Feats
All characters have certain abilities that don’t directly stem from their races, classes, or skills. These abilities, called feats, represent specialized talents that can come from a wide range of possible sources. When you select a feat for your character, it can represent advanced training, an arcane ability gained from a strange machine on an abandoned alien planet, a knack picked up during your youth, or nearly anything the GM agrees is reasonable for the campaign.
Feat | Prerequisites | Benefit |
---|---|---|
Adaptive Fighting* | Three or more combat feats | Once per day as a move action, gain the benefit of a combat feat you don’t have |
Amplified Glitch* | Computers 3 ranks, Intimidate 3 ranks | Disrupt devices, causing targets to become shaken for 1 round or more |
Antagonize | Diplomacy 5 ranks, Intimidate 5 ranks | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more |
Barricade* | Engineering 1 rank | Create your own fragile cover |
Basic Melee Weapon Proficiency* | — | No penalty to attacks with basic melee weapons |
Advanced Melee Weapon Proficiency* | Basic Melee Weapon Proficiency | No penalty to attacks with advanced melee weapons |
Special Weapon Proficiency* | Basic Melee Weapon Proficiency or Small Arm Proficiency | No penalty to attacks with one special weapon |
Blind-Fight* | — | Reroll miss chances from concealment |
Bodyguard* | — | Add a +2 bonus to an adjacent ally’s AC as a reaction |
In Harm’s Way* | Bodyguard | Take the damage of a successful attack against an adjacent ally |
Cleave* | Str 13, base attack bonus +1 | Make an additional melee attack if the first one hits |
Great Cleave* | Str 13, Cleave, base attack bonus +4 | Make an additional melee attack after each melee attack that hits |
Climbing Master | Athletics 5 ranks | Gain a climb speed equal to your base speed |
Combat Casting* | Ability to cast 2nd-level spells | +2 bonus to AC and saves against attacks of opportunity when casting spells |
Connection Inkling | Wis 15, character level 5th, no mystic levels | Gain the ability to cast minor mystic spells |
Coordinated Shot* | Base attack bonus +1 | Allies gain a +1 bonus to ranged attacks against foes you threaten |
Deadly Aim* | Base attack bonus +1 | Take a -2 penalty to weapon attacks to deal extra damage |
Deflect Projectiles* | Base attack bonus +8 | Spend 1 Resolve Point to attempt to avoid a ranged attack |
Reflect Projectiles* | Deflect Projectiles, base attack bonus +16 | Spend 1 Resolve Point to attempt to redirect a ranged attack |
Diehard | — | You can spend Resolve Points to stabilize and to stay in the fight in the same round |
Dive for Cover* | Base Reflex save bonus +2 | Fall prone in an adjacent square to roll a Reflex save twice |
Diversion | — | Use Bluff to create a distraction so that your allies can hide |
Drag Down* | — | When you are tripped, you can attempt to trip an adjacent foe |
Enhanced Resistance | Base attack bonus +4 | Gain damage reduction or energy resistance |
Extra Resolve | Character level 5th | Gain 2 additional Resolve Points |
Far Shot* | Base attack bonus +1 | Reduce penalty due to range increments |
Fast Talk | Bluff 5 ranks | Baffle a potential foe, causing it to be surprised when combat begins |
Fleet* | — | Increase your base speed |
Fusillade* | Base attack bonus +1, 4 or more arms | Make an automatic-Mode attack with multiple small arms |
Great Fortitude | — | +2 bonus to Fortitude saves |
Improved Great Fortitude | Great Fortitude, character level 5th | Spend 1 Resolve Point to reroll a Fortitude save |
Grenade Proficiency* | — | No penalty to attacks made with grenades |
Harm Undead | Healing channel connection power, mystic level 1st | Expend a spell slot for healing channel to also damage undead |
Improved Combat Maneuver* | Base attack bonus +1 | +4 bonus to perform one combat maneuver |
Pull the Pin* | Improved Combat Maneuver (disarm) | Perform a disarm to activate a foe’s grenade |
Improved Critical* | Base attack bonus +8 | The DC to resist the critical effects of your critical hits increases by 2 |
Improved Feint* | — | Use Bluff to feint as a move action |
Greater Feint* | Improved Feint, base attack bonus +6 | Foes you feint against are flat-footed for 1 round |
Improved Initiative* | — | +4 bonus to initiative checks |
Improved Unarmed Strike* | — | Deal more damage and threaten squares with unarmed strikes |
Iron Will | — | +2 bonus to Will saves |
Improved Iron Will | Iron Will, character level 5th | Spend 1 Resolve Point to reroll a Will save |
Jet Dash | — | Move faster when running, double height and distance when jumping |
Kip Up* | Acrobatics 1 rank | Stand from prone as a swift action |
Light Armor Proficiency* | — | No penalty to attack rolls while wearing light armor |
Heavy Armor Proficiency* | Str 13, Light Armor Proficiency | No penalty to attack rolls while wearing heavy armor |
Powered Armor Proficiency* | Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5 | No penalty to attack rolls while wearing powered armor |
Lightning Reflexes | — | +2 bonus to Reflex saves |
Improved Lightning Reflexes | Lightning Reflexes, character level 5th | Spend 1 Resolve Point to reroll a Reflex save |
Lunge* | Base attack bonus +6 | Increase reach of melee attacks by 5 feet until the end of your turn |
Master Crafter | Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks | Craft items in half the normal time |
Medical Expert | Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank | Treat deadly wounds more quickly, and provide long-term care without a medical lab |
Minor Psychic Power | Cha 11 | Cast a 0-level spell as a Spell-Like ability 3/day |
Psychic Power | Cha 13, Minor Psychic Power, character level 4th | Cast a 1st-level spell as a Spell-Like ability 1/day |
Major Psychic Power | Cha 15, Minor Psychic Power, Psychic Power, character level 7th | Cast a 2nd-level spell as a Spell-Like ability 1/day |
Mobility* | Dex 13 | +4 bonus to AC against attacks of opportunity from movement |
Agile Casting | Key ability score 15, Dex 15, Mobility, caster level 4th | Cast a spell at any point during movement |
Shot on the Run* | Dex 15, Mobility, base attack bonus +4 | Make a ranged attack at any point during movement |
Parting Shot* | Dex 15, Mobility, Shot on the Run, base attack bonus +6 | Make a single ranged attack when withdrawing |
Sidestep* | Dex 15, Mobility or trick attack | Take guarded step as a reaction when a foe misses you with melee attack |
Improved Sidestep* | Dex 17, Mobility or trick attack class feature, Sidestep | Reduce penalties from Sidestep |
Spring Attack* | Dex 15, Mobility, base attack bonus +4 | Move before and after a melee attack |
Multi-Weapon Fighting* | — | Reduce the penalty for full attacks when using multiple small arms or operative melee weapons |
Mystic Strike* | Ability to cast spells | Melee and ranged attacks count as magic |
Nimble Moves* | Dex 15 | Ignore 20 feet of difficult terrain when you move |
Opening Volley* | — | +2 bonus to a melee attack against a target you damaged with a ranged attack |
Penetrating Attack* | Base attack bonus +12 | Reduce enemy’s DR and energy resistance against your weapons by 5 |
Penetrating Spell | Ability to cast 4th-level spells | Reduce enemy’s DR and energy resistance against your spells by 5 |
Quick Draw* | Base attack bonus +1 | Draw a weapon as a swift action |
Skill Focus | — | +3 insight bonus to one skill |
Skill Synergy | — | Gain two new class skills or a +2 insight bonus to those skills |
Sky Jockey | Piloting 5 ranks | Make jetpacks, Vehicles, and Starships go faster |
Slippery Shooter* | Dex 15, base attack bonus +6 | +3 bonus to AC against attacks of opportunity when making ranged attacks |
Small Arm Proficiency* | — | No penalty to attacks with small arms |
Longarm Proficiency* | Small Arm Proficiency | No penalty to attacks with longarms |
Heavy Weapon Proficiency* | Str 13, Longarm Proficiency, Small Arm Proficiency | No penalty to attacks with heavy weapons |
Special Weapon Proficiency* | Basic Melee Weapon Proficiency or Small Arm Proficiency | No penalty to attacks with one special weapon |
Sniper Weapon Proficiency* | — | No penalty to attacks with sniper weapons |
Spell Focus | Ability to cast spells, character level 3rd | DCs of spells you cast increase |
Spell Penetration | — | +2 bonus to caster level checks to overcome SR |
Greater Spell Penetration | Spell Penetration | Additional +2 bonus to caster level checks to overcome SR |
Spellbane | Unable to cast spells or use spell-Like abilities | +2 insight bonus to saving throws against spells and Spell-Like abilities |
Spry Cover* | Base attack bonus +1 | Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble |
Stand Still* | — | Make an attack of opportunity to stop a foe’s movement |
Improved Stand Still* | Stand Still | +4 bonus to melee attacks with Stand Still |
Step Up* | Base attack bonus +1 | Take a guarded step as a reaction to an adjacent foe moving |
Step Up and Strike* | Dex 13, Step Up, base attack bonus +6 | Make an attack of opportunity as part of Step Up |
Suppressive Fire* | Base attack bonus +1, proficiency with heavy weapons | Provide covering fire or harrying fire in an area |
Strike Back* | Base attack bonus +1 | Ready an action to make a melee attack against a foe with reach |
Swimming Master | Athletics 5 ranks | Gain a swim speed equal to your base speed |
Technomantic Dabbler | Int 15, character level 5th, no levels in technomancer | Gain the ability to cast minor technomancer spells |
Toughness | — | +1 Stamina Point per character level and other bonuses |
Unfriendly Fire* | Bluff 5 ranks | Trick an attacker into shooting at another enemy adjacent to you |
Veiled Threat | Cha 15, Intimidate 1 rank | Intimidated foe doesn’t become hostile |
Weapon Focus* | Proficiency with selected weapon type | +1 bonus to attack rolls with selected weapon type |
Versatile Focus* | Weapon Focus | +1 bonus to attack rolls with all weapon types you are proficient with |
Weapon Specialization* | Character level 3rd, proficiency with selected weapon type | Deal extra damage with selected weapon type |
Versatile Specialization* | Weapon Specialization, character level 3rd | Deal extra damage with all weapon types you are proficient with |
* This is a combat feat and can be selected as a soldier bonus feat.