Accelerated Strike
Your melee attack is exceptionally quick.
Prerequisite: Base attack bonus +6.
Benefit: Once per encounter, when using only weapons with which you are proficient, you can take a full attack action as a standard action.
Academic Contacts
You have many credentials and friends in the academic world.
Prerequisites: Intelligence 13+, Scholarly.
Benefit: Once per session, you may re-roll one failed Knowledge skill check. Additionally, you have a 1-point discount on all current and future Academic-type contacts.
Acrobatic Ally
You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss.
Prerequisites: Dexterity 13, Strength 13, trained in the Acrobatics skill.
Benefit: You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same initiative number and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard action, your ally ends up in a square of your choosing up to 2 squares above or away from you. This counts as a free action for your ally and ends your turn. Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally.
Special: This feat can provoke attacks of opportunity against either character.
Acrobatic Dodge
When you react to an attack, your acrobatics training improves your mobility.
Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in the Acrobatics skill.
Benefit: Once per encounter, as a reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an attack of opportunity.
Special: You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Hero Point.
Acrobatic Strike
Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe’s defenses and deliver an accurate strike against him.
Prerequisite: Trained in the Acrobatics skill.
Benefit: If you succeed in tumbling to avoid an attack of opportunity (see the Acrobatics skill), you gain a +2 competence bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.
Adaptable Talent
You’re a multitalented being, capable of pulling all kinds of tricks out of your sleeve.
Benefit: Choose one talent that you meet the prerequisites for, from a class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current talents for the talent you chose for this feat. The talent you swap out cannot be the prerequisite for any other talent you have. You can swap back to your original talent after at least 6 hours of rest.
Special: If you have a talent that only applies a benefit at level up (such as the Wealth talent from the Lineage tree available to Experts), you do not need to have that talent active when you level up to gain the benefits of it.
Adjust Aim
You have learned to track your targets effectively, and turn near misses into hits.
Prerequisites: Careful Aim
Benefit: Whenever you fail an attack roll that had benefited from the Aim action, on your next turn using the aim action against that same target only requires one Swift action.
Normal: Using the Aim action requires 2 Swift Actions.
Advanced Device
You specialise in designing and modifying specific types of advanced technology.
Prerequisite: Signature Device.
Benefit: You designate a single weapon, suit of armour, vehicle, droid, or other item as an advanced item. You can allow the device to gain two traits from the Tech Specialist or Superior Tech feats, or one trait in addition to the Advanced Modifications talent. To install both traits, you must succeed on two DC 30 Mechanics checks (or a DC 35 for Advanced Modifications). Once installed the device can use both traits at once, even allowing bonuses to stack. You can have only one advanced device or signature device at a time, but you can designate another device as your advanced item (the former advanced item loses all benefits gained from this feat).
Advantageous Attack
You know how to take advantage of slow-moving enemies in combat.
Prerequisite: Base attack bonus +1
Benefit: When you make a successful attack against an enemy who has not yet acted in combat, you add your full heroic level to damage rolls.
Normal: Typically you add only one-half your heroic level to damage rolls.
Advantageous Cover
You know how to make the best use of available cover as shelter from enemy attacks.
Prerequisite: Trained in the Stealth skill
Benefit: When you have cover, you take no damage from area attacks, even if the attack roll exceeds your Reflex Defense.
Normal: You take no damage from area attacks when you have cover only if the attack roll misses.
Agile Riposte
You know how to strike when your opponent is most vulnerable.
Prerequisite: DEX 13+, Dodge
Benefit: Once per round, if an opponent you are aware of makes melee attack against you and misses, you may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even with Combat Reflexes, Agile Riposte can’t be used more than once per round. It does not grant more attacks of opportunity than the character is normally allowed in a round.
Analytical Diagnostics
You rely on your intellect instead of intuition when applying medical treatment.
Prerequisite: Trained in Treat Injury.
Benefit: You use your Intelligence modifier instead of your Wisdom modifier for Treat Injury checks.
Normal: You use your Wisdom modifier for Treat Injury checks.
Angled Throw
Your amazing throws bounce grenades off walls into open hatches or through congested battle zones.
Prerequisite: Dexterity 13
Benefit: When throwing a grenade or grenade-like weapon, you can attempt to bounce it off a wall or other surface close to your target. If your attack roll exceeds a Reflex Defense of 15, you ignore cover and improved cover (but not total cover) with your attack.
Anti-Psion Training
Through proper training, mental discipline, or possibly even just constantly having an earwormy song stuck in your head you have hardened your mind against intrusions from psionic sources.
Prerequisite: Psionics must not be a trained skill
Benefit: You receive a +3 bonus to your Will defense versus psionic effects, and Damage Reduction 3 versus psionic damage sources.
Aquatic Training
You’re trained to maneuver and fight in and around deep water.
Prerequisites: Survival trained skill, Swim trained skill
Benefit: You receive a +2 competence bonus to Perception and Survival checks made while you are in large bodies of water or coastal terrain. In addition, if you plan an ambush while in coastal, lakeshore, or riverbank terrain, your opponents’ Perception DCs to notice you during the surprise round are increased by 2.
Archery Basics
You are highly skilled with bows and crossbows.
Prerequisites: Weapon Group Proficiency (Simple), base attack bonus +2 or higher.
Benefit: You gain the Far Shot feat when firing a bow, composite bow, crossbow, or repeating crossbow. Finally, if you roll a critical threat with a one of those weapons, you can choose to not try and confirm the critical hit and instead automatically inflict maximum damage with your attack.
Archery Mastery
You are capable of incredible shots with a bow, from lethal attacks to pinning your target to the scenery.
Prerequisites: Archery Basics, base attack bonus +9 or higher.
Benefit: You may treat a bow, composite bow, or repeating crossbow (but not a regular crossbow) as an autofire-capable weapon. Furthermore, after a successful attack with a bow, composite bow, repeating crossbow, or crossbow, may instead choose to cause your target to become anchored to a nearby surface or the ground. Roll your damage for this attack normally, but this attack does not cause damage. If the target would have taken damage, they are instead anchored in place until they make a successful Strength check as a move action (DC 5 + the damage you rolled).
Armor Proficiency (Heavy)
You are proficient with heavy armor and can wear it without impediment.
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium)
Benefit: When you wear heavy armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any).
Normal: A character who wears heavy armor with which she is not proficient takes a -10 penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
Armor Proficiency (Light)
You are proficient with light armor and can wear it without impediment.
Benefit: When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any).
Normal: A character who wears light armor with which she is not proficient takes a -2 penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
Armor Proficiency (Medium)
You are proficient with medium armor and can wear it without impediment.
Prerequisites: Armor Proficiency (Light)
Benefit: When you wear medium armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any).
Normal: A character who wears medium armor with which she is not proficient takes a -5 penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
Artillery Shot
You have learned to use the angle and distance between you and your target to devastating effect.
Prerequisite: Proficient with weapon used
Benefit: When you make an attack with a burst or splash weapon against a target at greater than point blank range, you can affect two additional squares adjacent to the normal burst or splash area.
Assured Attack
You have become so practiced with your attacks that you almost always deal significant damage.
Benefit: Whenever you deal damage to a target with an attack and you roll multiple damage dice, you can reroll the lowest damage die but must keep its second result, even if it is worse.
Attack Combo (Fire and Strike)
You can make deadly ranged and melee attacks in rapid succession.
Prerequisites: Attack Combo (Melee), Attack Combo (Ranged), base attack bonus +9
Benefit: If you hit a single target with two consecutive ranged, melee, and/or unarmed attacks during the same turn, any additional ranged, melee, or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
Attack Combo (Melee)
After landing successive blows against a single target, your melee and unarmed attacks become more devastating.
Prerequisite: Base attack bonus +3
Benefit: If you hit a single target with two consecutive melee and/or unarmed attacks during the same turn, any additional melee or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
Attack Combo (Ranged)
Your damage-dealing ability improves after hitting a single target with successive ranged attacks.
Prerequisite: Base attack bonus +3
Benefit: If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on hit. This extra damage stacks with extra damage granted by other feats or talents.
Autofire Assault
Your autofire attacks are devastating when focused in a single area for multiple rounds.
Prerequisite: Weapon Focus (chosen weapon).
Benefit: When you target the same area with an autofire attack that you made an autofire attack against on your last turn, the penalty on the autofire attack is reduced to -2 (-1 it using a braced autofire-only weapon or the Controlled Burst talent) and you deal +1 die of damage on a hit.
Normal: A -5 penalty applies to autofire attack rolls, and there are no bonuses for consecutive rounds of fire in the same squares.
Special: This feat cannot be used with the Autofire Sweep feat or the Burst Fire feat.
Autofire Sweep
You can sweep an area with your autofire weapon, spraying fire in a 180-degree arc in front of you.
Prerequisite: Weapon Focus (chosen weapon).
Benefit: When making an autofire attack, you can attack all targets in a 6-square cone. The origin square of the cone can be any square in your line of sight and within point-blank range.
Normal: A -5 penalty applies to autofire attack rolls. Autofire attacks that miss deal half damage.
Special: This feat cannot be used with the Autofire Assault feat or the Burst Fire feat, It can be used with the Suppression Fire talent.
Bad Feeling
You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst.
Benefit: You can always take a move action during a surprise round, even if you are surprised. If you are not surprised. you can take this move action in addition to any other actions you are normally allowed to take in the surprise round.
Banter
You have mastered the art of “witty” (read: annoying) repartee in combat. This serves to both annoy and distract your opponents.
Prerequisite: Cha 13+, trained in Persuasion.
Effect: You gain a Competence bonus to your Reflex defense against melee attacks equal to your Charisma modifier. Any circumstances which cause you to lose your Dexterity modifier to defense also causes you to lose this bonus.
Barrage
You and your allies engulf an area with dense fire.
Prerequisites: Coordinated Attack
Benefit: When you make an attack with a weapon set on autofire that deals damage to at least one target within the designated area, you grant a +2 circumstance bonus on any of your allies’ autofire attacks made against that same target until the beginning of your next turn.
Battering Attack
You know how to use your strength to batter an opponent to the ground, knocking him or her prone.
Prerequisites: Bull Rush, Trip
Benefit: Whenever you successfully move a creature with the Bull Rush feat, you also knock that target prone.
Battle Anthem
The power with which you can play music of historical and cultural significance can inspire others to fight on.
Prerequisites: Musician, Solo Flourish
Benefit: Once per day, at the start of an encounter, make a DC 20 Persuasion check. If successful, select a number of allies equal to 1d4 + your Charisma bonus. The first time each of those allies suffer an attack that moves them down the Condition Track, they gain a temporary Hero Point that must be used by the end of the encounter or it is lost. Also, playing this song negates your allies’ ability to participate in the surprise round.
You may select this feat multiple times, each selection grants an additional use per day.
Blade Master
You have received intense training with melee weapons, particularly knives.
Prerequisites: Weapon Proficiency (Simple), STR 13+, DEX 13+
Benefit: +2 bonus to all damage rolls when using any melee weapon with a blade.
Bone Crusher
You are skilled at dealing lasting damage to grappled opponents.
Prerequisites: Crush, Pin.
Benefit: When you deal damage to a grappled opponent, the opponent also moves -1 step on the condition track.
Brilliant Defense
You think quickly enough on your feet to stay alive in dangerous situations.
Prerequisite: Intelligence 13.
Benefit: Once per encounter, you can add your Intelligence bonus to your Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
Brink of Death
You can take an enemy to the brink of death without killing him.
Benefit: When you deal sufficient damage on an attack to kill a target, you my instead choose to reduce the target to 0 hit points, leaving it unconscious but alive. Normal rules for being at 0 hit points apply.
Bull Herder
You know how to frame your targets with your ranged attacks, moving the targets where you want them to go.
Prerequisites: Proficient with weapon used, base attack bonus +1
Benefit: When you damage a Large or smaller creature with a ranged attack, compare the result of your attack roll to the target’s Will Defense. If your result equals or exceeds the target’s Will Defense, you can move the target 1 square in any direction as a free action. If your ranged attack deals damage to multiple eligible creatures, you can use this benefit against all of them. You can’t move a target that’s being grabbed or grappled, and you can’t move a target into a solid object or into another creature’s fighting space.
Bull Rush
You can shove your opponents around the battlefield to gain a tactical advantage.
Prerequisite: Strength 13, base attack bonus +1
Benefit: After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a free action. You can’t bull rush an opponent that’s being grabbed or grappled, and you can’t bull rush your opponent into a solid object or another creature’s fighting space.
Burst Fire
When using a ranged weapon in autofire mode, you can fire a short burst at a single foe.
Prerequisites: Weapon Proficiency (heavy weapons), proficient with weapon.
Benefit: When using a ranged weapon with autofire capability in autofire mode, you may fire a short burst as a single attack against a single target. You take a -5 penalty on the attack roll but deal +2 dice of damage. For example, a weapon that deals 2d10 points of damage deals 4d10 points of damage instead.
The effects of this feat do not stack with the extra damage provided by the Deadeye or Rapid Shot feats.
Special: Firing a burst expends five shots and can only be done if the weapon has at least five shots remaining. If you do not have a Strength of 13 or higher, increase the penalty on attacks to -10 when using this feat with non-vehicle weapons.
Normal: Autofire uses ten shots, targets a 2-square-by-2-square area, and can’t be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra shots are wasted.
Burst of Speed
You are capable of incredible bursts of speed.
Prerequisite: Trained in the Endurance skill
Benefit: As a move action, you can move up to twice your speed. At the end of your movement, you move -1 step along the condition track.
By The Book
You’re a structured, disciplined, soldier.
Benefit: When you gain a bonus from an Officer talent which was not used personally by you, the bonus is increased by an additional +2. Furthermore, you gain a +2 bonus on all Profession [Military] checks.
Special: You gain 2 promotion points when you possess By The Book. When you possess this feat, you may never select the Unconventional feat. Furthermore, when you possess the Unconventional feat, you may never choose this feat.
Card Shark
You dabbled with competitive gambling for many years.
Benefit: You receive a +3 to any roll you make as part of a competitive gambling game, and are considered to be fully versed in the intricacies of all major competitive casino games. When you spend a Hero Point to boost any roll made as part of a competitive casino game, you roll one more die than you normally would.
Careful Shot
You are particularly skilled at aiming your attacks.
Prerequisites: Point Blank Shot, base attack bonus +2
Benefit: If you aim before making a ranged attack, you gain a +1 bonus on your attack roll.
Charging Fire
You are able to make ranged attacks while charging.
Prerequisite: Base attack bonus +4
Benefit: When you charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal charge, your momentum does not help overcome your target, so you gain no bonus on attack roll. As with a normal charge, you still take a -2 penalty to your Reflex Defense.
Normal: You can make a single melee attack with a +2 bonus on your attack roll at the end of a charge.
Cleave
You can follow through with a powerful melee attack.
Prerequisites: Strength 13, Power Attack
Benefit: If you deal an opponent enough damage to reduce its hit points to 0, you get an immediate extra melee attack against another opponent within your reach. You cannot adjust 1 square before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. You can use this ability once per round.
Close Combat Escape
When you slip free from your opponent, you can deliver a parting attack.
Prerequisite: Trained in the Acrobatics skill.
Benefit: When you successfully use Acrobatics to escape a grapple, you can spend a swift action to make a single attack with a melee weapon or an unarmed attack against the opponent that had grappled you. If the attack hits, it deals normal damage, and your opponent is considered flat-footed until the start of its next turn.
Collateral Damage
Your hail of fire can catch secondary targets in your firing arc.
Prerequisite: Rapid Shot, base attack bonus +6
Benefit: When you deal damage with a single non-area attack using the Rapid Shot feat, you can immediately make a second attack a -2 penalty against a second target within 2 squares of the first. If this attack hits, you deal half of the original attack’s damage to that target.
Combat Reflexes
You can respond quickly and repeatedly to opponents who let their guard down.
Benefit: When opponents leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier.
For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in one round: the one attack of opportunity every character is entitled to, plus two more attacks because of his +2 Dexterity bonus. You can still only make one attack of opportunity on a single opponent.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Combat Trickery
You excel at deceiving others with your tricks and masterful feints in combat.
Prerequisite: Trained in the Deception skill
Benefit: You can spend two successive swift actions on the same turn to make a Deception check against a target’s Will Defense. If the check is successful, the target is flat-footed against your next attack made before the end of your next turn. Additionally, you can spend a Hero Point to extend your target’s penalties until the end of the encounter.
Composer
You can create music that manipulates the listener in specific ways.
Prerequisites: Musician, Solo Flourish
Benefit: To compose a song, you must spend 2d20 hours and make a DC 15 Charisma check. The song must be at least ten rounds long. Select one of the effects below for the song to provide when played. Some creatures with radically different brain/hearing structures than you may be immune to these effects at the GM’s discretion.
Distract: Make a Persuasion check against the Will Defense of all enemies able to hear. Success means affected enemies take a -1 penalty to all attacks and skill checks for the duration of the song.
Enamor: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step friendlier (SE71) for the duration of the song and 2d4 rounds afterward.
Enrage: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step more hostile (SE71) for the duration of the song and 2d4 rounds afterward.
Soothe: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters gain +1 bonus hit point for every point the check exceeded their Will Defense (minimum 1, maximum 10) after listening to the song it its entirety. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. Bonus hit points do not stack.
Stimulate: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters are considered to enjoy the benefits of aide another for any skill check made for the duration of the song and 2d4 rounds afterward. If the affected character has the team feat associated with the skill check being made, they gain an additional +1 morale bonus to the check.
Terrorize: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters take a -2 penalty to Will Defense for the duration of the song. If the skill check exceeds their Will Defense by five or more, that enemy loses their move action for 1d4 rounds starting the round they hear the music. If the skill check exceeds their Will Defense by ten or more, that enemy loses their standard action for 1d4 rounds starting the round they hear the music.
Conditioning
You are in excellent physical condition, enabling you to extend physical activities. You might not have great strength, but you have a lot of stamina.
Prerequisites: Strength 13, Constitution 13
Benefit: You can reroll any Strength- or Constitution-based skill checks for skills that you are trained in. The result of the reroll must be accepted even if it is worse. Additionally, once per encounter you can add your Strength bonus to your Fortitude Defense as a reaction; this bonus lasts until the beginning of your next turn.
Contempt
You have no time for lesser foes.
Prerequisite: Character level 6+.
Benefit: As a free action, you may make a single
attack against an opponent whose total challenge level is
at least 4 lower than character level. This feat ability
may only be used once per session, plus one additional
time per session for every 4 character levels you possess.
This feat may never be used more than once during any
single round.
Coolness Under Fire
You’re not the least bit shaken by bullets speeding past you. Some even say it’s when you feel most at home.
Benefit: When you’re targeted by suppressive fire, you suffer no penalty to your attack rolls.
Coordinated Attack
You are skilled at coordinating your attacks with your allies.
Prerequisite: Base attack bonus +2
Benefit: You are automatically successful when using the aid another action to aid an ally’s attack or suppress an enemy as long as the target is adjacent to you or within point blank range.
Normal: You must make an attack roll against a Reflex Defense of 10 to gain the benefits of the aid another action.
Coordinated Barrage
When you combine fire with an ally, your barrage can have devastating results on the target.
Prerequisites: Coordinated Attack, base attack bonus +5
Benefit: When you aid an ally’s attack, for every 3 points that the ally’s attack roll beats the target’s Reflex Defense, the attack deals +1 die of damage. The maximum bonus damage dice the attack receives is equal to the number of allies with this feat that aided the attack roll or +5 dice, whichever is lower.
Cornered
You are vicious when cornered.
Benefit: Whenever you are threatened by an opponent and unable to take the withdraw action, you gain a +2 bonus on attack rolls against opponents that threaten you.
CQB Gunnery
You casually consider all CQB tactics second nature.
Prerequisites: Base attack bonus +9 or higher
Benefit: When you make an attack with a braced firearm against a target within point-blank range and your damage is more than the target’s Fortitude Defense. Further, if you are holding a braced firearm when you have to roll an Initiative check to begin combat, you gain a +4 bonus on the check. However, if your first action during the combat is anything other than a firearm attack against an opponent within short range, you lose this bonus when you declare the action lowering your initiative by 4 after the attack resolves (this does not mean you get to act again on this turn).
Critical Strike
At the cost of speed, you can make a devastating attack.
Prerequisites: Base attack bonus +9, proficient with weapon used, Weapon Focus for the weapon used
Benefit: You can take two consecutive swift actions in the same round to increase the critical range of your next attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. You lose the benefits of Critical Strike if you lose line of sight to your target or if you take any other action before making your attack.
Crossfire
You are skilled at aiming your shots so that they have a chance of hitting more than one target.
Prerequisites: Point Blank Shot. Precise Shot, base attack bonus +6
Benefit: If you miss when making a ranged attack against a target that has soft cover (that is, cover provided by another character creature, or drone), you can immediately make an attack roll (with the same weapon and at the same attack bonus) against the target that is providing the soft cover. You can use this feat only once per round.
Crush
You can deal damage to a creature that you’ve grappled.
Prerequisites: Pin, base attack bonus +1
Benefit: If you successfully pin an opponent with a grapple attack (see the Pin feat), you can immediately deal bludgeoning damage to it equal to your unarmed damage or claw damage, whichever is greater.
Cunning Attack
You are skilled at attacking unprepared opponents.
Benefit: You gain a +2 bonus on attack rolls against a flat-footed enemy or one who is denied its Dexterity bonus to Reflex Defense.
Cut the Red Tape
You know how to work the bureaucratic system to get information you need.
Prerequisite: Trained in the Knowledge (bureaucracy) skill
Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
Cybernetic Surgery
You can perform the surgical procedures necessary to graft cybernetic components onto living flesh.
Prerequisite: Trained in the Treat Injury skill
Benefit: You can install a cybernetic prosthesis on a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed correctly. If the check fails, the prosthesis is not properly installed; however you can try again after another uninterrupted hour of surgery.
Special: You can install a cybernetic prosthesis on yourself, but you take a -5 penalty on the Treat Injury skill check. If you have the Surgical Expertise feat (see below), you can install a cybernetic prosthesis in 10 minutes instead of 1 hour.
Deadeye
You are skilled at picking off enemies with well-aimed ranged attacks.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4
Benefit: If you aim before making a ranged attack and the attack hits, increase the damage you deal by an additional weapon die. For example, if you score a hit with a pistol that normally does 2d6 damage, it instead does 3d6 damage.
The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feats.
Deadly Sniper
You are adept at staying out of sight when attacking from hidden positions.
Prerequisites: Sniper, trained in the Stealth skill, base attack bonus +9
Benefit: When you make a ranged attack against a target that is unaware of you, you gain a +2 bonus on your attack roll and deal +1 die of damage on the first attack each turn.
Decorated Veteran
Your years of service mean one thing: you’ve survived enough firefights you can call yourself a professional soldier.
Prerequisites: Base attack bonus +5, trained in the Knowledge [Tactics] skill
Benefit: A number of times per day equal to your WIS modifier (minimum once daily), you may add ½ your base attack bonus as a morale bonus to any defense (vs a single attack), Knowledge check or Initiative check. You may also choose to ‘give’ some or all of this bonus to any ally within 6 squares of you. You must speak briefly and inspiringly to the ally, and he must be able to see, hear and clearly understand you. If you grant this bonus to an ally, he or she must use the bonus within the hour or it is lost.
Deceptive Drop
When you get the drop on your opponents, you dazzle them with your speed and ferocity.
Prerequisite: Trained in the Initiative skill
Benefit: During the surprise round, if you damage a flat-footed target, that target is also knocked prone if your attack roll also exceeds the target’s Fortitude Defense. The target adds its size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
Deft Charge
When you charge, it is merely part of a larger attack pattern that you continue to execute.
Benefit: After you charge, you can take swift actions, reactions, and free actions before your turn ends.
Normal: Without this feat, charging ends your turn immediately after the attack is resolved.
Demoralizing Strike
You know how to dishearten your opponents when they least expect it.
Prerequisite: Charisma 13
Benefit: When you successfully deal damage to an opponent with an attack of opportunity, you can immediately make a Persuasion check to intimidate the opponent as a free action.
Desperate Gambit
You can draw upon your inner reserves to make a shot or strike count when it matters most.
Benefit: Once per turn, when you miss on an attack roll, you can reroll the attack, but you take a -2 penalty to Reflex Defense until the end of your next turn. If your first attack missed because you rolled a natural 1, you can still use this feat, but you take a -5 penalty to Reflex Defense instead. You must accept the result of the second roll, even if it’s worse than the first.
Destructive Force
You cause so much devastation to vehicles and objects that you also deal damage to others around those targets.
Benefit: When you deal damage to an object or vehicle that equals or exceeds the target’s damage threshold and reduces the target to 0 hit points, you deal 1 die of damage (of the same type as the damage used in the attack) to all targets, including allies, that are adjacent to the vehicle or object.
Devastating Crush
Your crushing hold on an enemy can knock it unconscious.
Prerequisites: Strength 15, Crush, Pin, base attack bonus +1
Benefit: When you successfully pin an enemy with the Pin feat and use the Crush feat at the same time, the enemy moves -1 step down the condition track in addition to taking damage.
Normal: The Crush feat deals damage to a grappled enemy but does not move the enemy along the condition track.
Disarming Skill
Your talent to disarm is much more precise.
Prerequisite: Improved Disarm
Benefit: When you disarm an opponent, you can choose where the weapon falls, anywhere within 6 squares of the target.
Normal: A disarmed weapons either end up in the disarmers’ hands (if unarmed) or at the disarmed targets feet.
Special: This feat works with the gunslinger Ranged Disarm talent.
Disturbing Presence
Your presence is such that enemies let you move past them freely.
Prerequisite: Trained in the Deception skill
Benefit: If you succeed on a DC 15 Deception check, you can move through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you move through in this manner counts as 2 squares of movement.
Normal: You can tumble through an occupied enemy square only by using the Acrobatics skill.
Dive for Cover
You can leap behind cover, even when caught out in the open.
Prerequisite: Trained in Jump
Benefit: Once per turn, as a reaction to being targeted by a ranged attack, you can make a Jump check to jump horizontally. If you land in a square that provides you with cover from your attacker, you gain the normal cover bonus against the attack, even if you didn’t have cover at the time the attack was made. When you use this feat, you always land prone.
Diving Shot
You may take evasive actions while attacking.
Prerequisites: Running Attack, base attack bonus +6 or higher.
Benefit: When you take any standard action ranged attacks, you may move a number of squares up to your speed. You may move part of this distance before your shot and part after your shot, as long as you don’t exceed your speed during the action. In addition, if you move at least one square during your action, you receive a +2 bonus to your Defense until the start of your next action.
Dodge
You are adept at dodging blows.
Prerequisite: Dexterity 13
Benefit: You gain a +1 dodge bonus to your Reflex Defense. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Double Attack
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon
Benefit: Choose a single exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, pistols, rifles, simple weapons. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -5 penalty on all attack rolls until your next turn because you’re trading precision for speed.
Normal: Making a single attack is a standard action.
Special: You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.
Drone Operations
Your keen sense of spatial awareness allows you much finer control over remotely controlled mini-vehicles of all kinds.
Benefit: You receive a +2 equipment bonus to all attack rolls and skill checks while controlling a drone, and the drone’s Reflex Defense is increased by 1 while you are controlling it.
Dual Weapon Defense
You have trained to make use of your off-hand weapon defensively when you’re not attacking with it.
Prerequisites: Dual Weapon Mastery I
Benefit: Whenever you use a Standard action to make an attack with your primary melee weapon, you may use your other weapon to parry. To do this, you must be wielding 2 melee weapons, at least one of which must be a “light” weapon for you. As long as you do not attack with the second, smaller weapon, you gain a +2 bonus to your Reflex Defense against melee attacks until the start of your next turn.
Dual Weapon Mastery I
You are adept at fighting with two weapons and double weapons.
Prerequisites: Dexterity 13, base attack bonus +1
Benefit: When you attack with two weapons or with both ends of a double weapon as part of a full attack action, you take a -5 penalty (instead of a -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn, you take a -10 penalty on all attack rolls for the round.
Dual Weapon Mastery II
You are a master at fighting with two weapons and double weapons.
Prerequisites: Dexterity 15, base attack bonus +6, Dual Weapon Mastery I
Benefit: When you attack with two weapons or with both ends of a double weapon as part of a full attack action, you take a -2 penalty (instead of a -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn, you take a -10 penalty on all attack rolls for the round.
Dual Weapon Mastery III
You can wield two weapons or a double weapon without penalty.
Prerequisites: Dexterity 17, base attack bonus +11, Dual Weapon Mastery I, Dual Weapon Mastery II
Benefit: When you wield two weapons or attack with both ends of a double weapon as part of a full attack, you take no penalty on your attack rolls. You only gain this benefit if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn, you take a -10 penalty on all attack rolls for the round.
Duck and Cover
When exposed to an area attack, you can dive for cover.
Prerequisite: Trained in the Stealth skill
Benefit: Whenever you are the target of an area attack that misses, once per turn you can move 2 squares as a reaction. This movement does not provoke attacks of opportunity.
Exalted One
By no great worth or intent of your own, you have been elevated above other members of your faith and are considered to be a modern prophet or other high-profile religious figure. You have a following and, whether you like it or not, a direct impact on your faith. Good luck.
Prerequisite: Liturgies of the Heart.
Benefit: You have committed the ultimate sins of being well-spoken and charismatic. Now, members of your faith from all over will come to hear your words and try to benefit from your ‘wisdom’. You may have no clue why you have become so famous or appreciated by your fellows, but you have impressed enough of them that your name has been added to the list of high profile figures of your faith and your words, for good or ill, will forever live on with your followers. You gain a +2 circumstance bonus to any Charisma-based skill or attribute check made involving members of your own faith and the bonus granted from a use of Liturgies of the Heart improves to +3.
Exotic Weapon Proficiency
Choose an exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -5 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
Experienced Linguist
The character has a knack for learning languages, be they from races still alive or a million years dead.
Prerequisite: Intelligence 17+, Linguist
Benefit: Researching a language for one full day gives the character a basic linguistic knowledge of that language. The character may only possess basic linguistic knowledge of a number of languages equal to his Intelligence bonus at any one time.
As long as the character has basic linguistic knowledge of a language, he may attempt to comprehend and even communicate in that language. A character requires written examples of the language to decipher it and audio examples of the language to understand the spoken word. Whilst reading and listening to a language are challenges, speaking or writing an unknown language is much harder. To speak or write a language, the character must make an Intelligence check – the DCs are given in the table below.
The knowledge of a language only lasts for a limited time (a number of days equal to the character’s Intelligence bonus after the character stops studying). How long it takes to understand the basic linguistics of a culture is up to the Games Master but will usually take at least a few days worth of intense study.
Phrase Complexity |
Example Phrase |
Comprehend DC |
Communicate DC |
Easy |
My friend is hurt. |
5 |
10 |
Moderate |
Get me to my ship, over the next ridge. |
10 |
15 |
Hard |
Our ship is in orbit above your world and our doctor can heal your tribespeople. |
15+ |
20+ |
Experienced Medic
You have spent so much time on the battlefield that patching up wounded allies has become second nature to you.
Prerequisite: Trained in Treat Injury
Benefit: You can perform surgery (see the Treat Injury skill) on a number of creatures equal to your Intelligence bonus (minimum 2) simultaneously. You make Treat Injury checks for each individual as normal.
Expert Briber
You are adept at greasing the palms of contacts to minimize the amount of the bribe normally required.
Prerequisite: Charisma 13
Benefit: When using the Haggle application of the Persuasion skill (see Skills), you reduce the DC reduce the price of the item haggled over by 10.
Expert Scavenger
Be it due to luck or skill, you have a knack for finding exactly what you are looking for when scavenging for parts.
Prerequisites: Scavenger
Benefit: You gain a +5 bonus to your Perception check made to use Scavenger. This stacks with all other bonuses to Perception.
Extra Second Wind
You tend to come back from the edge of oblivion more often.
Prerequisite: Trained in the Endurance skill
Benefit: You can catch your second wind one additional time per day, but you can still only catch a second wind once per encounter.
Normal: A hero can catch his second wind once per day.
Special: A nonheroic character that takes this feat for the first time can catch a second wind once per day.
You can take this feat multiple times; each time you take this feat you can catch a second wind one additional time pre day.
Famous
You’re a minor celebrity, with a small but loyal flock of admirers.
Prerequisites: Character level 3+, CHA 15+, Jet Setter
Benefit: You gain a +4 bonus with all presence checks, and all Presence checks you make automatically succeed on when you roll a natural 20.
Fan Service
You can distract foes with your good looks.
Prerequisites: The Look, Combat Trickery
Benefit: As a full action, you may make use Combat Trickery against all characters that are sexually attracted to you within 12 squares.
Far Shot
You are better at shooting distant foes.
Prerequisite: Point Blank Shot
Benefit: When you use a ranged weapon against targets at short, medium, or long range, the range category is considered one less. In other words, you take no penalty on ranged attack rolls against targets at short range, a -2 penalty on ranged attack rolls made against targets at medium range, and a -5 penalty on ranged attack rolls made against targets at long range.
Normal: When making a ranged attack roll, a character takes a -2 penalty against targets at short range, a -5 penalty against targets at medium range, and a -10 penalty against targets at long range.
Fascinating Information
You have gained a knack for animated discussions, whether through your own educational experiences, or over the intellectual inspirations of others.
Prerequisite: Skill Focus (any Knowledge skill)
Benefit: Once per encounter, you can substitute a Knowledge (any Knowledge skill you have Skill Focus in) check for a Charisma or Charisma-related check (except the Psionics skill).
Fast Surge
You can return to the fight in the blink of an eye, giving your enemies no time to find an opening.
Benefit: On your turn, you can catch a second wind as a free action instead of as a swift action.
Fatal Hit
Enemies you take down don’t get up again.
Prerequisites: Strength 13, Dexterity 13
Benefit: When your attack drops a target to 0 hit points, you may choose to automatically kill that enemy even if the damage dealt does not exceed the target’s damage threshold. In addition, you can perform the coup de grace action as a standard action.
Normal: A creature that drops to 0 hit points becomes unconscious if the damage dealt does not exceed its damage threshold. Performing a coup de grace is a full-round action.
Feat of Strength
You draw on inner reserves of physical power to perform great feats of strength, such as lifting heavy objects, leaping great distances, or hauling yourself up a cliff while weighted down by a heavy load.
Prerequisite: Strength 15
Benefit: Once per encounter as a full-round action, you can take 20 on a single Strength check or Strength-based skill check (you must be trained in the skill), even if you are distracted or threatened.
Normal: You may not take 20 when distracted or threatened, or in a single round.
Special: After using this feat for the first time in a given encounter, make a DC 15 Endurance check (as a free action). If the check succeeds, you can use this feat once more during the same encounter.
Fencing Basics
You’ve trained extensively with fencing weapons.
Prerequisites: Base attack bonus +2 or higher.
Benefit: You’re considered proficient with knives (including the Dweller Long Knife), short swords, swords, vibrodaggers, vibroblades, and vibrorapiers, even if you don’t have the appropriate Weapon Proficiency feat. Also, you gain the Melee Defense and Weapon Finesse feats whenever you wield one of those weapons.
Fencing Mastery
You’re a deadly opponent with any fencing weapon.
Prerequisites: Fencing Basics, base attack bonus +9 or higher.
Benefit: When wielding a weapon listed in the Fencing Basics feat, you gain a +2 gear bonus to all disarm checks. Further, once per round, if you miss with one of those weapons (but don’t roll a natural 1), you may immediately make an additional single attack upon the same opponent as a free action. This attack suffers a —4 penalty in addition to any modifiers that applied to the attack that triggered it. Finally, while armed with one of those weapons, you may not be flanked by characters whose total character level is less than your own.
Fight Through Pain
Through sheer willpower, you can keep yourself at peak fighting performance, ignoring physical pain and negative effects.
Benefit: You can use your Will Defense instead of your Fortitude Defense when determining your damage threshold.
Flash and Clear
You can use the smoke, noise, light, and confusion caused by your grenade attacks to move unseen near your foes.
Benefit: When you damage a target with a burst or splash weapon, you gain concealment against that target until the beginning of your next turn.
Fleche
You throw yourself at your opponent to make a single precise strike.
Prerequisite: Base attack bonus +1
Benefit: Once per encounter, when you charge, you can turn any natural attack roll of 17+ into a critical hit.
Fleet-Footed
You gain a burst of speed when you attack while running.
Prerequisite: Running Attack
Benefit: If you move both before and after you make an attack using the Running Attack feat, your speed is increased by 2 squares until the end of your turn.
Flood of Fire
You fill the air with weapon fire, keeping your opponents from escaping the barrage.
Prerequisite: Proficient with weapon used
Benefit: When you make an area attack with a weapon set on autofire, all targets in the area lose all dodge or deflection bonuses to Reflex Defense against the autofire attack.
Flurry
You attack using a series of quick strikes, sacrificing defense in the process.
Prerequisite: Dexterity 13
Benefit: When wielding only light weapons, you can make a flurry of attacks. You take a – 5 penalty to your Reflex Defense, but you gain a +2 bonus on your melee attack rolls. The bonus on attacks and penalty to Reflex Defense apply until the start of your next turn.
Special: You can use this feat in the place of the Point Blank Shot feat to qualify for the elite trooper prestige class.
Follow Through
You have learned to take down an enemy with an attack and then use your momentum to dash across the battlefield.
Benefit: If you deal enough damage to your opponent with a melee attack to reduce it to 0 hit points, you can immediately move up to your speed. You can use this ability once per turn.
Special: If you have the Cleave feat, you can move up to your speed before making the extra attack granted by the Cleave feat.
Forceful Blast
You can position your grenade attacks such that they blast creatures away from the center of the explosion.
Prerequisites: Proficient with weapon used, base attack bonus +1
Benefit: When you damage a Large or smaller creature with a grenade or thermal detonator, compare the result of your attack roll to the target’s Fortitude Defense. If your result equals or exceeds the target’s Fortitude Defense, you can move the target 1 square in any direction as a free action. If the grenade or thermal detonator deals damage to multiple eligible creatures, you can use this benefit against all of them. You can’t move a target that’s being grabbed or grappled, and you can’t move a target into a solid object or into another creature’s fighting space.
Force of Personality
As a result of your self-confidence and conviction, your will is strong.
Prerequisite: Charisma 13
Benefit: You can use either your Wisdom modifier or your Charisma modifier to determine your Will Defense.
Fortifying Recovery
Even as you reel from attacks, you can get yourself back into the fight and make a difference.
Prerequisite: Constitution 13
Benefit: When you take the recover action, you also gain a number of bonus hit points equal to 2 x your Constitution bonus (minimum 2). Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack.
Friends in Low Places
Given enough time, you can dig up the right tool for the job.
Prerequisite: Trained in the Gather Information skill.
Benefit: Whenever you would acquire a license for a restricted or military object, you can substitute a Gather Information check for a Knowledge (bureaucracy) check. Reduce the black-market cost multiplier of such items by 1.
Frightening Cleave
Enemies that see you successfully use the Cleave feat become fearful.
Prerequisites: Strength 13, Cleave, Power Attack, base attack bonus +4
Benefit: Immediately after you use the Cleave feat, each enemy within 6 squares of you and within your line of sight takes a -1 penalty to its Reflex Defense, attack rolls, and skill checks against you until the end of the encounter. This penalty stacks to a maximum of -5. This is a mind-affecting effect.
Gearhead
You are naturally talented with machines and electronics.
Benefit: Once per encounter, you can make Mechanics and Use Computer checks more quickly than normal. A check requiring a full-round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, and a check requiring a move action can be attempted as a swift action. Checks requiring multiple swift actions can be reduced by one swift action. Checks requiring more than a full round action can be attempted in one-half the amount of time required at a -10 penalty.
Gorgeous
You’re amazingly beautiful, an embodiment of raw physical attractiveness, bearing, grace, and fashion sense.
Prerequisites: Character level 6+, CHA 15+, The Look.
Benefit: The bonus to Charisma-based skill checks gained from your The Look feat is increased to +3. Furthermore, you now automatically succeed on any Charisma-based skill check targeting someone who is sexually attracted to you when you roll a natural 20 on your d20 roll. Not all checks can succeed in this way, it is up to the discretion of the GM.
Grab Back
You are able to counter grab and grapple attacks, redirecting them back on your attacker.
Prerequisite: Dexterity 13
Benefit: You gain a +2 bonus to your Reflex Defense against grab and grapple attacks. If an enemy misses you when making a grab or grapple attack, you can immediately make your own grab attack against the same enemy as a reaction. If you have a feat that enables you to make a grapple attack (such as Pin or Trip), you can make a grapple attack instead.
Grapple Resistance
You make it difficult for enemies to grab or grapple you, or attack object in your possession.
Benefit: You gain a +5 bonus to your Reflex Defense when an enemy makes a grab or grapple attack against you, and you gain a +5 bonus to all opposed grapple checks. All objects that you are holding or carrying gain a +5 bonus to their Reflex Defense when attacked.
Grazing Shot
Using precise aim, you can hit two targets with a single shot.
Prerequisite: Point Blank Shot
Benefit: When you successfully make a ranged attack against a single target, you can make a second attack roll against an additional target that is in direct line of sight and no farther than 6 squares from the original target. If the second attack roll succeeds, make a single damage roll, and divide the damage equally between the two targets. If the second attack roll fails, you deal no damage to either target.
Great Cleave
You can wield a melee weapon with such power that you can strike multiple times when you drop your opponents.
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +2
Benefit: As the Cleave feat, except that you have no limit to the number of times you can use it per round.
Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Intelligence 13+, Melee Defense, Improved Called Shot, base attack bonus +6.
Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow.
Normal: You can make only one called shot in a round as a full-round action. A called shot that deals half the target’s hit points of damage (minimum 50) is a debilitating blow.
Greater Mighty Swing
You have learned to put greater amounts of force behind your strikes.
Prerequisites: Mighty Swing, BAB +5
Benefit: When you use the Mighty Swing feat, you deal 2 extra dice of damage with your attack.
Normal: Using the Mighty Swing feat allows you to deal an extra die of damage with your attack.
Guns Akimbo
You are skilled at delivering massive firearm attacks while on the move.
Prerequisites: Dual Weapon Mastery I, Running Attack
Benefit: If you have two ranged weapons, as a standard action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional -2 penalty on each attack.
Normal: Attacking with two weapons is a full-round action.
Halt
When making an attack of opportunity, you can stop an enemy in its tracks.
Prerequisites: Trip, Weapon Focus in selected weapon, Weapon Proficiency in selected weapon, base attack bonus +8
Benefit: If you hit with an attack of opportunity against an enemy of up to one size larger than you, compare the same die roll result against the target’s grapple check. If the die roll succeeds against the grapple check, the target immediately halts all movement and falls prone in its current square. The target can spend any remaining actions normally. If your attack exceed the target’s damage threshold, the target loses any remaining actions and ends its turn immediately. Apply damage normally to the target regardless of the results of this feat.
Special: If the target is using the charge action when moving past you, its charge is ended if you successfully knock it prone, and the target cannot charge again on this turn.
Hard Drinking
You drink. A lot. But it rarely, if ever, affects your ability or combat senses.
Prerequisites: CON 13+, class bonus to Fortitude Defense of +2 or higher
Benefit: You gain a +4 competence bonus to your Fortitude Defense vs alcohol. Due to your experience with the bottle, you also gain a +2 competence bonus to all Deception rolls to dupe others into thinking you have succumbed to the effects of alcohol. Finally, you gain +1 bonus to your Fortitude Defense against the effects of any compound that weakens your resolve (such as truth serum).
Hasty Modification
You can tweak and adapt equipment on the fly.
Prerequisite: Tech Specialist
Benefit: You can exchange a trait that you have applied to a piece of equipment or drone or vehicle for another one by spending 1 minute to make a DC 20 Mechanics check. If you succeed, the equipment loses the old trait and gains a new trait until the end of the encounter, at which point the device loses all traits it had previously acquired through the use of the Tech Specialist feat.
Heavy Hitter
You know how to pound targets when firing heavy-weapons emplacements and vehicle weaponry.
Prerequisites: Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons)
Benefit: When making an attack roll using a weapons emplacement or a vehicle weapon, you add an additional 1 point of damage for every 5 points you roll above the target’s Reflex Defense. If you exceed the target’s damage threshold, then on its next turn the target cannot attack and its speed is reduced by 2 squares (1 square starship scale).
Hobbling Strike
You know where to hit your enemy to slow it down.
Prerequisite: Sneak Attack, Rapid Shot, or Rapid Strike
Benefit: Whenever you would deal extra damage by using Sneak Attack, Rapid Shot, or Rapid Strike, you can reduce the target’s speed by 1 square until the end of the encounter instead of dealing the extra damage.
Hold Together
Sometimes vehicles seem to hold together by your force of will .
Prerequisite: Trained in the Mechanics skill.
Benefit: As a reaction, you can spend a Hero Point to delay the effect of damage dealt to a vehicle you are riding in or piloting until the end of the round. The vehicle must be of Colossal size or smaller.
Home Turf
You know one neighborhood like the back of your hand.
Prerequisites: Character level 6+, Safe House OR a purchased lifestyle OR a rented lifestyle
Benefit: You may declare one of your safe houses, your purchased lifestyle, or your rented lifestyle, to be located on your home turf. You’re intimately familiar with this area, which is composed of 25 square blocks around your safe house in a city or a 20-kilometer radius around your safe house in a rural area.
While in your home turf, you gain a +4 familiarity bonus with all Gather Information, Perception, Pilot, Stealth, and Survival skill checks.
Hometown Hero
You’re well-known and respected on your home turf, and the locals actively look out for you.
Prerequisites: Character level 9+, Persuasion trained skill, Home Turf.
Benefit: Gather Information checks made by others on your home turf that target you or your team suffer a circumstance penalty equal to 1/2 character level, even when you aren’t present on your home turf at the time. Whenever such an attempt is made, you’re informed of it within 2d10 minutes (via phone call, net message, gang signs, signal flares, or another pre-set method of communication), so long as you’re currently available for public contact.
Further, all residents of your home turf are considered to have a disposition toward you of ally unless you do something to change their opinion of you.
Humiliate
Your sharp wit and ruthless tongue can cow even the most headstrong opponent.
Prerequisites: Persuasion trained skill, Undermine.
Benefit: When you use your Undermine feat, you require only one standard action. Further, when you use your Undermine feat, your target refuses to directly oppose or attack you for one round, plus a number of rounds equal to your Charisma modifier (minimum 1).
Normal: Undermining an opponent requires one full round action.
Hyperblazer
You are familiar with blazing new routes and navigating the galaxy.
Prerequisite: Trained in the Use Computer skill
Benefit: You reduce by half the calculation time and penalties on Use Computer checks for astrogation. You also reduce mapping time by half when mapping new FTL routes.
Immobilizing Strike
You can restrict your target’s mobility with a few well-placed strikes.
Prerequisites: Character level 6+, at least +2d6 of Sneak Attack damage from the Sneak Attack talent.
Benefit: When you hit with an attack that allows you to deal sneak attack damage, you may reduce your usual number of sneak attack dice by 2 to reduce the target’s speed by 1 square. This effect may be applied up to twice to any single attack (if you have at least 4 sneak attack dice left after devoting dice to other class and feat abilities).
The target recovers from this speed penalty at the rate of 1 square per day. Effects that speed up the recovery of temporary ability damage also speed up recovery of this damage.
Multiple attacks with this ability may reduce an character’s speed to 0 squares. Targets reduced to a speed of 0 squares may move 1 square as a full-round action.
Impetuous Move
You have the uncanny ability to call upon your reserves when you most need them.
Prerequisite: Constitution 13
Benefit: When you catch a second wind, you can choose to regain only half of the hit points you normally would with a second wind and immediately move up to half your speed. This movement does not provoke attacks of opportunity.
Improved Attack Object
You are skilled at attacking held items.
Prerequisite: Strength 13, Power Attack.
Benefit: You gain a +5 bonus on any melee attack roll made against a held, carried, or worn object.
Improved Bull Herder
When using the Bull Herder feat, you move your opponent additional squares.
Prerequisite: Bull Herder, Dexterity 15, base attack bonus +1.
Benefit: When you damage a target with a ranged attack, you move your opponent a number of additional squares equal to half your Dexterity modifier (round down, minimum 2 squares moved total).
Improved Bull Rush
When using the Bull Rush feat you push your opponent additional squares away from you.
Prerequisites: Bull Rush, Strength 15, base attack bonus +1
Benefit: When making a Bull Rush, you push your opponent a number of additional squares away from you equal to half your Strength modifier (round down, minimum 2 squares pushed total).
Normal: When using Bull Rush, you normally push your opponent only 1 square away from you.
Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Intelligence 13+, Melee Defense
Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal: You can make one called shot per round as a full-round action.
Improved Charge
You can charge around obstacles.
Prerequisites: Dexterity 13, Dodge, Mobility
Benefit: You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. All other charge rules apply.
Normal: A character must charge in an unobstructed straight line.
Improved Critical
You can make devastating attacks with your chosen weapon.
Prerequisite: Base attack bonus +6, proficient with weapon.
Benefit: Whenever you attack with a weapon of the chosen weapon type, the critical range of the attack is increased by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit.
Improved Defenses
You are skilled at fending off attacks of many forms.
Benefit: You gain a +1 bonus to your Reflex Defense, Fortitude Defense, and Will Defense.
Improved Disarm
You are skilled at disarming opponents in melee combat.
Prerequisites: Intelligence 13, Melee Defense
Benefit: You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent, he doesn’t get to make a free attack against you.
Normal: See the normal disarm rules.
Improved Damage Threshold
You are harder to take down in a fight.
Benefit: You increase your damage threshold by 5.
Normal: A creature without this feat has a damage threshold equal to its Fortitude Defense plus its size modifier (+5 for Large, +10 for Huge, +20 for Gargantuan, or +50 for Colossal).
Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your damage threshold by 5.
Improved Opportunistic Trickery
When your opponent lets down its guard, you open it up to additional attacks.
Prerequisites: Combat Reflexes, Opportunistic Trickery
Benefit: Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice the attack to reduce the target’s Reflex Defense by 5 until the end of the target’s next turn.
Improved Rapid Strike
Your Rapid Strike is more effective with light melee weapons.
Prerequisites: Rapid Strike, light melee weapon
Benefit: When using a light melee weapon with the Rapid Strike feat, you can take a -5 penalty to your attack roll to gain +2 dice of damage on a successful strike. This does not stack with the Rapid Strike feat or extra damage provided by any source that does not stack with the Rapid Strike feat (such as Mighty Swing).
Special: If you do not have a Dexterity of 13 or higher. the penalty to your attack roll is -10.
Improved Sleight of Hand
You manipulate small objects quickly, and they seemingly disappear with a flick of your wrist. You excel at hiding objects when observed, even at close range.
Prerequisites: Dexterity 15, Skill Focus (Deception), trained in the Deception and Stealth skills
Benefit: When using the Sleight of Hand application of the Stealth skill, you can use your Deception skill to improve your chance of success. Prior to making the Stealth check, you can make a Deception check as a swift action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Stealth check.
Additionally, you can, as a single action, use Improved Sleight of Hand to simultaneously draw and palm a weapon two sizes smaller than you. Make a Stealth check as a free action when drawing your weapon to successfully conceal it in a position in your hand (or similar appendage), where you can use it on a following action . Once the weapon is used, you can attempt to palm it again as a swift action.
Improved Suppressing Fire
You are extremely effective at laying down fields of suppressing fire.
Prerequisites: Base attack bonus +3 or higher
Benefit: The penalty you impose on enemies when using the Suppressing Fire option of Aid Another increases to -4, and you can now use Suppressing Fire using a weapon set to autofire. This works like Suppressing Fire normally does (including the increase to a -4 penalty) but it functions against all enemies within a 3×3 square area, as opposed to the normal 2×2 area for autofire attacks.
Improvised Weapon Mastery
You use improvised weapons with true skill.
Prerequisite: Weapon Proficiency (simple weapons)
Benefit: You treat all improvised weapons as simple weapons, and you can use them without penalty and with talents and feats designed for use with simple weapons . You also deal an additional 1d6 points of damage on a successful hit.
Impulsive Flight
You are not above running when the situation turns against you.
Benefit: You can withdraw one extra square using the withdraw action.
Increased Agility
Due to your own natural abilities or specific training, you move faster or farther than normal when climbing, jumping and swimming.
Prerequisite: Conditioning
Benefit: You increase your Climb speed, Swim speed and Jump distance by 2 squares and do not lose your Dexterity bonus to Reflex Defense when climbing.
Indomitable Personality
Your powerful personality helps you cope with attacks that assault your will.
Prerequisite: Charisma 13.
Benefit: Once per encounter, you can add your Charisma bonus to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
Informer
You are adept at prying into the affairs of others and dealing with those who are most interested in gaining that knowledge.
Prerequisite: Trained in the Perception skill
Benefit: You can use your Perception modifier instead of your Gather Information modifier when making Gather Information checks. You are considered trained in the Gather Information skill for the purpose of using this feat. If you are entitled to a Gather Information check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations).
Additionally, when you have favorable conditions for your Gather Information check (such as from operating on your home planet), you reduce by half the time it takes to make a Gather Information check.
Instinctive Attack
Your accuracy improves when you act on instinct. You might call it luck.
Prerequisite: Proficient in weapon used
Benefit: When you use a Hero Point when making an attack, you can reroll the attack and take the better result. Apply the results of the die from the Hero Point to the better result.
Intimidator
When you intimidate others, either physically or verbally, you shake their confidence so severely that it affects their performance.
Prerequisite: Trained in the Persuasion skill
Benefit: When you successfully use the Intimidate application of the Persuasion skill against a creature, instead of the normal results, the creature takes a -5 penalty to all skill checks and a -2 penalty to all attacks when you are with in its line of sight, until the end of your next turn. If aboard another vehicle, your enemy must be able to see or detect your vehicle.
Special: You cannot use this feat with the Maniacal Charge feat.
Jet Setter
You have earned a small public reputation running with the entertainment in-crowd, debutantes, and the social elite.
Prerequisites: CHA 13+.
Benefit: You may use the Presence system to influence others with your celebrity.
Keep Your Head Down
You are particularly skilled at staying out of harm’s way.
Prerequisites: DEX 15+, Coolness Under Fire, Base attack bonus +4 or higher.
Benefit: When benefiting from cover, you may choose to receive damage reduction DR 5/- if benefiting from standard cover or DR 10/- if benefiting from improved cover. This damage reduction stacks with any damage reduction you receive from armor or class abilities. If you choose to receive this benefit, you suffer a –2 circumstance penalty to all attack rolls made while you remain behind cover.
Knife Trick
You can use a concealed weapon to deadly effect.
Prerequisites: Lightning Draw, trained in the Stealth skill
Benefit: If you have a concealed weapon, you can threaten squares as though armed with a melee weapon. When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person and make a single attack against the target. If you choose to not draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.
Normal: With the Quick Draw feat, drawing or holstering a weapon is a swift action.
Knock Heads
You knock two opponents’ heads together in unarmed combat.
Prerequisites: Dexterity 13, Strength 13, Multi-Grab
Benefit: After successfully using the Multi-Grab feat against two targets that are both adjacent to you and each other, you can immediately knock their heads together, dealing automatic bludgeoning damage to each creature equal to 1d6 plus your Strength modifier. When comparing the damage to each creature’s damage threshold, treat their damage thresholds as if they were 5 points lower. Both creatures are still considered grabbed at the end of using this feat.
Knockout Blow
You dispatch minions with jaw-shattering blows.
Prerequisites: Strength 13+, Contempt, Martial Arts I
Benefit: Once per round, when you successfully
make an unarmed attack against a nonheroic character
possessing an challenge level at least 4 levels lower than your character level and inflict at least 1 point of damage (after
damage reduction, class abilities, and other
options are applied), if your attack roll beats the target’s Fortitude defense than the target is knocked unconscious for a number of rounds equal to your Strength modifier.
Lightning Draw
You can draw and fire in one smooth motion.
Prerequisite: Quick Draw
Benefit: Once per encounter, you can draw a holstered weapon and attack as a single standard action.
Normal: With the Quick Draw feat, drawing or holstering a weapon is a swift action.
Linguist
You pick up languages quickly and easily.
Prerequisite: Intelligence 13 or higher
Benefit: You gain a number of bonus languages equal to 1 plus your Intelligence bonus (minimum of 1).
Special: You can take this feat more than once. Each time you take this feat, you gain a number of additional languages equal to 1 plus your Intelligence bonus (minimum of 1).
Little Black Book
You make friends easily — sometimes too easily.
Prerequisites: Charisma 13 or higher, Silver Tongue.
Benefit: You gain a +2 competence bonus with all skill checks made as part of seduction attempts in romantic situations. Finally, you pay one less contact point to acquire any contact with whom you have enjoyed romantic interaction, minimum 1.
Liturgies of the Heart
Your oratory skills, pure adherence to your convictions and
inspirational examples can touch the reverence of other members of your faith
deeply, strengthening their resolve in the times of greatest
hardship.
Prerequisites: Charisma 13, Priestly Devotion.
Benefit: As Priestly Devotion, except that every member of your faith who
can hear your words also gains the Priestly Devotion bonuses
for the duration.
Luxury Safe House
An man’s home is his castle, and you’re never far from home.
Prerequisites: Character level 6+, Five Star Service talent (Inheritance talent tree in Heroic Talents), Safe House.
Benefit: Once per job/mission/adventure, you may declare one of your safe houses to be a luxury estate with up to 20 square kilometers of grounds (assuming the local area permits). While at this safe house, you gain the benefits of the Personal Staff feat and access to 10,00 credits worth of trendy and designer clothes. The estate includes six opulent guest bedrooms (in addition to your own quarters), a three-car garage, 300 man-days’ worth of gourmet food, an Olympic-size swimming pool, and entertainment facilities tailored to your personal decadent tastes.
While in your estate or on its grounds, you gain a +4 circumstance bonus with all Persuasion checks, presence checks, and seduction attempts, due to the prestige associated with mastery of such an impressive estate. At any time, you may designate up to a number of visitors equal to your Charisma modifier +1 as your ‘honored guests’. These persons receive a +2 circumstance bonus with the checks listed in this paragraph.
Maniacal Charge
You charge your enemies like a battle-crazed berserker.
Benefit: When using the charge action, you can make a Persuasion check as a free action to intimidate your target and each enemy you pass within 1 square of. When your check succeeds against an enemy you pass, it cannot make an attack of opportunity against you. When your check succeeds against your target, it loses its Dexterity bonus and is considered flat-footed until the start of your next turn.
Mark
You can size someone up with a glance.
Prerequisites: Wis 13+.
Benefit: As a free action, you may target an NPC with this feat, ‘sizing him up.’ Name three skills. The GM must tell you which of those skills the target has the highest bonus with (i.e. which of those skills the target has the highest combined skill rank and ability modifier with), and which of the skills the target has the lowest bonus with. This feat does not confer the target’s actual skill training or ability bonuses — only their relative strength to each other. You may use this ability a number of times equal to your Wisdom modifier (though you may only use it once per round), and you may use it on the same person more than once.
Master of Disguise
You are adept at creating convincing disguises in remarkably short periods of time.
Prerequisites: Trained in the Deception skill, Charisma 13
Benefit: You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition, you can rush the process by taking a penalty of -2 to the Deception check.
Normal: When you rush the creation of a deceptive appearance or forged document, you take a -10 penalty to your Deception check.
Meat Shield
You are adept at using an opponent’s defense to your own advantage.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4
Benefit: Whenever an opponent attacks you while in cover provided by another character or creature, you are treated as being in cover from attacks by that opponent.
Melee Defense
You are trained at using your combat ability for defense as well as offense.
Prerequisite: Intelligence 13
Benefit: When you use a standard action to make a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number (up to +5) as a dodge bonus to your Reflex Defense. This number may not exceed your base attack bonus. The changes to attack rolls and Reflex Defense last until the start of your next turn.
Normal: A character without the Melee Defense feat can fight defensively while using the attack action to take a -5 penalty on his attack roll and gain a +2 dodge bonus to his Reflex Defense.
Mighty Swing
You are capable of delivering jarring melee attacks.
Prerequisite: Strength 13
Benefit: You can spend two swift actions in the same round to deal +1 die of damage on your next melee attack in the same round. The effects of this feat do not stack with the extra damage provided by the Rapid Strike feat.
Mighty Throw
You are highly accurate with grenade-like weapons.
Prerequisite: Strength 13
Benefit: You can add your Strength bonus (in addition to your Dexterity bonus) to your ranged attack bonus when using thrown weapons (including grenades and grenade-like weapons). Also, you can increase the length of each range category by a number of squares equal to your Strength modifier.
Mission Specialist
You are so good with certain skills that others around you benefit from your guidance and example.
Benefit: Choose one skill in which you are trained. Allies who are not trained in that skill gain a +2 competence bonus to the skill while they are within 12 squares of you. You can select this feat multiple times. Each time you select this feat, it applies to a different skill. This skill cannot be used with Magery Training, Nanite Control, or Psionics.
Mobility
You are skilled at moving past opponents and avoiding opportunistic attacks.
Prerequisites: Dexterity 13, Dodge
Benefit: You get a +5 dodge bonus to Reflex Defense against attacks of opportunity caused when you move our of or into a threatened area. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Momentum Strike
You know how to put the full weight of your momentum into attacks while riding a mount or a speeder bike.
Prerequisite: Trained in the Pilot or Ride skill
Benefit: When riding a beast as a mount or on a speeder bike (or similar vehicle, such as an ATV or Groundbike) as a passenger or a pilot, you add +1 die of damage to any melee attacks if your mount or vehicle already moved at least its speed this turn.
Military Man
Someone upstairs favors you. Through family clout, personal merit, or blind, stupid luck, you’ve been marked for greatness within the ranks.
Prerequisites: Must be a member of the military, can only be selected (or awarded as a bonus feat) at 1st level.
Benefit: You gain a +2 on all Knowledge [Civics] checks made regarding a military bureaucracy.
Special: You lose all benefits of this feat if you leave active military service. You may not choose a replacement feat, but you regain all benefits of this feat if you later return to active military service. Additionally, you gain 2 promotion points when you possess Military Man, plus an additional 1 promotion point per 5 character levels you possess (rounded down).
Mounted Combat
You know how to get the most from a mount in combat and in other dangerous situations.
Prerequisite: Trained in the Ride skill
Benefit: You can make a DC 20 Ride check as a swift action to spur your living mount to move faster than its normal speed. If the check fails, your mount’s speed does not increase and it moves -1 step on the condition track. If the check succeeds, your mount’s speed increases by 2 squares until the start of your next turn. You cannot take 10 on this check. Your mount must succeed on a DC 20 Endurance check prior to each subsequent attempt to use this feat in the same encounter.
Additionally, once per round , as a reaction, when you are riding a mount, you can negate a weapon hit against either you or the mount by making a successful Ride check. The DC of the skill check is equal to the result of the attack roll you want to negate.
Mounted Defense
You are able to react to incoming attacks, using your mount or speeder bike to absorb attacks against you.
Prerequisite: Trained in the Pilot or Ride skill
Benefit: When riding a beast as a mount or on a speeder bike (or similar vehicle, such as an ATV or Groundbike), once per encounter you can redirect any attack made against you at your mount or vehicle instead. The decision to redirect the attack is made after the result of the attack roll is determined but before damage or other effects are resolved.
Moving Target
You know how to stay mobile, making it harder for your enemies to hit you with their attacks.
Prerequisite: Dodge
Benefit: If you end your turn at least 3 squares away from where you started, you gain a +1 dodge bonus to your Reflex Defense until the start of your next turn.
Mudfoot
You’ve been in the thick of things…more than you care to think about. You know when to keep your head down and when to move, and regardless of how bad things get, you almost always seem to come out intact.
Prerequisites: Must be a member of the military, Profession [Military] as a trained skill, Squared Away
Benefit: While wearing true military fatigues (Service Uniform, Tactical Uniform, or other similar piece of clothing), you gain a +1 competence bonus to your Reflex Defense. If the fatigues are camouflaged to blend in with the surrounding terrain, this bonus is increased by an additional +1 (to a total bonus of +2). You do not gain this bonus when wearing heavy armor or other armor that conceals the fatigues.
Multi-Attack Mobility
You can move and make multiple attacks in the same turn.
Prerequisites: Running Attack, Double Attack (Chosen Weapon or Weapon Group), +8 Base Attack Bonus
Benefit: Choose one weapon or weapon group. When you use your Double Attack feat to make multiple attacks with that weapon during a turn, you may also move a distance up to your speed. Using this feat imposes a -2 penalty to each attack you make this turn and until the start of your next turn, as movement makes attacking more difficult.
Multi-Grab
You may grab two opponents at once.
Prerequisite: Dexterity 13
Benefit: As a standard action, you can make a grab attack against two targets adjacent to you (roll a separate attack against each target). You must have two empty hands to use this feat.
Musician
You are able to perform music in a way that can inspire others to carry on.
Benefit: Pick a number of musical instruments (or voice) equal to 1 + your Intelligence modifier. You are considered trained in the use of these instruments. You can spend a standard action for ten or more rounds consecutively to play a piece of music by making a DC 15 Persuasion check. You can play a maximum number of consecutive rounds equal to 10 + your Constitution score, after which you must make an Endurance check equal to the number of rounds you have been playing. Failing the check means you must either take two full round actions as a break, or move -1 step down the Condition Track.
For the duration of your song, all allies within line of sight able to hear gain a +1 morale bonus to Will and Fortitude Defenses and may regain +1 step on the Condition Track if they were moved down it by a mind-influencing affect. Allies can only regain +1 step along the condition track per song. Multiple musicians can play together by making aide another checks. For every 5 points by which the DC is exceeded, you add +1 to the Will and Fortitude Defense bonuses, to a maximum of the number of members in the band, or 5, whichever is lower. Persuasion is considered a class skill for you.
Mustang
You’ve risen out of the enlisted ranks to become a commissioned officer.
Prerequisites: Must be a member of the military, enlisted pay grade E-5 or higher, INT 13+, WIS 13+, CHA 13+, Profession [Military] as a trained skill
Benefit: When you choose this feat, you become a commissioned officer and recalculate your promotion point total and rank accordingly. You permanently retain the disposition and skill check benefits granted by the enlisted rank that you held before you chose this feat (but not the requisition bonuses), in addition to any provided by your new commissioned rank.
Special: Not even the best sergeant in the history of warfare becomes a colonel overnight. When you choose this feat, your promotion point total is reduced to 0 (before you recalculate your promotion point total), effectively causing you to lose any promotion point bonuses that are not from feats aside from Promotion or from awards. Additionally, you lose all Promotion feats (see below), gaining an equivalent number of Skill Training feats.
Natural Leader
You are a natural leader, and you found your own organization.
Prerequisite: Charisma 13
Benefit: You become the leader of an organization of your design (see Organizations, under Skills and Feats). The organization has a scale equal to one-half your heroic level plus your Charisma bonus. You automatically begin with a +10 bonus to your organization score for your new organization.
Never Surrender
You can fight your way back from the blackness of death and unconsciousness, staying active in combat.
Prerequisite: Trained in Endurance
Benefit: The first time you would be reduced to 0 hit points in an encounter, you can make an Endurance check as a reaction, with a DC equal to the number of points of damage being dealt to you. If your check succeeds, you are instead reduced to 1 hit point.
Opportunistic Retreat
When your opponent lets down his guard, you can better position yourself to press your advantage.
Prerequisite: Combat Reflexes
Benefit: Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice the attack to move a number of squares equal to one-half your speed. Moving in this way does not provoke attacks of opportunity.
Opportunistic Shooter
You are quick to react when nearby enemies expose themselves to your attacks.
Benefit: You gain a +2 bonus to attacks of opportunity with ranged weapons
Opportunistic Trickery
When your opponent lets down its guard, you know how to set it off balance for several moments.
Prerequisites: Combat Reflexes, Sneak Attack
Benefit: Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice that attack to reduce the target’s Reflex Defense by 2 for the following round.
Overwhelming Attack
You know how to get your attacks past enemy defenses, making sure they strike true.
Benefit: You must spend two swift actions in the same round to activate this feat. If your target attempts to use a talent, feat, or other ability to negate your attack (such as Block, Deflect, or Vehicular Combat), the target takes a -5 penalty to any attack rolls or skill checks made to negate the attack. This effect applies to your next attack roll you make before the end of the same round.
Paired Weapon Basics
You may use two weapons at the same time to attack and confuse your enemies.
Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
Benefit: You receive several benefits when wielding two of the same single-handed weapon. First, you gain the Combat Trickery feat. Second, you gain a +2 gear bonus to all Deception attempts to use the Combat Trickery feat. Third, you may add +1/2 the difference between your attack roll and your opponent’s Defense (rounded down) as a circumstance bonus to the damage inflicted by your attack.
Paired Weapon Mastery
When fighting with two weapons. your attacks flow with unusual speed and efficiency.
Prerequisites: Paired Weapon Basics, base attack bonus +9 or higher.
Benefit: You may now benefit from the Paired Weapons Basics feat with two different weapons single-handed weapons. You also gain the Rapid Strike feat when so armed.
Parry
You are skilled at countering attacks.
Prerequisite: DEX 13+, Agile Riposte, Dodge
Effect: You may forfeit any bonus to Reflex defense from Dexterity or equipment. If you do, all melee attack rolls against you become opposed rolls. When an opponent makes a melee attack against you, make a melee attack roll. Your opponent’s attack roll must be higher than yours in order to hit you (note that a natural 1 still misses and a natural 20 still hits). Declare the use of this feat before taking your first action in a round; the effects last until just before your first action in the next round.
Perfect Stance
Your shooting form is superb.
Prerequisites: Base attack bonus +1 or higher.
Benefit: You may brace a weapon as a free action any time you take the aim action. When braced in this fashion, you reduce the penalty for autofire by 2.
Perfected Attitude
You are well-versed in the social aspects of the galaxy, and you are what could be called a ‘social chameleon’ in most of them. You know exactly what to say, how to stand and generally everything necessary to do exactly the right thing to the right people in order to get them to do what you need them to. In one instance you might need to speak slowly and calmly for dramatic effect, at other times you might have the Hands of Friendship extended to all the right people. No matter where you are, if you are given a few moments to watch the locals, you can be at home in conversations and social gatherings.
Prerequisite: Trained in Perception, Charisma 13+
Benefit: By taking 1d6 minutes to watch the people in an enclosed situation (barroom, senatorial meeting, and so on) you can adopt many of their mannerisms and social graces (or lack thereof in some cases) to your advantage. After studying them, you can then add +2 to all the following skills in that specific situation: Deception, Perception, and Persuasion.
Pin
You are skilled at immobilizing grappled foes.
Prerequisite: Base attack bonus +1
Benefit: If you succeed on a grappling attack and your opponent fails the opposed grapple check, your opponent is automatically pinned until the start of your next turn. A pinned creature can’t move or take any actions while pinned, and loses its Dexterity bonus (if any) to Reflex Defense.
Special: You cannot use the Pin and Trip feats during the same round. You can use the Pin and Crush feats in the same round, however.
Pistoleer
You are skilled in the use of pistols and gain certain benefits depending on which weapon you use.
Prerequisite: Proficient with weapon used
Benefit: When you make a ranged attack with a pistol, you gain one of the following benefits, depending on the amount of damage dealt by the pistol.
2d6 Damage: You treat the pistol as an accurate weapon, taking no penalty when firing at targets at short range.
2d8 Damage: You do not treat the pistol as an inaccurate weapon if it is one, allowing you to fire at targets at long range. If it is not an inaccurate weapon, you instead treat it as an accurate weapon, taking no penalty when firing at targets at short range.
2d4 Damage: If you fire the pistol at a target that has not yet acted in combat, you gain a +2 bonus to your attack rolls with that pistol against that target. This bonus applies to all such attacks until the target acts.
Play the Odds
You are a cold and calculating gambler, able to study the odds and formulate strategies for victory that make bookies shudder.
Benefit: You receive a +3 to your roll for any house game when gambling. If the game is completely new to you, you need only play a single round to get the feel of it (that is, to play without penalties). Additionally, you roll two dice when spending a Hero Point to influence the outcome of house games.
Point Blank Shot
You are skilled at making well-placed shots with ranged weapons at point blank range.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range.
Poison Basics
You’re studied many of the world’s most deadly toxins — how to counter them, and how to create them.
Prerequisites: Trained in Knowledge [Life Sciences] or Knowledge [Physical Sciences], level 3 or higher
Benefit: You can no longer poison yourself by failing a roll on Knowledge [Life Sciences] or Knowledge [Physical Sciences] checks made to create poison. You may take 20 when using the aforementioned skills to create poisons. Finally, you receive a +2 competence bonus to your Fortitude Defense when dealing with attacks that could be described as a poison.
Poison Mastery
Your aptitude with poisons increases.
Prerequisites: Poison Basics, level 7 or higher
Benefit: Any poison you create gains a +3 bonus to it’s attack rolls.
Poison Resistance
You are naturally more resistant to the effect of poison.
Prerequisite: Constitution 13
Benefit: You gain a +5 bonus to your Fortitude Defense when attacked by poison. If the attack succeeds, you take only half damage.
Poison Supremacy
You are now a master of poisons in your own right, able to wield them with as much menace as any gun or melee weapon — if not more.
Prerequisites: Poison Mastery, level 12 or higher
Benefit: The time required for you to prepare a poison is reduced to half (rounding up). Further, you receive a +10 gear bonus with all Knowledge [Life Sciences] or Knowledge [Physical Sciences] checks made to identify a poison or drug and its properties. Finally, you receive a +4 competence bonus to your Fortitude Defense when dealing with attacks that could be described as poison (this bonus replaces the Fortitude Defense bonus granted by the Poison Basics feat).
Power Attack
You can make exceptionally powerful melee attacks.
Prerequisite: Strength 13
Benefit: On your action, before making an attack roll, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until the start of your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt against an object or vehicle.
Powerful Charge
You can charge with extra force.
Prerequisites: Medium or larger size, base attack bonus +1
Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you deal additional damage equal to one-half your level.
Precise Shot
You are skilled at timing your ranged attacks so that you don’t hit your allies by mistake.
Prerequisite: Point Blank Shot
Benefit: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.
Predictive Defense
The sharpness of your mind, not the speed of your reactions, allows you to avoid incoming attacks.
Prerequisite: Intelligence 13
Benefit: You can use either your Dexterity modifier or your Intelligence modifier to determine your Reflex Defense.
Priestly Devotion
You have studied your faith or spirituality more deeper than most and can readily find strength in its teachings.
Prerequisites: Wisdom 13, trained in Knowledge (Culture [<Species that the faith originates from>])
Benefit: You can draw upon your faith to accomplish things
others cannot. Once per day, you can recite a passage
from memory, learned during your religious studies, as
a standard action. For a number of rounds equal to your
Wisdom bonus, you gain a +2 morale bonus to your Fortitude or
Will defenses and any skill checks.
Primal Warrior
You are extraordinarily skilled with the use of simple weapons.
Prerequisites: Weapon Proficiency (Simple)
Benefit: Your attacks with Simple weapons deal an additional die of damage. This effect does not apply to weapons that are treated as Simple weapons due to some effect or ability, only to those that are listed as Simple weapons. This does not apply to grenades and similar weapons.
Prime Shot
You know how to handle an enemy when none of your allies is closer.
Prerequisite: Point Blank Shot
Benefit: If none of your allies is closer to your target than you are when you make a ranged attack, you gain a +1 circumstance bonus to the attack roll. Your target must be at short range or closer to gain this bonus.
Promotion
Your hard work has not gone unnoticed.
Prerequisites: Must be a member of the military
Benefit: Your rank is increased by 1 grade. This increase is applied after calculating your current rank with promotion points.
Special: You may choose this feat up to 3 times, each time increasing your rank by 1. When you possess this feat, you may never select the Unconventional feat. Furthermore, when you possess the Unconventional feat, you may never choose this feat.
Protégé
You have a close friend or assigned assistant as your trusted right hand or hand-like appendage.
Prerequisites: Character level 6+, CHA 13+, cannot have any nonheroic levels (meaning this is not a feat for NPCs).
Benefit: You gain the services of another heroic character. The character’s level begins equal to one-half of yours (rounded down), and rises by 1 for every 2 character levels you gain thereafter. This character’s disposition toward you is ‘ally’, and they undertake any reasonable actions that can be expected of them. If they are captured or killed, you lose the benefits of this feat until you either free your captured protégé, are assigned a new one, or make a new friend who can serve as your protégé.
Quick Draw
You can draw and holster weapons with startling quickness.
Prerequisite: Base attack bonus +1
Benefit: You can draw or holster a weapon as a swift action instead of a move action.
Quick Skill
Your cautious nature provides a bonus to accomplishing extremely dangerous tasks. You are steady and confident.
Benefit: Once per encounter, you can take 10 when rushed on a single skill check for a skill you are trained in, unless the skill description explicitly forbids it. Alternatively, you can take 20 when using a skill you are trained in at half the normal time required.
Normal: Taking 20 normally requires 20 times the amount of time needed by a regular skill check.
Rapid Reaction
Your lightning reflexes allow you to complete complex actions in response to the actions of others.
Benefit: Once per encounter, you can use two different reactions in response to the same trigger. For example, if you use the Deflect talent and fail to negate the attack, you can also use negate energy as a response to the same attack.
Normal: Without this feat, you can use only one reaction in response to a particular trigger.
Rapid Shot
You can make two quick shots with a ranged weapon as a single attack.
Prerequisites: Base attack bonus +1, proficient with weapon
Benefit: When using a ranged weapon, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack. Weapons which have an ammunition capacity of 1 cannot be used with this feat, unless they can be reloaded as a free action (such as Bows and Composite Bows).
Special: Using this feat fires two shots and can only be done if the weapon has sufficient ammunition remaining. The effects of this feat do not stack with the extra damage provided by the Burst Fire or Deadeye feats. If you do not have a Strength of 13 or higher, increase the penalty to attacks to -5 when using this feat with non-vehicle heavy weapons.
Rapid Strike
You can make two quick strikes with a melee weapon as a single attack.
Prerequisites: Base attack bonus +1, proficient with weapon
Benefit: When using a melee weapon, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack. The effects of this feat do not stack with the extra damage provided by the Mighty Swing feat.
Special: If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to -5 when using this feat with non-light weapons.
Rapport
You are adept at working with certain individuals, able to anticipate their next move.
Benefit: When using the aid another action, you grant an additional +2 insight bonus on skill checks and attack rolls to the character you are assisting. This bonus does not stack with any bonus provided by the Expert’s Coordinate talent.
Recall
You know a lot of details in your area of knowledge, but don’t always remember them immediately.
Prerequisite: Trained in at least one Knowledge skill
Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
Recovering Surge
When you get back into the fight, you do not let your wounds hamper you.
Benefit: When you catch a second wind, you move +1 step on the condition track.
Recurring Success
You know how to make your enemies fall for the same trick twice.
Benefit: When you select this feat, choose one talent or feat that can normally be used only once per encounter. You can use that talent or feat one additional time per encounter. You can select this feat multiple times. Each time you do so, you must choose a different talent to gain the benefits of this feat.
Reincarnation Scholar
You have been trapped in a cycle of death, life and rebirth for uncounted lifetimes. Your strong soul has found some enlightenment in this incarnation, allowing you occasional glimpses of your previous mortal incarnations.
Prerequisites: Reincarnated trait, or Forgotten Past story feat, or Bygone Relic story feat, or GM permission
Benefit: A number of times per day equal to 3 + your WIS modifier, you can call upon your memories of your past lives to aid in current situations. As a full round action which provokes attacks of opportunity, you can allow a previous incarnation to come to the fore in your mind. Your personality may alter dramatically, and you might speak with a distinct accent or in a completely different language, though your allegiances are fundamentally unchanged. Your past incarnation can remain in control for a number of minutes equal to your WIS modifier (minimum one minute).
During this time, you may choose to apply any two of the following benefits. You may instead choose the same bonus twice; the effects stack. These benefits define the memories and abilities of your past incarnation, and a new selection of benefits can be chosen each time this feat is activated. In game terms, each time you activate this feat, you call upon a different spiritual ancestor.
- A +2 bonus on any two Knowledge skills of your choice
- A +2 bonus on any other skill of choice
- A +1 bonus on attack and damage rolls
- A +1 bonus on defense score of your choice
- Proficiency with a chosen weapon created by your species
- Ability to speak, read and write a chosen language created by your species
Special: You may select this feat multiple times. Each time you do, you may select an additional benefit. Thus if you choose this feat twice, you can manifest up to three benefits simultaneously.
Relentless Attack
You ensure the demise of your foe by turning misses into opportunities.
Prerequisites: Proficient with weapon used, Double Attack with weapon used
Benefit: Choose one weapon group or exotic weapon for which you have the Double Attack Feat. Whenever you miss a target with that weapon, you gain a +2 competence bonus on your next attack roll made before the end of your next turn against the missed target.
Special: You can select this feat multiple times. Each time you select this feat, it applies to a different weapon group or exotic weapon.
Resilient Strength
Your brute strength and physical conditioning allow you to shrug off effects that would debilitate others.
Prerequisite: Strength 13
Benefit: You can use either your Strength modifier or your Constitution modifier to determine your Fortitude Defense.
Resolute Stance
By standing your ground, you focus your mind to repel any assault.
Prerequisite: Base attack bonus + 1
Benefit: When you fight defensively, you gain a +2 morale bonus to your Will Defense. If you make no attacks until your next turn, you gain a +5 morale bonus to your Will Defense until the start of your next turn.
Normal: When you fight defensively, you gain a +2 dodge bonus to your Reflex Defense. If you make no attacks until your next turn, you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn .
Resurgence
Catching your second wind allows you to seize the advantage in combat.
Prerequisite: Trained in the Endurance skill
Benefit: When you catch your second wind, you immediately gain a move action to be used immediately.
Return Fire
When someone takes a shot at you and misses, you retaliate with a shot of your own.
Prerequisites: Dexterity 15, Quick Draw, Weapon Focus (chosen exotic ranged weapon or weapon group)
Benefit: Select one exotic weapon or weapon group. Once per encounter as reaction, you can make a single ranged attack with the chosen weapon or group against an enemy that misses you with a ranged attack, provided you have line of sight to that enemy.
Special: If you have the Combat Reflexes feat, you may use this feat a number of times during an encounter equal to your Dexterity bonus, but no more than once during a given enemy’s turn.
This feat does not apply to vehicle weapons or heavy weapons. You must have your weapon in hand to use this feat.
You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group or exotic weapon.
Revolver Basics
The trusty revolver has become one of your weapons of choice.
Prerequisites: Base attack bonus +1 or higher.
Benefits: You’re considered to be proficient with all revolvers, even if you don’t possess the appropriate weapon proficiency feat. Further, you gain the benefits Careful Shot feat when using a revolver, and you can reload a revolver as a swift action.
Revolver Mastery
You can snap off a couple of rounds with a revolver as easily as with an automatic.
Prerequisites: Base attack bonus +6 or higher, Revolver Basics.
Benefits: You gain the benefits of the Quick Draw feat when using a revolver. Furthermore, when you use two hands to hold a revolver, you can treat it as if it had a semiautomatic rate of fire.
Riflemaster
You are skilled in the use of rifles and gain certain benefits depending on which weapon you use.
Prerequisite: Proficient with weapon used
Benefit: When you make a ranged attack roll with a SMG, Assault Rifle, or Sniper Rifle, you gain one of the following benefits, depending on the weapon.
SMG: You can brace a SMG set to autofire, even though it is not an autofire-only weapon.
Assault Rifle: You treat assault rifles as accurate weapons, taking no penalty when firing at targets at short range.
Sniper Rifle: When firing a sniper rifle, you deal an extra +1 die of damage with the weapon.
Risk Taker
You’re not afraid to make great leaps or climb treacherous slopes, and you know how to put forth the extra effort to make the impossible seem routine.
Prerequisite: Trained in Climb or Jump
Benefit: You fall only if you fail a Climb check by 10 or more. Additionally, if you make a Jump check and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Hero Point as a free action and add the result of the Hero Point roll to your distance jumped. However, you must land in the first available safe square.
Normal: You fall if you fail a Climb check by 5 or more.
Running Attack
You can move as you attack.
Prerequisite: Dexterity 13
Benefit: When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Sadistic Strike
By dispatching a helpless creature, you terrify opponents around you.
Benefit: When you deliver a coup de grace to a helpless creature, all opponents within line of sight move -1 step on the condition track until the end of the encounter.
Safe House
Whether it’s an old family estate or just a rented flat, there’s always a roof over your head—usually one not far from the action.
Benefit: Using the Housing rules, generate a lifestyle of your choice (no more than 10 points), and pay three times that cost to maintain it. Once per session while you are in a major city, you may make use of a private safe house you own at the chosen lifestyle levels.
Special: You only need to obtain this feat once per planet and you are considered to have a place to crash in every major city on that planet. You may make up the locations and details of these safe houses as the game progresses, though the GM may overrule you at any time, describing a safe house as he wishes. Whether or not this feat covers major orbital installations around a planet depends on the economic status of those installations. Safe House [Earth], for example, might give you a suite in a space station orbiting earth, but it would not give you a suite on Luna.
Savage Attack
You are well trained in attacking multiple times in a round.
Prerequisites: Double Attack (chosen weapon), proficient with chosen weapon
Benefit: Choose one of the weapon groups or exotic weapons you selected for the Double Attack feat. When you use a full attack action and successfully hit the target with your first attack, you deal +1 die of damage on each successful attack remaining in the full attack action made against that target.
Scavenger
You are adept at digging through broken objects and junk piles to come up with the raw materials needed for certain tasks.
Benefit: You can spend 1 hour scavenging materials from other vehicles or objects. When you do so, you make a Perception check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Perception check x 30 credits. You must apply these raw materials toward the cost of construction of a single object (see the build object application of the Mechanics skill, described on page 30), and you can scavenge parts for only a single object at any given time. Additionally, you can scavenge raw materials only once for any given object you are attempting to build.
Scholarly
You have delved into a number of esoteric subjects in your spare time.
Prerequisites: Any one trained Knowledge skill
Benefit: You gain a +2 bonus to Knowledge skill checks and can make them untrained. In addition, you automatically succeed on any Knowledge skill check you roll if you roll a natural 19 or 20, gaining up to the knowledge that a total result of 20 would have gotten you.
Shake It Off
You have learned to shake off debilitating conditions.
Prerequisites: Constitution 13, trained in the Endurance skill
Benefit: You can spend two swift actions instead of three swift actions to move +1 step along the condition track.
Normal: It takes three swift actions to move +1 step along the condition track.
Signature Device
You specialize in designing and modifying specific types of technology.
Prerequisite: Tech Specialist
Benefit: You designate a single weapon, suit of armor, vehicle, or other item as your signature item. When making Mechanics checks to modify that piece of equipment, you can take 10 on the check. In addition, you can allow the device to gain two traits from the Tech Specialist feat. To install the second trait, you must succeed on a DC 30 Mechanics check. Once installed, the device can use only one trait at a time, and switching from one trait to the other requires a swift action to adjust the item’s settings. You can have only one signature device at a time, but you can designate another device as your signature item (the former signature item loses all benefits gained from this feat).
Silver Tongue
You are adept at quickly changing a creature’s attitude toward you.
Prerequisite: Trained in the Persuasion skill.
Benefit: You can intimidate a creature or change its attitude as a standard action. You receive a +2 to all seduction rolls. Furthermore, you automatically succeed on seduction rolls when you roll a natural 19 or 20.
Simply Irresistible
Your dazzling good looks and masterful seduction techniques practically guarantee that you can get what you want from people who are sexually attracted to you.
Prerequisites: Character level 12+, Gorgeous, Silver Tongue.
Benefit: The bonus to Charisma-based skill checks from your The Look feat is increased to +5. Furthermore, you now automatically succeed on any Charisma-based skill check targeting someone who is sexually attracted to you when you roll a natural 19 or 20 on your d20 roll (replacing the effects of Gorgeous). Finally, the starting disposition of all characters who are sexually attracted to you is improved by one grade.
Skill Focus
One of your skills is particularly well honed.
Benefit: You gain a +5 competence bonus on skill checks made with one trained skill of your choice.
Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
Skill Training
You are considered trained in a new skill.
Benefit: Choose one untrained skill from your list of class skills. You become trained in that skill.
Special: This feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.
Slippery Maneuver
You are adept at finding ways out of tough situations.
Prerequisite: Dodge
Benefit: When you use the withdraw action to move away from an enemy, you can move at your full speed. You still provoke an attack of opportunity if you must move more than 1 square to escape a threatened area.
Small Blade Basics
You’re an experienced knife fighter.
Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
Benefit: You’re considered proficient with all bladed weapons which are sized smaller than you (light weapons), even if you don’t have the appropriate Weapon Proficiency feat. Further, you gain the Weapon Finesse and Quick Draw feats when wielding any of these weapons. Finally, your opponents only receive half of their total dodge and class bonuses against your attacks with these weapons.
Sniper
You are particularly adept at hitting the right target in a crowd.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4
Benefit: You always ignore soft cover (that is, cover provided by a character or creature) when you make a ranged attack.
Normal: You can only ignore cover if you aim before making a ranged attack.
Sniper Shot
You make a precision attack at the expense of your own defense.
Prerequisite: Proficient with ranged weapon used (other than heavy weapons)
Benefit: When wielding only weapons with which you are proficient, you can gain a +2 bonus on your ranged attack, but you take a – 5 penalty to Reflex Defense until the beginning of your next turn.
Special: This feat cannot be used with vehicle weapons or heavy weapons.
Solo Flourish
During a musical performance, you can spend one of your rounds performing a solo.
Prerequisites: Musician
Benefit: To perform a solo flourish, make a DC 15 Persuasion check. All allies affected by your solo have the option of using a Second Wind as a reaction, even if they have already used their second wind for the day. If in a band, only one band member may flourish per round, though each additional flourish in that song adds +1 hit point to the number of hit points recovered when allies catch their second wind.
Sport Hunter
You are skilled in the use of slugthrowers and sporting weapons and gain certain benefits depending on which weapon you use.
Prerequisite: Proficient with weapon used
Benefit: When you are wielding a ranged weapon, you gain one of the following benefits, depending on the kind of weapon you use.
Pistol or SMG (one-handed): When you use a pistol or SMG (one-handed) at point-blank range, you deal an extra +1 die of damage with the weapon
Rifle or SMG (braced): When you use a rifle (assault or sniper) or a braced (or two-handed) SMG, the damage dice increase one step, D4->D6->D8->D10->D12.
Spray Shot
You can fire a short burst at an enemy while protecting nearby allies from errant shots.
Benefit: When you have a weapon set on autofire, you can reduce the area targeted by your autofire attack to 1 square.
Squared Away
You "walk the walk" and "talk the talk," and it shows – the brass loves you and you look like a recruiting poster.
Prerequisites: Must be a member of the military, Profession [Military] as a trained skill, The Look
Benefit: The disposition of each character in your branch of service is improved by 1 grade while you’re wearing true military fatigues (Service Uniform, Tactical Uniform, or other similar piece of clothing), a dress uniform, or a mess dress uniform.
Special: You gain 1 promotion point when you possess Squared Away.
Staff Basics
In your hands even a simple stick turns into a lethal weapon.
Prerequisites: Weapon Proficiency (Simple), base attack bonus +2 or higher.
Benefit: When wielding a club, baton, snap baton, stun baton, mace, quarterstaff, electropole, electrostaff, or shockstaff, you gain the Dual Weapon Mastery I feat and may inflict subdual damage without suffering a -4 penalty to your attack rolls. Further, while armed with any of the weapons listed above, you may only be flanked by opponents whose character level is at least 2 levels higher yours. If you have the Uncanny Dodge talent, you may only be flanked by opponents whose total character level is at least 6 levels higher yours. Finally, you may quickly adapt common objects into formidable weapons — you may use any available pipe, rod, broom handle, or other long, narrow item at least 1 meter long as a regular quarterstaff after 2 rounds spent getting a feel for the item’s weight and possibly altering it (e.g. breaking off a broom’s brushes).
Staggering Attack
You can deliver nasty attacks that leave your opponents gasping.
Prerequisite: Sneak Attack talent or Rapid Shot or Rapid Strike
Benefit: Any time you would deal additional damage from a feat that grants one or more extra dice of damage, you can forgo the extra damage to move the target 2 squares per extra die sacrificed. This movement does not provoke attacks of opportunity.
Stand Tall
Your courage under fire inspires those around you to acts of bravery.
Benefit: Once per encounter when you take damage, all allies who are within 6 squares of you and within your line of sight can, as a reaction, make a single attack on the target that damaged you.
Starship Designer
You are trained to design (and redesign) starships.
Prerequisites: Tech Specialist, trained in the Mechanics skill
Benefit: You can design a starship from scratch. Doing so takes a minimum of 30 days and a DC 25 Mechanics check, adding 1 to the DC and 1 day to the time for every additional 100,000 credits of the design’s final cost beyond the first 100,000 credits (even a genius starship designer can spend years working out the blueprints for a battlecruiser). Other characters trained in the Mechanics skill may use the aid another action to assist your Mechanics check; if any assisting character also has the Starship Designer feat, divide the starship’s cost by the number of characters who have this feat (including the primary designer) when determining the time required.
When making modifications to starships, you never treat the work as if it were a nonstandard modification, even if it normally would be.
Additionally, you can make custom modifications to starships. Each of these modifications has a base cost of 5,000 credits (multiplied by the starship size cost modifier) and requires a DC 25 Mechanics check. On a failed check, the modification fails; you must spend half again as much time and money to make a second attempt, and you gain a +2 bonus on your Mechanics check for each attempt after the first. Installation of a custom modification normally takes one day per 5,000 credits of the final cost.
The same system can be customized multiple times, but doing so becomes increasingly difficult and expensive. For every previous custom modification on a given system, increase the DC by 5 and the base cost by 10,000 credits. No system can be customized more than three times. Multiple benefits from successive modifications stack.
Typical customizations are described below. The GM may allow other modifications.
Add Emplacement: You add 1 unused emplacement point to a starship.
Improve Hull: You add a number of hit points to a starship equal to 1/2 its Strength score (rounded down to the nearest multiple of 10).
Improve FTL Drive: You can reengineer a FTL drive to improve its class by 1 step (x2 becomes x1, x1 becomes x.75, and so on). The FTL drive obeys all the restrictions of its new class.
Improve Defenses: The SR of the starship’s shields is increased by 5.
Improve Weapons: You can grant one weapon a +1 equipment bonus on attack rolls.
Stay Up
You can solider on in spite of damage dealt to you.
Prerequisite: Trained in the Endurance skill
Benefit: Once per encounter, when you would normally take damage from an attack, you can instead choose to take half damage and move -1 step along the condition track.
Steadying Position
You know how to fire from the optimal position, using the ground to steady your aim.
Prerequisite: Careful Shot
Benefit: When you are prone and aim before making a ranged attack, your target does not benefit from its Dexterity bonus to Reflex Defense.
Strong Grip
Your strength is such that you need only one hand to use weapons that normally require two hands, or two hands to use a weapon that normally requires a mount.
Prerequisite: Strength 14
Benefit: When using a weapon in which you are proficient and that normally requires two hands, you can wield that weapon with a single hand. When using a weapon in which you are proficient and that normally requires a mount to use (for medium creatures, this means Huge weapons), you can wield that weapon with two hands. You take a -2 penalty to attack rolls with the weapon when it is used in this manner.
Strafe
You can make a strafing attack without a vehicle.
Prerequisite: Base attack bonus +1
Benefit: When you make an autofire attack, instead of attacking a 2-square-by-2-square area, you attack a line 1 square wide and 4 squares long.
Special: If you are using a jetpack, you can use the Strafe feat to make an autofire attack against all squares you fly over.
Studio Musician
Your music can inspire others even through a recording.
Prerequisites: Composer, Musician
Benefit: The benefits of your music can be experienced by allies who can’t see you play, including pre-recorded material and songs piped in to other locations. However, in order to gain the bonuses of your music, allies must give up a swift action for every round they listen, and take a -5 penalty to Perception checks.
Stun Resitance
Your resilience is enhanced to improve your resistance to stun damage.
Prerequisite: Biological character, CON 13+
Benefit: If the stun damage (before being halved) equals or exceeds your damage threshold, you move only –1 step on the condition track.
Superior Tech
You expand your knowledge of technology and can apply a variety of other traits to equipment you modify.
Prerequisites: Intelligence 17, Tech Specialist, 9th level
Benefit: Select one of the following: armor, weapons, vehicles, drones, or devices. You can install advanced traits when modifying the selected type of equipment. These traits replace the traits granted by the Tech Specialist feat. You may still use the Tech Specialist options if you so choose.
You must pay one-fifth the cost of the device, armor, weapon, or vehicle you wish to modify or 2,000 credits, whichever is more, before beginning the modification. This fee replaces the normal cost of modification from the Tech Specialist feat. Completing the modification requires 1 day per 1,000 credits of the modification’s cost. At the end of this time, make a DC 30 Mechanics check; you cannot take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object does not gain the desired trait. However, you can start over from scratch if you wish.
Only characters with the Tech Specialist feat can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts).
Special: You may select this feat multiple times. Each time you do so, you must choose a different set of traits (armor, devices, drones, vehicles, or weapons).
Armor Trait | Benefit |
Mobile Armor | Increases speed by 1 square (medium and heavy armors only). |
Reinforced Armor | Grants damage reduction 2 |
Superior Agile Armor | Increases the armor’s maximum Dexterity bonus by 2 |
Superior Fortifying Armor | Increases the armor’s equipment bonus to Fortitude Defense by 2 |
Superior Helmet Package | Grants wearer a +5 equipment bonus on Perception checks |
Superior Protective Armor | Increases the armor’s armor bonus to Reflex Defense by 2 |
Device Trait | Benefit |
Superior Strength | Increase the device’s Strength score by 4 |
Superior Intelligence | Increase a computer or datapad’s Intelligence score by 4. This stacks with the Memory Upgrade modification. |
Superior Durability | Increase the device’s damage reduction by 2 and increase its hit points by 150% |
Reinforced Device | The device’s break DC increases by 5 |
Superior Mastercraft | Skill checks made using the device gain a +2 equipment bonus, or its existing equipment bonus increases by 2 |
Drone Trait | BENEFIT |
Ion Dispersal Coating | Drone gains DR 5 against ion damage. |
Superior Ability | Increase a drone’s Dexterity or Strength score by 4. |
Vehicle Trait | Benefit |
Superior Ability | Increase vehicle’s Dexterity by 4 or its Strength by 2 |
Superior Sensors | Increase the vehicle’s Perception modifier by 2 |
Superior Shields | Increase the vehicle’s shield rating by 10 |
Superior Speed | Increase the vehicle’s speed by one-third of its base speed (minimum 1 square) |
Weapon Trait | Benefit |
Superior Accuracy | The weapon gains a +2 equipment bonus on attack rolls |
Superior Capacity | The weapon’s power pack size, ammo magazine capacity, or clip size doubles |
Superior Damage | The weapon deals +5 damage on a successful hit. If the weapon has a damage multiplier apply the extra damage before applying the multiplier. |
Superior Range | The weapon’s ranges all increase by 50% |
Superstar
Your face is known around the world, and legions of adoring fans flock to your appearances just to catch a glimpse of you.
Prerequisites: Character level 12+, CHA 17+, Famous.
Benefit: The bonus to presence checks from your Famous feat is increased by an additional +4 (to a total of +8). Furthermore, all Presence checks you make automatically succeed on when you roll a natural 19 or 20 (this replaces the effect of Famous). Finally, when you apply a bonus from a presence check to any skill or seduction check, you increase the range of d20 results you automatically succeed on by 1 (or you automatically succeed on a 20 if you currently have no auto-succeed chance) as long as the bonus remains in effect.
Suppression Fire
You can lay down a hail of fire to pin your enemies.
Prerequisites: Strength 13, Burst Fire, Weapon Proficiency (heavy weapons)
Benefit: When you use the aid another action to impose a penalty to an enemy’s attack rolls and your attack roll exceeds the target’s Will Defense, that enemy must end its next turn in a position where it has cover from you if possible. Targets whose level is equal to or higher than your character level are immune to the effect of Suppression Fire. This is a mind-affecting fear effect.
Surgical Expertise
You can perform skillful surgical procedures quickly.
Prerequisite: Trained in the Treat Injury skill
Benefit: You can perform surgery in 10 minutes. The GM may rule that some surgeries take longer – organ transplants, for instance, will take longer than 10 minutes. Removing an appendix or someone’s tonsils probably would not, but reattaching a thumb probably would.
Normal: Performing surgery typically takes 1 hour (see the Treat Injury skill).
Swarm
You are trained to fight with allies en masse.
Prerequisite: Coordinated Attack
Benefit: You gain a +1 circumstance bonus on melee attack rolls for each allied character adjacent to your target.
Tactical Advantage
You can shift your position to take advantage of openings your opponent offers you.
Prerequisite: Combat Reflexes
Benefit: When you successfully damage an opponent using an attack of opportunity, you can immediately move 1 square in any direction. This movement does not provoke attacks of opportunity.
Targeted Area
Your area attacks deal more damage to one target within the area of effect.
Prerequisite: Weapon Proficiency in selected weapon, base attack bonus +5
Benefit: When you make a successful area attack, select a single target hit by the attack. That target takes an additional 5 points of damage from the attack, before applying the effect of the Evasion talent.
Tech Specialist
You can make custom modifications to armor, weapons, vehicles, and devices.
Prerequisite: Trained in the Mechanics skill
Benefit: You can modify a device, suit of armor, weapon, or vehicle so that it gains a special trait. Specific traits are given on the table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, or vehicle, and you cannot apply the same benefit more than once.
Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification’s cost. At the end of this time, make a DC 20 Mechanics check; you can’t take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn’t gain the desired trait. However, you may start over if you wish.
Other characters trained in the Mechanics skill may assist you, reducing proportionally the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check.
The market value of the modified item is equal to the base cost of the item + double the cost of the modification made to it (not including credits wasted on failed modification attempts).
Armor Trait | Benefit |
Agile Armor | The armor’s maximum Dexterity bonus increases by 1. |
Fortifying Armor | The armor’s equipment bonus to Fortitude Defense increases by 1. |
Protective Armor | The armor’s armor bonus to Reflex Defense increases by 1. |
Device Trait | Benefit |
Enhanced Strength | Increase the device’s Strength by 2. |
Enhanced Intelligence | Increase a computer or datapad’s Intelligence score by 2. This stacks with the Memory Upgrade modification. |
Improved Durability | The device’s damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its maximum hit points. |
Mastercraft Device | Skill checks made using the device gain a +1 equipment bonus, or the device’s existing equipment bonus increases by 1. |
Drone Trait | Benefit |
Enhanced Strength | Increase the drone’s Strength by 2 |
Enhanced Dexterity | Increase the drone’s Dexterity by 2 |
Vehicle Trait | Benefit |
Enhanced Dexterity | Increase the vehicle’s Dexterity score by 2. |
Improved Speed | Increases the vehicle’s speed by one-quarter of its base speed (minimum 1 square). |
Improved Defenses | Increases the vehicle’s shield rating by 5. |
Weapon Trait | Benefit |
Improved Accuracy | The weapon gains a +1 equipment bonus on attack rolls. |
Improved Damage | The weapon deals +2 points of damage on a successful hit. If the weapon has a damage multiplier, apply the extra damage before applying the multiplier. |
Selective Fire | An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have an autofire mode. (Not allowed for weapons that have a burst radius or splash radius.) |
Technophile
Your appreciation for gadgets borders on the disturbing.
Prerequisite: Trained in Mechanics and Use Computer
Benefit: Your disposition towards electronic devices gives you an innate appreciation of how they work and how they can be repaired. When making Mechanics skill checks for any reason related to electronics, the time needed for the check is always halved. In addition, you always have 5,000 credits worth of electronic devices of your choice on your person. These little wonders always seem to be with you, even if you are searched and the items taken away, you can find them again or construct new ones out of existing materials 24 hours later. The Games Master may determine that some situations will negate this part of the skill, such as imprisonment or complete isolation.
The Look
Whether it’s devilishly handsome good looks, a laugh that melts hearts, all the right curves, or a smile that makes people weak in the knees, you’ve got what it takes to make people stop and give you the eye.
Prerequisites: CHA 13+.
Benefit: You gain a +1 bonus to all Charisma-based skills when dealing with people who are sexually attracted to you.
The Pen is Mightier
Your written words have as much impact as your personal presence.
Prerequisites: Intelligence 13+, Wisdom 11+.
Benefit: You may make a Persuasion check by sending a target NPC a written communication of at least one page (300 words), applying the sum of your Intelligence, Wisdom, and Charisma modifiers to the Persuasion check result. Unless you are a native speaker of the language in which the communication is drafted, you suffer a –8 circumstance penalty with this disposition check.
Throw
You can throw a creature that you’ve grappled.
Prerequisites: Trip, base attack bonus +1
Benefit: If you successfully trip an opponent with a grapple attack, the opponent falls prone in any unoccupied space you desire up to 1 square beyond your reach and takes bludgeoning damage equal to your unarmed attack damage. A thrown opponent is no longer considered grappled.
Top Kick
The consummate military professional, you’ve attained the exalted rank of E-7 or higher. The military bureaucracy is yours to command.
Prerequisites: Must be a member of the military, E-7 rank or higher, Knowledge [Civics] as a trained skill, Persuasion as a trained skill, Profession [Military] as a trained skill, By The Book
Benefit: You automatically succeed on all Deception, Knowledge [Civics], and Persuasion checks you make against military personnel in your branch of service when you roll a 19 or 20. Additionally, once per session, you may issue an order to a number of allies equal to your Charisma modifier as a free action. This order must be specific, such as “cover Molly while she gets the door open!” as opposed to “help Molly!” While the allies are carrying out this order, they receive a bonus equal to 1/5th your character level (rounded up) to all rolls related to carrying out the order (at the GM’s discretion). If you are the commander of your team, squad, ship, or group, you may use this ability one additional time per session. Finally, you gain a +5 bonus to all Requisition checks.
Special: Only members of a branch that have enlisted soldiers may choose this feat. You may not choose this feat if you have ever suffered a total promotion point penalty of -1 or higher from ANY source aside from Disgrace in training or Betrayal in Life Events, and you immediately lose this feat – gaining no compensation for the loss – if you ever suffer a promotion point penalty of -1 or higher.
Toughness
You are tougher than normal.
Benefit: You gain +1 hit point per character level
Traceless
You have developed the habit of removing signs of
your presence.
Prerequisites: Intelligence 13 or higher
Benefit: The DC for any attempt to notice your presence or passage (i.e. whether you’re in the same room as
them now or have been before) is increased by a number equal to your Intelligence modifier. If you are no
longer present and this adjusts the DC to spot you to 10
or more, the Survival skill is required to trace
your steps. Further, no one may take 10 or 20 when
making a skill check to notice your presence or passage.
This ability works whether the pursuer is making an
opposed skill check or not.
Trample
When charging, your living mount can flatten smaller targets between you and your target.
Prerequisite: Trained in the Ride skill
Benefit: When you use the mounted charge action, your mount can make a single melee attack as a free action. While charging, compare the result to the Reflex Defense of each enemy whose square you charge through. Each enemy hit by the attack takes claw, gore, or slam damage from the mount’s natural weapons plus the mount’s Strength modifier. You or your mount still can make a regular attack at the end of the charge.
Special: You can use this feat if either you or your mount has taken it. Mounts with this feat do not require the prerequisite.
Trench Warrior
You have experience fighting in the trenches, and know how to use cover to your attack advantage.
Benefit: When you are adjacent to a wall or object that provides you with cover from your target’s ranged attacks, you gain a +1 circumstance bonus on your attack rolls against that target.
Trip
You are skilled at tripping grappled foes.
Prerequisite: Base attack bonus +1
Benefit: If you succeed on a grappling attack and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled.
A prone opponent takes a -5 penalty on melee attack rolls. Melee attacks made against a prone target gain a +5 bonus, while ranged attacks made against a prone target take a -5 penalty.
Special: You cannot use the Pin and Trip feats during the same round.
Triple Attack
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +11, Double Attack (chosen weapon), proficient with chosen weapon
Benefit: Choose a single exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, pistols, rifles, simple weapons. When you use the full attack action, you may make on additional attack when wielding such a weapon. However, you take a -5 penalty on all attack rolls until your next turn because you’re trading precision for speed. The extra attack and penalty stack with those of Double Attack.
Normal: Making a single attack is a standard action.
Special: You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.
Triple Crit
Choose one type of weapon, such as a slugthrower pistol, vibrodagger, sword. You deal more damage on a critical hit with that weapon.
Prerequisites: Proficient with weapon, base attack bonus +8
Benefit: When you score a critical hit with the selected wepaon, you deal triple damage. You may select “unarmed attack” as a weapon for the purposes of this feat.
Normal: A critical hit normally deals double damage to the target.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different weapon. If you are using a Critical Hit deck, you instead draw two cards and apply the effects of each of them to the attack (using the highest damage modifier of the two cards).
Tumble Defense
You can use your melee weapon to hinder acrobatic enemies.
Prerequisites: Proficient with melee weapon used
Benefit: When an opponent attempts to tumble through a square you threaten with a melee weapon, add your base attack bonus to the DC of the Acrobatics check made to tumble. If the target fails the Acrobatics cheek to tumble, you can make an attack of opportunity against that opponent as normal.
Special: You cannot use this feat when you are flat-footed.
Tunnel Rat
You know where you are when underground and where things are on the surface relative to your position.
Prerequisites: Human from Luna, or must have spent at least six months on Luna or a similar environment
Benefit: You have developed an almost instinctive sense of where the tunnels on Luna lead, what is above them and how to best navigate them. When underground, you can make a Survival skill check (DC 15) to locate yourself relative to any three specific surface features on Luna. You also gain a +1 circumstance bonus to Reflex Defense when underground or in cluttered, tunnel-like surroundings, as your training allows you to use cover and the environment to best defensive effect.
Unconventional
That’s what nice commanders call you – less tactful colleagues use the word "insubordinate…" but they still admit that you can get the job done.
Prerequisite: Must be a member of the military
Benefit: You suffer no morale penalties when ignoring or disobeying a superior officer’s orders and are not punished for them, but you still suffer promotion point penalties for your disobedience.
Normal: A military character suffers a morale penalty when ignoring or disobeying orders.
Special: When you possess this feat, you may never select the By The Book or Promotion feats. Furthermore, when you possess either By The Book or Promotion, you may never choose this feat. Finally, you suffer a promotion point penalty of -3 when you possess Unconventional.
Undermine
You excel at playing with people’s insecurities.
Prerequisites: Cha 13+, Deception trained skill, Perception trained skill
Benefit: You may use cunning suggestions to undermine another character’s resolve. After speaking to him for a full round you may make a Deception check opposed by the target’s Perception. If you succeed, a seed of doubt has been planted in the target and he suffers a –1 penalty to his skill checks and a –4 penalty to his initiative for a number of rounds equal to twice your Charisma modifier.
Special: You must be able to understand and be understood by the target before you can undermine them. Any single character can only be undermined once per session.
Unstoppable Combatant
You can keep coming back for more punishment, no matter what your enemies throw at you.
Prerequisite: Extra Second Wind
Benefit: You can catch more than one second wind per encounter.
Normal: Even if you can catch multiple second winds per day, without this feat you are limited to one second wind per encounter.
Unstoppable Force
Your constant exposure to Magic or Psionics has taught you methods of physically resisting their effect on you in battle.
Benefit: You gain a +5 insight bonus to Fortitude Defense and Will Defense against any attack or effect requiring a Magery or Psionics check.
Unswerving Resolve
You stand your ground in the face of terrifying or domineering opposition.
Prerequisite: Base attack bonus +2
Benefit: Whenever you are targeted by a fear effect or a mind-affecting effect that fails to affect you (such as when the skill check required to use the effect fails to beat your Will Defense), you gain a temporary Hero Point. If this Hero Point is not used before the end of your next turn, it goes away.
If you negate the contingent effect in any way, you do not gain the benefit of this feat.
Unwavering Resolve
You are not easily swayed by the words of others, and can see through deceptions thanks to your keen mind.
Prerequsite: Trained in Perception
Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks.
Urgent Modification
You can make quick, permanent modifications on the fly.
Prerequisite: Hasty Modification.
Benefit: You can install a trait into an object by spending 1 minute to make a DC 35 Mechanics check (or DC 40 for Advanced Modifications). It you succeed, the object gains the new trait, and double the credits must be spent on the instillation. If you fail, the trait is not installed, and the credits are wasted.
Normal: You normally spend 1 day modifying the object per 1,000 credits spent.
Vitality Surge
You can keep yourself in top fighting form at any point in the fight.
Prerequisite: Extra Second Wind
Benefit: You can catch a second wind even if you are not at or below half your maximum hit points.
Normal: Without this feat, you can catch a second wind only if you are at or below half your maximum hit points.
Warrant
You’ve risen out of the enlisted ranks by passing the warrant officer exams.
Prerequisites: Must be a member of the military, enlisted rank E-4 or higher, INT 13+, Profession [Military] as a trained skill, any one of the following skills as a trained skill: Hackcraft, Mechanics, Pilot, Treat Injury, Use Computer
Benefit: When you choose this feat, you become a warrant officer and recalculate your promotion point total and rank accordingly. You permanently retain the requisition bonuses granted by the enlisted rank that you held before you chose this feat (but not the disposition and skill check benefits), in addition to any provided by your new commissioned rank.
Special: Only members of a branch that have enlisted soldiers and warrant officers may choose this feat. When you choose this feat, your promotion point total is reduced to 0. Additionally, you lose all Promotion feats (see below), gaining an equivalent number of Skill Training feats.
Wary Defender
Even in the heat of battle you can bolster yourself against nearly anything that comes your way.
Benefit: When you use the fight defensively action, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.
Weapon Finesse
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Benefit: When using a light melee weapon or unarmed strike, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus
Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisite: Proficient with selected exotic weapon or weapon group
Benefit: You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new exotic weapon or weapon group.
Weapon Proficiency
You are proficient with a particular kind of weaponry.
Benefit: Choose one of the following weapon groups: advanced melee weapons, heavy weapons (which includes vehicular and starship weapons), pistols, rifles, and simple weapons. You are proficient with all weapons of the selected groups.
Normal: If you wield a weapon with which you are not proficient, you take a -5 penalty to your attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon.
Whirlwind Attack
You can strike nearby opponents in an amazing, spinning melee attack.
Prerequisites: Dexterity 13, Intelligence 13, Melee Defense, base attack bonus +4
Benefit: As a full-round action, you can make an area attack with your melee weapon, striking every target within your reach. This whirlwind attack uses the area attack rules; you make one attack and apply the result to every target in range.
Wicked Strike
Your melee attacks can catch bystanders.
Prerequisite: Rapid Strike
Benefit: When you damage a target with a single, non-area attack using the Rapid Strike feat, once per turn on your turn you can immediately make a second attack at a -2 penalty against a second target within your reach. If this attack hits, you deal half of the original attack’s damage to that target.
Wilderness First Aid
You know how to treat wounds in the wilderness, using only the natural materials around you.
Prerequisite: Trained in the Survival skill
Benefit: Once per day, you can make a DC 20 Survival check. If the check is successful, when you use the Basic Survival application of the Survival skill, you are considered to have a medpac for any Treat Injury checks made until the end of the day.
Special: The Gamemaster can adjust the DC for the current environment, raising it for harsh or desert climates or lowering it for more diverse locales.
Withdrawal Strike
Your enemies do not escape easily.
Prerequisites: Base attack bonus +5, proficient with melee weapon used
Benefit: When taking this feat, select a single exotic weapon or weapon group. When wielding a melee weapon from the chosen weapon group, adjacent opponents may not withdraw from squares you threaten. They may still make Acrobatics checks to tumble as normal.
Zero Range
You are lethal when using ranged weapons against adjacent targets.
Prerequisite: Point Blank Shot
Benefit: When firing a ranged weapon at a target within or adjacent to your fighting space, you gain a +1 bonus on the attack roll and deal +1 die of damage on a hit.
The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feats. This feat does not apply to heavy weapons or vehicle weapons, or in starship combat.