Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.
Defensive Martial Arts
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks.
Normal: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
Dodge
Prerequisite: Dexterity 13.
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Normal: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Double Tap
Prerequisite: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Drive-By Attack
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.
Elusive Target
Prerequisite: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to character -8.
Special: An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.
Endurance
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. Also, the character may sleep in medium or light armor without becoming fatigued.
Normal: A character without this feat who sleeps in armor is automatically fatigued the following day.
Exotic Firearms Proficiency
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.
Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.
Exotic Melee Weapon Proficiency
Choose one exotic melee weapon from. The character is proficient with that melee weapon in combat.
Prerequisite: Base attack bonus +1.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she selects a different exotic melee weapon.
Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Focused
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.
Force Stop
Prerequisite: Drive 4 ranks, Vehicle Expert.
Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If the character fails the check, resolve the sideswipe normally.
Frightful Presence
Prerequisite: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + 1/2 the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower. If the character has the Renown feat, the Will saving throw’s DC increases by 5.
Gearhead
Benefit: The character gets a +2 bonus on all Computer Use checks and Repair checks.
Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.
Great Cleave
Prerequisite: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.
Great Fortitude
Benefit: The character gets a +2 bonus on all Fortitude saving throws.
Guide
Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.
Heroic Surge
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
| Character Level | Times per Day |
|---|---|
| 1st-4th | 1 |
| 5th-8th | 2 |
| 9th-12th | 3 |
| 13th-16th | 4 |
| 17th-20th | 5 |
Improved Bull Rush
Prerequisite: Strength 13, Power Attack.
Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.
Improved Combat Throw
Prerequisite: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity which the character can make even if they are unarmed.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.
Improved Damage Threshold
Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.
Improved Initiative
Benefit: The character gets a +4 circumstance bonus on initiative checks.
Improved Two-Weapon Fighting
Prerequisite: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a -5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).
Lightning Reflexes
Benefit: The character gets a +2 bonus on all Reflex saving throws.
Low Profile
Benefit: Reduce the character’s Reputation bonus by 3 points.
Medical Expert
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.
Meticulous
Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.
Mobility
Prerequisite: Dexterity 13, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Nimble
Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.
Special: Remember that the Sleight of Hand skill can’t be used untrained.
Personal Firearms Proficiency
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms.
Point Blank Shot
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Power Attack
Prerequisite: Strength 13.
Benefit: On the character’s action, before making attack rolls for a round, the character 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 the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.
Precise Shot
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Normal: A character takes a -4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.
Quick Draw
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.
Quick Reload
Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.
Renown
Benefit: The character’s Reputation bonus increases by +3.
Run
Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.
Shot on the Run
Prerequisite: Dexterity 13, Point Blank Shot, Dodge, Mobility.
Benefit: When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
Simple Weapons Proficiency
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character without this feat takes the -4 nonproficient penalty when making attacks with simple weapons.
Skip Shot
Prerequisite: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a -2 penalty on his or her attack roll, and the character’s attack deals -1 die of damage.
Normal: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.
Spring Attack
Prerequisite: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal). A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor.
Stealthy
Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.
Strafe
Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.
Studious
Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.
Sunder
Prerequisite: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.
Surface Vehicle Operation
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle. The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.
Surgery
Prerequisite: Treat Injury 4 ranks.
Benefit: The character can use the Treat Injury skill to perform surgery without penalty.
Normal: Characters without this feat take a -4 penalty on Treat Injury checks made to perform surgery.
Toughness
Benefit: The character gains +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.
Track
Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character’s normal speed with a -5 penalty on the check, or at up to twice the character’s speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.
| Surface | Track DC |
|---|---|
| Very soft | 5 |
| Soft | 10 |
| Firm | 15 |
| Hard | 20 |
Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.
| Condition | DC Modifier |
|---|---|
| Every three targets in the group being tracked | -1 |
| Size of targets being tracked:1 | |
| Fine | +8 |
| Diminutive | +4 |
| Tiny | +2 |
| Small | +1 |
| Medium-size | +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 target hides trail (and moves at half speed) | +5 |
1For a group of mixed sizes, apply only the modifier for the largest size category represented.
2Apply only the largest modifier from this category.
Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Two-Weapon Fighting
Prerequisite: Dexterity 13.
Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types).
Unbalance Opponent
Prerequisite: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.) The opponent’s Strength modifier applies to damage, as usual. The character can select a new opponent on any action.
Vehicle Dodge
Prerequisite: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.
Vehicle Expert
Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.
Weapon Finesse
Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain.
Prerequisite: Proficient with weapon, base attack bonus +1.
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.
Weapon Focus
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisite: Proficient with weapon, base attack bonus +1.
Benefit: The character adds +1 to all attack rolls he or she makes using the selected weapon.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.
Windfall
Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
Special: A character can select this feat multiple times. Each time, both of its effects stack.