====== Feats ====== Characters get some starting feats as described in the character creation, and then one more feat each level. Most feats have prerequisites that must be filled to take the feat. You an take each feat only once unless specified otherwise. ===== Feats by category ===== ==== Combat basic==== ^Feat^prerequisite^description^ |Pistol Proficiency|none|Allows use of pistols with no penalty| |Submachinegun Proficiency|pistol|Allows use of Submachineguns with no penalty| |Assault Rifle Proficiency|pistol, BAB 1+|Allows use of assault rifles with no penalty| |Sniper Rifle Proficiency|Assault rifle, BAB 4+|Allows use of sniper rifles with no penalty| |Heavy Weapon Proficiency|Assault rifle, BAB 2+|Allows use of one type of heavy weapon with no penalty. Normal types: Rocket/missile launcher, cannon, Artillery, Artillery rocket/missile, Grenade launcher, Space missile, Space beamweapons| |Light armor Proficiency|none|Use light armor at no extra penalty| |Medium armor Proficiency|BAB +3, Light armor|Use medium armor at no extra penalty| |Heavy armor Proficiency|BAB +10,Medium armor|Use heavy armor at no extra penalty| |Power armor Proficiency|BAB +20,heavy armor|Use powered armor at no extra penalty| |Basic melee Proficiency|none|Use of all basic melee weapons at no penalty| |Martial weapons Proficiency|Basic weapons|Use of all martial melee weapons at no penalty| |Exotic weapon(one) Proficiency|Basic weapon|Use of one type of exotic weapon at no penalty| If you lack the use feat for the weapon you are using you take -4 to attacks. Not being proficient with worn armor gives -4 AC and -4 to all maneuver skills. ==== Weapon bonus feats ==== ^Feat^prerequisite^description^ |Weapon Focus|Proficiency with weapon, BAB +1|+1 to hit with the weapon type| |Improved Weapon Focus|Weapon Focus with weapon, BAB +8|+1 more to hit with the weapon type| |Weapon Specialization|Weapon Focus with weapon, BAB +5|Bonus damage with the weapon. +2 most weapons, +4 sniper rifles and heavy weapons. | |Improved Weapon Specialization|Weapon Specialization with weapon, BAB +15|Bonus damage with the weapon. +4 most weapons, +8 sniper rifles and heavy weapons. replace previous bonuses | |True Weapon Specialization|Improved Weapon Specialization with weapon, BAB +25|Bonus damage with the weapon. +8 most weapons, +16 sniper rifles and heavy weapons. replace previous bonuses | All can be taken multiple times, each time affecting a different weapon. ====Special combat feats==== ^Feat^prerequisite^description^ |Choking Grab| BAB +4, Str 14+| Choke an enemy with successful Pin. Roll Str roll and the enemy has to make a Fort save. +1 DC to save each round pin held. | |Close Contact Shooting| BAB +3| You still provoke AoO from shooting when threatened in melee but taking damage doesn’t prevent you from shooting| |Improved Close Contact Shooting|Close Contact Shooting, Point Blank Shot, BAB +6|You no longer provoke AoO from shooting when threatened in melee| |Ranged Attack of Opportunity| Point Blank Shot, Close Contact Shooting| If an enemy provokes an AoO from you, you can replace your normal melee AoO for one single shot, with your weapon, against that target. Burst weapons fire up to their RoF instead.| |Combat Expertise| Int 13+ |Trade attack bonus for Defense (max 5 points)| |Improved Combat Expertise| Combat Expertise, Int 14+, BAB +6| As Combat Expertise but with a maximum limit of 12 points.| |Display of Superiority|Intimidate 6 ranks, Cha 13+|Use an action and make an Intimidate check, provided you can shout, when you kill or knockout an enemy. This Intimidate check affects everyone within 12 squares that can see or hear you. Fail: become shaken for the remainder of the encounter, each turn get a free action, Will save DC 20 to remove that condition.| |Quick Reload |BAB +3 |Reduce reload time by 1 action (to a minimum of 1 free action)| |Instant Reload| Quick Draw, Quick Reload, BAB +5 |Reduce reload time by an additional action (minimum of 1 free action)| |Point Blank Shot |–| +1 bonus on attack rolls with ranged weapons against opponents within 6 squares.| |Point Blank Mastery| Dex 14+, Int 14+, Point-Blank Shot|Bonus damage when attacking within 6 squares. +2 most weapons, +4 sniper rifles and heavy weapons.| |Precise Shooting| Point Blank Shot, BAB +1| Ignore penalty for shooting into melee| |Coordinated Shot |Precise Shooting, perception 2 ranks| Your allies do not count when determining the cover of your targets| |Improved Precise Shooting| BAB +4, Wis 14+, Dex 14+, Precise Shooting| Reduce Cover bonus to Defense by 3 and concealment miss% by half. | |Parry |BAB 2+, Dex 14+ |Add 1/2 your BAB(round down) to Defense against melee attacks when wielding a melee weapon| |Block and Kick| Parry, Dex 15+| Make a free Trip attempt after a successful Parry| |Disarming Parry | Parry, Dex 16+ |Make a free Disarm attempt after a successful Parry| |Greater Parry |Parry, Dex 16+ |Make free melee attack against those that miss an attack against you in melee| |Two-Weapon Wielding| Dex 14+ | Reduce penalty from Two-Weapon combat by 2.| |Improved Two-Weapon Wielding|Two-Weapon Wielding, BAB +3, Dex 16+ | Reduce penalty from Two-Weapon combat by an additional 2 | |Advanced Two-Weapon Wielding |Improved Two-Weapon Wielding, BAB +7, Dex 18+ |Reduce penalty from Two-Weapon combat by an additional 2| |Versatile Melee Combatant | Str 14+ or Dex 14+ plus Int 14+ or Wis 14+| +2 bonus on all Combat Maneuvers opposed checks. Extend reach of melee attack by 1 square once encounter| |Quick Draw| BAB +1| Draw a weapon as free action| |Quick Swap| Quick Draw, BAB +3 |Swap weapons with a free action| |Quick Reconnoiter|Perception 2 ranks| Spot and Listen sub actions of perception become free actions, +2 bonus to Initiative checks| |Quick Sniping| Dex 15+, BAB 3+, Stealth 8 ranks| When attempting to Hide after shooting: People who had not spotted you before the attack take -10 penalty to spot you for a total relative modifier of -10 for you to hide successfully.| |Greater Bashing |Str 16+, BAB +3 |Can make heavy melee attack as full round action: add a +5 bonus to damage and have critical threat range increased by 1. If the target is same or smaller size category, roll STR check and they must succeed in a fort check or me knocked back one square| |Grenade Expert| – |Increase the distance you can throw grenades by 1 square and the amount of ready grenades you can carry by 1| |Gun Kata| Acrobatics 4 ranks, Dex 15+, Close Contact Shooting| One-Shot attack action against an enemy that misses an attack against you in melee| |Heavy Arm| Str 14+, BAB +1| Increase the range of thrown objects, such as grenades, by 50% (rounded down to nearest 1 square increment)| |Hide in Plain Sight| Wis 14+, Dex 16+, Hide 6 ranks| The skill Hide can now be used even while being watched by another character for as long as there is a place that can provide you cover or concealment against the target, up to 2 squares away from you. You move into that cover as part of the hide action and are not penalized for the move.| |Martial Prowess |BAB 3+, Str 14+ |Increase melee damage +1 and you gain a +2 on all Combat Maneuver checks.| |Greater Martial Prowess |Martial Prowess, BAB 13+, Str 20+ |Increase melee damage +1 more and you gain a +2 more on all Combat Maneuver checks.| |Coordinated Shot| Base attack bonus +1 Allies gain a +1 bonus to ranged attacks against foes you threaten| |Dive for Cover| Base Reflex save bonus +2| Fall prone in an adjacent square to roll a Reflex save twice as reaction| |Diversion |— |Use Bluff as standard to create a distraction so that your allies can hide| |Drag Down| —| When you are tripped, you can attempt to trip an adjacent foe as reaction| |Enhanced Resistance| Base attack bonus +4| Gain damage reduction or energy resistance |Far Shot| Base attack bonus +1| Reduce penalty due to range increments by 2| |Enhanced Far Shot| Base attack bonus +3, Far Shot| Reduce penalty due to range increments by further 2| |Ultimate Far Shot| Base attack bonus +5, Enhanced Far Shot| Reduce penalty due to range increments by further 2| |Improved Combat Maneuver| Base attack bonus +1| +4 bonus to perform one combat maneuver| |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 1 square step as a reaction to an adjacent foe moving, this replaces the normal Attack of Offortuninity| |Step Up and Strike| Dex 13, Step Up, base attack bonus +6| Make an attack of opportunity as part of Step Up| |Strike Back| Base attack bonus +1| Ready an action to make a melee attack against a foe with reach when they attack| |Bleeding Critical|BAB +10| Deal Bleeding damage on critical hit: 1 hitpoint/round| |Fast Stabilization |BAB +4, Dex 16+ |Reduce Aiming time, for sniper rifles, to 1 action| ==== Social feats ==== ^Feat^prerequisite^description^ |Rank|Military service, suitable career to get the given level|This feat can be taken multiple times. first: Sergeant/chief/second lieutenant. second: Operations Chief/First lieutenant/Lieutenant Commander third: Commander/senior commander. fourth: rear admiral/admiral fifth:Fleet admiral| |Intimidating Prowess| – |Add Str mod as bonus to Intimidate| |Legal immunity|Something granting that|This feat can be taken multiple times. Each allows one more step of ignoring legal limits.| |Antagonize| Diplomacy 5 ranks, Intimidate 5 ranks|Standard action, roll Diplomacy or Intimidate vs higher of sense motive skill or will save. Fail: Anger a foe, causing it to become off-target and −2 penalty to skill checks. For 1 round and then one more round for each 5 fail by. Can attempt only once/creature/24hr| |Extra Exploit points| Character level 5th| Gain 2 additional Exploit points, can be taken an extra time each following full 5 character levels| |Exploit| - |Learn a type 1 exploit| |Enhanced Exploit| Exploit, Character level 5 |Learn a type 1 or 2 exploit| |Greater Exploit| Enhanced Exploit, Character level 10 |Learn a type 1,2 or 3 exploit| |High Exploit| Greater Exploit, Character level 15 |Learn a type 1-4 exploit| |Epic Exploit| High Exploit, Character level 20 |Learn a type 1-5 exploit| |Penultimate Exploit| Epic Exploit, Character level 25 |Learn a type 1-6 exploit| |Ultimate Exploit| Penultimate Exploit, Character level 30 |Learn a type 1-7 exploit| |Unfriendly Fire| Bluff 5 ranks| Trick an attacker into shooting at another enemy adjacent to you when they miss you. Roll Bluff vs their Level check or Sense motive. If they fail they roll an attack on the target with same modifiers as against you. When someone sees you use this ability they are immune to it for 24 hours| |Fast Talk| Bluff 5 ranks |Baffle a potential foe, causing it to be surprised when combat begins. Roll Bluff -5 vs higher of their Perception or Level check. If they fail:All other creatures get a surprise round | ==== Survival feats ==== ^Feat^prerequisite^description^ |Toughness|none|Add 3+Constitution modifier to your hitpoint total. Maximum number of toughness feats is total character level. Racial toughness is not counted in this and can thus be over the maximum.| |Regeneration|four toughness feats|Regenerate 1 hitpoint/action when in combat or 1 hitpoint/minute outside combat. Any damage is dealt to Shields, Plating or Hit Points stops this regeneration for four actions| |Improved Regeneration|eight toughness feats and regeneration|Regenerate +1 hitpoint/action when in combat or +1 hitpoint/minute outside combat. Any damage is dealt to Shields, Plating or Hit Points stops this regeneration for four actions| |Great Regeneration|twelve toughness feats and improved regeneration|Regenerate +2 hitpoints/action when in combat or +2 hitpoints/minute outside combat. Any damage is dealt to Shields, Plating or Hit Points stops this regeneration for four actions| |Ultimate Regeneration|sixteen toughness feats and Great regeneration|Regenerate instead +4 hitpoints/action when in combat or +4 hitpoints/minute outside combat. Any damage is dealt to Shields, Plating or Hit Points stops this regeneration for four actions| |Faster Regeneration|Requires Regeneration| Lower the time that damage stops regeneration to three actions| |Even Faster Regeneration|Requires Regeneration, faster regeneration| Lower the time that damage stops regeneration to two actions| |Bravery |Character level 5, Cha 12+ |Add Cha mod on all checks versus fear effects| |Improved Bravery |Bravery, Character level 10, Cha 14+ |Add additional Cha mod on all checks versus fear effects| |Endurance |– |+4 bonus on checks or saves vs. nonlethal damage| |Diehard |Endurance| Remain conscious when HP are negative, down to -1 character level| |Iron Will |–| +2 bonus to Will saves| |Less Sleep |Con 14+, Wis 12+ |Reduce to 1/2 the number of hours needed to receive the benefit of a full night’s rest or a full day’s rest| |Lightning Reflexes| –| +2 bonus to Reflex saves| |Resist Disease |–| +4 bonus on Fortitude saves vs. all diseases| |Resist Poison |–| +4 bonus on Fortitude saves vs. all poisons| |Force of Personality |Cha 13 |Add Cha modifier, instead of Wis modifier, to Will saves| |Force of Convictions |Wis 13 |Add Wis modifier, instead of Con modifier, to Fort saves| |Force of Foresight |Int 13 |Add Int modifier, instead of Dex modifier, to Reflex saves| |Greater Fortitude| –| +2 bonus on Fortitude Saves| |Faster Shield Restart |Electronics 2 ranks, Engineering 2 ranks| Reduce the number of actions required to restart the shields by 1 action(minimum of 1 action) | |Stand Tough |Fort base save +4, Con 16+ |1/encounter, reduce damage from a shot or power equal to your level| |Major Endurance | Endurance |50% chance of stabilizing, heal 50% on first aid to you(round up)| |Hold the Line| Con 14+, Wis 14+, Cha 14+ |While your normal HP are below 30% of maximum (rounded down), increase your DR by 2| |Improved Hold the Line| Con 18+, Wis 18+, Cha 18+ Level 8+, Hold the Line|While your normal HP are below 20% of maximum (rounded down), increase your DR by 2, cumulative| |True Hold the Line| Con 22+, Wis 22+, Cha 22+ Level 18+, Improved Hold the Line|While your normal HP are below 10% of maximum (rounded down), increase your DR by 2, cumulative| ==== Skill feats ==== ^Feat^prerequisite^description^ |Skill focus(skill)|Skill attribute 12 or higher|Gives +5 to skill checks with the skill.| |Improved Skill focus(skill)|Skill attribute 18 or higher, skill focus for the same skill, level 10 or higher|Gives +5 more to skill checks with the skill, adds to skill focus, a 1 is not automatic failure anymore for easy tasks where it would succeed with the calculated value, but if cannot succeed with a 1, it is still a critical failure.| |Greater Skill focus(skill)|Skill attribute 24 or higher, improved skill focus for the same skill, level 20 or higher|Gives +5 more to skill checks with the skill(total +15), a 1 is not a critical failure anymore.| |Ultimate Skill focus(skill)|Skill attribute 30 or higher, Greater skill focus for the same skill, level 30 or higher|Gives +5 more to skill checks with the skill(total +20). You get skill stability allowing you to reroll any one failed use. If the reroll also fails, you loose skill stability until you roll a critical success in the skill roll. | |Skill critical(skill)|skill focus for the same skill|Increases the critical success range for the skill to 19-20| |Skill specialization|Skill focus(skill)|Gives +5 to skill checks with one specialization of a skill, cumulative with the skill focuses. Can be taken multiple times, but only once/sub skill.| |Skill affinity feats||| |Open Minded| – |Immediately gain 4 skill points, can be taken multiple times. Skill gains are subject to normal limits.| |Athletic |– |+3 bonus on Acrobatics and athletics checks| |Agile |– |+3 bonus on Acrobatics checks and +1 to Reflex saves| |Artist |– |+3 bonus on Perform and Diplomacy checks| |Attentive |–| +3 bonus on Investigate and Sense Motive checks| |Creative| – |+3 bonus to Culture and Perform| |Deceptive| –| +3 bonus on Bluff and Disguise checks| |Investigator| – |+3 Investigate and Sense Motive checks| |Medical Practitioner |–| +3 bonus to Medicine and Life science checks| |Perfect Liar |–| +3 bonus on Bluff and Sense Motive checks| |Persuasive |–| +3 bonus on Bluff and Diplomacy checks| |Negotiator |– |+3 bonus on Diplomacy and Sense Motive checks| |Scoundrel |– |+3 bonus on Disguise and Sleight of Hand checks| |White Hat |– |+3 bonus to Electronics and Computer checks| Skill focus and skill critical feats can be taken many times, each time affecting a different skill. ==== Power feats ==== ^Feat^prerequisite^description^ ^All^^^ |Advanced Power Recharge| Access to at least 4 different powers, Wis 14+, Cha 14+ or Int 14+|Reduce cooldown of a specific power by 1. Can be taken multiple times to same or several powers, cooldown minimum is 1 action.| |Piercing Power |Access to at least 4 different powers, all of which must be at rank 3 or higher| Selected power deals damage to other layers or protection. Apply remaining damage to underlying layer is current layer is penetrated. If the power has different effects against different types of protection, use lowest type for penetration. Can be multiple times to affect different powers| |Power Arc |Access to a power that requires a ranged touch attack, Int 12+ |Reduce cover bonus by 3 when using a power that requires a ranged touch attack.| |Ranged Touch Focus |– |Gain +1bonus on attack rolls with ranged touch attacks| |Improved Ranged Touch Focus |Ranged Touch Focus |Gain +1 more bonus on attack rolls with ranged touch attacks.| |Specialised Ranged Touch Focus |Improved Ranged Touch Focus |Gain +1 more bonus on attack rolls with a single powers ranged touch attacks. Can be taken multiple times each time affecting different power| ^Biotic^^^ |Biotic Focus| Access to at least one Biotic power| Increase the DC of your Biotic powers by 1| |Detonation Master| Biotic Focus, biotics 6 skill ranks |Whenever you detonate a power applied to an enemy, increase the detonation damage by 50% (rounded down)| |Empowered Biotics Biotic Focus, |biotics skill ranks |Your biotic powers that deal damage deal +1 extra damage or per damage dice or +15% if the power deals a fixed amount.| |Improved Biotic Focus| Biotic Focus| Increase the DC of your Biotic powers by 2 (replaces previous)| |Advanced Biotic Focus |Biotic Focus |Increase the DC of your Biotic powers by 3 (replaces previous)| |Prolongued Biotics| Biotic Focus, Physical science 6 skill ranks| Increase the duration of your biotic powers by 1 action| |Detonating Throw | Throw rank 3| Use Throw to detonate other biotic powers| |Extra Biotics| – |Gain 4 Biotic points, can be taken multiple times, each time giving the points.| |Extra Biotic Training | – |Gain a rank in one Biotic power, can be taken multiple times to same or different powers.| |Simple Biotic Training| Cha 13+, Biotics 2 ranks| Gain Charisma modifier+1 biotic points and to one Biotic power at rank 1| ^Combat^^^ |Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 1 | |Improved Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 2 (replaces previous)| |Advanced Combat Focus| Access to at least one Combat power| Increase the DC of your Combat powers by 3 (replaces previous)| |Extended Combat Power| Combat Focus, BAB +3| Increase the duration of your combat powers by 1 action| |Stronger Combat Power| Combat Focus, BAB +3| Your combat powers that deal damage deal +2 extra damage or +1 extra damage per damage dice.| |Extra Combat Training 2 |– |Gain a rank in one Combat power, can be taken multiple times.| ^Tech^^^ |Extra Techs 2 |– |Gain 4 Tech points, can be taken multiple times| |Extra Tech Training 2 |– |Gain a rank in one Tech power, can be taken multiple times| |Tech Focus| Access to at least one Tech power| Increase the DC of your Tech powers by 1| |Empowered Techs| Tech Focus, electronics 6 skill ranks| Your tech powers that deal damage deal +2 extra damage or +1 extra damage per damage dice.| |Improved Tech Focus |Access to at least one Tech power, Tech Focus| Increase the DC of your Tech powers by 2 (replaces previous)| |Advanced Tech Focus |Access to at least one Tech power,Improved Tech Focus |Increase the DC of your Tech powers by 3 (replaces previous)| |Simple Tech Training | Int 13+, Electronics 2 ranks |Gain access to tech points and to one Tech power| |Double Incinerate| Incinerate rank 6| When using Incinerate, target two different targets with the same use, paying double the tech point cost. Cooldown remains the same.| |Low Damage Output | Access to at least 2 different tech powers that deal damage| Selected power can deal non-lethal damage| |Prolongued Techs |Tech Focus, Electronics 6 ranks, Physical science 6 ranks |Increase the duration of your tech powers by 1 action| |Stronger Tech Constructs| Tech Focus, Physical science 6 ranks, Engineering 4 ranks |Your tech constructs (a drone, turret or surface with Shield HP or normal HP created by a tech power) have their Shield HP and/or normal HP increased by 50% (rounded down).| ==== Mobility feats ==== ^Feat^prerequisite^description^ |Nimble Moves| Dex 13| Ignore 1 square of difficult terrain when you move. This allows you to make 1 square steps in difficult terrain.| |Cat Fall| Acrobatics 6 ranks, Athletics 6 ranks,Dex 16+| Receive 1/2 damage when falling from heights and if at above half max hits after fall, he doesn’t fall prone upon landing. The entire body free and unbound to twist as you fall.| |Dodge| Dex 13 |+1 dodge bonus to Defense (not Flat-Footed Defense)| |Mobility Dodge| +4 bonus to Defense against attacks of opportunity provoked by moving in or out of a threatened square| |Spring Attack| Mobility, BAB +4|As a full round action do a move an melee attack. This oes not provoke AoO from the defender, though it will provoke AoO:s from other creatures. | |Shot on the Run| Point Blank Shot, Mobility, Dex 15+, BAB +4| When action to move up to your speed, fire one+ shots with an extra Atk penalty of speed/5(min -1). Can only take one attack action per action of movement.| |Double Jointed| Dex 16+ |You can squeeze as if you were one size smaller. In addition, you gain a +4 bonus to escape bindings and grapple checks.| |Acrobatic Steps| Dex 15, Nimble Moves| Ignore 3 squares of difficult terrain each round, stacks with bonuses from Nimble Moves.| |Improved Initiative| |+4 bonus on initiative checks| |Fleet |– |Increase your base speed by 1 square| |Run| - |Move faster when running, 1.5 times height and distance when jumping, when taking the run action, move 3 moves instead of 2| |Jet Dash |—| Move faster when running, double height and distance when jumping, when taking the run action, move 4 moves instead of 2| |Kip Up| Acrobatics 1| rank Stand from prone as a free action| ==== Misc feats ==== ^Feat^prerequisite^description^ |Increased (Ability Score)| Level 10 |Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits. Each attribute can be taken once. | |Greater (Ability Score)| Level 20 |Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits. Each attribute can be taken once. | |Ultimate (Ability Score)| Level 40 |Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits. Each attribute can be taken once. | |Field Medic |Medicine 6 ranks, Life science 4 ranks| You can provide long-term care for a number of additional patients equal to your Wis modifier. When healing damage with first aid, you heal 1.5 times the normal amount(round up)| |Luck of Heroes | – |Gain 1 reroll each day| |Bodyguard| —| Add a +2 bonus to an adjacent ally’s AC as a reaction 1/round, take -2 to own AC until end of your turn. | |In Harm’s Way| Bodyguard |1/encounter Take the damage of a successful attack against an adjacent ally| |Master Crafter |Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks| Craft items in half the normal time|