Species Feats

A Mind of Your Own [Species]
You refuse to have any part of a society that will not let you make choices for yourself. Strong-willed enough to break free, you have made the only choice you could.
Prerequisite: Member of any Caste-Based society (Calengil, Chrysoari, Hand of Action, or Glorious Imperium), Wisdom 13+
Benefit: You made the choice to leave hundreds or thousands of years of tradition and the shelter of your society to find your own way in life; any other compulsion or forced compliance does not have much of a chance of working against you. Whenever anyone succeeds on an attack or skill check against your Will Defense for a non-instantaneous effect, you can force them to make a second attempt one round later on your turn. One full round has to pass between the sucessful attack and the forced second attempt, which may cause you to succumb to any effects on your next turn if that much time has not elapsed. However, you take a -5 penalty on Persuasion checks made against members of your own species or society unless they also have this feat.

Adaptive Shapeshifter [Species]
Prerequisites:
Trained in Knowledge [Life Sciences], Yoitsuni
Benefits: You gain access to the Evolutionary talent tree (see Heroic Talents) and gain one talent from it as a bonus talent.

Advanced Contract [Species]
Your bound spirit has evolved to a more advanced form.
Prerequisites: Risantha, Level 10 or higher
Benefits: Choose a new spirit type.  You gain this spirit’s Automatic Power.  Each time you would gain a new Granted Power, you gain an additional one.  You can choose Granted Powers from either this new Spirit Type or your original spirit type.  The new Granted Powers are retroactive.

Advanced Shapeshift [Species]
You have mastered your innate ability to shift between forms.
Prerequisites: Constitution 14 or higher, Trained in Knowledge [Life Sciences], Yoitsuni
Benefits: You can now utilize Mode 2 of your innate Shapeshift ability to transform into any biological creature that you have a tissue sample for, regardless of that creature’s biochemical makeup.  You can retain knowledge of 20 forms at once.
Normal: A Yoitsuni can only transform into carbon-based creatures that utilize liquid water (H2O) as a solvent, and can only retain knowledge of 10 forms.

Artisan [Species]
You have an aesthetic sense that is very uncommon in your culture. While you may not be considered ‘normal’ because of this artistic streak, you can accumulate a remarkable amount of respect for your skills if you desire.
Prerequisite: You must be from a ‘warrior species’ or ‘warrior culture’ (JolKoar’Amask, JolKoar’Amask (Houses J’Nag and Ujo’Luf), Imperiumite with Soldier Pleb status, or Proximan), trained in a Profession skill
Benefit: Anyone can be an artist, but only someone with drive, talent, and the ability to make their work known to their people can truly claim to be an artisan. Artisans can belong to any profession; they are a subclass of workers, not a specific category of work type. Whenever an artisan attempts to sell their wares by making a Profession check for income, you gain 42 times the result of the skill roll in credits. This assumes you have access to your own culture, many of whom respect you for your art, or an appreciative alien market.
As a side benefit, you do not suffer any circumstance penalties to Charisma-based skill checks or Charisma checks that might be imposed on one of your race that does not choose the life of a warrior. In militaristic societies, this benefit can make the feat worth taking all by itself.
Normal: Profession checks made to make money provide 35 times the skill check result in credits.

Assimilated Wisdom [Species]
You have accumulated a wealth of information on a variety of different topics, more than you could possibly access in normal circumstances. When you concentrate, you can recall facts from virtually any field.
Prerequisites: Artificial Intelligence [Terran Soft AI], Fost [Fuuer], Hive, Mind of Intelligence "Bonded", or Proximan with Lore-Keeper training; Trained in any three Knowledge skills OR two Knowledge skills plus Mechanics.
Benefit: A number of times per day equal to your character level, you may make a Intelligence check (DC 13). If you succeed, you may either add a +2 competence bonus to any Knowledge or Mechanics skill check or make a skill check in any trained only skill in which you do not possess training. This skill check is modified only by your relevant statistic and half your level; you cannot benefit from aid another or equipment based bonuses while using Assimilated Wisdom.

Epoxy Spitter [Species]
All Proximans can produce an organic, fast-setting epoxy for…ahem…reasons of biological importance.  Either through a slight mutation in your genome or training, you can produce it at a large enough volume rapidly enough to be of use for other reasons.
Prerequisites: Proximan, Constitution 14 or higher
Benefits: As a standard action, you can spit forth a glob of fast-setting epoxy into an adjacent square.  While this can’t be used in an offensive manner (it doesn’t set fast enough to glue someone to the floor), it could be used for any number of uses, such as gluing objects together temporarily and sealing small hull breaches.  More notably, it can be used as a temporary biological seal on a Proximan’s body.  A Proximan who is currently in danger of exploding due to condition track movement (see ‘Ammonia Based’ in their species stats) can have this condition suppressed for 8 hours through the use of this feat.

Follower of the Ender of Things [Species]
You have chosen to walk down the Path of Ujo’Epoh’Vorl, and have taken the initial steps in following the Ender of Thing’s footsteps.
Prerequisites: Dweller, no other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus on Knowledge [Tactics] and Perception checks.

Follower of the Knowledgebringer [Species]
You have chosen to walk down the Path of Bo’Lur’Zed, and have taken the initial steps in following the Knowledgebringer’s footsteps.
Prerequisites: Dweller, no other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus on Knowledge [Physical Sciences] and Mechanics checks.

Follower of the Lifebringer [Species]
You have chosen to walk down the Path of Mu’Lun’Cui, and have taken the initial steps in following the Lifebringer’s footsteps.
Prerequisites: Dweller, no other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus on Knowledge [Life Sciences] and Treat Injury checks.

Follower of the Loyal [Species]
You have chosen to walk down the Path of Ka’Jol, and have taken the initial steps in following the First’s footsteps.
Prerequisites: Dweller, No other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus on Perception and Pilot

Follower of the Renegade [Species]
You have chosen to walk down the Path of Li’Lia’Ith, and have taken the initial steps in following the Renegade’s footsteps.
Prerequisites: Dweller, no other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus to Survival and one other skill of your choice.

Follower of the Timebringer [Species]
You have chosen to walk down the Path of G’Atog’Saq, and have taken the initial steps in following the Timebringer’s footsteps.
Prerequisites: Dweller, no other feat who’s name begins with “Follower of”
Benefits: You gain a +3 bonus on Knowledge [Galactic Lore] and Knowledge [Social Sciences].

Force Control Implants [Species]
You have been implanted and trained with the JolKoar’s YorIna (“False Mage”) System, granting you potent abilities to control the four fundamental forces of the universe.
Prerequisites: JolKoar’Hul or JolKoar. Presumably, biologically-similar species could receive the implants, but this would be on a case-by-case basis.
Benefits: You are trained in the Knowledge [Physical Sciences] skill and can access aspects of that skill which require Force Control Implants. You have the YorIna System, read more on that here.

Journey of Destruction [Species]
The Journey of Destruction teaches about returning pain with pain, all to bring about the End of Things.
Prerequisites: Path of the Unknowable Destroyer
Benefits: You gain a +5 bonus to damage against any target that has moved you down the condition track within the past 2 rounds.

Journey of Remembrance [Species]
Those who have completed the Journey of Remembrance have learned much of the ways of war, even if that is not their primary focus.
Prerequisites: Path of The One Who Sleeps Outside Of Time
Benefit: You gain a +5 bonus on all untrained Knowledge [Tactics] checks and can make them without being trained in the skill.  Additionally, you may use your Knowledge [Tactics] skill to use the Tactical Assessment feature of the Gather Information skill.

NMS Implants [Nanotech] [Species]
Prerequisites: Constitution 12, Intelligence 12, Human
Benefit: You become trained in Nanite Control and Use Computer as if they were class skills, and have an implanted NMS System and AI Companion.
Special: This feat is normally available only to members of the CEC, but there have been a few recorded instances of people being authorized to receive the implants, and there is at least one recorded instance of the implants ending up on the black market.

Path of She Who Does Not Sleep [Species]
The Path of Li’Lia’Ith espouses the virtues of choosing your own path – freedom is a right, and proverbial chains that hold you in place are merely obstacles to be surmounted.
Prerequisites: Follower of the Renegade
Benefits: You gain a +5 bonus to your defenses versus any effect that would immobilize you or move you without your consent.

Path of The First [Species]
The Path of the Ka’Jol emphasizes duty to one’s masters and tasks above all else.  Those who believe they could sway you from your path and duty are sorely mistaken.
Prerequisites: Follower of the Loyal
Benefits: You gain a +5 bonus to your Will defense vs mind-affecting effects, including the Deception and Persuasion skills.

Path of The One Who Sleeps Outside Of Time [Species]
Followers of the Path of The One Who Sleeps Outside Of Time never cease gathering knowledge about other cultures, even ones they don’t have extensive exposure to.
Prerequisites: Follower of the Timebringer
Benefit: You gain a +5 bonus on all untrained Knowledge [History] and Knowledge [Culture] checks, and can make these skill checks without being trained in those skills.

Path of the Unknowable Destroyer [Species]
The Path of Ujo’Epoh’Vorl espouses the virtues of eliminating one’s enemies before they are aware of your presence.
Prerequisites: Follower of the Ender of Things
Benefits: You gain a +5 bonus to damage against targets who are unaware of your presence.  This damage bonus also applies to damage vs unattended objects.

Sharp Claws [Species]
You’re a bit of a genetic throwback, to a time in the not-too-distant-past when Lissonians actually needed their claws.
Requirement: Lissonian
Benefits: Your claws do 2d4 damage instead of 1d4 damage, and you gain a 2-square climb speed – which also gives you the +8 bonus that species with a climb speed get on Climb checks.  However, you have decreased touch sensitivity with your hands (-5 Perception when using your hands to examine something), and you take a -2 penalty on all ranged attack rolls aside from ones made with thrown weapons.

Wirehead Neural Interface [Species]
Prerequisite: Human, Constitution 10 or higher
Benefits: These implants allow you to act as an organic computer of sorts.  A character with these implants is required for the operation of any vehicle that utilizes a Higgs Drive FTL system, as it allows them to take the place of dozens or even hundreds of crewmembers.  A character with a wirehead neural interface can also interface with compatible computer systems in much the same way as someone with a CEC Neural Implant can, only they require a physical wire link to do so, rather than just being able to touch the system.  Wireless link systems are available for 300 credits, but you cannot manage a ship using one, direct hookup is required for that.  Vehicles may be remotely piloted as long as they are within the distance reachable by a long-range commlink.  When not acting as the wirehead for a ship, a recipient of this interface receives a bonus swift action each round (for a total of 2 swift actions) that can only be used for a computer-related swift action, provided they are linked to that computer.  A Wirehead Neural Interface grants a +4 Equipment bonus to your wired-in initiative modifier.