complete-feat-list

General Feats

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Perquisites

Benefit

Source

Acrobatic

+2 on Jump and Tumble

D20M

Action Boost

Roll d8s on action points

D20F

Improved Action Boost

Action Boost

Roll d10 on action point

FPC

Advanced Action Boost

Action Boost, Improved Action Boost

Roll D12 on action points

FPC

Extra Action Boost

Action Boost

Gain two additional action points each level

FPC

Helping Hand

Action Boost

Spend Action points to aid allies

FPC

Over the Limit

Action Boost

Use two action points in a round

FPC

Active Dodge

Spend action points to improve defense


Aircraft Operations

Pilot 4 Ranks

No -4 Penelty on Pilot checks or attack rolls with selected class of aircraft

D20M

Alertness

+2 on Listen and Spot checks

D20M

Alien Cohort

Character Level 6, CHR13

Gain a lower level alien follower

FPC

Alien Weapons Prof

Proficient in Alien Weapons

D20F, DM

Animal Affinity

+2 on Handle Animal and Ride Checks

D20M

Arcane Skills

Concentration, Craft(Chemical), Spellcraft, and Use Magic Device are class skills

UA

Archaic Weapon Prof

Proficient in swords, bows, etc.

D20M

Armor Proficiency(Light)

Add equipment bonus for armor type to your defense; no armor penalty for skill checks

D20M

Armor Proficiency(Med)

Armor Proficiency(Light)

See above – Medium Armor

D20M

Armor Proficiency(Heavy)

Armor Proficiency(Light)

Armor Proficiency(Med)

Add equipment bonus to armor type to defense

D20M

Armor Proficiency(Powered)

Armor Proficiency(Light)

Armor Proficiency(Med)

Add equipment bonus for armor type to defense

D20F

Powered Armor Defender

Armor Proficiency(Light)

Armor Proficiency(Med)

Armor Proficiency(Powered)

+2 to Defense in powered armor

FPC

Powered Armor Warrior

Armor Proficiency(Light)

Armor Proficiency(Med)

Armor Proficiency(Powered)

+1 on attack and damage with integrated weapon gadgets

FPC

Athletic

+2 on Climb and Swim Checks

D20M

Attentive

+2 Investigate and Sense Motive Checks

D20M

Authorized Channels

Reputation +1

Purchased Licensed or Restricted gear at unrestricted prices

FPC

Benevolent Mutation

Gain 3 Mutation Points

FPC

Black Marketeer

Reputation +1

Easily purchase and sell Licensed and Restricted gear

FPC

Blind-Fight

Reroll miss chance

D20M

Brain Burn

Convert 5HP into 1PP

MPC

Brawl

1 on unarmed attacks, 1d6STR nonlethal

D20M

Improved Brawl

Brawl, BAB +3

2 on unarmed attacks, 1d8STR nonlethal

D20M

Improved Grapple

Brawl, DEX 13

+4 Bonus on Grapple Checks

UA, MAM

Knockout Punch

Brawl, BAB +3

Nonlethal damage automatically a critical

D20M


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisite

Benefit

Source

Improved Knockout Punch

Brawl, Knockout Punch, BAB +6

Nonlethal Unarmed Critical Hit deals Triple Damage

D20M

Streetfighting

Brawl, BAB +2

+1d4 damage once per round with unarmed attack or light melee weapon

D20M

Improved Feint

INT 13, Brawl, Streetfighting

+2 on Bluff checks to feint; feint as move action

D20M

Bridge Commander

One talent from the Leadership Talent Tree, CHR 13

Double benefits from Leadership talents

FPC

Builder

+2 on any two Craft checks

D20M

Cautious

+2 on Demolitions and Disable Device

D20M

Charismatic Plus

Gain two Charismatic hero talent trees

D20F

Code of Honor

Any Allegiance

+4 on certain checks when dealing with same allegiance, -4 when dealing with the opposite

MPC

Cohort

6th-level Character

Gain a lower level heroic follower

MPC

Collector

Knowledge(Pop Culture) 5 Ranks

+5 on Wealth checks to have specific class of item on hand

MPC

Combat Expertise

INT 13

Reduce attack bonus by up to -5, increase defense by up to +5

D20M

Improved Disarm

INT 13, Combat Expertise

Disarm does not provoke attack of opportunity

D20M

Improved Trip

INT 13, Combat Expertise

Trip opponent and make an immediate melee attack

D20M, MAM

Whirlwind Attack

DEX 13, INT 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4

One melle attack at each opponent within 5ft

D20M

Combat Martial Arts

BAB +1

1d4+STR lethal or nonlethal, considered armed

D20M

Improved Combat Martial Arts

Combat Martial Arts, BAB+4

Unarmed strike threatens a critical on 19 or 20

D20M

Advanced Combat Martial Arts

Combat Martial Arts, Improved Combat Martial Arts, BAB +8

Unarmed strike critical deals x3 damage

D20M

Martial Arts Weapons Prof

Combat Martial Art, Defensive Martial Arts, BAB +1

Proficient in 3 Specific Exotic Melee Weapons

MPC

Nerve Pinch

Combat Martial Arts, BAB +4

Unarmed Strike Incapacitates foes

D20F

Combat Reflexes

Additional Attacks of Opportunity

D20M

Confident

+2 on Gamble and Intimidate Checks

D20M

Craft Cybernetics

Craft(Electronics) 10 Ranks, Craft(Mechanical 10 Ranks, Knowledge life sciences) 5

Build Cybernetic attachments

D20F, CS



General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Craft Nanotech

Craft(Electronics 12 Ranks, Knowledge(Technology) 9 Ranks

Build Nanocolonies

FPC

Creative

+2 On any Craft(Visual Arts, Writing) or Perform checks

D20M

Cross-Training

+1 to two ability scores, -2 to one ability score

MPC

Cybernetic Savant

Double benefits from cybernetic enhancement

FPC

Cyberphile

Cybertaker

Halves penalty for additional cybernetics

FPC

Deceptive

+2 on Bluff and Disguise

D20M

Culturally Adapted

Deceptive

+2 on Bluff and Disguise against native speakers of known language

FPC

Haggle

Deceptive or Trustworthy

Bluff or Diplomacy Check to modify Purchase DC by 1

MPC

Dedicated Plus

Gain Two Talents from the Dedicated Talent Tree

D20F

Defensive Martial Arts

+1 Dodge Bonus Against Melee Attacks

D20M

Combat Throw

Defensive Martial Arts

+2 STR, Dex, on Grapple/Trip attempts

D20M

Improved Combat Throw

Defensive Martial Arts, Combat Throw, BAB +3

Free Trip Attack when opponent misses you

D20M

Elusive Target

DEX 13, Defensive Martial Arts

-4 on Ranged attacks against you while you are in Melee

D20M

Unbalance Opponent

Defensive Martial Arts, BAB +6

Opponent Receives no STR bonus to attack, only damage

D20M

Dimensional Vagabond

+4 to Navigate for Dimensional Travel; +4 to resist Dimensional Static

FPC

Dodge

DEX 13

+1 Dodge bonus against selected attacker

D20M

Agile Riposte

DEX 13, Dodge

Make one attack of opportunity against an opponent who misses you in Melee

D20M

Improved Dodge

DEX 13, Dodge

+2 Dodge bonus against selected attacker

MPC, MAM

Greater Dodge

DEX 13, Dodge, Improved Dodge

+3 Dodge bonus against selected attacker

MPC, MAM

Supreme Dodge

DEX 13, Dodge, Improved Dodge, Greater Dodge

+4 Dodge bonus against selected attacker, or divided against multiple attackers

MPC, MAM

Mobility

DEX 13, Dodge

+4 Dodge bonus against attacks of opportunity

D20M


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Sidestep

DEX 13, Mobility, Dodge

Follow opponent making 5 foot step out of melee

MPC

Back Off

DEX 13, Mobility, Dodge, Sidestep

Use Attack of Opportunity to make 5-foot step

MPC

Spring Attack

DEX 13, Dodge, Mobility, BAB +4

Move before and after Melee Attack

D20M

Drive-By Attack

No speed penalty when attacking from a moving vehicle

D20M

Educated

+2 on any two Knowledge checks

D20M

Empowered Turning

Ability to Turn/Rebuke Undead, CHR 13

Turn/Rebuke more creatures than normal

UA

Endurance

+4 on Certain Swim and Con checks and some Fortitude Saves

D20M

Energy Aligned

+4 on saves to resist one type of Energy Damage

FPC

Evolved Organ

Gain benefits from an advanced organ

FPC

Exotic Melee Proficiency

BAB +1

Proficient in specific exotic weapon

D20M

Expert Advice

1 Rank in Chosen Skill

Use reputation bonus instead of ability bonus with chosen skill

MPC

Extra Turning

Ability to Turn/Rebuke Undead

May Turn/Rebuke more times per day

UA

Far Shot

Multiply Range Increments by 1.5(2 for thrown weapons)

D20M

Dead Aim

WIS 13, Far Shot

+2 on Ranged Attack if full round spent aiming

D20M

Improved Dead Aim

WIS 13, Far Shot, Dead Aim

+3 on Ranged Attack if full round spent aiming

UMF, MPC

Fast Plus

Gain two talents from the Fast Hero talent tree

D20F

Financial Wizard

Profession 4 Ranks

Recover Wealth quicker when leveling up

MPC

Deep Pockets

Profession 4 Ranks, Financial Wizard

Reduce wealth loss from expensive purchases

MPC

Focused

+2 Balance and Concentration

D20M

Follow That Car

Drive 6 Ranks, Vehicle Dodge, Vehicle Specialization

Remain directly behind vehicle you are following

MPC

Frightful Presence

CHA 15, Intimidate 9 Ranks

Lower level foes are shaken

D20M

Gearhead

+2 on Computer Use and Repair Checks

D20M

Gene Spliced

Gain a Mutation

FPC

Gene Therapist

Knowledge(Earth&Life Sciences) 12, Research 9, INT 13

Permanent alterations to a subjects genetic structure take half the normal time

FPC


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Genome Interchange

Gene Therapist

Extend the benefits of short-term gene therapy

FPC

Ghost in the Machine

Computer Use 6 Ranks

Opponents receive -4 on Computer Use to interfere with your hacking

FPC

Government Sanctioned

Must be aligned with at least one legitimate government

+2 on Charisma based checks against government officials

FPC

Great Fortitude

+2 on Fortitude Saves

D20M

Guide

+2 Navigate and Survival

D20M

Hard-Eyed

CHA 13, Intimidate 4 Ranks

+5 on Intimidate while aiming a gun at target

UMF, MPC

Heroic Surge

Extra move or attack action

D20M

Improved Damage Threshold

MDT = CON +3

D20M

Improved Initiative

+4 on Initiative Checks

D20M

Improved Natural Healing

Fortitude Save +5

Recover hit points at twice the normal rate

UA

Improved Turning

Ability to turn/rebuke

+2 to turn/rebuke checks

UA

Iron Will

+2 to will saves

D20M

Jack of All Trades

Character Level 8

May use all skills even trained only

D20F, UA

Jetpack Flare

BAB +1

Use jetpack thrusters to attack

FPC

Lightning Reflexes

+2 on reflex saves

D20M

Long-Term Learning

One talent from the instruction talent tree

Double benefits from instruction talents

FPC

Low Profile

Reduce reputation by 3

D20M

Lucky

Spend action point to reroll d20

MPC

Magical Affinity

+2 on Spellcraft and Use Magic Device

UA

Magic Defense

Spellcasting

SR=5+Caster Level

MPC

Improved Magic Defense

Spellcasting, Magic Defense

SR=10+Caster Level

MPC

Greater Magic Defense

Spellcasting, Magic Defense, Improved Magic Defense

SR=15+Caster Level

MPC

Malleable Genetics

Decrease MP cost by 1

FPC

Mastercrafter

Craft(Electronic) 8, Craft(Mechanical) 8

Create master craft electronic and mechanical devices

D20F

Mecha Engineer

Craft(Electronic) 6, Craft(Mechanical) 6, Repair 8

Gain additional equipment slots when working on mecha

FPC

Medical Expert

+2 Craft(Pharmaceutical) and Treat Injury

D20M

Mental Warning

Resist attempts to read your surface thoughts

FPC


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefits

Source

Mental Buffer

Mental Warding

Give false information during attempts to read your surface thoughts

FPC

Mentor

One talent from the instruction talent tree

Affect 2 additional allies with instruction talents

FPC

Meticulous

+2 on Forgery and Search

D20M

Mutation Focus

One minor or major mutation

+1 die damage with selected mutation

FPC

Nanotaker

Detect nanocolonies in your own body and nearby

FPC

Nanoimmunity

Nanotaker

Resist malevolent nanocolonies

FPC

Nanophile

Concentration 6, Nanotaker

Control the nanocolonies in your own body

FPC

Natural Talent

Double action point benefits for selected skill

FPC

Nimble

+2 Escape Artist and Sleight of Hand

D20M

Oathbound

One declared allegiance

+3 to aid allies; +1 on attack against others

D20F

On the cutting edge

Craft(Mechanical) or Craft(Electronic) 12, Research 9

Craft certain gear beyond your current PL

FPC

Perfect Genome

+4 to genetic experimentation on you

FPC

Personal Firearms Proficiency

Proficient in the use of Firearms

D20M

Advanced Firearms Proficiency

Personal Firearms Proficiency

No -4 Penalty on autofire

D20M

Burst Fire

Personal Firearms Proficiency, Advanced Firearms Proficiency

-4 on attack, +2 dice to damage

D20M

Exotic Firearms Proficiency

Personal Firearms Proficiency, Advanced Firearms, Proficiency

Proficient in specific exotic firearm

D20M

Improved Autofire

Personal Firearms Proficiency, Advanced Firearms Proficiency

Reflex Save DC for autofire attack +5

FPC, UMF

Stand Your Ground

Advanced Firearms Proficiency, Personal Firearms Proficiency, Point Blank Shot, Precise Shot

+4 Defense bonus and possible attacks of opportunity when behind cover

FPC

Strafe

Personal Firearms Proficiency, Advanced Firearms Proficiency

Autofire area a 5 by 20 instead of a 10 by 10ft area

D20M

Point Blank Shot

+1 on attack and damage from up to 30ft

D20M

Double Tap

DEX 13, Point Blank Shot

-2 on attack, +1 damage die

D20M

Hail of bullets

DEX 13, Point Blank Shot, Double Tap

Make autofire attack with semiautomatic firearm

UMF, MPC



General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feats

Prerequisites

Benefits

Source

Precise Shot

Point Blank Shot

No -4 Penalty for shooting into melee

D20M

Bull’s Eye

Point Blank Shot, Precise Shot

Spend action point to confirm critical hit with ranged weapon

UMF, MPC

Skip Shot

Point Blank Shot, Precise Shot

Ignore Cover, -2 on attack and -1 on damage

D20M

Shot on the Run

DEX 13, Point Blank Shot, Dodge, Mobility

Move before and after ranged attack

D20M

Guns Akimbo

DEX 13, Point Blank Shot, Dodge, Mobility, Shot on the Run, Two-Weapon Fighting

Make two-weapon ranged attacks, as an attack action

UMF, MPC

Poker Face

WIS 12

Others get -2 to Sense Motive against you

MPC

Power Attack

STR 13

Subtract from melee attack, to add to melee damage roll

D20M

Cleave

STR 13, Power Attack

Extra attack after dropping target to 0 HP

D20M

Great Cleave

STR 13, Power Attack, Cleave

No limit to Cleave in a round

D20M

Improved Bull Rush

STR 13, Power Attack

No attack of opportunity for bull rush

D20M

Improved Overrun

STR 13, Power Attack

+4 to overrun checks

UA, MAM

Sunder

STR 13, Power Attack

+4 on attack, and no attack of opportunity against, when striking at a weapon

D20M

Power Crit

BAB 10, Proficient with weapon

Automatically threaten on a successful hit

UA

Powered Armor Engineer

Craft(Mechanical) 9, Craft(Electronic) 9

Add additional gadgets to power armor you create

FPC

Precise Strike

BAB 5

Full round of attacks made against an opponent’s touch Defense

UA

Psionic Resistance

No psionic abilities

Gain power resistance 15

MPC

Quick Draw

BAB +1

Draw weapon as free action

D20M

Quick reload

BAB +1

Reload as free or move action, instead of as move or full-round action

D20M

Reactive Shooter

DEX 13

Make a ranged attack during a surprise round with small or medium weapon only

UMF

High Ready

DEX 13, Reactive Shooter

Make ranged attack during surprise round with a large weapon

UMF

Renown

Reputation +3

D20M

Robo-Diplomat

+2 on Bluff, Diplomacy, Intimidate, Sense Motive against robots

FPC


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Robo-Engineer

+2 on Craft and Repair made on robots; repair robots between 0 and -9HP

FPC

Robotic Companion

Gain a minor robotic follower

FPC

Run

Move up to 5 times normal speed, +2 on running Jump checks

D20M

Fleet of Foot

Run

May turn while running and charging

UA

Rushed Growth

Craft(Biological) 9

Decrease crafting time for cloning and mutations

FPC

Salvage

Gain wealth through salvage

D20F

Second Chance

Spend action points to re-roll

FPC

Self Improvement

+1 to Ability Score

MPC

Signature Skills

Skills become permanent class skills

MPC

Signature Spell

Spell Mastery

May convert spell to chosen spell

UA

Simple Weapons Proficiency

Proficient in simple weapons

D20F

Smart Plus

Gain two talents from the smart hero talent tree

D20F

Spacer

+2 on Computer Use, Navigate, and Pilot in space

D20F

Spell Focus

+1 to save DC for chosen school of magic

UA, DM

Greater Spell Focus

Spell Focus, Caster Level 6

+2 to save DC for chosen school of magic

UA

Spellslinger

INT 13(Arcane) or WIS 13(Divine)

Increase number of bonus spells per day

UA

Squad Leader

One talent from the Leadership Talent Tree, CHR 13

Spend action points to give benefits to allies

FPC

Stage Presence

CHR 13

Add Reputation bonus to one Perform check

MPC

Star Employee

Reputation +1

+1 Reputation bonus, +1 Wealth Bonus, gain one permanent class skill

MPC

Starship Engineer

Craft(Mechanical) 6

Halve crafting time for starship parts and weapons; +4 when aiding another during starship creation or repair

FPC

Starship Gunnery

No -4 penalty for firing starship weapons

D20F

Starship Strafe

Starship Gunnery

Improve starships automatic fire area

D20F



General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feats

Prerequisites

Benefits

Source

Starship Operation

Pilot 2 Ranks

No -4 penalty for piloting one class of starship

D20F

Starship Dodge

DEX 13, Pilot 6, Starship Operation(Specific)

+1 Dodge bonus against selected starship

D20F

Starship Mobility

DEX 13, Starship Dodge

+4 Dodge bonus against attacks of opportunity

D20F

Starship Battle Run

DEX 13, Starship Dodge, Starship Mobility

Move before and after starship attack

D20F

Starship Feint

Pilot 9 Ranks, Starship Operation(Specific)

+2 on Bluff to feint in starship combat

D20F

Stealthy

+2 to Hide and Move Silently Checks

D20M

Strong Plus

Gain two talents from the strong here talent tree

D20F

Studious

+2 on Decipher Scrip and Research

D20M

Supernatural Strike

BAB +2

May score critical hits against creatures that are normally immune

UA

Surface Vehicle Operations

Drive 4 Ranks

No -4 penalty on Drive checks or attack rolls with selected class of vehicles

D20M

Surgery

Treat Injury 4 Ranks

No -4 Penalty for performing surgery

D20M

Cybernetic Surgery

Treat Injury 8 Ranks, Surgery

No -8 Penalty for Cybernetic Surgery

D20F, CS

Xenomedic

Knowledge(Earth & Life Sciences) 6 Ranks, Treat Injury 6 Ranks, Surgery

No -8 Penalty for treating aliens

D20F

Timewalker

No language penalties and +4 to Bluff and Disguise while time traveling

FPC

Tinkerer

Craft(Electronic) or Craft(Mechanical) 6 Ranks

-1 to cost gadget cost modifiers when crafting

FPC

Tough Plus

Gain two talents from the tough hero talent tree

D20F

Toughness

+3 hit points

D20M

Track

Use Survival skill to track

D20M

Robo-Hunter

BAB +1, Track

+4 on skill checks made while tracking robots

FPC

Trigger Latent Mutation

Conceal a Mutation when not in use

FPC

Trustworthy

+2 on Diplomacy and Gather Information

D20M

Two Weapon Fighting

DEX 13

Lessen two-weapon penalties by 2

D20M

Armed to the Teeth

DEX 13, Two-Weapon Fighting

Can use ranged and melee weapon at the same time

UMF

Improved Two Weapon Fighting

DEX 13, Two-Weapon Fighting, BAB +6

Extra attack with off-hand weapon

D20M



General Feat(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Advanced Two-Weapon Fighting

DEX 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, BAB +11

Third attack with off-hand weapon

D20M

Ultra Immune System

CON 13

+2 Fortitude against, poison, disease, and radiation sickness; ability drain is treated as ability damage

D20F

Urban Tracking

Use Gather Information skill to track urban targets

D20F

Vehicle Engineer

Craft(Mechanical) 6 Ranks

+2 Initiative, Maneuver, Defense, or Hardness on a vehicle you create

FPC

Vehicle Expert

+2 on Drive and Pilot Checks

D20M

Force Stop

Drive 4 Ranks, Vehicle Expert

Force a surface vehicle to stop

D20M

Vehicle Dodge

DEX 13, Drive 6, Vehicle Expert

+1 Dodge bonus to defense

D20M

Vehicle Specialization

+2 Bonus to skill checks, ability checks, and saving throws with specific vehicle type

UA

Weapon Finesse

Proficient with weapon, BAB +1

Use DEX modifier instead of STR with melee weapon

D20M

Weapon Focus

Proficient with weapon, BAB +1

+1 on Attack Rolls with selected weapon

D20M

Well-Equipped

Double carrying capacity and reduce encumbrance penalties

FPC

Wild Talent

0-Level psionic power, usable three times a day

UA

Windfall

+3 Wealth bonus increase, +1 on Profession checks

D20M

Xenodiplomat

+2 Bluff, Diplomacy, Intimidate, and Sense Motive against aliens

FPC

Zero-G Training

DEX 13, Tumble 4 Ranks

No penalty for attacks in low or zero g gravity; no Space Adaptation Sickness

D20F

Zero- G Warrior

Zero-G Training

+2 Defense In low and no gravity

FPC



General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefits

Source

Minions

6th Level

You attract loyal followers

D20P

Obscure Knowledge

Gather Information 6 Ranks

You can make a special obscure knowledge check (D20+INT+Level) to determine if you know relevant information about a subject

D20P

Secret Identity

You have two reputation scores

D20P

Sidekick

6rh Level

You gain a single follower who must always be one level lower then you

D20P

Alien Craft Operation

Pilot 4 Ranks

No penalty on pilot checks or attack rolls made to operate craft of specific type

DM

Blood Magic

WIS 13, Arcane or Divine Spellcasting

You can cast any spell you know without using a spell slot; however you take 2d6 damage per spell level (1d6 for Level 0)

DM

Closed Mind

==

+2 on all saving throws against psi; unable to gain psi powers

DM

Disciple of Life

Ability to turn undead

You may use one daily use of your turn undead to deal damage to undead within 60FT. 1d6 damage per Acolyte level – Fort for half

DM

Mind over Body

CON 13

You heal 1+CON per day of ability damage

DM

Greater Power Crystal

Ability to create a power crystal

Any power crystal you make holds 8 PP

DM

Greater Psi-Blade

Psi-Blade manifestation

Psi-Blade damage up 1 die step

DM

Hurl Psi-Blade

Psi-Blade manifestation

Psi-Blade attack has a 30ft range Increment and a maximum range of 150ft

DM

Nanite Mastery

Sand Slave Outcast

Choose an extraordinary ability from the list of sand slave special abilities – you gain this ability

DM

Open Minded

You gain 5 skill points

DM

Power Focus

Psionic Powers

Choose one power you know and add +2 to the save DC

DM

Power Penetration

Psionic Powers

+2 Manifester Level Checks to overcome power resistance

DM

Psi Mastery

Power point reserve

PP +2; taking this feat again grants +1

DM

Psionic Surge

Power point reserve

Once per day you can spend an action point to regain 1d6 PP

DM


General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feats

Prerequisites

Benefits

Source

Sixth Sense

You can’t be surprised

DM

Spell Penetration

Arcane or Divine spells

+2 to Caster level checks to overcome resistance

DM

Spell Recall

Arcane or Divine Spells

Once per day you can spend an action point to recall any spell you had prepared and cast this day

DM

Sudden Manifest

Psionic Powers

Can spend an action point to manifest a 0, 1st, or 2nd level power as a free action

DM

Craft Nanites

Craft(Electrical) 10, Craft(Mechanical) 10, Craft Cybernetics

You can build Nanoaugmenters

CS

Cybernetic Weapon Prof

You can use any weapon you have in an external or internal mount without penalty

CS

Cybertaker

Maximum number of cybernetics allowed without penalty +1

CS

Cyborg

CON 13

You gain a number of cybernetic devices equal to the number of times you have taken this feat – purchase DC cannot exceed your current wealth +15; no wealth check required, so no loss of wealth Is incurred

CS

Implant Awareness

+4 to defense against any attack to sunder an implant

CS

Armed to the Teeth

BAB +6, Crack Shot

When using a melee weapon In your primary hand, and a pistol in your off hand you may attack with the pistol as a free action; halve penalties for two weapon fighting

Rapture

Crack Shot

You threaten a 5ft area around you in any direction with a pistol, just as with a melee weapon

Rapture

Instinct Shot

WIS 13, Alertness

During the surprised round, when wielding a pistol, you may make one attack; 50% miss chance if you hit

Rapture

Expert Scrounger

Search 8 Ranks

You gain +5 on search when scavenging

D20A

Fight with Anything

BAB +4

No -4 penalty on improvised weapons

D20A

Mounted Combat

Ride 1 Rank

Once per round in combat when your mount is hit, you may make a ride check to negate

D20A



General Feats(Cont)

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Feat

Prerequisites

Benefit

Source

Mutation Damage Boost

CON 13, One mutation that deals damage

You may deal an extra 1d6 damage with a mutation, 1+CON per day

D20A

Mutation Immunity

Great Fortitude

You are immune to mutations. You never gain mutations or drawbacks.

D20A

Rad Soaker

Great Fortitude

You treat a radioactive area as one degree lower

D20A

Sense Mutation

If you spend a full round action observing a creature within 30ft of you, you can determine If they are a mutant. You make a spot check vs. the creatures disguise check; if you succeed you can identify if they are a mutant. Beating by 5 or more identifies drawbacks and cosmetic mutations – 10 or more is all mutations

D20A

Shrewd Bargainer

Diplomacy 4

When bartering for good you may add your INT to your diplomacy check

D20A

Thrifty Mechanic

INT 13, Repair 8 Ranks

Reduce the number of parts used by an amount equal to your INT bonus(Minimum of 1)

D20A

Unfettered Eye

Alertness, +1 PP reserve

Make a spot check to learn details about your opponent

MAM

One-Two

BAB+8, Brawl, Improved Brawl

Bonus damage based on number of successful unarmed strikes in a round

MAM

Improved Grab

Brawl

Start a grapple as a free action

MAM

Advanced Grapple

STR 13, Brawl, Improved Grapple, Power Attack, BAB +4

Gain a bonus equal to character level divided by 4 when grappling

MAM

Mat Techniques

Brawl, BAB +2

Attack from prone position without penalty

MAM

Improved Combat Expertise

INT 13, Combat Expertise

Reduce attack bonus by up to your BAB; increase defense by same amount

MAM

Crane Kick

STR 13, DEX 13, Combat Martial Arts, Power Attack, BAB +2

Second unarmed strike after successful melee attack

MAM

Horse Stance

BAB +1, Combat Martial Arts

+4 to resist bull rush and trip

MAM

Combo Strike

BAB +8, Combat Martial Arts, Improved Combat Martial Arts, Advanced Martial Arts

Bonus damage based on number of successful unarmed strikes per round

MAM

Hands without Shadow

DX 15, Combat Martial Arts, Improved Combat Martial Arts, BAB+4

Two extra unarmed attacks per round at -5 penalty

MAM


General Feats(Cont)

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Feats

Prerequisites

Benefits

Source

No-Shadow Kick

STR 13, Power Attack, Combat Martial Arts, Improved Combat Martial Arts, BAB+4

Critical hit with unarmed attack gives you additional attacks

MAM

Three-Conflicts Stance

Combat Reflexes, Combat Martial Arts, Improved Combat Martial Arts, BAB +4

You are entitled to an attack of opportunity when an opponent enters your fighting space, even when they have an ability that normally prevents it

MAM

Martial Arts Weapon Proficiency

BAB +1, Combat Martial Arts, Defensive Martial Arts

Use 3 Exotic Weapons without penalty

MAM

Genshin Awareness

WIS 13, Alertness, Combat Martial Arts, Combat Reflexes, BAB +3

Attackers get no flanking bonus

MAM

Drunken Stance

Combat Martial Arts, Bluff 4, BAB +2

Successful bluff check allows attack of opportunity against next melee attack

MAM

Cat Stance

Combat Reflexes, Defensive Martial Arts

You can avoid opponents entering your fighting space

MAM

Redirect Attack

DEX 15, WIS 13, Defensive Martial Arts, BAB +8

Redirect opponents attack to another target in reach

MAM

Stunning Fist

DEX 13, WIS 13, Defensive Martial Arts, BAB +4

Chance to stun opponent with successful unarmed attack

MAM

Nauseating Punch

DEX 13, WIS 13, Defensive Martial Arts, Stunning Fist, BAB +6

Successful stunning attack also nauseates opponent

MAM

Blinding Punch

DEX 13, WIS 13, Defensive Martial Arts, Stunning Fist, Nauseating Punch, BAB +8

Successful melee attack has a chance to blind opponent

MAM

Paralyzing Strike

DEX 13, WIS 13, Defensive Martial Arts, Stunning Fist, Nauseating Punch, Blinding Punch

Successful unarmed strike has a chance of paralyzing opponent

MAM

Parry

DEX 13, Dodge, Agile Riposte

Use your melee attack roll as your defense

MAM

Psionic Dodge

DEX 13, Dodge, +5 PP Reserve

+1 Dodge bonus against selected opponent

MAM

Diehard

Endurance

Remain conscious at -1 to -9 HP

MAM

Improvised Weapon Proficiency

BAB +8

Use improvised weapon without penalty

MAM

Inner Strength

You gain additional PP equal to Inner Strength +1

MAM

Talented

Inner Strength

You manifest 3 additional level-0 powers

MAM

Body Fuel

Inner Strength, Talented

You can burn ability points as PP

MAM

Know Your Enemy

Knowledge(History) 2, Knowledge(Tactics) 2

Gain a bonus when fighting a master of a particular school

MAM



General Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feats

Prerequisites

Benefits

Source

Knowledge is Power

Know Your Enemy, BAB +9

Make an attack of opportunity when a martial arts master misses an attack against you

MAM

Improved Precise Shot

DEX 19, Point Blank Shot, Precise Shot, BAB +11

Ignore less then total cover on ranged attacks

MAM

Rapid Shot

DEX 13, Point Blank Shot

One extra ranged attack each round, -2 to all attack rolls

MAM

Manyshot

DEX 17, Point Blank Shot, Rapid Shot, BAB +6

Shoot two or more arrows simultaneously

MAM

Poise

WIS 13, CON 5 Ranks

Add wisdom bonus to defense

MAM

Psionic Body

Use key ability modifier to determine bonus HP

MAM

Rapid Metabolism

CON 13

Add your CON modifier to the number of HP you recover each day

MAM

Psionic Metabolism

CON 13, Rapid Metabolism

Convert normal damage to nonlethal damage

MAM

Increased Speed

Run

Your base speed increased by 10ft per round

MAM

Stand Still

STR 13, +1 reserve PP

End the movement of a foe that is closing or fleeing

MAM

Two-Weapon Defense

DEX 15, Two-Weapon Fighting

Off hand weapon grants +1 Shield bonus

MAM


Secret Techniques

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Feat

Prerequisites

Benefit

Source

Active Defense

Swordplay 3rd Rank

You may spend an action point to make an attack with a weapon you have both Weapon Focus and Weapon Finesse

MAM

Canny Grip

Bare-Knuckle Boxing 2nd Rank

You may add your wisdom bonus to nonlethal damage while grappling

MAM

Combat Analysis

Ballistic Fist 3rd Rank

If you win surprise you may take a full attack action

MAM

Crane Fist

Southern Fist 3rd Rank

You may spend an action point to make a melee attack as a touch attack as a full round action

MAM

Dirty Fighting

Military Martial Arts 2nd Rank

You may spend an action point to automatically make a successful unarmed attack while grappling Into a critical

MAM

Dragon Shatters Mountain

Kobojutsu 3rd Rank

You receive a +4 to attack rolls to attack objects, and deal double damage. You also receive a +4 to defense against to sunder your weapon

MAM

Eight Drunken Immortals

Drunken Fighting 3rd Rank

You may spend an action point to gain a +2 dodge bonus to all attacks made against you – attacking or provoking attacks of opportunity end this bonus

MAM

Elemental Armor

Five Elements 2nd Rank

You may voluntarily lose an arcane spell to gain twice the spells level to defense, This bonus lasts a number of rounds equal to your INT modifier

MAM

Eye of the Tiger

Western Boxing 3rd Rank

As an attack action you may spend an action point to make an intimidate check. If you succeed the opponent becomes stunned for 1d4 rounds – an already stunned opponent becomes panicked; if the target recognizes you, you may add your reputation bonus to the check

MAM

Hammer Fist

Southern Fist 2nd Rank

You may spend an action point to make a full round action to make one unarmed strike against an object; you ignore all hardness

MAM

Head Butt

Bare Knuckle-Boxing 3rd Rank

You may make one additional unarmed attack against an opponent who occupies the square as you but all attacks you make that round suffer a -2 penalty. If this additional attack succeeds you take half the damage as nonlethal and your opponent Is stunned

MAM

Heaven’s Arrow

Clothyard Shaft 3rd Rank

You may spend 1 action point and two full round actions to automatically score a critical hit with a bow

MAM

Hypnotic Gaze

Cloudy Night 3rd Rank

You may make a sleight of hand check against an opponents spot check – success means they lose their DEX bonus to defense. If used with a weapon then you must draw and use a weapon each round you attempt Hypnotic Gaze

MAM

Immortal Grip

Kobujutsu 2nd Rank

You may wield a melee weapon up to one size category larger then you with one hand and a weapon two category sizes larger then you with two hands

MAM

Irish Whip

Professional Wrestling 2nd Rank

You may change direction while making a charge attack.

MAM

Kirituke

One Move 3rd Rank

If you draw the melee weapon you have Weapon Focus with, and successfully attack in the same round you automatically threaten a critical hit. This is a full round action

MAM

Light Body I

Northern Leg 2nd Rank

You may spend an action point when making a jump check to jump twice your speed in distance

MAM

Light Body II

Northern Leg 3rd Rank

You may spend an action point when you move so that a part of your move is along a wall as long as you end your movement on a mostly horizontal surface

MAM

Phoenix Block

Five Elements 3rd Rank

You may lose a spell to gain a damage shield that lasts a number of rounds equal to your INT modifier. Damage is based on spell level 0=1d3, 1=1d4, 2=1d6, 3=2d4, 4=2d6, 5=

MAM

Prise de Fer

Swordplay 2nd Rank

You may make a melee touch attack against a weapon wielded by an opponet. You gain a +4 bonus to this roll for every size category your weapon is larger then your opponents. If you succeed you can bind an opponent. You can then attack each other with unarmed strikes, natural weapons, or a second weapon.

MAM

Reincarnated Crane

Deft Touch 2nd Rank

Choose an opponent you threaten and spend an action point. If you succeed on an unarmed strike you deal no damage but your opponent loses their DEX modifier to defense

MAM

Repulse the Monkey

Sticky Hands 3rd Rank

You may spend an action point and set yourself against a charge. You make an unarmed attack of opportunity against a charging opponent that if it succeeds you do double damage.

MAM

Sleeping Immortal

Deft Touch 3rd Rank

Use an action point to make an unarmed attack that deals no damage, but instead causes your opponent to lose 1d4 AP

MAM

Spirit Needles

Cloudy Night 2nd Rank

Your attack deals extra damage anytime your opponent would be denied a DEX bonus to defense. 3rd-5h=1d6, 6th-8th=2d6, 9th-11th=3d6, 12th-14th=4d6, 15th-17th=5d6, 18th=+6d6

MAM

Steps

School of the Dance 2nd Rank

You may spend an action point at the beginning of you’re action to gain a +4 Dodge bonus to defense against all melee attacks

MAM

Stone Hands

Western Boxing 2nd Rank

You may spend an action point to have all your unarmed attacks deal lethal damage

MAM

Sweeps

School of the Dance 3rd Rank

You may spend an action point to trip an opponent. If you succeed you are both prone and considered grabbed.

MAM

Tactical Training

Ballistic Fist 2nd Rank

Make a Knowledge(tactics) check(DC15+number of opponents as a free action). If you succeed you +2 dodge bonus to defense, and +2 circumstance bonus to attack rolls; this lasts a number of rounds equal to their Knowledge(tactics) ranks +2

MAM

Thousand Steps

Third Eye 3rd Rank

Your base speed is equal to your base speed +10 feet per 4 reserve PP

MAM

Thousand League Eye

Sticky Hands 2nd Rank

As a move action you may spend an action point to make a spot check against an opponent within 30ft of you – the result of the check how much you learn

MAM

Three Inch Punch

Third Eye 2nd Rank

When you make an unarmed attack you may spend a power point to deal +1d4 concussion damage. Damage reduction has no effect on this additional damage but energy resistance does.

MAM

Top Rope

Professional Wrestling 3rd Rank

You may spend an action point to when you make a jump check to halve the DC of that check or you can alternatively make a jump at the normal DC without needing a 20ft movement first

MAM

Unicorn Steps

Drunken Fighting 2nd Rank

You may spend an action point to gain a +4 dodge bonus to defense against all melee attacks made against you. Attacking ends this bonus

MAM

Zanshin

One Move 2nd Rank

If an opponent makes a melee attack against you, you may spend an action point to gain a +4 dodge bonus to defense. You may not take another action this round except a 5-foot step.

MAM

Zen Archery

Clothyard Shaft 2nd

When making a full attack action with your bow, if you miss your target you may immediately spend one action point to reroll. This second attack is made at the same BAB as the first roll, and all bonuses or penalties apply.

MAM


Initial Feats

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Feat

Prerequisites

Benefits

Source

Divine Heritage

WIS 10

May cast orisons(0-Level divine)

UA

Magical Heritage

INT 10

May cast cantrips(0-Level Arcane)

UA

Moonlighting

Choose a second starting occupation

MPC

Multilingual

GM Approval

Fluent in more than one language

MPC

Linguist

Multilingual

Understand languages you don’t speak

MPC

Planetary Adaptation

Gain benefits your planet of origin

D20F

Shadow Heritage

+1 bonus to saving throw, low light vision

UA


Metamagic Feats

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Feats

Prerequisites

Benefits

Source

Empower Spell

Increase numeric effects of chosen spell by one-half

UA

Enlarge Spell

Double range of chosen spell

UA

Eschew Materials

Cast chosen spell without material component

UA

Extend Spell

Double duration of chosen spell

UA

Eschew Materials

Cast chosen spell without material component

UA

Extend Spell

Double duration of chosen spell

UA

Heighten Spell

Cast chosen spell at higher effective level

UA

Nonlethal Spell

Chosen spell deals nonlethal damage

UA

Reach Spell

Cast chosen touch spell up to 30 ft

UA

Sacred Spell

Chosen spell is imbued with Divine Power

UA

Shadowbane Spell

Chosen spell is more effective against creatures of shadow

UA

Silent Spell

Cast chosen spell without verbal component

UA

Still Spell

Cast chosen spell without somatic component

UA


Metapsionic Feats

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefits

Source

Delay Power

Chosen power triggers 1 to 5 rounds after manifestation

UA

Enlarge Power

Double range of chosen power

UA

Extend Power

Double duration of chosen power

UA

Persistent Power

Extnd Power

Duration of chosen power raised to 1 day

UA

Focus Power

Psionic Abilities

Increase DC of psionic power saving throws

MPC

Heighten Power

Manifest chosen power at higher level

UA

Hide Power

Manifest chosen power without specific display

UA

Quicken Power

Manifest chosen powers with but a thought

UA

Twin Power

Manifest chosen power twice simultaneously

UA


Social Feats

<colgroup><col> <col> <col> <col> </colgroup>

Feats

Prerequisites

Benefits

Source

Ally

You can call upon an ally in a high ranking position for favors, documents, or possible military aid

Rapture

Advocate

You gain the assistance of a lawyer for legal defense, drawing contracts or similar situations

Rapture

Church Rank

+1 competence bonus to Diplomacy to influence members of same faith

Rapture

Enthrall

Perform 6 Ranks

Anyone within 90ft makes a Will save against your perform check; if they fail they take a -4 to spot and listen

Rapture

Epiphany

WIS 15, Knowledge related to the topic +6

Listeners make a DC15 will save; if successful they gain a +2 on any checks concerning the topic commented on for one encounter

Rapture

Etiquette

INT 13

You can cool social tensions; returning character’s attitudes to normal after a social faux pas; you may also counter a “Withering Insult”

Rapture

Gossip Network

You gain a +4 to Gather Information checks for subjects within your network’s reach.

Rapture

Hierophant

Knowledge(Theology &Philosophy) +10

You can convert others of the same religion to your line of thinking – even if it is counter the religions normal creed

Rapture

Holier Than Thou(Social)

Clergy class only

Anyone who can hear you as you declare your faith must make a will save(DC10+Class level) ever round until they succeed before they can attack you

Rapture

Incite Passion

Choose something you are passionate about; once per day when your “passion” is involved you may as a full round action to make a will save – success gives you a bonus towards any successive checks made to accomplish your goal

Rapture


Social Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>





Purgation

WIS 13

Once per day you can extract a confession from someone; they must be a member of the same religion as you. They make a Will save(CHR + Level) to resist. Failure means they confess to a small sin; failure of five or more means a great sin, and 10 points or more they confess to a horrible sin

Rapture

Rabble Rouse

CHR 15, Enthrall

You can use enthrall to gather a mob of followers; anyone who fails a will save will take action on your behalf

Rapture

Righteous Sermon

Clergy class, Perform +6

You may spend a full round action to give allies a +1 moral bonus to saving throws, attack rolls, and weapon damage rolls

Rapture

Secret

You learn a secret in relation to something in the game – consult your GM for assistance

Rapture

Steady Hand

Once per day you may steady your hand as a full round action. You make a will save; success grants you a bonus to perform a particular non-combat task. This effect lasts for 10 minutes

Rapture

Streetwise

You may make a gather information check (DC20) to find an illegal service and a Diplomacy or Bluff check (DC25) to hire them; further you may make a Diplomacy or Bluff check (DC20) to buy or sell illegal goods

Rapture

Veteran

You may invoke your past to gain a +2 to Diplomacy or Gather Information checks

Rapture

Well-Traveled

Any character class level +3

Make a level+INT check to see if you know any relevent Information about a person, place or thing. DC varies

Rapture

Withering Insult

INT 13

Once per day you may insult someone. Your target makes a will save(DC10+CHR+Level); failure means he seeks satisfaction against you

Rapture


Social Feats(Cont)

<colgroup><col> <col> <col> <col> </colgroup>

Feat

Prerequisites

Benefit

Source

Prayer

You can use one zero level spell per day. Make a DC15 check to manifest

Rapture

Secret Agent

You have a cover story, anyone trying to discern who you really are must make a DC30 Investigate check

Rapture



complete-feat-list

Dark Tide ManintheHat