Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Feats: Complete Listing

Acrobatic [General]

Benefit: You get a +2 bonus on all Jump and Tumble checks.

 

Advanced Education [General]

You have attended a university or institution of higher learning.

Prerequisites: Int 11+.

Benefit: You may choose three Knowledge skills as your specialties, gaining a +1 bonus on all checks with them. In addition, these Knowledge skills are now considered class skills for you.

 

Agile [General]

Benefit: You get a +2 bonus on all Balance and Escape Artist Checks.

 

Aircraft Piloting [General]

You know how to pilot and operate aircraft.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: You do not suffer any penalties on your Pilot checks when operating an aircraft.

Normal: Characters without this feat suffer a -4 penalty on Pilot checks when attempting to operate an aircraft.

 

Alertness [General]

Benefit: You get a +2 bonus on all Listen and Spot checks.

Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.

 

Animal Affinity [General]

Benefit: You get a +2 bonus on all Handle Animal and Ride checks.

 

Armor Proficiency (Heavy) [General]

Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium).

Benefit: When you wear a type of armor you're proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Freefall, Hide, Jump, Move Silently, Pick Pocket, Pilot, and Tumble checks.

Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

 

Armor Proficiency (Light) [General]

Benefit: When you wear a type of armor you're proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Freefall, Hide, Jump, Move Silently, Pick Pocket, Pilot, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

 

Armor Proficiency (Medium) [General]

Prerequisites: Armor Proficiency (Light).

Benefit: When you wear a type of armor you're proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Freefall, Hide, Jump, Move Silently, Pick Pocket, Pilot, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

 

Armor Proficiency (Powered) [General]

Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), and Technical Proficiency.

Benefit: When you wear a type of armor you're proficient with, the armor check penalty applies only to Balance, Climb, Escape Artist, Freefall, Hide, Jump, Move Silently, Pick Pocket, Pilot, and Tumble checks.

Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Fighters and paladins have this feat for free.

Athletic [General]

Benefit: You get a +2 bonus on all Swim and Climb checks.

 

Augment Summoning [General]

Prerequisites: Spell Focus (Conjuration, Greater).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

 

Autofire [General/Fighter]

You are trained to fire accurate bursts with an automatic weapon.

Prerequisites: Point Blank Shot, Precise Shot, Rapid Shot, Martial Weapon Proficiency, Technical Proficiency, Dex 13+.

Benefit: When firing an automatic weapon, you hit with an extra shot for every 3 by which your attack roll exceeds the opponent's AC.

Normal: A character firing a burst from an automatic weapon hits with an extra shot for every 5 by which his attack roll exceeds the opponent's AC.

 

Blind-Fight [General/Fighter]

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

 

Born Spacer [General]

You are familiar and comfortable with space and its exotic environments.

Prerequisite: Technical Proficiency.

Benefit: You get a +2 bonus on all Freefall and Navigate checks.

 

Brew Potion [Item Creation]

Prerequisites: Caster level 3rd.

Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x 50 cr. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one-half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with an XP cost also carries a commensurate cost. In addition to costs derived from the base price, you must pay the XP when creating the potion.

 

Camera Shy [General]

You have a knack for minimizing your visibility to cameras and other visual recorders.

Prerequisite: Hide skill, Disguise 1 rank, Technical Proficiency.

Benefit: Whenever you are exposed to visual recording equipment, you may make a free Disguise check or Hide check with a +4 bonus to obscure your identity in the recording or sensor feed. Anyone attempting to identify you remotely must oppose your skill check with a Spot check. Your obfuscation isn't necessarily subtle or misleading, it merely invalidates the usefulness of the recording. You don't need to prepare a disguise to use this feat. If you're unaware that you're being recorded, you suffer a -10 penalty to your skill check.

 

Careful Scrutiny [General]

You have a precise eye for detail and a patience that pays off.

Prerequisite: Int 11, Wis 13.

Benefit: You get a +4 bonus to Search checks when you take 20. You also suffer no penalties when making Spot checks through remote feeds or recordings.

 

Cleave [General/Fighter]

Prerequisites: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with he same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

 

Combat Ace [General]

In a dogfight, you can line up and acquire a target with a single fluid maneuver.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: You can make a targeting run and acquire a target as a single move-equivalent action.

Normal: Targeting run and acquire target are both move-equivalent actions.

Special: You cannot use this feat with a vehicle that is size category Colossal or larger.

 

Combat Awareness [General/Fighter]

You have an unnatural ability to predict your opponent's attacks.

Prerequisites: Sense Motive 1 rank, Alertness.

Benefit: After spending four combat rounds observing a single opponent as a move-equivalent action, you may add your Intelligence modifier to your Armor Class against this opponent.

 

Combat Casting [General]

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

 

Combat Expertise [General/Fighter]

Prerequisites: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

 

Combat Reflexes [General/Fighter]

Benefit: When foes leave themselves open, you make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character's threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opponent.

With this feat, you may also make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

 

Crack Shot [General/Fighter]

You are skilled at making well-placed shots at targets behind cover.

Prerequisites: Point Blank Shot, Precise Shot.

Benefit: When you make a ranged attack against an opponent behind cover, the target's cover bonus to AC is halved.

 

Craft Magic Arms and Armor [Item Creation]

Prerequisites: Caster level 5th.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or a shield takes one day for each 1,000cr in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its feature's total price in XP.

The weapon, armor, or shield to be enhanced must be a masterwork item that you could make.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP and half the time it would take to craft that item in the first place.

Special: You must have the Technical Proficiency feat to create magic high-tech weapons and armor.

 

Craft Rod [Item Creation]

Prerequisites:Caster level 9th.

Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000cr in its base price. To craft a rod, you must spend 1/25 of its base price in XP.

Some rods incur extra costs in XP, as noted in their description. These costs are in addition to those derived from the item's base price.

 

Craft Staff [Item Creation]

Prerequisites: Caster level 12th.

Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000cr in its base price. To craft a staff, you must spend 1/25 of its base price in XP. A newly created staff has 50 charges.

Some staffs incur extra costs in XP, as noted in their description. These costs are in addition to those derived from the item's base price.

 

Craft Wand [Item Creation]

Prerequisites: Caster level 5th.

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000cr in its base price. The base price of a wand is its caster level x the spell level x 750gp. To craft a wand, you must spend 1/25 of its base price in XP. A newly created wand has 50 charges.

Any wand that stores a spell with an XP cost also carries a commensurate cost. In addition to cost derived from the base price, you must pay fifty times the XP cost.

 

Craft Wondrous Item [Item Creation]

Prerequisites: Caster level 3rd.

Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000cr in its base price. The base price of a wand is its caster level x the spell level x 750gp. To craft a wand, you must spend 1/25 of its base price in XP.

You can also mend a broken wondrous item if it is one that you cold make. Doing so costs half the XP and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

Special: You must have the Technical Proficiency feat to create high-tech miscellaneous magic items.

 

Dead Eye [General/Fighter]

You are exceptionally skilled at dealing damage with ranged weapons.

Prerequisite: Base Attack Bonus +5, Crack Shot.

Benefit: Against targets within 30 feet, as a full-round action, you may make a single ranged attack and apply your Dexterity modifier to damage as well as to your attack roll. This feat has no effect against creatures that are not subject to critical hits, such as constructs and undead.

Normal: Your Dexterity modifier applies only to your attack roll.

 

Deceitful [General]

Benefit: You get a +2 bonus on all Disguise and Forgery checks.

 

Deeply Intimidating [General]

Your imposing presence and forceful technique cuts deep into people's psyche. When you intimidate enemies, it sticks with them.

Prerequisite: Cha 15.

Benefit: When you use the Intimidate skill to demoralize foes in combat, they remain shaken for a number of rounds equal to your Charisma modifier. A shaken character suffers a -2 penalty on attack rolls, ability checks, and saving throws.

Normal: Without this feat, demoralized foes are shaken for one round only.

 

Deflect Arrows [General/Fighter]

Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as acid arrow, can't be deflected.

This feat only works against thrown or archaic missile weapons, such as arrows, stones, or crossbow bolts. You cannot use this feat to deflect bullets or energy pulses.

 

Deft Hands [General]

Benefit: You get a +2 bonus on all Sleight of Hand and Use Rope checks.

 

Destructive Spell [Metamagic]

You can increase the destructiveness of your spells.

Prerequisite: Spellcaster level 5th.

Benefit: You can increase the maximum damage of any spell by a number of dice equal to your spellcasting ability modifier. Thus, a 10th-level sorcerer with a 15 Charisma would increase the maximum damage of his fireball to 12d6. Of course, the other rules for determining spell damage remain the same. In the example, the sorcerer's fireball would still only inflict 10d6 points of damage, since he is of insufficient level to do any more. A Destructive Spell uses up a spell slot one level higher than its actual level.

 

Diehard [General]

Prerequisites: Endurance.

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon a you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

 

Diligent [General]

Benefit: You get a +2 bonus on all Appraise and Decipher Script checks.

 

Disable at Range [General]

You can use a ranged weapon to make Disable Device checks.

Prerequisite: Base Attack Bonus +5 or higher, Disable Device 1 rank, Technical Proficiency.

Benefit: If you succeed at a ranged attack against an object susceptible to both your attack and the Disable Device skill, you may make a Disable Device check against the object in addition to dealing damage to it.

Normal: You can only make Disable Device checks on objects you can reach.

Special: Mechanists may choose this feat as one of their bonus feats for the class.

 

Dodge [General/Fighter]

Prerequisites: Dex 13.

Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against orcs) stack with each other, unlike most other types of bonuses.

 

Dragonblood [General]

The blood of dragons runs in your veins, and its manifested power gives you a natural affinity for arcane magic.

Prerequisite: Cha 13.

Benefit: Sorcerer is a favored class for you. This is in addition to your favored class based on race.

Special: You can take this feat any time you are eligible to choose a new feat. When you take the feat after 1st level, you have only just discovered the latent magical affinity manifested by your heritage. Despite the name, soulmechs can choose this feat—the dragon ancestor's power is in the spirit, not the blood.

Empower Spell [Metamagic]

Benefit: All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

 

Endurance [General]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

 

Enlarge Spell [Metamagic]

Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

 

Eschew Materials [General]

Benefit: You can cast any spell that has a material component costing 1 cr or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 cr, you must have the material component at hand to cast the spell, just as normal.

 

Etiquette [General]

You know how to handle yourself in just about any situation.

Prerequisite: Charisma 13.

Benefit: When making a Diplomacy check, you ignore any circumstance penalties for dealing with those of a different culture. You also gain a +2 circumstance bonus on your Charisma check to alter an NPC's initial attitude toward you.

 

Evasive Piloting [General]

You know how to shake a tail.

Prerequisites: Dex 13, Technical Proficiency.

Benefit: You get a +4 bonus on your opposed Pilot check when an opponent is attempting a targeting run on your vehicle.

 

Exciting Tales [General]

You draw on the everyday experiences of your exciting life to weave tales that audiences love.

Benefit: You gain a +2 synergy bonus to Perform checks if you have 5 or more ranks in any one Craft, Knowledge, or Profession skill. This bonus increases to +4 when you have 10 or more ranks in any one Craft, Knowledge, or Profession skill. There is no benefit to having 5 or more ranks in multiple Craft, Knowledge, or Profession skills.

 

Exotic Weapon Proficiency [General/Fighter]

Prerequisites: Base attack bonus +1 (plus Str 13 for bastard sword).

Benefit: You make attack rolls with the weapon normally.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword has an additional prerequisite of Str 13.

 

Expert Gunner [General/Fighter]

You are adept firing weapons from a vehicle.

Prerequisite: Gunner.

Benefit: The penalty on ranged attack rolls for your vehicle's speed is quartered. For example, the penalty to a ranged attack from a vehicle moving at speed 20 would be -2 instead of -6.

 

Extend Spell [Metamagic]

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

 

Extra Turning [General]

Prerequisites: Ability to turn or rebuke creatures.

Benefit:Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.

If you have the ability to turn or rebuke more than one kind of creature (such as a spiritual channeler/legate, who can turn animals and rebuke undead), each of your turning or rebuking abilities gains four additional uses per day.

Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

 

Far Shot [General/Fighter]

Prerequisites: Point Blank Shot.

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

 

Feel for the Road [General]

You have an unusually good sense of how a vehicle reacts to rough terrain.

Prerequisites: Pilot 1 rank, Technical Proficiency, Wis 11.

Benefit: Reduce all terrain penalties by one-half for any vehicle you are piloting. This applies to take-off and landing checks for aircraft and spacecraft as well.

 

Fit In [General]

You have an intuitive grasp of local customs, dialects, and behaviors.

Benefit: You gain a +2 bonus on all Disguise and Gather Information checks.

 

Forge Ring [Item Creation]

Prerequisites: Caster level 12th.

Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000cr in its base price. To craft a ring, you must spend 1/25 of its base price in XP.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in XP, as noted in their descriptions. For example, a ring of three wishes costs 15,000XP in addition to costs derived from its base price (as many XP as it costs to cast wish three times). You must pay such a cost to forge such a ring or to mend a broken one.

 

Gearhead [General]

You have an intuitive understanding of how machines work.

Prerequisite: Technical Proficiency.

Benefit: You get a +2 bonus on all Repair and Use Device checks.

 

Good Listener [General]

You have a trustworthy quality that helps strangers feel comfortable opening up to you.

Prerequisite: Cha 13.

Benefit: You make Gather Information checks in half the time it would normally take. This feat also grants a +2 bonus to Gather Information checks.

Normal: A Gather Information check usually takes a full evening.

 

Good Memory [General]

You are better able to retain information you aquire.

Prerequisite: Int 13.

Benefit: You gain a +2 bonus to any three Knowledge skills of your choice.

 

Great Cleave [General/Fighter]

Prerequisites: Str 13, Cleave, Power Attack, Base Attack Bonus +4.

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

 

Great Fortitude [General]

Benefit: You get a +2 bonus on all Fortitude saving throws.

 

Greater Spell Focus [General]

Prerequisites: Spell Focus with selected school.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

 

Greater Spell Penetration [General]

Prerequisites: Spell Penetration.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

 

Greater Two-Weapon Fighting [General/Fighter]

Prerequisites: Improved Two Weapon Fighting, Two-Weapon Fighting, Base Attack Bonus +11, Dex 19.

Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.

 

Greater Weapon Focus [General/Fighter]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

 

Greater Weapon Specialization [General/Fighter]

Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

 

Gunner [General/Fighter]

You are trained to fire weapons from a vehicle.

Prerequisite: Technical Proficiency.

Benefit: The penalty on ranged attack rolls for your vehicle's speed is halved. For example, the penalty on a ranged attack from a vehicle moving at speed 20 would be -3 instead of -6.

 

Gunner's Eye [General]

You are skilled at acquiring targets in vehicle combat.

Prerequisite: Technical Proficiency.

Benefit: You get a +4 bonus on Use Device checks to acquire targets in vehicle combat.

 

Hacker [General]

You are skilled at breaking codes and cracking computer systems.

Prerequisite: Technical Proficiency.

Benefit: You get a +2 bonus on all Cryptography and Use Device checks.

 

Heavy-Helmer [General]

You're unusually adept at handling large and heavy starships.

Prerequisites: Pilot 1 rank, Starship Piloting, Technical Proficiency.

Benefit: When piloting Colossal or larger vehicles, you ignore up to 4 points in handling penalties. If the vessel's handling score is -1 or better, you gain a +2 to Pilot checks in that vehicle, instead.

 

Heighten Spell [Metamagic]

Benefit:A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

 

High-G Tolerance [General]

You are well adapted to high-g environments.

Prerequisite: Str 13.

Benefit: You treat all high-g environments as if they were 1g lower, to a minimum of 1g.

 

Hotshot [General]

You are a pilot without equal.

Prerequisites: Pilot 1 rank, Technical Proficiency, Dex 13.

Benefit: You gain a +4 bonus to all Pilot checks made while attempting a maneuver.

 

Illogical Input [General]

You know how to communicate with robots in a way that stalls and confuses them.

Prerequisite: Int 13, Use Device 1 rank, Gearhead, Technical Proficiency.

Benefit: You gain a +4 bonus to Bluff and Disguise checks with subject robots. You can also make a Use Device skill check (DC 25) to cause any robot that is receptive to your audio inputs to waste time processing unacceptable commands. The robot is effectively dazed for one round.

 

Implant Spellware [Item Creation]

You can modify and augment living beings with spellware, such as darkvision and enhanced strength.

Prerequisites: Spellcaster level 5th, Technical Proficiency.

Benefit: You can create any spellware whose prerequisites you meet. Implanting a spellware enhancement in a patient takes 1 hour for each 1,000 credits in its price and costs half its price in raw materials, supplies, and equipment. The recipient of the spellware must spend 1/25 of the enhancement's price in XP.

You can also upgrade certain enhancements. Doing so costs half the XP, half the materials, and half the time it would take to implant the spellware in the first place.

Some spellware enhancements cost extra credits or XP as noted in their descriptions. These costs are in addition to those derived from the enhancement's base price. You must pay this cost to implant or upgrade the spellware.

 

Improved Bull Rush [General/Fighter]

Prerequisites: Power Attack, Str 13.

Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus to the opposed Strength check you make to push back the defender.

 

Improved Counterspell [General]

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

 

Improved Critical [General/Fighter]

Prerequisites: Proficient with selected weapon, Base Attack Bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19-20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17-20 (four numbers).

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell).

 

Improved Disarm [General/Fighter]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

 

Improved Familiar [General]

This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in Table: Improved Familiar by Alignment presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown in Table: Improved Familiar by Type/Subtype.

Improved Familiar by Alignment
Familiar Alignment Arcane Caster Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Imp Lawful evil 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th
Improved Familiar by Master's Type/Subtype
Familiar Master's
Type/Subtype
Arcane
Caster
Level
Celestial hawk1 Good 3rd
Fiendish Tiny viper snake2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus3 Undead 7th
Ice mephit Cold 7th

1. Or other celestial animal from the standard familiar list.
2. Or other fiendish animal from the standard familiar list.
3. The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.

 

Improved Far Shot [General/Fighter]

You are highly skilled at making accurate attacks at great distance with ranged weapons.

Prerequisites: Point Blank Shot, Far Shot.

Benefit: All penalties due to range are halved. Each full range increment causes a cumulative -1 penalty on your ranged attack rolls.

Normal: Each full range increment causes a cumulative -2 penalty on a character's ranged attack rolls.

 

Improved Feint [General/Fighter]

Prerequisites: Combat Expertise, Int 13.

Benefit: You can make a Bluff check to feint in combat as a move action.

 

Improved Grapple [General/Fighter]

Prerequisites: Improved Unarmed Strike, Dex 13.

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

 

Improved Initiative [General/Fighter]

Benefit: You get a +4 bonus on initiative checks.

 

Improved Overrun [General/Fighter]

Prerequisites: Power Attack, Str 13.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

 

Improved Precise Shot [General/Fighter]

Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +11, Dex 19.

Benefit: Your ranged attacks ignore the AC bonus granted to target by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

 

Improved Shield Bash [General/Fighter]

Prerequisites: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

 

Improved Shot on the Run [General/Fighter]

You are skilled at making multiple ranged attacks with firearms while on the move.

Prerequisites: Point Blank Shot, Dodge, Mobility, Mobile Shot, Shot on the Run, Technical Proficiency, Dex 15, ability to make multiple ranged attacks with a firearm.

Benefit: You can make multiple ranged attacks with a firearm and still move your base speed. If the attacks are combined with a move action, you can make your attacks at any point during your normal movement. For example, if your speed is 30 feet, you could move 10 feet and take your first attack, move 10 more feet and take your second attack, and then move your final 10 feet. You can't use this feat if you are in heavy armor (though you can use it in powered armor).

Normal: You must use the full attack action in order to get more than one attack per round.

Special: You only get the benefits of this feat when making ranged attacks with a firearm. You can use the feat whenever you get multiple ranged attacks in a round, such as with a high base attack bonus, the Rapid Shot feat, or the gundancer's firestorm class ability.

 

Improved Sunder [General/Fighter]

Prerequisites: Power Attack, Str 13.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

 

Improved Trip [General/Fighter]

Prerequisites: Combat Expertise, Int 13.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus to your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a bonus of +6. Finally, he takes his last attack at a bonus of +1.

 

Improved Turning [General]

Prerequisites:Ability to turn or rebuke creatures.

Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

 

Improved Two-Weapon Fighting [General/Fighter]

Prerequisites: Two-Weapon Fighting, base attack bonus +6, Dex 17.

Benefit: In addition to the standard extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

This feat does not work with ranged weapons.

 

Improved Unarmed Strike [General/Fighter]

Benefit: You are considered to be armed even when unarmed—that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against an opponent who makes an unarmed attack on you.

In addition, your unarmed attacks can deal lethal or nonlethal damage, at your option.

 

Information Junkie [General]

You spend much of your time accumulating news, trivia, rumors, and gossip.

Benefit: You get a +2 bonus on all Gather Information and Research checks.

 

Innocent Demeanor [General]

You have a cute, simple, or otherwise innocent demeanour about you that encourages people to let their guard down.

Prerequisite: Cha 11.

Benefit: You gain a +2 bonus to Bluff and Gather Information checks. The first time someone catches you in a Bluff, their attitude towards you doesn't change. They assume you're foolish, ignorant, or otherwise exempt from blame.

Special: This feat may only be selected during character creation.

 

Innuendo [General]

You know how to make sense of coded language and innuendo.

Prerequisite: Bluff 1 rank.

Benefit: You gain a +4 bonus to Bluff checks to send a secret message in plain conversation and a +4 bonus to Sense Motive checks to discern secret messages.

 

Inside Joke [General]

You find it easy to break the ice with people who have similar interests and work experiences as you do.

Benefit: You may make a Craft, Knowledge, or Profession skill check to alter the attitude of an NPC who has ranks in that same skill.

Normal: Charisma checks are usually made to change NPC attitudes.

 

Internal Compass [General]

You have an unshakeable sense of direction.

Benefit: You gain a +2 bonus on all Navigate checks and a +2 bonus on Survival checks to avoid getting lost.

 

Investigator [General]

Benefit: You get a +2 bonus to all Gather Information and Search checks.

 

Iron Will [General]

Benefit: You get a +2 bonus on all Will saving throws.

 

Jargon [General]

You find it especially easy to communicate with people who have similar interests and work experiences as you do.

Benefit: You gain a +2 bonus to Diplomacy, Gather Information, and Sense Motive checks you make on characters who have at least one rank in a Craft, Knowledge, or Profession skill in which you also have at least one rank. This feat grants no benefit for having more than one skill in common.

 

Jury Rig [General]

You have a knack for finding just the right parts for repairs.

Prerequisite: Repair 1 rank.

Benefit: Except in the most unusual of circumstances (DM's option), you can always find substitute parts for any repair attempt. You never suffer the "have no parts" penalty to DC for your Repair checks. Likewise, the circumstance penalty for using improvised tools is dropped to -1.

Normal: If you're forced to use improvised tools, you suffer a -2 circumstance penalty. Only mechanists and characters with at least 5 ranks in a corresponding Craft skill can attempt a repair job with a DC higher than 20.

 

Leadership [General]

Prerequisites: : Character level 6th.

Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership
Score
Cohort
Level
# Followers by Level
1st 2nd 3rd 4th 5th 6th
1 or lower
2 1st
3 2nd
4 3rd
5 3rd
6 4th
7 5th
8 5th
9 6th
10 7th 5
11 7th 6
12 8th 8
13 9th 10 1
14 10th 15 1
15 10th 20 2 1
16 11th 25 2 1
17 12th 30 3 1 1
18 12th 35 3 1 1
19 13th 40 4 2 1 1
20 14th 50 5 3 2 1
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2
Leadership Score

A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.

Cohort Level

The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.

Cohorts earn XP as follows:

The cohort does not count as a party member when determining the party's XP.

Divide the cohort's level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort's total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC's character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level

The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat.

Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Leadership Modifiers

Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score.

Leader's Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Other modifiers may apply when the character tries to attract a cohort:

The Leader... Leadership
Modifier
Has a familiar, special mount, or animal companion -2
Recruits a cohort of a different alignment -1
Caused the death of a cohort -21
Owns or is served by a soulmech -2
Is a soulmech -2

1. Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the modifiers that apply on the table below.

The Leader... Leadership
Modifier
Has a stronghold, base of operations, guildhouse, or the like +2
Moves around a lot -1
Caused the death of other followers -1
Owns a starship +1

 

Leadfoot [General]

You are very good at operating a vehicle at high speed.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: When piloting a vehicle, you get a +4 bonus on all Pilot checks for acceleration.

 

Legion Etiquette [General]

You know how to talk to soldiers and gain their trust.

Prerequisites: Legion Training.

Benefit: You gain a +2 bonus to all Charisma and Charisma-based checks when dealing with members of the military.

 

Legion Training [General]

You have received basic training for service in the military.

Benefit: You gain Martial Weapon Proficiency (assault carbine) and Simple Weapon Proficiency (heavy autopistol).

 

Lightning Reflexes [General]

Benefit: You get a +2 bonus on all Reflex saving throws.

 

Local Color [General]

You have an understanding of local customs and values that people appreciate.

Prerequisite: Etiquette, Wis 15.

Benefit: You may make a Sense Motive check (DC 20) every day you spend in a new city or port. Once you have succeeded, you gain a +2 bonus to all Diplomacy and Gather Information checks you make in that area. If you leave the location and return later, the bonus still applies. This bonus is lost if you are involved in any major disturbance in the area, such as a crime or a terrible accident.

 

Low-G Tolerance [General]

You are well adapted to low-g environments.

Prerequisite: Dex 13.

Benefit: You treat all low-g environments—those between 0.1g and 1g—as if they were 1g for purposes of Dexterity modifiers.

 

Magical Aptitude [General]

Benefit: You get a +2 bonus on all Spellcraft and Use Magic Device checks.

 

Manyshot [General/Fighter]

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, Base Attack Bonus +6.

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

 

Martial Weapon Proficiency [General]

Benefit: You make attack rolls with the selected weapon normally.

Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

 

Masterful Control [General]

You have a master's touch on steering wheels, throttles, and other control surfaces.

Prerequisites: Dex 15, Pilot 1 rank, Improved Initiative, Technical Proficiency, Vehicle Dodge.

Benefit: Whenever you suffer a vehicular mishap, you may attempt an immediate Pilot check as a free action to regain control of the vehicle before anything can go wrong.

 

Maximize Spell [Metamagic]

Benefit:

All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

 

Minimizing Maneuver [General]

You can alter your starship's profile to minimize the exposure of vulnerable areas to attack.

Prerequisites: Dex 15, Pilot 1 rank, Sacrificial Roll, Starhip Piloting, Technical Proficiency, Vehicle Dodge.

Benefit: When the vehicle you're piloting is the subject of a critical threat, you may make a Pilot check opposed by the attacker's attack roll. If your Pilot check wins this opposed roll, the critical threat is not confirmed.

 

Mobile Shot [General/Fighter]

You are adept at dodging attacks while firing a ranged weapon.

Prerequisites: Dex 13, Dodge, Mobility.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you make a ranged attack within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses.

 

Mobility [General/Fighter]

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose you Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against orcs) stack with each other, unlike most types of bonuses.

 

Mounted Archery [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit:The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Special: You get the benefits of this feat when you fire any kind of ranged weapon from a mount, including firearms. This feat does not apply to ranged attacks from vehicles.

 

Mounted Combat [General/Fighter]

Prerequisites: Ride 1 rank.

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC).

 

Natural Spell [General]

Prerequisites: Wis 13, wild shape ability.

Benefit: You can complete the verbal and somatic components of spells while in a wild shape. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

 

Negotiator [General]

Benefit: You get a +2 bonus on all Diplomacy and Sense Motive checks.

 

Nimble Fingers [General]

Benefit: You get a +2 bonus on all Disable Device and Open Lock checks.

 

Persuasive [General]

Benefit: You get a +2 bonus on all Bluff and Intimidate checks.

 

Point Blank Shot [General/Fighter]

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

 

Power Attack [General/Fighter]

Prerequisites: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, you can't add the bonus from power attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

 

Precise Shot [General/Fighter]

Prerequisites: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

 

Pressing Attack [General/Fighter]

You are skilled at seizing every advantage and keeping your opponent on the defensive.

Prerequisite: Combat Reflexes.

Benefit: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.

 

Quick Draw [General/Fighter]

Prerequisites: Base Attack Bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

 

Quicken Spell [Metamagic]

Benefit: Casting a quickened spell is an swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

 

Ram [General]

You know how to use your vehicle as a weapon.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: When you attempt to ram another vehicle, your target does not get a Pilot check for half damage.

 

Rapid Reload [General/Fighter]

Prerequisites: Weapon proficiency (crossbow type chosen).

Benefit: The time required to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.

 

Rapid Shot [General/Fighter]

Prerequisites: Dex 13, Point Blank Shot.

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

 

Raptor's Instinct [General]

You know how to maneuver your vehicle to line up attacks against an opponent.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: You get a +4 bonus on Pilot checks to make targeting runs in vehicle combat.

 

Remote Operation [General]

You know how to operate a robot remotely.

Prerequisites: Use Device 1 rank, Technical Proficiency.

Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade, you can control the robot's actions through a wireless communications link. The robot will do any task you command to the best of its ability. If you make an attack using the robot, you may either use your attack bonus with a -4 penalty or you may simply issue the commands and use the robot's attack bonus.

 

Resist Radiation [General]

You are highly resistant to the effects of radiation exposure.

Benefit: You gain a +4 bonus on Fortitude saves against radiation. In addition, your chance of contracting radiation poisoning is reduced to 5% per dose to which you have been exposed.

Special: You may only take this feat as a 1st-level character.

 

Ride-By Attack [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

 

Robotic Familiar [General]

You may replace your normal familiar with a robotic one.

Prerequisites: Ability to summon a familiar.

Benefit: You can choose a robot of Small size or less to be your familiar. This feat functions exactly like the summon familiar class ability, except that the robot is not actually summoned but constructed specifically for the purpose. The summoner must pay the cost of construction. The robot then gains all the benefits of a normal familiar, except that it has no special ability. The robot familiar does not grant you any bonuses beyond those common to all familiars.

Special: You may freely upgrade your robotic familiar as you wish. If, in upgrading, it gains an ability covered by a familiar special ability, such as speech, it does not gain any other ability instead.

 

Run [General]

Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

 

Sacrificial Roll [General]

You can roll your ship to expose less vulnerable surfaces to attack.

Prerequisite: Pilot 1 rank, Starship Piloting, Technical Proficiency, Vehicle Dodge.

Benefit: Whenever the vessel you're piloting suffers a critical hit, you can make a Pilot check (DC 20) to reroll the hit location and choose between the results.

 

Savant [General]

You have special insights into narrow topics of investigation.

Prerequisites: Int 15, Knowledge (any) 1 rank.

Benefit: You gain a +4 insight bonus on skill checks in a single Knowledge skill in which you already have ranks.

Special: This feat may be taken multiple times, but each time it must apply to a different Knowledge skill in which you already have ranks.

 

Science of Magic [Metamagic]

You have studied esoteric mathematical models of magical effects and can manipulate the formulae of these models to increase the power of your spells.

Prerequisites: Int 15, Knowledge (arcana) skill, Heighten Spell.

Benefit: By manipulating magical mathematical formulae during casting, you can increase your effective caster level and the spell's effective level when casting a spell, without having to prepare that spell in a higher slot or losing a higher slot upon casting. It takes longer than normal to cast a spell with Science of Magic. If its normal casting time is 1 action, casting a metamagic spell is a full-round action. For spells with a longer casting time, it takes twice as long to cast the spell.

Using Science of Magic requires a Knowledge (arcana) check. Choose the number of magical formulae you attempt to manipulate. The DC is 10 + spell level + formulae modifier (see below). If the check is successful, you gain the listed increases in caster level and spell level for determining the spell's effects. If your Knowledge (arcana) check fails, the spell is not cast, and you lose the spell or spell slot.

Number of
Formulae
Formulae
Modifier
Caster
Level Bonus
Spell
Level Bonus
1 +2 +1 +1
2 +4 +2 +1
3 +6 +2 +2
4 +8 +3 +2
5 +10 +3 +3

 

Scribe Scroll [Item Creation]

Prerequisites: : ability to read and write at least one language.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000cr in its base price. The base price of a scroll is its spell level x its caster level x 25cr. To scribe a scroll, you must spend 1/25 of this base price in XP.

Any scroll that stores a spell with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when scribing the scroll.

 

Self-Sufficient [General]

Benefit: You get a +2 bonus on all Heal and Survival checks.

 

Shield Proficiency [General]

Benefit: You can use a shield and take only the standard penalties.

Special: Shields are largely an obsolete technology on modern worlds. Law enforcement officers occasionally use them to protect against primitive weapons in riot situations. Shields offer no armor bonus against ranged attacks from firearms.

 

Shot on the Run [General/Fighter]

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Base Attack Bonus +4.

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

 

Silent Spell [Metamagic]

Benefit: : A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Special: Bard spells cannot be enhanced by this metamagic feat.

 

Simple Weapon Proficiency [General]

Benefit: You make attack rolls with simple weapons normally.

 

Skill Adept [General]

You are renowned for your aptitude in a single skill.

Prerequisite: Skill Focus (any).

Benefit: You gain an additional +3 bonus on all checks with that skill.

Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new skill.

 

Skill Focus [General]

Benefit: You get a +3 bonus on all checks involving a chosen skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

 

Snatch Arrows [General/Fighter]

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.

 

Space Jockey [General]

You are more at home behind the controls of a starship than anywhere else, and you don't mind getting your hands dirty to keep your craft in tip-top shape.

Prerequisites: Pilot 1 rank, Starship Piloting, Technical Proficiency.

Benefit: You get a +2 bonus on all Pilot, Repair, and Use Device checks involved in the operation of a starship.

 

Speed Load [General/Fighter]

You can reload a gun with startling speed.

Prerequisites: Base Attack Bonus +1 or higher, Technical Proficiency.

Benefit: You can load an ammunition magazine or power cell into a firearm as a free action instead of a move action.

Spell Focus [General]

Benefit:Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

 

Spell Mastery [Special]

Prerequisite: Wizard level 1st.

Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

 

Spell Penetration [General]

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

 

Spirited Charge [General/Fighter]

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

 

Spread Control [Metamagic]

You are able to control your spread-based area of effect spells.

Benefit: When you cast a spell with a spread-based area of effect (such as fireball), you can reduce its area of effect as you wish. You can control both the spell's point of origin, as well as how far from that point the effect spreads, up to its full area. A spread controlled spell takes up a spell slot one level higher than normal.

 

Spring Attack [General/Fighter]

Prerequisites: Dex 13, Dodge, Mobility, Base Attack Bonus +4.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

 

Starship Piloting [General]

You know how to pilot and operate a starship.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: You do not suffer any penalties on your Pilot checks when operating a starship.

Normal: Characters without this feat suffer a –4 penalty on Pilot checks when attempting to operate a starship.

 

Stealthy [General]

Benefit: You get a +2 bonus on all Hide and Move Silently checks.

 

Still Spell [Metamagic]

Benefit: : A stilled spell can be cast with no somatic components.

Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.

 

Stunning Fist [General/Fighter]

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

 

Superior Attitude [General]

You use other people's ignorance to make you seem superior.

Benefit: First, make an opposed Craft, Knowledge, or Profession check against a subject you wish to intimidate. If you win the check, you gain a +4 bonus to all Intimidate checks against that subject until you finally fail an Intimidate check against them.

 

Technical Proficiency [General]

You either hail from or have lived in a technologically advanced civilization for a significant period of time.

Benefit: You can use common high-tech devices, such as communicators and holovids. You can also learn to use high-tech weapons, computers, vehicles, and other complex or specialized equipment with the appropriate training.

Normal: Without this feat, characters cannot use high-tech devices without instruction. Even with instruction, they suffer a -4 circumstance penalty on all ability checks, skill checks, and attack rolls using high-tech devices. Such characters cannot choose feats or learn skills that have Technical Proficiency as a prerequisite.

Special: This feat is typically not chosen when a character is eligible to select a new feat. Most characters who hail from a high-tech civilization gain this feat for free when they are created. Characters from frontier worlds may take it for free once they have spent one full level gaining experience with advanced technology. A character could meet this requirement by adventuring on modern high-tech worlds, training at a modern enclave on a frontier world, or traveling with others who are equipped and experienced with high technology. Characters are never required to take this feat. Characters only gain the feat if they are actively attempting to learn and acclimate themselves to technological civilization.

 

Temperature Tolerance [General]

You can withstand a broad range of temperatures and climates.

Prerequisite: Con 13.

Benefit: You get a +4 bonus on Fortitude saving throws to resist the effects of heat dangers and cold dangers.

 

Throttle Jockey [General]

You have a masterful control over your vehicle's speed.

Prerequisite: Pilot 1 rank, Lead Foot, Technical Proficiency.

Benefit: When piloting a vehicle, you ignore one-half of the current speed penalty when making Pilot checks to accelerate or decelerate.

 

Touch to Ray [Metamagic]

You can cast touch spells as ray spells.

Benefit: Any spell with a range of "touch" can be prepared or cast as a ranged touch attack with a range of close (25 ft. + 5 ft. for every 2 caster levels). A touch spell prepared or cast with Touch to Ray uses up a spell slot two levels higher than the spell's actual level.

 

Toughness [General]

Benefit: You gain +3 hit points.

Special: A character may gain this feat multiple times. Its effects stack.

 

Tower Shield Proficiency [General]

Prerequisites: Shield Proficiency.

Benefit: You can use a tower shield and suffer only the standard penalties.

 

Track [General]

Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below.

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard grond: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC
Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked:1
   Fine +8
   Diminutive +4
   Tiny +2
   Small +1
   Medium +0
   Large -1
   Huge -2
   Gargantuan -4
   Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
   Overcast or moonless night +6
   Moonlight +3
   Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1. For a group of mixed sizes, apply only the modifier for the largest size category.
2. Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) while searching.

Special: This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

You cannot use this feat to track aircraft or spacecraft. Hovercraft, however, can be tracked using this feat.

 

Trample [General/Fighter]

Prerequisites: : Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

 

Two-Gun Shooting [General/Fighter]

You can shoot with both weapons when you have a firearm in each hand. You can make one extra attack each round with the second weapon.

Benefit: Your penalties for firing two weapons are reduced by 2.

 

Two-Weapon Defense [General/Fighter]

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shiled bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

 

Two-Weapon Fighting [General/Fighter]

Prerequisites: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

This feat does not work with ranged weapons.

 

Vehicle Dodge [General]

You know how to maneuver to avoid attacks.

Prerequisites: Pilot 1 rank, Technical Proficiency.

Benefit: When piloting a vehicle, you get a +1 dodge bonus on your AC against attacks from one opponent you choose, whether it's a character, creature, or another vehicle. You can select a new target on any action.

Special: If you choose an opposing vehicle as your target for this feat, the dodge bonus applies to all ranged attacks made from that vehicle. This may include any combination of integral vehicle weapons, mounted weapons, or personal weapons fired by characters on or in the vehicle.

 

Weapon Finesse [General/Fighter]

Prerequisites: Base Attack Bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are always considered light weapons.

 

Weapon Focus [General/Fighter]

Prerequisites: Proficiency with selected weapon, Base Attack Bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon.

 

Weapon Specialization [General/Fighter]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new type of weapon.

 

Whirlwind Attack [General/Fighter]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Base Attack Bonus +4.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

 

Widen Spell [Metamagic]

Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. For example, a fireball spell (which normally produces a 20-foot-radius spread) that is widened now fills a 40-foot-radius spread. A widened spell uses up a spell slot three levels higher than the spell's actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.

 

Wise Flying [General]

You rely on sensory cues, instruments, and your gut to pilot vehicles.

Prerequisite: Wis 13.

Benefit: You use your Wisdom modifier in place of your Dexterity modifier when making Pilot checks.

 

Zero Records [General]

You have led a cautious existence, carefully avoiding contact with the InfoNet and other media that could record your whereabouts or history.

Benefit: The Research DC to locate any information about your past or your current whereabouts is 30. Gather Information checks centering on you suffer a -2 penalty. Spot checks to recognize you in a crowd or through a disguise suffer a -2 penalty.

Special: This feat may only be taken during character creation.

 

Zero-G Casting [General]

You are adept at casting spells in microgravity or zero gravity.

Prerequisites: Dex 13, Concentration 1 rank.

Benefit: You gain a +4 bonus on all Concentration checks made as a result of casting a spell in microgravity or zero gravity.

 

Zero-G Control [General]

You are adept at maintaining control in microgravity or zero gravity.

Prerequisites: Dex 13, Freefall 1 rank.

Benefit: You gain a +2 bonus on all Freefall checks. In addition, when attempting to right yourself after having spun out of control, you do not lose your Dexterity bonus to AC.

Normal: Attempting to right yourself is a move action that provokes an attack of opportunity.

In addition, you lose your Dexterity bonus to AC and opponents get a +4 circumstance bonus on attack rolls against you.

 

Zero-G Tolerance [General]

You are well adapted to zero-g environments.

Prerequisites: Dex 15, Freefall 1 rank.

Benefit: You treat all zero-g environments—those up to 0.1g— as if they were 1g for purposes of Dexterity modifiers.