Point Blank Shot]]|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (Electrical) and (Mechanical) 3 Ranks, Knowledge (Sciences) 1 Rank.|| You can build cybernetic attachments.
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|[[Power Attack|Power Attack]]|| - ||Take points away from hitting a target and add them to damage dealt if successful.  
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 3 ranks, Surgery.|| You can install or remove a cybernetic attachment.
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|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increased by 1.
|-
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|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
|[[Deceptive|Deceptive]]|| - ||Misc +1 bonus to both the Bluff and Disguise skills.
|-
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|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle movement penalty when making an attack
|-
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|[[Smart Plus|Smart Plus]]|| - ||You gain two talents from the Smart hero’s talent trees.
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
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|[[Spacer|Spacer]]|| - ||+2 bonus on Computer Use checks made to use onboard spacecraft computer systems.
|[[Endurance|Endurance]]|| - || Advantage bonus on the following checks and saves, see list in the description.
|-
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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
|[[Computer Wiz|Computer Wiz]]|| - ||Misc +2 bonus to the Computer Use skill.
|-
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|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s Defense against attacks.
|[[Great Fortitude|Great Fortitude]]|| Advantage Die 1d8 ||Advantage bonus on all Constitution sav­ing throws.
|-
|-
|[[Starship Feint|Starship Feint]]|| - ||+2 bonus on Bluff checks made to feint in starship combat.
|[[Guide|Guide]]|| - ||Misc +1 bonus to both the Pilot and Survival skills.  
|-
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|[[Starship Gunnery|Starship Gunnery]]|| - ||You do not take a penalty on attack rolls when firing a starship weapon.
|[[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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|[[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.
|[[Intimidating Prowess|Intimidating Prowess]] || - || Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
|-
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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.
|[[Iron Will|Iron Will]]|| Advantage Die 1d8 ||Advantage on all Wisdom saving throws.
|-
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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.
|[[Lightning Reflexes|Lightning Reflexes]]|| Advantage Die 1d8||Advantage bonus on all Dexterity saving throws.
|-
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|[[Strong Plus|Strong Plus]]|| - ||You gain two talents from the Strong hero’s talent trees.
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items by 2.
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|[[Tough Plus|Tough Plus]]|| - ||You gain two talents from the Tough hero’s talent trees.
|[[Medical Expert|Medical Expert]]|| - ||Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.
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|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.
|[[Meticulous|Meticulous]]|| - || Misc +1 bonus to both the Decipher Script and the Study skill.
|-
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|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a free action.
| [[Multitasker|Multitasker]] || - || Allows a Character to do multiple skills or actions at a time.
|-
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|[[Renown|Renown]]|| - ||The character’s Reputation bonus increases by +3.
|[[Nimble|Nimble]]|| - ||Misc +2 bonus on the Sleight of Hand skill.  
|-
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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.
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.
|-
|[[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.
|-
|[[Simple Weapons Proficiency|Simple Weapons Proficiency]]|| - ||The character makes attack rolls with simple weapons normally.
|-
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions. 
|-
|[[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.
|-
|[[Stealthy|Stealthy]]|| - ||+2 bonus on all Hide checks and Move Silently checks.
|-
|[[Strafe|Strafe]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide.
|-
|[[Streetfighting|Streetfighting]]|| Brawl, base attack bonus +2.|| Character can deal an extra 1d4 points of damage under certain conditions.
|-
|[[Studious|Studious]]|| - ||+2 bonus on all Decipher Script checks and Study checks.
|-
|[[Sunder|Sunder]]|| Strength 13, Power Attack.|| When attempting to sunder CMO the character does not provoke an attack of opportunity.
|-
|[[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.
|-
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|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.
|[[Persuasive|Persuasive]] || - || You gain a Misc +1 to both Diplomacy and Intimidate skills.
|-
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|[[Toughness|Toughness]]|| - ||The character gains +3 hit points.
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
|-
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|[[Track|Track]]|| - ||A character can take an extra survival check when tracking
|[[Stealthy|Stealthy]]|| - ||Misc +2 bonus on the Stealth skill. 
|-
|-
|[[Trustworthy|Trustworthy]]|| - ||+2 bonus on all Diplomacy checks.
|[[Studious|Studious]]|| - ||Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.
|-
|-
|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character’s penalties for fighting with two weapons are lessened.
|[[Surgeon|Surgeon]]|| Treat Injury 2 ranks ||The character can use the Treat Injury skill to perform surgery without penalty.
|-
|-
|[[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.
|[[Talented|Talented]]|| Advantage Die 1d10 || The Character can choose a talent to be affected by Character level instead of Class
|-
|-
|[[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.
|[[Track|Track]]|| - ||A character can add there Advantage Die too survival check when tracking
|-
|-
|[[Vehicle Expert|Vehicle Expert]]|| - ||+2 bonus on all Pilot checks.
|[[Trustworthy|Trustworthy]]|| - ||Misc +2 bonus on the Diplomacy skill.
|-
|[[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, 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, 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.  
|-
|-
|[[Ulta Immune System|Ulta Immune System]]|| - ||You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness.
|[[Xenomedic|Xenomedic]]|| Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery||Use the Treat Injury skill on a living creature regardless of its type, without penalty.
|-
|-
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual.
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Acrobatics 2 ranks.|| You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.
|-
|[[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.
|-
|-
|}
|}
==Feat Description Summary==
Here is the format for feat descriptions.
'''Feat Name''': The name of the feat.
'''Prerequisite''': A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.
A character can gain a feat at the same level at which he or she gains all the prerequisites.
A character can’t use a feat if the character has lost a prerequisite.
'''Benefit''': What the feat enables a character to do.
'''Normal''': What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.
'''Special''': Additional facts about the feat.
==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.
{| class="wikitable"
! style="text-algin:left;"|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 ==
;<u>Brawl</u>
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.
;<u>Builder</u>
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.
;<u>Business Savvy</u>
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.
;<u>Cautious</u>
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.
;<u>Computer Backdoor</u>
:'''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.
{| class="wikitable"
! style="text-algin:left;"|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.
{| class="wikitable"
! style="text-algin:left;"|System Admin Attitude
! Knowledge (tech) Modifier
|-
|Lazy/Overconfident||-4
|-
|Indifferent||-2
|-
|Competent||0
|-
|Proactive||+2
|-
|Aggressive||+4
|}
;<u>Computer Charm</u>
:'''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.
;<u>Computer Code Monkey</u>
:'''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
;<u>Computer False Trail</u>
:'''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.
;<u>Computer Stealth</u>
:'''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.
;<u>Confident</u>
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.
;<u>Creative</u>
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.
;<u>Critical Brawl</u>
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.
;<u>Drive-By Attack</u>
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.
;<u>Educated</u>
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.
;<u>Elusive Target</u>
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.
;<u>Fleet of Foot</u>
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.
;<u>Focused</u>
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.
;<u>Force Stop</u>
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.
;<u>Gear Head</u>
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.
;<u>Guide</u>
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.
;<u>Improved Brawl</u>
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.
;<u>Improved Critical Brawl</u>
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.
;<u>Knockout Punch</u>
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.
;<u>Medical Expert</u>
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.
;<u>Nimble</u>
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.
;<u>Street Fighting</u>
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.
;<u>Studious</u>
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.
;<u>Surgery</u>
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.
;<u>Surgery</u> 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.
;<u>Surgery</u> can only be used successfully on a character once in a 24-hour period.
;<u>Talented</u>
You gain a Talent from the Modern Hero Class.
:'''Prerequisite''': Modern Hero Class Only.
:'''Benefit''': You gain a Talent from the Modern Hero Class.
;<u>Tracker</u>
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.
;<u>Trustworthy</u>
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.
;<u>Unbalance Opponent</u>
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.
;<u>Vehicle Dodge</u>
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.
;<u>Vehicle Expert</u>
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.
;<u>Vehicle Specialization</u>
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.

Latest revision as of 17:26, 7 June 2019

Feats are like Talents except instead of being associated with a specific Class Feats can be taken by anybody as long as the Character meats the Prerequisites. Feats are themed and organized into categories like Ranged Combat or Space Ship Operations.

Feats are normally acquired when leveling up. Feats will specify with Category the Player can pick from. A Character gains a Feat at 3rd, 9th, 15th level these Feats do not specify any Category and the Player can choose any Feat from any Category as long as the Character meets the prerequisites. The Character also gets Bonus Feats on 4th, 8th, 12th, 16th, 20th levels as part of their Path. These Feats are only for the Misc Feats Category. The Character may also gain Bonus Feats from an Advance Class. These Bonsu Feats will specify which categories the Player can choose from.

Feats

Table: Feats
Feat Prerequisites Summary
Category: Leadership & Companions
Leadership - Allows a Character to roll with an advantage when assisting others in actions.
- Manager Leadership Allows a Character to assist multiple people and actions in the same round.
Companionship - Allows a Character to have an Animal or Robot Companion
- Companionship, Improved Companionship Improves the leveling of a Companion
Category: Combat Martial Arts
Blind Fight - re-roll melee attacks that miss because of concealment.
Martial Arts Focus Strength or Dexterity Score of 15 or higher The Damage die for unarmed strikes goes up a level.
- Martial Arts Master Martial Arts Focus, Advantage Die 1d8. The character’s threat range on an unarmed strike im­proves to 19–20.
- Dan Martial Artiest Martial Arts Master, Advantage Die 1d12. When the character scores a critical hit with an unarmed strike, its triple damage die.
- Nerve Pinch Martial Arts Focus, Advantage Die 1d8. Perform a melee attack that can paralyze the target.
Defensive Martial Arts - +1 AC bonus against only melee attacks.
- Elusive Target Dexterity 14, Defensive Martial Arts. Opponents that target you with a melee attack take disadvantage.
- Muscle Memory Defensive Martial Arts, Advantage Die 1d10. In melee, if an enemy attacks and misses, the character may immediately make a trip against the opponent.
- Improved Feint Intelligence 13, Combat Martial Arts. Advantage bonus on Bluff checks made to feint in melee combat.
Category: Melee Weapon Combat
Weapon Finesse - Use Dexterity modifier instead of Strength modifier on attack rolls.
Melee Weapon Focus - Character gains advantage while using specific melee weapons
- Improved Melee Weapon Focus Melee Weapon Focus Melee weapons now due 1 damage die level higher of damage.
- Sweeping Blow Melee Weapon Focus, Advantage Die 1d8 Causes the target to perform a saving throw or be tripped
- Throw Off Guard Melee Weapon Focus Causes the target to have a temporarily lower AC when defending against other enemy attacks.
- Defensive Strike Melee Weapon Focus Deal less damage but increase your own AC against the target's attacks.
- Aggressive Strike Melee Weapon Focus Deal more damage but decrease your own AC against the target's attacks.
Category: Ranged Combat
Point Blank Shot - Removes penalties for targets within 10ft and gains a +1 to all damage dice if the target is within 10ft.
- Double Tap Dexterity 13, Point Blank Shot. Disadvantage on this attack, but deals +1 die of damage with a successful hit.
Precise Shot - Take a full-round action to line up a shot for a bonus.
- Dead Aim Wisdom 13, Precise Shot. Take a round to study target on the following round shoot for a major bonus.
- Trick Shot Precise Shot. A character may ignore the cover of a target.
Burst Fire Proficiency level 5+ Can use Burst Fire weapon attribute even if not on the weapon. Deal +1 dice of damage.
Quick Draw - The character can draw a weapon as a free action.
Quick Reload - Reloading a firearm with an already filled box magazine or speed loader is a Simple Action.
Category: Space Ship Operations
Spaceship Captain Leadership Provides the ability to use Advance Ship Functions.
Spaceship Helm Officer Pilot 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Weapons Officer Provides the ability to use Advance Ship Functions.
Spaceship Communications Officer Provides the ability to use Advance Ship Functions.
Spaceship Engineer Craft (Electronic, Mechanical) 1 rank Provides the ability to use Advance Ship Functions.
Spaceship Science Officer Study 2 Rank Provides the ability to use Advance Ship Functions.
Spaceship Medical Officer Treat Injury 2 rank Provides the ability to use Advance Ship Functions.
Category: Techniques
Advance Combat Techniques - Allows a Character to learn a single Advance Combat Technique.
Technique Focus - Pick a Technique that can be used once per day without counting against total usage.
Technique, Novice - A Character can use Level 0 Techniques infinitely.
- Technique, Advance Novice Technique A Character can sacrifice a higher level technique to be able to use another lower level technique.
- Technique, Master Advance Technique Techniques that use Advance Class level to modify stats now uses Character level.
Technique, Quicken Novice Technique A Technique can now be performed as a Free Action.
Category: Two-Weapon Fighting
Akimbo Specialist - The character can now gain an advantage when using off-hand weapons.
- Niten Ichi Akimbo Specialist The character takes no penalties for using two melee weapons.
- Gun-Fu Akimbo Specialist The character takes no penalties for using two ranged weapons.
Category: Proficiency Tree
Training Expert - Immediately gain and spend another Proficiency Tree point
Power Armor Expert 5 levels in Armor Proficiency Gain a point in Power Armor Proficiency Tree as well as the ability to train in that tree.
Heavy Melee Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Melee Weapon Proficiency Tree cheaper.
Heavy Ranged Weapon Training No Other Proficiency Training Allows one to gain more than 6 points in the Ranged Weapon Proficiency Tree cheaper.
Heavy Armor Training No Other Proficiency Training Allows one to gain more than 7 points in the Armor Proficiency Tree cheaper.
Category: Specialty Skills
Decipher Message -
Demolitions -
Escape Artist -
Performer -
Handle Animal -
Category: Misc Feats
Charismatic Plus Affinity with Charisma You gain one talent from the Charismatic hero’s talent trees.
Dedicated Plus Affinity with Wisdom You gain one talent from the Dedicated hero’s talent trees.
Fast Plus Affinity with Dexterity You gain one talent from the Fast hero’s talent trees.
Smart Plus Affinity with Intelligence You gain one talent from the Smart hero’s talent trees.
Strong Plus Affinity with Strength You gain one talent from the Strong hero’s talent trees.
Tough Plus Affinity with Constitution You gain one talent from the Tough hero’s talent trees.
Acrobatic - Misc +2 bonus to the Acrobatic skill.
Alertness - The character gets a +2 permanent bonus too Passive Perception.
Animal Affinity - The character gets an advantage bonus on all Handle Animal checks.
Athletic - Misc +2 bonus to the Athletic skill.
Athletic Prowess - Allows the Athletic skill rank to boost your Intimidate Skill.
Attentive - The character gets an minor +1 bonus on Study and Sense Motive skills
Bazooka Arm - The Character is extremely effective at throwing grenades.
Builder - Pick one new skill under craft to become class skills.
Cautious - Misc +2 bonus to the Disable Device skill.
Confident - Misc +1 bonus to the Diplomacy and Bluff skill.
Craft Cybernetics Craft (Electrical) and (Mechanical) 3 Ranks, Knowledge (Sciences) 1 Rank. You can build cybernetic attachments.
Cybernetic Surgery Treat Injury 3 ranks, Surgery. You can install or remove a cybernetic attachment.
Cybertaker - The maximum number of cybernetic attachments you can have is increased by 1.
Deceptive - Misc +1 bonus to both the Bluff and Disguise skills.
Drive-By Attack - Takes no vehicle movement penalty when making an attack
Educated - Pick two Knowledge skills. The character gets a permanent +2 Misc bonus on all checks with those skills.
Endurance - Advantage bonus on the following checks and saves, see list in the description.
Computer Wiz - Misc +2 bonus to the Computer Use skill.
Great Fortitude Advantage Die 1d8 Advantage bonus on all Constitution sav­ing throws.
Guide - Misc +1 bonus to both the Pilot and Survival skills.
Jerry Rigging - You can repair items without material costs just once. You can repair structures in 1/10th the time.
Intimidating Prowess - Add your Strength Modifier to Intimidated skill checks in addition too your Charisma
Iron Will Advantage Die 1d8 Advantage on all Wisdom saving throws.
Lightning Reflexes Advantage Die 1d8 Advantage bonus on all Dexterity saving throws.
Mastercrafter - Reduces the DC check for crafting masterworked items by 2.
Medical Expert - Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills.
Meticulous - Misc +1 bonus to both the Decipher Script and the Study skill.
Multitasker - Allows a Character to do multiple skills or actions at a time.
Nimble - Misc +2 bonus on the Sleight of Hand skill.
Planetary Adaption - You gain one of the benefits listed in the description, depending on your planet of origin.
Persuasive - You gain a Misc +1 to both Diplomacy and Intimidate skills.
Salvage - Salvaging a destroyed vehicle, starship, robot, or cybernetic attachment takes less time and is more likely to wield valuables
Stealthy - Misc +2 bonus on the Stealth skill.
Studious - Misc +2 bonus on the Study skill and a Misc +1 to any Knowledge skill.
Surgeon Treat Injury 2 ranks The character can use the Treat Injury skill to perform surgery without penalty.
Talented Advantage Die 1d10 The Character can choose a talent to be affected by Character level instead of Class
Track - A character can add there Advantage Die too survival check when tracking
Trustworthy - Misc +2 bonus on the Diplomacy skill.
Wild Talent - Select one 0-level psionic power.
Ultra Immune System - You gain an advantage bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.
Xenomedic Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery Use the Treat Injury skill on a living creature regardless of its type, without penalty.
Zero-G Training Dexterity 13, Acrobatics 2 ranks. You take no disadvantage on attack rolls in low-gravity or zero-gravity environments.