Feats

Go to the Metapsionic Feats or the Starship Feats)

Format for Feat Descriptions

Feat Name: The name of the feat.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.
A character can gain a feat at the same level at which he or she gains all the prerequisites.
A character can’t use a feat if the character has lost a prerequisite.
Benefit: What the feat enables a character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.
Special: Additional facts about the feat.
Initial Feat: Some feats are listed as “Initial” and may only be taken during character creation before beginning play. They represent background and heritage, and as such cannot be gained after play begins.


Acrobatic

Benefit: The character gets a +2 bonus on all Jump checks and Tumble checks.
Special: Remember that the Tumble skill can’t be used untrained.


Action Boost

You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point, you roll d8s instead of d6s for the action result.


Alertness

Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.


Animal Affinity

Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks.
Special: Remember that the Handle Animal skill can’t be used untrained.


Armour Proficiency I – Standard

Benefit: When a character wears a type of armour with which he or she is proficient, the character gets to add the armour’s equipment bonus to his or her Defence. Also, the armour check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.
Normal: A character who wears armour with which he or she is not proficient adds only the armour’s non-proficient equipment bonus to his or her Defence. Also, he or she suffers its armour check penalty on attack rolls and on all skill checks that involve moving.

Armour Proficiency II – Power Armour

You are proficient with powered armour.
Prerequisites: Armour Proficiency I
Benefit: When you wear powered armour, you may add the armour’s entire equipment bonus to your Defence.
Normal: A character not proficient with powered armour adds only a portion of the armour’s equipment bonus to her Defence.

Armour Proficiency III – Heavy

Prerequisites: Armour Proficiency I, Armour Proficiency II, Pilot 4.
Benefit: When you pilot a Heavy or Exo Suit, you may add the armour’s entire equipment bonus to your Defence.
Normal: A character not proficient with piloting an Exo Suit adds only a portion of the armour’s equipment bonus to her Defence. A character without this feat takes the –4 non-proficient penalty when making attacks or attempting to pilot an Exo Suit.


Athletic

Benefit: The character gets a +2 bonus on all Climb checks and Swim checks.


Attentive

Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Special: Remember that the Investigate skill can’t be used untrained.


Blind-Fight

Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half.


Brawl

Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.


    Improved Brawl
    Prerequisites: Brawl, base attack bonus +3.
    Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
    Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

    Improved Grapple
    You are skilled at grappling opponents.
    Prerequisites: Brawl, Dexterity 13.
    Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple).
    Normal: Characters without this feat provoke an attack of opportunity when they initiate a grapple.

    Knockout Punch
    Prerequisites: Brawl, base attack bonus +3.
    Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
    Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.


      Improved Knockout Punch
      Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
      Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
      Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

    Streetfighting
    Prerequisites: Brawl, base attack bonus +2.
    Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.


      Improved Feint
      Prerequisites: Intelligence 13, Brawl, Streetfighting.
      Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.
      Normal: Feinting in combat requires an attack action.


Builder

Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.
Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.


Cautious

Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.


Combat Expertise

Prerequisite: Intelligence 13.
Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defence. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defence last until the character’s next action. The bonus to the character’s Defence is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defence.


    Improved Disarm
    Prerequisites: Intelligence 13, Combat Expertise.
    Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

    Improved Trip
    Prerequisites: Intelligence 13, Combat Expertise.
    Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.
    If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.


Combat Martial Arts I

Prerequisite: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals lethal or non-lethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of non-lethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Combat Martial Arts II – Improved

Prerequisites: Combat Martial Arts I, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Combat Martial Arts III – Advanced

Prerequisites: Combat Martial Arts I and II, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.


Combat Reflexes

Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent.
With this feat, the character may also make attacks of opportunity when 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 when flat-footed.
Special: The Combat Reflexes feat doesn’t allow a Fast hero with the opportunist talent to use that talent more than once per round.


Confident

Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.
Creative
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.
Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.


Craft Cybernetics

You can construct cybernetic attachments.
Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
Benefits: You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30).
If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.
Special: This feat does not allow you to build a cybernetic attachment of a higher Progress Level.


Cyber Affinity

You can have more cybernetic attachments than normal without suffering ill effects.
Benefit: The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1.
Special: You can gain this feat multiple times. Its effects stack.


Deceptive

Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.


Defensive Martial Arts

Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.


    Elusive Target
    Prerequisites: Dexterity 13, Defensive Martial Arts.
    Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
    Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.

    Combat Throw
    Prerequisite: Defensive Martial Arts.
    Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

      Improved Combat Throw
      Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
      Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.
      Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.


Dodge

Prerequisite: Dexterity 13.
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


    Agile Riposte
    Prerequisites: Dexterity 13, Dodge.
    Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
    Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

    Mobility
    Prerequisites: Dexterity 13, Dodge.
    Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
    Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


      Spring Attack
      Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
      Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed.
      Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
      A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor.


Drive-By Attack

Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.


Educated

Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.


Endurance

Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.
Also, the character may sleep in medium or light armour without becoming fatigued.
Normal: A character without this feat who sleeps in armour is automatically fatigued the following day.


Extra Fate

Benefit: The character gains +10 hit points.
Special: A character may gain this feat multiple times. Its effects stack.


Far Shot

Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.


    Dead Aim
    Prerequisites: Wisdom 13, Far Shot.
    Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.


Frightful Presence

Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.


Gearhead

Benefit: The character gets a +2 bonus on all Computer Use checks and Repair checks.
Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.


Great Fortitude

Benefit: The character gets a +2 bonus on all Fortitude sav¬ing throws.


Guide

Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.


Heroic Surge

Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

Character Level Times per Day
1st–4th 1
5th–8th 2
9th–12th 3
13th–16th 4
17th–20th 5

Improved Damage Threshold

Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.
Special: A character may gain this feat multiple times. Its effects stack.


Improved Initiative

Benefit: The character gets a +4 circumstance bonus on initiative checks.


Improved Natural Healing

You recover from wounds and injury faster than normal.
Prerequisite: Base Fortitude save bonus +5.
Benefit: You recover 2 hit points per character level per rest period (8 hours of sleep). If you undergo complete bed rest (doing nothing for the entire day), you recover 4 hit points per character level per day. Ability damage returns at 2 points for resting 8 hours, or 4 points per day with complete bed rest.
Normal: Normal natural healing is 1 hit point per character level for 8 hours rest, or 2 hit points per character level per day for complete bed rest. Ability damage returns at 1 point for 8 hours rest, or 2 points per day with complete bed rest.


Iron Will

Benefit: The character gets a +2 bonus on all Will saving throws.


Jack Of All Trades

You’ve picked up a smattering of even the most obscure skills.
Prerequisite: Character level 8th+.
Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.


Lightning Reflexes

Benefit: The character gets a +2 bonus on all Reflex saving throws.


Low Profile

Benefit: Reduce the character’s Reputation bonus by 3 points.


Master Crafter

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).
Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.
Benefit: When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be + 1, + 2 or + 3. No single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)
On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

Apply the following modifiers to the Craft check DC for mastercraft items:

Mastercraft Feature DC Modifier
Mastercraft +1 +3
Mastercraft +2 +5
Mastercraft +3 +10

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.


Medical Expert

Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.


Meticulous

Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.


Nerve Pinch

You can incapacitate foes with a vice-like pinch.
Prerequisites: Combat Martial Arts, base attack bonus + 4.
Benefit: You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralysed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails.
Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.


Nimble

Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.
Special: Remember that the Sleight of Hand skill can’t be used untrained.


Oath-bound

You swear undying allegiance to a person, group, organization, nation, planet, stellar empire, ethical philosophy, moral philosophy, or belief system. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.
Prerequisites: At least one declared allegiance.
Benefit: Choose one of your allegiances. The allegiance you select becomes your primary allegiance and cannot be broken, except by you. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.
Special: You cannot apply the benefits of this feat to multiple allegiances. If you break your oathbound allegiance, you forever lose the benefits of this feat but may take the feat again and apply the benefits to a new allegiance.


Planetary Adaptation

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.
Benefit: You gain one of the benefits listed below, depending on your planet of origin.


    Barren World: You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.
    Cold World: You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.
    Dark World: You gain Darkvision out to a range of 60 feet. _Darkvision _is black and white only, but otherwise works as normal sight.
    High-G World: You gain a +2 bonus to your Strength. Reduce your base height by 6 inches.
    Hot World: You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
    Low-G World: You gain a +2 bonus to your Dexterity. Increase your base height by 6 inches.
    Water World: You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

Special: You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.


Point Blank Shot

Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.


    Double Tap
    Prerequisites: Dexterity 13, Point Blank Shot.
    Benefit: When using a semi-automatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

    Precise Shot
    Prerequisite: Point Blank Shot.
    Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
    Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.


      Skip Shot
      Prerequisites: Point Blank Shot, Precise Shot.
      Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
      Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.


Power Attack

Prerequisite: Strength 13.
Benefit: On the character’s action, before making attack rolls for a round, the character 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 the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.


    Cleave
    Prerequisites: Strength 13, Power Attack.
    Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step 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. The character can use this ability once per round.

      Great Cleave
      Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
      Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

    Improved Bull Rush
    Prerequisites: Strength 13, Power Attack.
    Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

    Improved Overrun
    You are skilled at knocking down opponents.
    Prerequisites: Power Attack, Strength 13.
    Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 competence bonus on the Strength check to knock down your opponent.
    Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.


Power Crit

You may threaten a critical hit if you succeed in hitting an opponent.
Prerequisite: Base attack bonus +10, proficiency with weapon.
Benefit: You may spend an action point before making an attack with a weapon with which you are proficient. If the attack hits, it automatically threatens a critical hit (regardless of whether the attack roll falls within the weapon’s actual threat range). You must roll to confirm the critical hit, as normal. This is a supernatural ability.
Normal: You must roll in the threat range of a weapon, then confirm that threat to score a critical hit.


Precise Strike

Your strikes against an opponent are treated as touch attacks.
Prerequisite: Base attack bonus +5.
Benefit: Before making an attack on your turn, choose a single opponent and spend an action point. Until the beginning of your next turn, any attacks you make against that opponent use that opponent’s touch Defense instead of the opponent’s normal Defense.


Quick Draw

Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action.
A character with this feat may throw weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.


Quick Reload

Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.


Renown

Benefit: The character’s Reputation bonus increases by +3.


Run

Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.


    Fleet Of Foot
    You can turn corners without losing momentum.
    Prerequisite: Run.
    Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You cannot use this feat while wearing medium or heavy armor, or if you’re carrying a medium or heavy load.
    Normal: Without this feat, you can run or charge only in a straight line.
    Focused
    Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.


Salvage

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.
Benefit: Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table: Salvage.
At the end of this time, make a Search check. If the check succeeds, you may increase your Wealth score by the amount indicated on the table, either by selling the salvaged parts for scrap or using them to offset the cost of future building projects.

Salvaged Machine Time Required Search Check DC Wealth Increase
Vehicle
Huge or smaller 30 min. 15 +1
Gargantuan 1 hr. 20 +2
Colossal 3 hr. 25 +3
Mecha
Huge or smaller 30 min. 25 +2
Gargantuan 1 hr. 30 +4
Colossal 3 hr. 35 +6
Starship
Huge 1 hr. 30 +3
Gargantuan 3 hr. 35 +5
Colossal 6 hr. 40 +8
Robot
Tiny or smaller 10 min. 20 +1
Small to Large 30 min. 25 +2
Huge or bigger 1 hr. 30 +3
Cybernetic Attachment
Replacement 10 min. 15 +1
Enhancement 30 min. 20 +2

Special: A particular vehicle, mecha, starship, robot, or cybernetic attachment can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.


Shot on the Run

Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.
Benefit: When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed.


Spacer

You have a special affinity for spacecraft and space travel.
Benefits: You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft.

Starship Feats

For those skilled in piloting, manoeuvring and attacking from star craft of all types.


Stealthy

Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.


Studious

Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.


Sunder

Prerequisites: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity.
The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.


Surface Vehicle Operation

Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.


Surgery

Prerequisite: Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.


    Cybernetic Surgery
    You can graft cybernetic attachments onto living tissue as well as safely remove them.
    Prerequisites: Treat Injury 8 ranks, Surgery.
    Benefit: You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.
    The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.
    A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
    Normal: Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).


Track

Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow.
The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.

Surface Track DC
Very soft 5
Soft 10
Firm 15
Hard 20

Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

Condition DC Modifier
Every three targets in the group being tracked –1
Fine target +8
Diminutive target +4
Tiny target +2
Small target +1
Medium target +0
Large target –1
Huge target –2
Gargantuan target –4
Colossal target -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility 2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked target hides trail (and moves at half speed) +5
  • For a group of mixed sizes, apply only the modifier for the largest size category represented.
  • Apply only the largest modifier from this category.

Trustworthy

Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.


Two-Weapon Fighting

Prerequisite: Dexterity 13.
Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.
The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types).


    Improved Two-Weapon Fighting
    Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.
    Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.
    Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

      Advanced Two-Weapon Fighting
      Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
      Benefit: The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.


Ultra Immune-System

You are less susceptible to the ravages of poison, disease, and radiation poisoning.
Prerequisite: Constitution 13.
Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.


Unbalance Opponent

Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.)
The opponent’s Strength modifier applies to damage, as usual.
The character can select a new opponent on any action.


Urban Tracking

You can track down the location of missing persons or wanted individuals.
Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:

Population DC Checks Required
Fewer than 2,000 5 1d4
2,000–9,999 10 1d4+1
10,000–49,999 15 2d4
50,000–99,999 20 2d4+1
100,000–499,999 25 3d4
500,000+ 30 3d4+1

Condition DC Modifier
Every three creatures in the group being sought –1
Every 24 hours the quarry has been missing or sought +1
Tracked quarry “lies low” +5

If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.
Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.
Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.


Vehicle Expert

Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.

    Vehicle Dodge
    Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
    Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defence against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

      Force Stop
      Prerequisites: Drive 4 ranks, Vehicle Expert.
      Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side¬ways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number.
      After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
      If the character fails the check, resolve the sideswipe normally.


    Vehicle Specialization

    You are especially proficient with one type of vehicle.
    Benefit: Choose one category of vehicle (civilian aircraft, civilian cars, civilian motorcycles, civilian trucks, civilian water vehicles, other civilian vehicles, or military vehicles etc). When you are in control of a vehicle of the specified type, you gain a +2 competence bonus on skill checks, ability checks, and saving throws involving the vehicle.


    Weapon Finesse

    Choose one light melee weapon, such as a rapier (that the character can use with one hand). A character can choose unarmed strike or grapple as a weapon for the purposes of this feat.
    Prerequisites: Proficient with weapon, base attack bonus +1.
    Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
    Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.


    Weapon Focus

    Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
    Prerequisites: Proficient with weapon, base attack bonus +1.
    Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
    Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.


    Weapons Proficiency I – Simple Weapons

    Character is proficient with simple weapons.
    Benefit: The character takes no penalty on attack rolls when using any kind of simple weapon.
    Normal: A character without this feat takes the –4 non¬proficient penalty when making attacks with simple weapons.

    Weapons Proficiency II – Personal Weapons

    Prerequisite: Weapons Proficiency I
    Benefit: The character takes no penalty on attack rolls when using any kind of personal weapon.
    Normal: A character without this feat takes the –4 non¬proficient penalty when making attacks with personal weapons.

    Weapons Proficiency III – Advanced

    Prerequisite: Weapons Proficiency II
    Benefit: The character can fire any personal firearm on auto-fire without penalty (provided, of course, that it has an auto-fire setting).
    Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto-fire.

      Burst Fire
      Prerequisites: Wisdom 13, Weapons Proficiency III
      Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deals +2 dice of damage.
      Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
      Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
      Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

      Strafe
      Prerequisites: Weapons Proficiency III
      Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
      Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

    Weapons Proficiency IV – Exotic

    Character is knowledgeable in the use and operation of one category of non-standard weaponry from heavy projectors, launchers, beam weapons, flak cannon and indirect launchers with capabilities well beyond the scope of regular ordinance.
    Prerequisites: Weapons Proficiency III
    Benefit: The character makes attack rolls with the weapon normally.
    Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.
    Special: A character can gain this feat multiple times. Each time a character takes the feat, he or she selects a different exotic weapon group.


    Whirlwind Attack

    Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
    Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.


    Wild Talent

    You have a minor parahuman psionic power. Check with your GM to make sure they are using psionics before selecting this feat. This feat may be used even if psionics are not part of the campaign, in which case psionics are treated as spell-like abilities.
    Benefit: You may use one of the following 0-level psionic powers: burst, daze, detect psionics, distract, far hand, far punch, finger of fire, missive, or verve. You can manifest this power up to three times per day. There is no Power Point cost for using this power. For effects that depends on manifester level the character is considered 1st level or his or her manifester level, whichever is higher.


    Windfall

    Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
    Special: A character can select this feat multiple times. Each time, both of its effects stack.


    Xenomedic

    You know how to provide safe medical treatment to alien life forms.
    Prerequisites: Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.
    Benefits: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.
    Normal: Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different type.
    Special: This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.


    Xenoweapons Proficiency

    You are proficient with alien weapons.
    Benefit: You take no penalty on attack rolls when using any kind of alien weapon.
    Special: A creature without this feat takes a –4 non-proficient penalty when making attacks with an alien weapon.


    Zero-Gravity Training

    You can function normally in low gravity or zero gravity.
    Prerequisites: Dexterity 13, Tumble 4 ranks.
    Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
    Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.

Feats

The EAF - Campaign III Agent_Wilkes