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add remaining feats
format feats and when doing that fix the bonuses they give
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.
Use feats:
| 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 |
| Bleeding Critical | BAB +10 | Deal Bleeding damage on critical hit |
| Fast Stabilization | BAB +4, Dex 16+ | Reduce Aiming time, for sniper rifles, to 1 action |
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.
| 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 |
| Feat | prerequisite | description |
|---|---|---|
| Choking Grab | 1 BAB +4, Str 14+ | Choke an enemy with successful Pin |
| 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 8 ranks, Cha 13+ | Attempt to fright enemies after killing one |
| 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 | Improve shots at close range |
| Precise Shooting | Point Blank Shot, BAB +1 | Ignore penalty for shooting into melee |
| Coordinated Shot | Precise Shooting, perception 3 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 1 step |
| 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 |
| Feat | prerequisite | description |
|---|---|---|
| Toughness | none | Add 3+Constitution modifier to your hitpoint total. Maximum number of toughness feats is total character level. Human 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 twice 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 |
| Iron Will | – | +3 bonus to Will saves |
| 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 |
| Skill affinity feats | ||
| Open Minded | – | Immediately gain 4 skill points, can be taken multiple times |
| 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 |
| White Hat | – | +3 bonus to Electronics and Computer checks |
| Feat | prerequisite | description |
|---|---|---|
| Advanced Power Recharge | Access to at least 4 different powers, Wis 14+, Cha 14+ or Int 14+ | Reduce cooldown of a specific power |
| Biotic Focus | Access to at least one Biotic power | Increase the DC of your Biotic powers by 1 |
| Detonation Master | Biotic Focus, biotics 8 skill ranks | Whenever you detonate a power applied to an enemy, increase the detonation damage by 50% (rounded down) |
| Empowered Biotics Biotic Focus, | biotics 8 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 8 skill ranks | Increase the duration of your biotic powers by 1 action |
| 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 +1 extra damage or +1 extra damage per damage dice. |
| Detonating Throw 1 | Throw rank 3 | Use Throw to detonate other biotic powers |
| Extra Biotics 2 | – | Gain 4 Biotic points |
| Extra Biotic Training 2 | – | Gain a rank in one Biotic power |
| Extra Combat Training 2 | – | Gain a rank in one Combat power |
| Extra Techs 2 | – | Gain 4 Tech points |
| Extra Tech Training 2 | – | Gain a rank in one Tech power |
| Tech Focus | Access to at least one Tech power | Increase the DC of your Tech powers by 1 |
| Empowered Techs | Tech Focus, electronics 8 skill ranks | Your tech powers that deal damage deal +1 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 Biotic Training | Cha 13+, Biotics 2 ranks | Gain access to biotic points and to one Biotic power |
| 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. |
| Feat | prerequisite | description |
|---|---|---|
| Nimble Moves | Dex 13 | Ignore 1 square of difficult terrain when you move. This allows you to make 1square steps in difficult terrain. |
| Cat Fall | Acrobatics 8 ranks, Athletics 8 ranks,Dex 16+ | Take less damage from falling |
| 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 | Move before and after melee attack |
| Shot on the Run | Point Blank Shot, Mobility, Dex 15+, BAB +4 | Shoot weapons while moving |
| 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 |
| Feat | prerequisite | description |
|---|---|---|
| Greater (Ability Score) | – | Improve one of your ability scores by +1. Subject to the normal how often you can raise a given attribute limits |
| Faster Shield Restart | Electronics 4 ranks, Repair 4 ranks | Reduce the number of actions required to restart the shields by 1 action(minimum of 1 action) |
| Field Medic | First Aid 8 ranks, Medicine 6 ranks, Knowledge (Biology) 4 ranks | You can provide long-term care for a number of additional patients equal to your Wis modifier. When healing damage with Medi-gel, you heal additional damage equal to 1/2 your level + Int modifier |
| Fleet | – | Increase your base speed by 5 feet |
| Force of Personality | Cha 13 | Add Cha modifier, instead of Wis modifier, to Will saves |
| Greater Bashing | Str 16+, BAB +3 | Character’s melee attacks add a +5 bonus to damage and have their critical threat range increased by 1. |
| Grenade Expert | – | Improve your ability with grenades |
| Greater Fortitude | – | +3 bonus on Fortitude Saves |
| Gun Kata | Tumble 6 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 to nearest 1 square increment) |
| Hide in Plain Sight | Wis 14+, Dex 16+, Hide 8 ranks | Attempt to Hide while being watched |
| Hold the Line | Con 14+, Wis 14+, Cha 14+ | While your normal HP are below 30% of maximum (rounded down), increase your normal HP and DR |
Information Broker – Gather Information and Sense Motive are always class skills for you. +1 bonus on skill checks with those skills
Jack of All Trades 1 Int 13 Use any skill, even “trained only” ones 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 Limb Breaker 1 BAB +4, Str 14+ Break limbs with successful pin Low Damage Output 1 Access to at least 2 different tech powers that deal damage Selected power can deal non-lethal damage Luck of Heroes 1 – Gain 1 reroll each day Major Endurance 1 Endurance Greater chance of stabilizing, heal more with Medi-Gel Martial Prowess 1 BAB 3+, Str 14+ Increase melee damage, bonus on Combat Maneuvers Medical Practitioner – +2 bonus to Medicine and Knowledge (Biology) checks Neck Breaker 1 BAB 4+, Str 14+ Break neck with successful grapple Negotiator – +2 bonus on Diplomacy and Sense Motive checks
Parry BAB 1+, Dex 14+ Add 1/2 your BAB to Defense against melee attacks Block and Kick 1 Parry, Dex 15+ Make a free Trip attempt after a successful Parry Disarming Parry 1 Parry, Dex 16+ Make a free Disarm attempt after a successful Parry Greater Parry 1 Parry, Dex 16+ Make free melee attack against those that miss an attack against you in melee Perfect Liar – +2 bonus on Bluff and Sense Motive checks Persuasive – +2 bonus on Bluff and Diplomacy checks Piercing Power 1 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 Power Arc 1 Access to a power that requires a ranged touch attack, Int 12+ Reduce cover bonus when using a power that requires a ranged touch attack Ranged Touch Focus – Gain a bonus on attack rolls with ranged touch attacks equal to 1/2 your BAB (minimum of +1 Resist Disease – +4 bonus on Fortitude saves vs. all diseases Resist Poison – +4 bonus on Fortitude saves vs. all poisons Eye for Business 1 Knowledge (business) 4 ranks or Gather Information 4 ranks Use a Knowledge (business) check or Gather Information to gain discount/bonus on a store Run 1 – Run at 5× normal speed (only 4× while in Heavy Load); bonus on Jump checks with running start; make one turn during the run Quick Draw 1 BAB +1 Draw a weapon as free action Quick Swap 1 Quick Draw, BAB +3 Swap weapons with a free action Quick Reconnoiter Listen 5 ranks, Spot 5 ranks Spot and Listen become free actions, +2 bonus to Initiative checks
| Quick Sniping | Dex 15+, BAB 3+, Stealth 8 ranks | Reduce Hide penalty when attempting to Hide after shooting, Flat-footed target takes -4 to penalty |
Scoundrel – Disguise and Sleight of Hand are always class skills. +2 bonus on skill checks with those skills
Skilled – Choose 3 skills. Those skills are now considered Class Skills Skill Focus – Grants +4 bonus to one skill Skill Over Luck 1 Character level 5th Spend usages to turn natural 1s into natural 2s, or take 10 or take 20 on the next d20 roll Slide Through 1 Tumble 7 ranks, Dex 14+ Slide through an occupied area Stand Tough 1 Fort base save +4, Con 16+ 1/encounter, reduce damage from a shot or power Stealthy – +2 bonus on Hide and Move Silently checks
Prolongued Techs Tech Focus, Electronics 8 skill ranks, Knowledge (technology) 8 ranks Increase the duration of your tech powers by 1 action Stronger Tech Constructs Tech Focus, Knowledge (technology) 8 ranks, Repair 6 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). Thug – Gain +1 bonus on Diplomacy, Gamble, Gather Information, Intimidate and Initiative checks Track 1 – Use Survival skill to track Turbocharge 1 Overkill rank 2 or Bullet Rain rank 2, BAB +3 Increase size of ammo clip by 25% or more when using Overkill or Bullet Rain Two-Weapon Wielding Dex 14+ (Int 14+ for Elcor) Reduce penalty from Two-Weapon combat by 2. Improved Two-Weapon Wielding Two-Weapon Wielding, BAB +3, Dex 16+ or Int 16+ for Elcor Reduce penalty from Two-Weapon combat by an additional 2 Advanced Two-Weapon Wielding Improved Two-Weapon Wielding, BAB +7, Dex 18+ or Int 18+ for Elcor Reduce penalty from Two-Weapon combat by an additional 2 Versatile Melee Combatant 1 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 +5 ft once encounter Vortex 1 Annihilation Field rank 4, Pull rank 3, Knowledge (physics) 10 ranks Apply effects of Pull when you use Annihilation Field