Table of Contents

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

Featprerequisitedescription
Pistol ProficiencynoneAllows use of pistols with no penalty
Submachinegun ProficiencypistolAllows use of Submachineguns with no penalty
Assault Rifle Proficiencypistol, BAB 1+Allows use of assault rifles with no penalty
Sniper Rifle ProficiencyAssault rifle, BAB 4+Allows use of sniper rifles with no penalty
Heavy Weapon ProficiencyAssault 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 ProficiencynoneUse light armor at no extra penalty
Medium armor ProficiencyBAB +3, Light armorUse medium armor at no extra penalty
Heavy armor ProficiencyBAB +10,Medium armorUse heavy armor at no extra penalty
Power armor ProficiencyBAB +20,heavy armorUse powered armor at no extra penalty
Basic melee ProficiencynoneUse of all basic melee weapons at no penalty
Martial weapons ProficiencyBasic weaponsUse of all martial melee weapons at no penalty
Exotic weapon(one) ProficiencyBasic weaponUse 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

Featprerequisitedescription
Weapon FocusProficiency with weapon, BAB +1+1 to hit with the weapon type
Improved Weapon FocusWeapon Focus with weapon, BAB +8+1 more to hit with the weapon type
Weapon SpecializationWeapon Focus with weapon, BAB +5Bonus damage with the weapon. +2 most weapons, +4 sniper rifles and heavy weapons.
Improved Weapon SpecializationWeapon Specialization with weapon, BAB +15Bonus damage with the weapon. +4 most weapons, +8 sniper rifles and heavy weapons. replace previous bonuses
True Weapon SpecializationImproved Weapon Specialization with weapon, BAB +25Bonus 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

Featprerequisitedescription
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 ShootingClose Contact Shooting, Point Blank Shot, BAB +6You 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 SuperiorityIntimidate 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 ShotBonus 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 WieldingTwo-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 ReconnoiterPerception 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 ExpertIncrease 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
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 StillMake 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 CriticalBAB +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

Featprerequisitedescription
RankMilitary service, suitable career to get the given levelThis 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 ProwessAdd Str mod as bonus to Intimidate
Legal immunitySomething granting thatThis feat can be taken multiple times. Each allows one more step of ignoring legal limits.
Antagonize Diplomacy 5 ranks, Intimidate 5 ranksStandard 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

Featprerequisitedescription
ToughnessnoneAdd 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.
Regenerationfour toughness featsRegenerate 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 Regenerationeight toughness feats and regenerationRegenerate +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 Regenerationtwelve toughness feats and improved regenerationRegenerate +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 Regenerationsixteen toughness feats and Great regenerationRegenerate 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 RegenerationRequires Regeneration Lower the time that damage stops regeneration to three actions
Even Faster RegenerationRequires 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 LineWhile 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 LineWhile your normal HP are below 10% of maximum (rounded down), increase your DR by 2, cumulative

Skill feats

Featprerequisitedescription
Skill focus(skill)Skill attribute 12 or higherGives +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 higherGives +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 higherGives +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 higherGives +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 skillIncreases the critical success range for the skill to 19-20
Skill specializationSkill 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 MindedImmediately 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

Featprerequisitedescription
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 BioticsGain 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

Featprerequisitedescription
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 +4As 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

Featprerequisitedescription
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