Feats
Skill Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
---|---|---|---|---|---|---|---|---|---|---|
Skill Focus | Y | C | C | C | C | Y | C | C | C | Skill +1 C - class skills only |
Aptitude | Y | Y | Y | Y | Y | Y | Y | Y | Y | |
Skill Specialty | N | N | N | N | N | Y | N | N | N | Skill +4 |
Skill Mastery | N | N | N | N | N | 10 | N | N | N | |
Skill Mastery, Specific | 10 | N | 10 | N | N | 5 | N | 10 | N | Skill +6 |
Fast Learner | Y | N | N | N | N | Y | N | N | N | |
Extra Class Skill | Y | Y | Y | Y | Y | Y | Y | Y | Y | Must have the specific skill as at least Cross Class. |
Skill Program | Y | Y | Y | Y | Y | Y | Y | Y | Y | |
Weapon Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Weapon Proficiency, Simple | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Weapon Proficiency, Rogue | Y | Y | Y | N | Y | N | Y | Y | N | WP, Simple |
Weapon Proficiency, Laborer | Y | N | Y | Y | N | Y | Y | Y | Y | WP, Simple |
Weapon Proficiency, Martial | Y | N | Y | Y | N | N | Y | Y | N | WP, Rogue or WP, Laborer |
Weapon Proficiency, Heavy | Y | N | N | Y | N | N | Y | N | N | Weapon Use Skill +2 |
Weapon Proficiency, Double | Y | N | N | Y | N | N | Y | N | N | Weapon Use Skill +2 |
Weapon Proficiency, Entangle | Y | Y | Y | N | N | N | Y | Y | N | WP, Rogue and Weapon Use: Entangling +2 |
Weapon Proficiency, Specific | Y | Y | Y | Y | Y | Y | Y | Y | Y | |
Weapon Proficiency, Improvised | Y | Y | Y | Y | N | N | N | Y | N | WP, Martial |
Weapon Kata, Monk | Y | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike |
Ambidexterity | Y | Y | Y | Y | N | Y | Y | Y | N | Dex +8 |
Two Handed Weapon Fighting, Improved | Y | Y | Y | Y | N | N | Y | Y | Y | Str +7, Power Attack +2 |
Two Handed Weapon Fighting, Greater | Y | Y | Y | Y | N | N | Y | Y | Y | Str +9, Power Attack +11, Improved Two Handed Weapon Fighting |
Two Weapon Fighting, Melee | Y | Y | Y | Y | N | N | Y | Y | N | |
Two Weapon Fighting, Melee Defense | Y | Y | Y | N | N | N | Y | Y | N | Two Weapon Fighting, Melee |
Two Weapon Fighting, Missile | Y | N | N | N | N | N | Y | Y | N | |
Two Weapon Fighting, Riposte | Y | Y | Y | N | N | N | Y | Y | N | Two Weapon Fighting, Melee, Combat Expertise +2 |
Weapon Focus, Specific | Y | Y | Y | Y | N | N | Y | Y | N | Weapon Use Skill +2 |
Weapon Specialization, Specific | 8 | Y | Y | Y | N | N | 4 | N | N | Weapon Focus, Weapon Use Skill +5 |
Greater Weapon Focus, Specific | 13 | Y | Y | Y | N | N | 8 | N | N | Weapon Specialization, Weapon Use Skill +9 |
Greater Weapon Specialization, Specific | 17 | Y | Y | Y | N | N | 12 | N | N | Greater Weapon Focus, Weapon Use Skill +13 |
Two Weapon Fighting, Improved | Y | Y | Y | Y | N | N | Y | Y | N | Two Weapon Fighting, Melee or Two Weapon Fighting, Missile, Weapon Use: Off Hand Weapon +6 |
Two Weapon Fighting, Greater | Y | Y | Y | Y | N | N | Y | Y | N | Improved Two Weapon Fighting, Weapon Use: Off Hand Weapon +11 |
Dual Weapon Strike | Y | Y | Y | Y | N | N | Y | Y | N | Improved Two Weapon Fighting, Melee Two Weapon Fighting |
Two Weapon Feint | Y | Y | Y | N | Y | N | Y | Y | N | Improved Feint, Melee Two Weapon Fighting, Improved Two Weapon Fighting |
Armor Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Armor, Light | Y | 0 | 0 | 0 | N | 0 | 0 | 0 | 0 | |
Armor, Medium | Y | Y | Y | Y | N | N | Y | Y | Y | Armor, Light |
Armor, Heavy | Y | N | N | Y | N | N | Y | N | Y | Armor, Medium |
Armor, Powered | Y | N | N | N | N | N | Y | N | N | Armor, Medium |
Unarmed Combat Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Improved Unarmed Strike | Y | Y | Y | Y | N | N | Y | Y | Y | |
Kick | Y | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike, Balance +2 |
Sweep Attack | Y | Y | Y | N | N | N | Y | Y | Y | Kick |
Jump Attack | 4 | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike, Dex +7, Jumping +3 |
Stunning Fist | 8 | N | Y | Y | N | N | Y | N | Y | Improved Unarmed Strike, Dex +7, Wil +7, Breath +5 |
Twin Punch | Y | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike |
Power Strike | 12 | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike, Weapon Use: Unarmed +4 |
Knock Out Strike | Y | N | Y | Y | N | N | Y | Y | Y | Power Strike |
Death Blow | Y | N | Y | Y | N | N | Y | Y | Y | Knock Out Strike |
Claw Attack | 12 | N | Y | Y | N | N | Y | Y | N | Improved Unarmed Strike, Weapon Use: Unarmed +7 |
Weapon Kata, Specific | Y | Y | Y | Y | N | N | Y | Y | N | Greater Weapon Focus, Weapon Use Skill +13 |
Finger Tip Attack | Y | Y | Y | N | Y | Y | Y | N | Y | Improved Unarmed Strike, Weapon Use: Unarmed +1 |
Inflict/Relieve Dizziness | Y | Y | Y | N | Y | N | Y | N | Y | Finger Tip Attack |
Inflict/Relieve Muteness | Y | N | Y | N | Y | N | Y | N | Y | Inflict/Relieve Dizziness |
Inflict/Relieve Blindness | Y | N | Y | N | Y | N | N | N | Y | Inflict/Relieve Muteness |
Inflict/Relieve Deafness | Y | N | Y | N | Y | N | N | N | Y | Inflict/Relieve Muteness |
Inflict/Relieve Pain | Y | Y | Y | N | Y | N | Y | N | Y | Inflict/Relieve Dizziness |
Inflict/Relieve Paralysis | Y | N | Y | N | N | N | N | N | Y | Inflict/Relieve Pain |
Touch of Death | Y | N | Y | N | N | N | N | N | Y | Inflict/Relieve Paralysis, Inflict/Relieve Deafness |
Improved Grapple | Y | N | Y | Y | N | N | Y | Y | Y | Weapon Use: Grappling +2 |
Improved Grab | Y | N | Y | Y | N | N | Y | Y | Y | Improved Grapple |
Improved Hold | Y | N | Y | Y | N | N | Y | Y | Y | Improved Grapple |
Lock | Y | N | Y | Y | N | N | Y | N | Y | Improved Grapple |
Dislocate | Y | N | Y | Y | N | N | Y | N | N | Lock |
Throw/Flip | Y | N | Y | Y | N | N | Y | Y | Y | Improved Grapple, Weapon Use: Grappling +5 |
Reflexive Grappling | Y | N | Y | Y | N | N | Y | N | Y | Improved Grapple, Weapon Use: Grappling +9 |
Reflexive Throw/Flip | Y | N | Y | Y | N | N | Y | N | Y | Reflexive Grappling, Throw/Flip |
Reflexive Dislocate | Y | N | Y | Y | N | N | Y | N | N | Reflexive Grappling, Dislocate |
Flurry of Blows | Y | Y | Y | Y | N | N | Y | Y | Y | Improved Unarmed Strike, Weapon Use: Unarmed +2 |
Flurry of Blows, Improved | Y | Y | Y | Y | N | N | Y | Y | Y | Flurry of Blows, Weapon Use: Unarmed +7 |
Break fall | Y | N | Y | Y | N | N | Y | Y | Y | Tumble +1 |
Slow fall | Y | N | Y | N | N | N | N | Y | Y | Break fall, Tumble +5 |
Power Block | Y | N | Y | Y | N | N | Y | N | N | Improved Unarmed Strike, Str +7, End +7, Weapon Use: Unarmed +5 |
Deafening Clap | Y | N | Y | Y | Y | N | N | N | Y | Improved Unarmed Strike |
Stunning Clap | Y | N | Y | Y | Y | N | N | N | Y | Deafening Clap |
Pressure Wave Clap | Y | N | Y | Y | Y | N | N | N | Y | Stunning Clap |
Zen Archery | Y | Y | Y | N | N | N | N | N | Y | Concentration +2, WU: Archery +1 |
Zen Defense | Y | N | Y | N | N | Y | N | N | Y | Concentration +2, Dodge +1 |
Combat Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Blind Fight | Y | Y | Y | Y | N | N | Y | Y | N | Cun +6 |
Blind Fight, improved | Y | Y | Y | Y | N | N | Y | Y | N | Cun +8, Blind Fight |
Disarm, Improved | Y | Y | Y | N | N | N | Y | Y | N | Cun +7, Combat Expertise +2 |
Feint, Improved | Y | Y | Y | N | Y | N | Y | Y | N | Cun +7, Combat Expertise +2 |
Feint, Uncanny | Y | Y | Y | N | Y | N | Y | Y | N | Improved Feint, Feint Skill +12 |
Feint, Greater Uncanny | Y | Y | Y | N | Y | N | Y | Y | N | Uncanny Feint, Feint Skill +16 |
Trip, Improved | Y | Y | Y | N | N | N | Y | Y | N | Cun +7, Combat Expertise +2 |
Combat Reflexes | Y | Y | Y | Y | N | Y | Y | Y | N | Cun +5, Dex +5, Agi +5 |
Mobility | Y | Y | Y | N | N | Y | Y | Y | N | Agi +7, Dodge +2 |
Spring Attack | Y | Y | Y | N | N | Y | Y | Y | N | Mobility, Dodge +5 |
Whirlwind Attack | Y | Y | Y | N | N | N | Y | Y | N | Cun +7, Spring Attack, Combat Expertise +5, Dodge +5 |
Improved Critical, Specific | Y | Y | Y | Y | N | N | Y | Y | N | Weapon Use Skill +9 |
Cleave | Y | N | Y | Y | N | N | Y | N | N | Str +7, Power Attack +2 |
Great Cleave | Y | N | Y | Y | N | N | Y | N | N | Cleave, Power Attack +5 |
Bull Rush, Improved | Y | N | Y | Y | N | N | Y | N | N | Str +7, Power Attack +2 |
Overrun, Improved | Y | N | Y | Y | N | N | Y | N | N | Str +7, Power Attack +2 |
Sunder, Improved | Y | N | Y | Y | N | N | Y | N | N | Str +7, Power Attack +2 |
Quick Draw | Y | Y | N | Y | N | Y | Y | Y | N | Cun +7 |
Combat Roll | Y | Y | Y | N | N | Y | Y | Y | N | Agi +7 |
Opportunist | Y | Y | N | Y | Y | Y | N | Y | N | Combat Expertise +11 |
Crippling Strike | Y | Y | Y | N | N | Y | Y | Y | N | Sneak Attack +11 |
Arterial Strike | Y | Y | Y | N | N | Y | Y | Y | N | Sneak Attack +11 |
Evasion | 4 | Y | Y | Y | N | N | N | 2 | N | Roll +3 |
Evasion, Improved | N | N | 10 | N | N | N | N | 10 | N | Evasion, Roll +7 |
Rage | Y | N | N | Y | N | N | Y | Y | Y | Recovery +2 |
Rage, Tireless | 17 | N | N | 12 | N | N | 12 | N | N | Rage, Recovery +13 |
Rage, Greater | 11 | N | N | 6 | N | N | N | N | Y | Rage, Recovery +7 |
Rage, Mighty | 20 | N | N | 15 | N | N | N | N | N | Greater Rage, Recovery +16 |
Riposte | Y | Y | Y | N | N | Y | Y | Y | N | Parry, Combat Expertise +2 |
Intercept | Y | Y | Y | Y | N | N | Y | Y | N | Parry, Combat Expertise +2 |
Body Guard | Y | N | Y | Y | N | N | Y | N | N | Combat Expertise +2 |
Ranged Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Point Blank Shot | Y | Y | N | N | Y | Y | Y | Y | N | Precise Shot |
Far Shot | Y | Y | N | N | N | N | Y | Y | N | Precise Shot |
Precise Shot | Y | Y | N | N | N | N | Y | Y | N | |
Rapid Shot | Y | Y | N | N | N | N | Y | Y | N | Dex +7, Precise Shot |
Manyshot | Y | Y | N | N | N | N | Y | Y | N | Dex +9, Rapid Shot, Weapon Use: Archery +6 |
Multishot | Y | Y | N | Y | N | Y | Y | N | N | |
Shot on the run | Y | Y | N | N | N | N | Y | Y | N | Dex +7, Precise Shot, Mobility, Weapon Use +5 |
Precise Shot, Improved | Y | Y | N | N | N | N | Y | Y | N | Dex +10, Precise Shot, Point Blank Shot, Weapon Use Skill +12 |
Rapid Reload, Specific | Y | Y | N | N | N | N | Y | Y | N | Weapon Use Skill +1 |
Bayonet Combat | Y | Y | N | N | N | N | Y | Y | N | Weapon Use: Any Melee +2 |
Pistol Whip | Y | Y | Y | Y | N | N | Y | Y | N | Weapon Use: Crushing +2 |
Threatening Missile | Y | Y | Y | N | N | N | N | Y | N | Pistol Whip, Point Blank Shot, Weapon Use: Target or Archery +9 |
Physical Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Endurance | Y | N | Y | Y | N | N | Y | Y | Y | |
Diehard | Y | N | Y | Y | N | N | Y | Y | Y | End +7 |
Zero-G Training | Y | Y | Y | N | N | Y | Y | Y | N | Agi +7, Tumble +2 |
Poison Immunity | 14 | N | 9 | 9 | N | N | Y | 9 | 9 | Resist Poison +6 |
Timeless Body | 20 | N | 15 | N | Y | N | Y | N | 15 | Resist Fatigue +9 |
Disease Immunity | N | N | 8 | 8 | N | N | 3 | N | 3 | Resist Disease +3 |
Slippery Mind | 13 | N | 8 | N | Y | Y | N | 10 | Y | Will +7, Escape Artist +3 |
Hide in Plain Sight - Camouflage | Y | N | Y | Y | N | Y | N | Y | N | Stealth +9, Bluff +9 |
Defensive Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Dive for Cover, Improved | Y | Y | Y | N | N | Y | Y | Y | N | |
Dodge Arrows | Y | N | Y | N | N | N | Y | Y | Y | Agi +7, Dodge +4 |
Dodge Bullets | Y | N | Y | N | N | N | N | N | Y | Dodge Arrows, Agi +10, Dodge +8 |
Multi-Dodge | Y | N | Y | N | N | N | Y | Y | Y | Dodge Arrows |
Auto-Dodge | Y | N | Y | N | N | N | Y | Y | Y | Multi-Dodge |
Blocking Parry | Y | N | N | Y | N | N | Y | N | N | Str +7 |
Deflecting Parry | Y | Y | Y | N | N | Y | Y | Y | N | Dex +7 |
Shield Proficiency | Y | Y | Y | Y | N | N | Y | N | Y | |
Shield, Tower | Y | N | N | Y | N | N | Y | N | N | Shield Proficiency |
Improved Shield Bash | Y | Y | Y | Y | N | N | Y | N | N | Shield Proficiency |
Block Ranged | Y | Y | N | Y | N | N | Y | Y | Y | Shield Proficiency, Parry +5 |
Sundering Parry | Y | N | N | Y | N | N | Y | N | N | Blocking Parry, Improved Sunder |
Deflect Arrows | Y | Y | Y | N | N | N | N | N | Y | Deflecting Parry, Dex +7 |
Snatch Arrows | Y | Y | Y | N | N | N | N | N | Y | Deflect Arrows, Dex +8, Improved unarmed strike |
Parry Bullets | Y | Y | N | N | N | N | N | N | N | Deflect Arrows, Dex +8, Parry +15 |
Roll with Attack | Y | Y | Y | Y | Y | Y | Y | Y | Y | Roll +2 |
Ability Swap Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Arcane Scholar | Y | N | N | N | Y | Y | N | N | Y | Metaphysics +2, Magic Skill +2 |
Ballistic Targeting | Y | Y | N | N | Y | Y | Y | Y | Y | Kno +7, Weapon Use +2 |
Mobile | Y | Y | Y | N | N | Y | Y | Y | N | Movement Skill +2 |
Pain Tolerant | Y | N | Y | N | N | N | N | Y | Y | Wil +7 |
Powerful Runner | Y | N | N | Y | N | N | Y | Y | N | Movement Skill +2 |
Tough | N | N | Y | Y | N | N | Y | N | N | End +7 |
Weapon Brute | Y | N | Y | Y | N | N | Y | N | N | Weapon Use: +2 |
Surgical Strike | Y | Y | Y | N | Y | Y | N | Y | N | Kno +7, One of: Heal +2 or Surgery +2 |
??Cunning Warrior | Y | N | Y | N | N | Y | Y | Y | N | Weapon Use: Entangling, Blades, Polearms, or Unarmed strike +2 |
??Deep Thinker | ??Kno to Cun when time allows? | |||||||||
??Smell Lie | ??Cun to Resist Persuasion? | |||||||||
??Disable Device | ??Dex to Craft when breaking? | |||||||||
??Rig | ??Dex/Cun to Craft when quick fix? | |||||||||
??Danger Sense | ??Cun to Dodge? | |||||||||
??Tactical | ??Kno to Cover? | |||||||||
??Trade Hit | ??AoO against successful attack. | |||||||||
Social Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Fame | Y | N | N | N | Y | Y | N | N | Y | |
Infamy | Y | N | N | Y | Y | N | Y | N | Y | |
Frightful Presence | Y | N | N | Y | Y | N | Y | N | Y | Pre +8, Intimidate +7 |
Favor | Y | N | N | N | Y | N | N | N | Y | |
Resource Access | N | N | N | N | Y | Y | N | N | Y | |
Rich | Y | N | N | N | Y | Y | N | N | N | |
Well Paid | Y | N | N | N | N | Y | N | N | N | Pre +6 |
Vehicle Access | Y | Y | N | N | Y | Y | N | N | N | Pilot +2 |
Fear Immunity | Y | N | N | Y | Y | N | Y | N | Y | |
Aura of courage | N | N | N | N | Y | N | N | N | Y | Fear Immunity |
Inspire Courage | N | N | N | N | Y | N | N | N | Y | Inspire Skill +2 |
Inspire Competence | N | N | N | N | Y | Y | N | N | Y | Inspire Skill +4 |
Inspire Greatness | N | N | N | N | Y | N | N | N | Y | Inspire Courage, Inspire Skill +10 |
Inspire Freedom | N | N | N | N | Y | N | N | N | Y | Inspire Skill +13 |
Inspire Heroics | N | N | N | N | Y | N | N | N | Y | Inspire Greatness, Inspire Skill +16 |
Fascinate | N | N | N | N | Y | Y | N | N | Y | Inspire Skill +2 |
Suggestion | N | N | N | N | Y | N | N | N | N | Fascinate, Inspire Skill +7 |
Mass Suggestion | N | N | N | N | Y | N | N | N | N | Suggestion, Inspire Skill +19 |
Coordinate | N | N | N | N | Y | N | N | N | Y | |
Cohort | 6 | N | N | N | 1 | Y | N | 1* | 1 | |
Followers | Y | N | N | N | Y | Y | N | N | Y | Authority +7 |
??Empathic Understanding | Y | N | N | N | Y | Y | N | Y | Y | |
??Inspire Confidence | N | N | N | N | Y | N | N | N | Y | Inspire Skill +2 |
??Leadership | Y | N | N | N | Y | N | N | N | Y | |
Pilot Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Offensive Piloting | Y | Y | N | N | N | N | N | N | N | Pilot +1 |
Ram, Improved | Y | Y | N | N | N | N | N | N | N | Offensive Piloting, Strafing Run |
Bump, Improved | Y | Y | N | N | N | N | N | N | N | Offensive Piloting |
Vehicle Weapon Systems | Y | Y | N | N | N | Y | Y | Y | N | Pilot +1 |
Defensive Piloting | Y | Y | N | N | N | N | N | N | N | Pilot +1 |
Jink | Y | Y | N | N | N | N | N | N | N | Defensive Piloting |
Strafing Run | Y | Y | N | N | N | N | N | N | N | Defensive Piloting |
Vehicle Familiarity | N | Y | N | N | N | N | N | N | N | Pilot +4 |
Wilderness Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Trail Blazing - Woodland Stride | Y | N | N | Y | N | Y | N | Y | Y | Survival +2 |
Trackless Step | N | N | N | 5 | N | N | N | 3 | 5 | Trail Blazing, Tracking +4 |
Swift Tracker | N | N | N | 4 | N | 4 | N | 4 | N | Trail Blazing, Tracking +5 |
Animal Companion | See Cohort | |||||||||
Favored Enemy, Specific | Y | Y | N | Y | Y | N | N | Y | Y | Culture +2 |
Karma and Supernatural Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Heroic Surge | 6 | N | Y | Y | N | N | Y | Y | Y | |
Lucky | Y | N | N | N | Y | Y | N | N | Y | |
Second Wind | Y | N | Y | Y | N | N | Y | Y | Y | Breathing +2 |
Aura of Good | Y | N | N | N | Y | N | N | N | Y | Culture: Religion +2, Good Karma Path |
Turn Undead | Y | N | N | N | Y | N | N | N | Y | Aura of Good |
Lay on Hands | N | N | N | N | Y | Y | N | Y | Y | Aura of Good |
Remove Disease/Status Ailments | N | N | N | N | Y | Y | N | Y | Y | Lay on Hands |
Aura of Evil | Y | N | N | N | Y | N | N | N | Y | Culture: Religion +2, Evil Karma Path |
Control/Bolster Undead | Y | N | N | N | Y | N | N | N | Y | Aura of Evil |
Vampiric Touch | N | N | N | N | Y | Y | N | Y | Y | Aura of Evil |
Inflict Disease | N | N | N | N | Y | Y | N | Y | Y | Vampiric Touch |
Summon Familiar | Y | N | N | N | Y | Y | N | N | Y | Culture: Arcana |
Soul Tenacity | Y | N | N | N | Y | N | Y | N | Y | Wil +8 |
Indomitable Will | 20 | N | N | N | N | N | 15 | N | Y | Wil +11 |
Mind Over Body | 20 | N | N | N | N | N | Y | N | 15 | End +11 |
Negate Powers | Y | Y | Y | Y | Y | Y | Y | Y | Y | No Other Powers |
Pact | Y | N | N | N | Y | N | N | N | Y | Metaphysics +2, Concentration +2, Feat Based on Deity: Usually Aura of Good, Aura of Evil, or Summon Familiar |
Psychic Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Open to the Supernatural - ESP | Y | N | Y | N | Y | N | N | Y | Y | Concentration +2 |
Mediumship | ||||||||||
Astral Projection - PK | Y | N | Y | N | Y | N | N | Y | Y | |
OBE | ||||||||||
Meditation - BF | Y | N | Y | Y | Y | N | Y | Y | Y | |
Biofeedback Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Absorb positive PSI | Y | N | Y | Y | Y | N | Y | Y | Y | |
Absorb negative PSI | Y | N | Y | N | Y | N | N | N | Y | Flush Psi |
Alter Aura/PSI Stealth | Y | N | Y | N | Y | N | N | Y | Y | Biofeedback +2 |
Block incoming PSI | Y | N | Y | Y | N | N | Y | Y | Y | |
Death Trance | Y | N | Y | N | N | N | Y | N | Y | |
Discorporate | N | N | Y | N | N | N | N | N | Y | Biofeedback +16 |
Energy Melee Weapon | Y | N | Y | Y | N | N | Y | Y | Y | Sword PSI |
Enhance Mind - Wil,Kno | Y | N | Y | N | N | Y | Y | N | Y | |
Enhance Physique - Str, Dex | Y | Y | Y | Y | N | N | Y | N | Y | |
Enhance Speed | Y | N | Y | N | Y | N | N | Y | Y | Biofeedback +5 |
Enhance Speed, Improved | Y | N | Y | N | Y | N | N | Y | Y | Enhance Speed, Biofeedback +9 |
Enhance Speed, Greater | Y | N | Y | N | Y | N | N | Y | Y | Enhance Speed, Improved, Biofeedback +15 |
Flight | Y | N | Y | N | N | N | N | Y | Y | Psychokinesis +8, Biofeedback +4, Telekinesis |
Flush PSI | Y | N | Y | N | Y | N | N | N | Y | |
Heal Self | Y | N | Y | Y | N | N | Y | Y | Y | Biofeedback +1 |
Impervious to Cold | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Fatigue | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Fire | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Hunger/Thirst | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Pain | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Poison | Y | N | Y | Y | N | N | Y | Y | Y | |
Impervious to Suffocation | Y | N | Y | Y | N | N | Y | Y | Y | |
Ki Strike | Y | N | Y | Y | N | N | N | Y | Y | Biofeedback +5 |
Life Absorption | Y | N | Y | N | N | N | N | N | Y | Absorb negative PSI |
Mind Block | Y | N | Y | N | Y | N | Y | N | Y | Block incoming PSI |
PSI Damage Reduction | Y | N | Y | Y | N | N | Y | Y | Y | |
PSI Damage Bonus | Y | N | Y | Y | N | N | Y | Y | Y | |
Sword PSI | Y | N | Y | Y | N | N | Y | Y | Y | Ki Strike, Weapon Kata |
Self-Replication | Y | N | Y | N | N | N | N | N | Y | Biofeedback +16, Dissimilar Mind |
Shapeshifting: Animal | Y | N | Y | N | N | N | N | Y | Y | Enhance Physique, Shapeshifting: Shrink, Biofeedback +6 |
Shapeshifting: Animal Ability | Y | N | Y | N | N | N | N | Y | Y | Enhance Physique, Shapeshifting: Animal, Biofeedback +16 |
Shapeshifting: Blood | Y | N | Y | N | Y | N | N | Y | Y | Enhance Physique, Shapeshifting: Disguise, Biofeedback +11 |
Shapeshifting: Camouflage | Y | N | Y | N | N | N | N | Y | Y | Enhance Physique, Biofeedback +6 |
Shapeshifting: Combat Form | Y | N | Y | Y | N | N | Y | N | Y | Enhance Physique, Biofeedback +2 |
Shapeshifting: Disguise | Y | N | Y | N | Y | N | N | Y | Y | Enhance Physique, Biofeedback +1 |
Shapeshifting: Elemental | Y | N | Y | N | N | N | N | 16 | Y | Enhance Physique, Shapeshifting: Plant/Object, Biofeedback +17 |
Shapeshifting: Growth | Y | N | Y | Y | N | N | N | N | Y | Enhance Physique, Biofeedback +7 |
Shapeshifting: Invisibility | Y | N | Y | N | N | N | N | N | Y | Enhance Physique, Shapeshifting: Camouflage |
Shapeshifting: Intangibility | Y | N | Y | N | N | N | N | N | Y | Enhance Physique, Biofeedback +17 |
Shapeshifting: Limbs | Y | N | Y | Y | N | Y | Y | N | Y | Enhance Physique, Biofeedback +4 |
Shapeshifting: Mind | Y | N | Y | N | N | N | N | N | Y | Enhance Physique, Shapeshifting: Blood, Biofeedback +16 |
Shapeshifting: Mimic | Y | N | Y | N | N | N | N | N | Y | Enhance Physique, Shapeshifting: Mind |
Shapeshifting: Plant/Object | Y | N | Y | N | N | N | N | Y | Y | Enhance Physique, Shapeshifting: Growth, Biofeedback +12 |
Shapeshifting: Reflexive | Y | N | Y | N | N | N | Y | N | Y | Enhance Physique, Biofeedback +11 |
Shapeshifting: Shrink | Y | N | Y | N | N | N | N | Y | Y | Enhance Physique, Biofeedback +5 |
Shapeshifting: Stretch | Y | N | Y | N | N | N | N | N | Y | Enhance Physique, Biofeedback +2 |
Teleportation | Y | N | Y | N | N | N | N | N | Y | Discorporate |
Warrior's Focus | Y | N | Y | Y | N | N | Y | Y | N | Biofeedback +1 |
Weight Control | Y | N | Y | N | N | N | Y | Y | Y | Biofeedback +6 |
Psychokinesis Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Control Air | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Illumination | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Earth | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Electricity | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Fire | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Gravity | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Magnetism | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Plants | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Space | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Technology | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Time | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
Control Water | Y | N | N | N | N | N | N | N | N | Redirect PSI Flow |
PSI Energy Blast | Y | N | N | N | N | N | N | N | N | Ectoplasmic Tendrils |
PSI Energy Armor | Y | N | N | N | N | N | N | N | N | Ectoplasmic Tendrils |
PSI Energy Wall | Y | N | N | N | N | N | N | N | N | Ectoplasmic Tendrils |
Telekinesis | Y | N | N | N | N | N | N | N | N | Ectoplasmic Tendrils |
PSI Control Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Dissipate Energy | Y | N | Y | N | Y | N | N | N | Y | |
Disrupt PSI usage | Y | N | Y | N | Y | N | N | N | Y | PSI Attack |
Dominate Animal | Y | N | N | N | Y | N | N | Y | Y | Empathy |
Dominate Mind | Y | N | N | N | Y | N | N | N | Y | Telepathy, Hypnotic Suggestion |
Ectoplasmic Tendrils | Y | N | N | N | Y | N | N | Y | Y | |
Empathic Transmission | Y | N | Y | N | Y | N | N | N | Y | |
Enhance Allies | Y | N | N | N | Y | N | N | N | Y | PK +7, ESP +7 |
Fill Object with PSI | Y | N | Y | N | Y | N | N | N | Y | |
Heal Other | Y | N | Y | N | Y | N | N | N | Y | |
Hypnotic Suggestion | Y | N | N | N | Y | N | N | N | Y | Telepathic Transmission |
Illusion | Y | N | N | N | Y | N | N | N | N | Hypnotic Suggestion |
Induce: Sleep/Wake | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Haste/Slow | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Freedom/Hold | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Hearing/Deafness | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Sight/Blindness | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Dim Mak | Y | N | Y | N | Y | N | N | N | Y | Disrupt PSI usage |
Induce: Focus/Nausea | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Amnesia | Y | N | Y | N | Y | N | N | Y | Y | |
Induce: Pleasure/Pain | Y | N | Y | N | Y | N | N | Y | Y | |
Nondetection/Invisibility | Y | N | Y | N | Y | N | N | Y | Y | Induce: Amnesia |
PSI Attack | Y | N | Y | N | Y | N | N | Y | Y | |
Quivering Palm | Y | N | Y | N | N | N | N | N | N | Ki Strike |
Redirect PSI Flow | Y | N | Y | N | Y | N | N | N | Y | See PSI Flows |
Telepathic transmission | Y | N | Y | N | Y | N | N | N | Y | |
Extra-Sensory Perception Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Blind Sight | Y | N | Y | N | N | N | N | Y | N | Enhanced Vision |
Clairvoyant | Y | N | N | N | N | N | N | Y | Y | |
Commune | Y | N | N | N | N | N | N | Y | Y | |
Danger Sense | Y | N | Y | N | N | N | N | Y | Y | Precognitive Flashes |
Divination | Y | N | N | N | N | N | N | Y | Y | Precognitive Flashes |
Empathy | Y | N | Y | N | Y | N | N | Y | Y | See PSI Aura |
Find Weakness | Y | N | Y | Y | N | Y | N | Y | Y | See PSI Aura, See PSI Flows, ESP +5 |
Heighten Awareness | Y | N | Y | N | N | N | Y | Y | Y | |
Memory Absorption | Y | N | N | N | N | N | N | N | N | Necromancy |
Mental Manipulation | Y | N | N | N | Y | N | N | Y | Y | Empathy |
Necromancy | Y | N | N | N | Y | N | N | N | Y | Presence Sense |
Object Read/Psychometry | Y | N | N | N | N | Y | N | Y | Y | |
Penitent Stare | Y | N | N | N | Y | N | N | N | Y | Necromancy |
Precognitive Flashes | Y | N | Y | N | Y | N | N | Y | Y | |
Presence Sense | Y | N | Y | Y | Y | Y | N | Y | Y | |
PSI Deflect | Y | N | Y | Y | N | N | N | Y | Y | See PSI Flows, ESP +3 |
PSI Deflect/Attack | Y | N | Y | Y | N | N | N | Y | Y | PSI Deflect, ESP +5 |
PSI Deflect, Extended | Y | N | Y | N | N | N | N | Y | Y | PSI Deflect, ESP +7 |
Psychic Diagnosis/Surgery | Y | N | N | N | Y | Y | N | Y | Y | See PSI Aura |
See PSI Aura | Y | N | Y | Y | Y | Y | Y | Y | Y | |
See PSI Flows | Y | N | Y | Y | Y | Y | Y | Y | Y | |
Speed Reading | Y | N | Y | N | Y | Y | N | Y | Y | |
Dissimilar Mind | Y | N | Y | N | N | N | N | N | Y | Split Mind |
Split Mind | Y | N | Y | N | N | N | N | N | Y | ESP +15 |
Telepathy | Y | N | N | N | Y | N | N | N | Y | Empathy |
Total Recall | Y | N | N | N | N | Y | N | Y | Y | Heighten Awareness |
Understand Languages | Y | N | Y | N | Y | N | N | Y | Y | Empathy |
Enhanced Vision | Y | N | Y | N | N | N | Y | Y | Y | Heighten Awareness |
Magic Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Scribe Scroll | 4 | N | N | N | Y | Y | N | N | Y | Craft: Scroll +2 |
New Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Throw Anything??? | ||||||||||
Empower Spell | ||||||||||
Enlarge Spell | ||||||||||
Extend Spell | ||||||||||
Heighten Spell | ||||||||||
Maximize Spell | ||||||||||
Quicken Spell | ||||||||||
Silent Spell | ||||||||||
Still Spell | ||||||||||
Widen Spell | ||||||||||
Natural Spell | ||||||||||
Monster Feats | Gn | Ac | At | Po | En | Ex | Gr | Ra | De | Pre-Req |
Rugged | Y | Y | Y | Y | N | N | Y | Y | Y | End +3 |
Awesome Blow | Y | N | Y | Y | N | N | Y | N | N | Str 7, Improved Bull Rush, Power Attack +4. |
Fly By Attack | Y | Y | Y | N | N | Y | Y | Y | N | Natural Fly |
Hover | Y | Y | Y | N | N | Y | Y | Y | N | Natural Fly |
Natural Armor, Improved | Y | N | Y | Y | N | N | Y | Y | Y | |
Natural Weapon, Improved | Y | N | Y | Y | N | N | Y | Y | N | |
Multiattack | See Two Weapon Fighting, Melee or Flurry of Blows | |||||||||
Multiweapon Fighting | See Two Weapon Fighting, Melee | |||||||||
Snatch | Y | Y | Y | Y | N | N | Y | Y | N | |
Wingover | Y | Y | Y | N | N | Y | Y | Y | N | Natural Fly |
Ability Damage | ||||||||||
Ability Drain | Ability Damage | |||||||||
Natural Attacks | ||||||||||
Bite/Claw/Slam/Gore | ||||||||||
Constrict | ||||||||||
Cursed Wound | 6 | N | N | N | N | N | N | N | N | |
Pounce | see Dual Weapon Strike | |||||||||
Powerful Charge | ||||||||||
Rake | ||||||||||
Swallow Whole, Improved | M | M | M | M | M | M | M | M | M | Monster Feat |
Trample | ||||||||||
Wounding | ||||||||||
Disease | ||||||||||
Energy Drain | ||||||||||
Paralysis | ||||||||||
Poison | ||||||||||
Fear | ||||||||||
Fear - Horror Factor/Frightful Presence | ||||||||||
Frightful presence | ||||||||||
Roar | ||||||||||
Resistances | ||||||||||
Damage reduction | ||||||||||
Fast healing | ||||||||||
Immunity to X | ||||||||||
Regeneration | ||||||||||
Resistance to energy | ||||||||||
Spell immunity | ||||||||||
Spell resistance | ||||||||||
Turn resistance | ||||||||||
Senses | ||||||||||
Blindsight | ||||||||||
Scent | ||||||||||
Tremorsense | ||||||||||
Low Light Vision | ||||||||||
Darkness Vision | ||||||||||
Shape shifting | ||||||||||
Alternate Form | ||||||||||
Change shape | ||||||||||
Movement | ||||||||||
Burrow | ||||||||||
Climb | ||||||||||
Fly | ||||||||||
Swim | ||||||||||
Tunnel | ||||||||||
Spells | ||||||||||
Breath Weapon | See Cast Spell | |||||||||
Gaze | See Cast Spell | |||||||||
Psionics | See Psychic Feats | |||||||||
Ray | See Cast Spell | |||||||||
Sonic Attack | See Cast Spell | |||||||||
Spell-like | See Cast Spell | |||||||||
Summon | See Cast Spell |
Feat Descriptions
??Cunning Warrior
- Description:
- Prerequisite: Weapon Use: Entangling, Blades, Polearms, or Unarmed strike +2
- Benefit:
- Normal:
- Special:
??Danger Sense
- Description:
- Prerequisite: ??Cun to Dodge?
- Benefit:
- Normal:
- Special:
??Deep Thinker
- Description:
- Prerequisite: ??Kno to Cun when time allows?
- Benefit:
- Normal:
- Special:
??Disable Device
- Description:
- Prerequisite: ??Dex to Craft when breaking?
- Benefit:
- Normal:
- Special:
??Empathic Understanding
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
??Inspire Confidence
- Description:
- Prerequisite: Inspire Skill +2
- Benefit:
- Normal:
- Special:
??Leadership
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
??Rig
- Description:
- Prerequisite: ??Dex/Cun to Craft when quick fix?
- Benefit:
- Normal:
- Special:
??Smell Lie
- Description:
- Prerequisite: ??Cun to Resist Persuasion?
- Benefit:
- Normal:
- Special:
??Tactical
- Description:
- Prerequisite: ??Kno to Cover?
- Benefit:
- Normal:
- Special:
??Trade Hit
- Description:
- Prerequisite: ??AoO against successful attack.
- Benefit:
- Normal:
- Special:
Ability Damage
- Description: The character has an attack that weakens an opponent.
- Prerequisite:
- Benefit: The character has a touch attack ability that does 2 Ability Damage to one ability score.
- Normal:
- Special:
Ability Drain
- Description: The character has an attack that permanently weakens an opponent, while strengthening themselves.
- Prerequisite: Ability Damage
- Benefit: The character has a touch attack ability that does 2 Ability Drain to one ability score. On a successful hit the character also heals 5 HP.
- Normal:
- Special:
Absorb negative PSI
- Description:
- Prerequisite: Flush Psi
- Benefit:
- Normal:
- Special:
Absorb positive PSI
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Alter Aura/PSI Stealth
- Description:
- Prerequisite: Biofeedback +2
- Benefit:
- Normal:
- Special:
Alternate Form
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Ambidexterity
- Description: Character can use either hand with equal proficiency.
- Prerequisite: Dex +8
- Benefit: Ignore penalty for using weapon in off hand.
- Normal: Normally -4 to perform actions with off hand.
- Special: While using a one handed light or Finesse weapon with a free hand, +1 to attack and defend.
Animal Companion
- Description:
- Prerequisite: See Cohort
- Benefit:
- Normal:
- Special:
Aptitude
- Description: The character is quite good at an area of skill.
- Prerequisite:
- Benefit: +2 to 2 related Skills
- Normal:
- Special:
Arcane Scholar
- Description: The character is learned in the ways of magic.
- Prerequisite: Metaphysics +2, Magic Skill +2
- Benefit: The character can use Kno when using any Magic Skill that meets the prerequisite.
- Normal:
- Special:
Armor, Heavy
- Description: The character is proficient with heavy armors
- Prerequisite: Armor, Medium
- Benefit:
- Normal: A character wearing heavy armor without proficiency, gets an additional -4 to the AAM and it applies to STR and DEX skills as well.
- Special:
Armor, Light
- Description: All characters are proficient with light armors
- Prerequisite:
- Benefit:
- Normal: A character wearing light armor without proficiency, applies the AAM to STR and DEX skills as well.
- Special:
Armor, Medium
- Description: The character is proficient with medium armors
- Prerequisite: Armor, Light
- Benefit:
- Normal: A character wearing medium armor without proficiency, gets an additional -2 to the AAM and it applies to STR and DEX skills as well.
- Special:
Armor, Powered
- Description: The character is proficient with powered armors
- Prerequisite: Armor, Medium
- Benefit:
- Normal: A character wearing powered armor without proficiency, gets an additional -2 to the AAM and it applies to STR and DEX skills as well, the character is also unable to benefit from any other systems in the armor (for example targeting systems).
- Special:
Arterial Strike
- Description: The character's sneak attacks cause bleeding wounds.
- Prerequisite: Sneak Attack +11
- Benefit: Sneak Attacks also cause bleed effect of 1/3 the sneak attack skill. Bleed effects don't stack.
- Normal:
- Special:
Astral Projection - PK
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Aura of Evil
- Description: The character projects a noticeable aura of supernatural evil.
- Prerequisite: Culture: Religion +2, Evil Karma Path
- Benefit: Characters karma replenishes everyday.
- Normal: A character gets back 1/10 of their karma every day.
- Special:
Aura of Good
- Description: The character projects a noticeable aura of supernatural good.
- Prerequisite: Culture: Religion +2, Good Karma Path
- Benefit: Characters karma replenishes everyday.
- Normal: A character gets back 1/10 of their karma every day.
- Special:
Aura of courage
- Description: The character's confidence extends to those around them.
- Prerequisite: Fear Immunity
- Benefit: Provides +4 bonus to fear saves to allies within 4 yards.
- Normal:
- Special:
Auto-Dodge
- Description: The character is a whirlwind of attack avoidance.
- Prerequisite: Multi-Dodge
- Benefit: All dodges are treated as a free action.
- Normal:
- Special:
Awesome Blow
- Description: The character can make a powerful attack that sends opponents flying.
- Prerequisite: Str 7, Improved Bull Rush, Power Attack +4.
- Benefit: As a standard action against opponents at least 2 sizes smaller, the character may make a special attack at -4. If the attack hits, the defender must make a roll check vs the damage taken or be sent flying 4m in a direction of the attacker's choice, landing prone. If the defender hits something or another character, both take 3 CD and the defenders stops flying.
- Normal:
- Special: A character sent flying counts as being dropped for the purposes of cleaving.
Ballistic Targeting
- Description: The character is skilled in using indirect fire methods with personal weapons.
- Prerequisite: Kno +7, Weapon Use +2
- Benefit: The character can use Kno in place of Dex when attacking with missile weapons.
- Normal:
- Special: The character must have at least as much space up as the target is out. Any intervening cover, such as opponents is ignored. Close cover such as a shield or being in melee is still applied.
Bayonet Combat
- Description: The character is trained in using melee attacks and defenses to cover their ranged attacks.
- Prerequisite: Weapon Use: Any Melee +2
- Benefit: When the character provokes an attack of opportunity from making a ranged attack from a threatened space, anyone who takes that attack of opportunity, from a space threatened by the character, provokes an attack of opportunity from the character.
- or- While threatening surrounding spaces, the character can make a DC 20 breath check and take a -2 penalty to hit and fire defensively, not provoking an attack of opportunity
Normal: A character with a missile weapon doesn't threaten surrounding spaces. A character with a bayonet, melee double weapon, Off-hand melee weapon, or free hand and unarmed combat feat does threaten surrounding spaces.
Special:
Bite/Claw/Slam/Gore
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Blind Fight
- Description: The character has enhanced their senses to compensate for a loss of vision.
- Prerequisite: Cun +6
- Benefit: The character halves concealment bonuses and does not incur the normal -2 penalty to actions while blinded.
- Normal: Treat all targets as having cover and -2 penalty to all actions.
- Special:
Blind Fight, improved
- Description: The character can operate almost as well without sight as with.
- Prerequisite: Cun +8, Blind Fight
- Benefit: When blinded, the character has Blind Sight out to 6 spaces.
- Normal:
- Special:
Blind Sight
- Description:
- Prerequisite: Enhanced Vision
- Benefit:
- Normal:
- Special:
Blindsight
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Block Ranged
- Description: The character can use a shield effectively against ranged weapons.
- Prerequisite: Shield Proficiency, Parry +5
- Benefit: The character can parry ranged attacks, when using a shield.
- Normal:
- Special:
Block incoming PSI
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Blocking Parry
- Description: The character uses their power to absorb incoming blows.
- Prerequisite: Str +7
- Benefit: The character can use End based parry checks to block incoming melee attacks.
- Normal:
- Special: This is a Parry feat.
Body Guard
- Description: The character is able to take attacks aimed at other characters
- Prerequisite: Combat Expertise +2
- Benefit: The character chooses a target within 1 space. As long as the target remains within 1 space, any attack directed against the target is directed against the body guard instead. The body guard is -5 to defensive actions against these attack, but these attacks do half damage.
- Normal:
- Special:
Break fall
- Description: The character can reduce the effects of a throw or fall.
- Prerequisite: Tumble +1
- Benefit: On a successful Roll check vs Grapple check -5 the character lands a though attempt on their feet and take half damage. If the character was not throw and is just falling the DC is 20.
- Normal:
- Special:
Breath Weapon
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Bull Rush, Improved
- Description: The character is practiced at performing bull rush attacks.
- Prerequisite: Str +7, Power Attack +2
- Benefit: The character's bull rush attempts do not provoke an attack of opportunity from the defender. The character also gain a +4 bonus on the opposed Strength check made to push back the defender.
- Normal:
- Special:
Bump, Improved
- Description: The pilot is skill at forcing opponent's path.
- Prerequisite: Offensive Piloting
- Benefit: The pilot can perform vehicle overrun and bull-rushes with a +3 to related piloting checks , without provoking an attack of opportunity.
- Normal: Vehicular bull-rushes and overruns provoke an attack of opportunity.
- Special:
Burrow
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Change shape
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Clairvoyant
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Claw Attack
- Description: The character is able to perform a shredding unarmed attack.
- Prerequisite: Improved Unarmed Strike, Weapon Use: Unarmed +7
- Benefit: Claw attacks are +2 damage to unarmed attacks and allows the attack to do BD.
- Normal: Unarmed strikes normally do CD or SCD.
- Special: Claw attacks cannot be used to do SD.
Cleave
- Description: The character's powerful strikes can power thru 2 opponents.
- Prerequisite: Str +7, Power Attack +2
- Benefit: When the character makes a normal melee attack that reduces the opponent to 0 or less HP, they may immediately make an additional cleave attack against another character in melee range. range. If this blow also
- Normal:
- Special:
Climb
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Cohort
- Description: The character has a partner, animal companion or sidekick of significant ability.
- Prerequisite:
- Benefit: The cohort is of level equal to (Appropriate PRE Skill + PRE – 9)*7/9. The cohort's level must be 2 less than the character's level. The skill used should correspond to the type of cohort (Wild Empathy -> Animal Companion, Authority -> Body Guard, Teaching -> Apprentice).
- Normal:
- Special: As a Ranger feat, the cohort must be an animal companion.
Combat Reflexes
- Description: The character has honed their reflexes to the point that they can quickly react to incoming attacks.
- Prerequisite: Cun +5, Dex +5, Agi +5
- Benefit: The character get a number of extra attacks of opportunity equal to either CUN, DEX or AGI minus 5.
- Normal:
- Special:
Combat Roll
- Description: The character is table to use their natural agility to tactical advantage in missile combat.
- Prerequisite: Agi +7
- Benefit: Once per round the character may move into or out of a kneeling position, as a free action.
- Normal: As a move action, a character may move in or out of a kneeling position. While kneeling, a character is Ranged (+2 Hit, +2 Cover) Melee( -2 Hit, -2 Def)
- Special:
Commune
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Constrict
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Control Air
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Earth
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Electricity
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Fire
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Gravity
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Illumination
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Magnetism
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Plants
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Space
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Technology
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Time
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control Water
- Description:
- Prerequisite: Redirect PSI Flow
- Benefit:
- Normal:
- Special:
Control/Bolster Undead
- Description:
- Prerequisite: Aura of Evil
- Benefit: The character can spend 2 karma and command (Culture:Religion check)/2 levels of undead. can also be used as a defensive action to prevent commanded undead from being dispelled.
- Normal:
- Special:
Coordinate
- Description: Character provide +2 bonus to others aid another checks.
- Prerequisite:
- Benefit:
- Normal:
- Special:
Crippling Strike
- Description: The character's sneak attacks cripple the opponents.
- Prerequisite: Sneak Attack +11
- Benefit: Sneak attacks also do 1 point of Str damage.
- Normal:
- Special:
Cursed Wound
- Description: The character causes woulds that are beyond conventional healing.
- Prerequisite:
- Benefit: Any attacks inflicted by the character require a DC 31 check to heal.
- Normal:
- Special:
Damage reduction
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Danger Sense
- Description:
- Prerequisite: Precognitive Flashes
- Benefit:
- Normal:
- Special:
Darkness Vision
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Deafening Clap
- Description: The character can clap their to free hands to create a sonic wave that will deafen opponents.
- Prerequisite: Improved Unarmed Strike
- Benefit: The sonic wave affects everyone in a 4 yard cone. Those affected must make a Recovery roll vs the attack roll or become deafened. The deafened character may retry this recovery roll each round.
- Normal:
- Special:
Death Blow
- Description: The character can wind up to deliver a single deadly blow.
- Prerequisite: Knock Out Strike
- Benefit: The character can perform unarmed coup de grace attacks against any opponent.
- Normal: Coup de grace attacks can only be done against helpless opponents.
- Special:
Death Trance
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Defensive Piloting
- Description: Pilot is trained in avoiding incoming attacks.
- Prerequisite: Pilot +1
- Benefit: Pilot can make pilot check verse attack to 1/2 damage once per round
- Normal:
- Special:
Deflect Arrows
- Description: The character can parry slower moving ranged attacks.
- Prerequisite: Deflecting Parry, Dex +7
- Benefit: The character can parry thrown and archery weapons.
- Normal:
- Special:
Deflecting Parry
- Description: The character uses their dexterity to deflect incoming blows.
- Prerequisite: Dex +7
- Benefit: The character can use Dex based parry checks to block incoming melee attacks.
- Normal:
- Special: This is a Parry feat.
Diehard
- Description: The character is hard to kill.
- Prerequisite: End +7
- Benefit: The character automatically stabilizes. The character may act as disabled instead of dying or unconscious, when they have negative hit points. If the character goes unconscious they cannot change back to disabled.
- Normal:
- Special:
Disarm, Improved
- Description: The character is practiced at performing disarm attacks.
- Prerequisite: Cun +7, Combat Expertise +2
- Benefit: The character's disarm attempts do not provoke an attack of opportunity from the defender. The chracter also gain a +4 bonus on the opposed Weapon Use check made to diasarm the defender.
- Normal:
- Special:
Discorporate
- Description:
- Prerequisite: Biofeedback +16
- Benefit:
- Normal:
- Special:
Disease
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Disease Immunity
- Description: The character is immune to all diseases.
- Prerequisite: Resist Disease +3
- Benefit:
- Normal:
- Special:
Dislocate
- Description: The character can force an opponent out of a lock, doing serious injury.
- Prerequisite: Lock
- Benefit: When an opponent is locked, the grappler can make a grapple check to force the opponent out of the lock, taking damage as if the opponent had escaped. After this the opponent is no longer pinned or held, but will still be in the grapple if they were both in the grapple.
- Normal:
- Special:
Disrupt PSI usage
- Description:
- Prerequisite: PSI Attack
- Benefit:
- Normal:
- Special:
Dissimilar Mind
- Description:
- Prerequisite: Split Mind
- Benefit:
- Normal:
- Special:
Dissipate Energy
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Dive for Cover, Improved
- Description: The character is practiced in taking cover from missile weapons.
- Prerequisite:
- Benefit: When making a Dive for Cover action, the character can use their initial dodge roll against all future attacks while they keep down, remain prone and perform no other action.
- Normal: A character only gets the prone and cover bonus while taking cover after a dive for cover action.
- Special:
Divination
- Description:
- Prerequisite: Precognitive Flashes
- Benefit:
- Normal:
- Special:
Dodge Arrows
- Description: The character can avoid slower moving ranged attacks with great agility.
- Prerequisite: Agi +7, Dodge +4
- Benefit: As a swift action, the character can attempt to dodge thrown or archery attacks.
- Normal:
- Special:
Dodge Bullets
- Description: The character can avoid ranged attacks with great agility.
- Prerequisite: Dodge Arrows, Agi +10, Dodge +8
- Benefit: As a swift action, the character can attempt to dodge target attacks.
- Normal:
- Special:
Dominate Animal
- Description:
- Prerequisite: Empathy
- Benefit:
- Normal:
- Special:
Dominate Mind
- Description:
- Prerequisite: Telepathy, Hypnotic Suggestion
- Benefit:
- Normal:
- Special:
Dual Weapon Strike
- Description: The character can deliver dual weapon strikes while on the move or as part of a charge.
- Prerequisite: Improved Two Weapon Fighting, Melee Two Weapon Fighting
- Benefit: As a standard action, the character can make a melee attack with your primary weapon and your off-hand weapon. Both attacks use the same attack roll to determine success, using the worse of the two weapons' attack modifiers, as if they were being used to make two weapon attacks.
- Normal:
- Special: When you make this attack, you apply precision- based damage (such as from sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your offhand weapon deals regular damage.
Ectoplasmic Tendrils
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Empathic Transmission
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Empathy
- Description:
- Prerequisite: See PSI Aura
- Benefit:
- Normal:
- Special:
Empower Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Endurance
- Description: ??Does nothing??
- Prerequisite:
- Benefit:
- Normal:
- Special:
Energy Drain
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Energy Melee Weapon
- Description:
- Prerequisite: Sword PSI
- Benefit:
- Normal:
- Special:
Enhance Allies
- Description:
- Prerequisite: PK +7, ESP +7
- Benefit:
- Normal:
- Special:
Enhance Mind - Wil,Kno
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Enhance Physique - Str, Dex
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Enhance Speed
- Description:
- Prerequisite: Biofeedback +5
- Benefit:
- Normal:
- Special:
Enhance Speed, Greater
- Description:
- Prerequisite: Enhance Speed, Improved, Biofeedback +15
- Benefit:
- Normal:
- Special:
Enhance Speed, Improved
- Description:
- Prerequisite: Enhance Speed, Biofeedback +9
- Benefit:
- Normal:
- Special:
Enhanced Vision
- Description: The character has Low-Light, Microscopic, and Telescopic Vision.
- Prerequisite: Heighten Awareness
- Benefit: X2 - x400
- Normal:
- Special:
Enlarge Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Evasion
- Description: The character can avoid attacks with great agility.
- Prerequisite: Roll +3
- Benefit: While wearing light or no armor, on a successful roll for an effect that would normally deal half damage, it instead deals no damage.
- Normal:
- Special: A helpless character does not gain the benefit of evasion.
Evasion, Improved
- Description: The character can avoid attacks with great agility.
- Prerequisite: Evasion, Roll +7
- Benefit: The character takes half damage on failed evasion saves.
- Normal:
- Special:
Extend Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Extra Class Skill
- Description: The character is particularly knowledgeable in an area normally outside his training.
- Prerequisite: Must have the specific skill as at least Cross Class.
- Benefit: The character treats the specific skill as if it were a class skill for the class if a class feat.
- Normal:
- 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.
Fame
- Description: The character is generally well known, and respected.
- Prerequisite:
- Benefit: The character gets +2 Reputation bonus to PRE skills when applicable.
- Normal: The DC of recognizing a character is 30-PRE-Lvl vs the appropriate culture skill.
- Special: Adjust -10 to the DC to recognize the character.
Far Shot
- Description: The character can extend the range of ranged weapons.
- Prerequisite: Precise Shot
- Benefit: When using a projectile weapon the range increment is multiplied by 1.5. When using a thrown weapon the range increment is doubled.
- Normal:
- Special:
Fascinate
- Description: Hypnotize
- Prerequisite: Inspire Skill +2
- Benefit:
- Normal:
- Special:
Fast Learner
- Description: The character is able to very quickly learn skills.
- Prerequisite:
- Benefit: The character gets a number of extra points for skills equal to his KNO.
- Normal:
- Special: These points don't count toward the total spent for determining level.
Fast healing
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Favor
- Description: The character is able to call for assistance from a person or organization, but the door swings both ways.
- Prerequisite:
- Benefit:
- Normal:
- Special:
Favored Enemy, Specific
- Description:
- Prerequisite: Culture +2
- Benefit:
- Normal:
- Special:
Fear - Horror Factor/Frightful Presence
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Fear Immunity
- Description: The character is immune to fear.
- Prerequisite:
- Benefit: The character is immune to fear and horror effects.
- Normal:
- Special:
Feint, Greater Uncanny
- Description: The character is practiced at performing feint attacks.
- Prerequisite: Uncanny Feint, Feint Skill +16
- Benefit: The character can feint as an attack. In a full round attack, the feint check gets the same penalty the attack would -5 for the second attack, -10 for the third etc.
- Normal: Feinting is a standard action.
- Special:
Feint, Improved
- Description: The character is practiced at performing feint attacks.
- Prerequisite: Cun +7, Combat Expertise +2
- Benefit: The character can feint as a move action.
- Normal: Feinting is a standard action.
- Special:
Feint, Uncanny
- Description: The character is practiced at performing feint attacks.
- Prerequisite: Improved Feint, Feint Skill +12
- Benefit: The character can feint as a free action, once per turn.
- Normal: Feinting is a standard action.
- Special:
Fill Object with PSI
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Find Weakness
- Description:
- Prerequisite: See PSI Aura, See PSI Flows, ESP +5
- Benefit:
- Normal:
- Special:
Finger Tip Attack
- Description: The character can deliver a precision touch attack.
- Prerequisite: Improved Unarmed Strike, Weapon Use: Unarmed +1
- Benefit: The character is treated as two size levels smaller for the purpose of delivering this attack. This is often used in the place of normal touch attacks to deliver spells or inflict effects.
- Normal:
- Special:
Flight
- Description:
- Prerequisite: Psychokinesis +8, Biofeedback +4, Telekinesis
- Benefit:
- Normal:
- Special:
Flurry of Blows
- Description: The character is trained in delivering blows using all body parts.
- Prerequisite: Improved Unarmed Strike, Weapon Use: Unarmed +2
- Benefit: Reduce attack penalties to -2 for both primary and off hand when fighting unarmed using the two weapon fighting style.
- Normal: Normally the penalty to fight with two weapons is -6/-10 or -4/-8 if one of the weapons is size -1 or smaller or unarmed
- Special:
Flurry of Blows, Improved
- Description: The character has advanced training in delivering multiple unarmed attacks.
- Prerequisite: Flurry of Blows, Weapon Use: Unarmed +7
- Benefit: The penalty for two weapon fighting while unarmed is reduced to 0.
- Normal:
- Special:
Flush PSI
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Fly
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Fly By Attack
- Description: The character can make melee attacks while flying.
- Prerequisite: Natural Fly
- Benefit: The character can split their movement up between before and after their attack action .
- Normal:
- Special:
Followers
- Description: The character's place in society has attracted a large number of minor allies.
- Prerequisite: Authority +7
- Benefit: The character attracts (Authority + PRE - 10)^2 levels of followers of maximum level SQRT(Authority + PRE)
- Normal:
- Special:
Frightful Presence
- Description: The character instills fear in those around him.
- Prerequisite: Pre +8, Intimidate +7
- Benefit: The character has a horror factor (DC = 10 + Pre + Intimidate / 2)
- Normal:
- Special:
Frightful presence
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Gaze
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Great Cleave
- Description: The character's powerful attacks can power thru multiple opponents.
- Prerequisite: Cleave, Power Attack +5
- Benefit: When the character makes a cleave melee attack that reduces the opponent to 0 or less HP, they may immediately make an additional cleave attack against another character in melee range. range. If this blow also
- Normal: A character can not chain a cleave off of a cleave attack.
- Special:
Greater Weapon Focus, Specific
- Description: The character is well trained with a particular weapon type.
- Prerequisite: Weapon Specialization, Weapon Use Skill +9
- Benefit: +2 bonus to weapon checks
- Normal:
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Greater Weapon Specialization, Specific
- Description: The character is well trained with a particular weapon type.
- Prerequisite: Greater Weapon Focus, Weapon Use Skill +13
- Benefit: +2 bonus to weapon damage.
- Normal:
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Heal Other
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Heal Self
- Description:
- Prerequisite: Biofeedback +1
- Benefit:
- Normal:
- Special:
Heighten Awareness
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Heighten Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Heroic Surge
- Description: The character can focus their energy into taking extra actions.
- Prerequisite:
- Benefit: The character can spend 4 karma for an extra move action or 5 karma for an extra attack action.
- Normal:
- Special:
Hide in Plain Sight - Camouflage
- Description: The character can seemingly disappear from sight.
- Prerequisite: Stealth +9, Bluff +9
- Benefit: The character can make stealth checks to become hidden while being observed.
- Normal:
- Special:
Hover
- Description: The character is skilled at not moving while flying
- Prerequisite: Natural Fly
- Benefit: The character gets +5 to any Fly checks due to lack of forward movement.
- Normal:
- Special:
Hypnotic Suggestion
- Description:
- Prerequisite: Telepathic Transmission
- Benefit:
- Normal:
- Special:
Illusion
- Description:
- Prerequisite: Hypnotic Suggestion
- Benefit:
- Normal:
- Special:
Immunity to X
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Cold
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Fatigue
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Fire
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Hunger/Thirst
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Pain
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Poison
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Impervious to Suffocation
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Improved Critical, Specific
- Description: The character is skilled at delivering critical strikes to an opponent.
- Prerequisite: Weapon Use Skill +9
- Benefit: When using the specified weapon, the critical threat range of the weapon is doubled.
- Normal:
- Special: This feat may be taken multiple times. Each with a different weapon.
Improved Grab
- Description: The character can combine a grapple with a strike.
- Prerequisite: Improved Grapple
- Benefit: The character can after a successful unarmed strike start a grapple without needing to make an additional touch attack.
- Normal:
- Special:
Improved Grapple
- Description: The character has significant knowledge about grappling
- Prerequisite: Weapon Use: Grappling +2
- Benefit: The character does not provoke an attack of opportunity when they make the touch attack to start a grapple. Against opponents at least one size smaller, the grappler can perform a hold. Taking a -20 penalty to all WU: Grapple checks, the hold uses one body part to grapple the opponent while the grapples remains outside the grapple.
- Normal: Performing an unarmed touch attach provokes an attack of opportunity. The grappler must be in the grapple to perform grappling actions.
- Special: Maybe this should not be a feat???
Improved Hold
- Description: The character is trained at using hold to subdue opponents.
- Prerequisite: Improved Grapple
- Benefit: The character can perform the hold maneuver against opponents up to one size category larger than themselves, and perform grappling actions in the hold at -10.
- Normal: Normally the penalty for performing a hold is -20 and the target must be no larger than one size smaller.
- Special:
Improved Shield Bash
- Description: The character is trained at the offensive and defensive use of the shield.
- Prerequisite: Shield Proficiency
- Benefit: When making a shield bash the character does not lose the defensive bonus.
- Normal: Making a shield bash, causes the loss of the shields defensive bonuses.
- Special:
Improved Unarmed Strike
- Description: The character is trained in fighting unarmed.
- Prerequisite:
- Benefit: The character can be treated as armed when fighting unarmed.
- Normal: Attacking an armed character while unarmed provokes an attack of opportunity. All unarmed attacks do sub-dual damage. Parrying a weapon while unarmed incurs a -2 penalty.
- Special:
Indomitable Will
- Description:
- Prerequisite: Wil +11
- Benefit: The character can spend 1 karma to automatically make any Wil based save.
- Normal:
- Special:
Induce: Amnesia
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Dim Mak
- Description:
- Prerequisite: Disrupt PSI usage
- Benefit:
- Normal:
- Special:
Induce: Focus/Nausea
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Freedom/Hold
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Haste/Slow
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Hearing/Deafness
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Pleasure/Pain
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Sight/Blindness
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Induce: Sleep/Wake
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Infamy
- Description: The character is generally well known, but not liked.
- Prerequisite:
- Benefit: The character gets +3 Reputation bonus to PRE skills when applicable. +1 more to intimidate.
- Normal: The DC of recognizing a character is 30-PRE-Lvl vs the appropriate culture skill.
- Special: Adjust -10 to the DC to recognize the character.
Inflict Disease
- Description:
- Prerequisite: Vampiric Touch
- Benefit: The character can spend 2 karma to charge a touch attack that will inflict a disease/curse of the characters choice from the list of allowed by the DM based on ethos. The disease can be resist by Culture: Religion vs Resist Disease.
- Normal:
- Special:
Inflict/Relieve Blindness
- Description: The character's knowledge of their targets allows them to deliver a blow that blinds.
- Prerequisite: Inflict/Relieve Muteness
- Benefit: If touched, the defender rolls Recovery vs the attack roll or becomes blinded. This also grants the ability to with a touch reverse this ability or any other blindness attacks.
- Normal:
- Special:
Inflict/Relieve Deafness
- Description: The character's knowledge of their targets allows them to deliver a blow that deafens.
- Prerequisite: Inflict/Relieve Muteness
- Benefit: If touched, the defender rolls Recovery vs the attack roll or becomes deafened. This also grants the ability to with a touch reverse this ability or any other deafening attacks.
- Normal:
- Special:
Inflict/Relieve Dizziness
- Description: The character's knowledge of their targets allows them to deliver a blow that disorientates.
- Prerequisite: Finger Tip Attack
- Benefit: If touched, the defender rolls Recovery vs the attack roll or becomes stunned. This also grants the ability to with a touch reverse this ability or any other stun attacks.
- Normal:
- Special:
Inflict/Relieve Muteness
- Description: The character's knowledge of their targets allows them to deliver a blow that silences.
- Prerequisite: Inflict/Relieve Dizziness
- Benefit: If touched, the defender rolls Recovery vs the attack roll or becomes muted. This also grants the ability to with a touch reverse this ability or any other muteness attacks.
- Normal:
- Special:
Inflict/Relieve Pain
- Description: The character's knowledge of their targets allows them to deliver a blow that causes pain.
- Prerequisite: Inflict/Relieve Dizziness
- Benefit: If touched, the defender rolls Recovery vs the attack roll or is agonized and nauseated. This also grants the ability to with a touch reverse this ability or any other stun, nausea, paralysis or unconsciousness attacks.
- Normal:
- Special:
Inflict/Relieve Paralysis
- Description: The character's knowledge of their targets allows them to deliver a blow that paralyzes
- Prerequisite: Inflict/Relieve Pain
- Benefit: The target of this ability must already be suffering the afflictions or two other touch inflict attacks. If touched, the defender rolls Recovery vs the attack roll or become paralyzed. This also grants the ability to with a touch reverse this ability or any other paralysis attacks.
- Normal:
- Special:
Inspire Competence
- Description: The character can inspire their allies to perform at their best.
- Prerequisite: Inspire Skill +4
- Benefit: Provides +2 morale bonus to specific skill checks
- Normal:
- Special:
Inspire Courage
- Description: The character can inspire courage in their aliies.
- Prerequisite: Inspire Skill +2
- Benefit: Provides +X morale bonus to attack, damage, resist fear and resist charm rolls. X = (Inspire Skill + PRE) / 7
- Normal:
- Special:
Inspire Freedom
- Description:
- Prerequisite: Inspire Skill +13
- Benefit:
- Normal:
- Special:
Inspire Greatness
- Description:
- Prerequisite: Inspire Courage, Inspire Skill +10
- Benefit: Provides +2 Levels (+4 HP and +1 to all rolls)
- Normal:
- Special:
Inspire Heroics
- Description:
- Prerequisite: Inspire Greatness, Inspire Skill +16
- Benefit: Provides +4 to defensive skills and saves
- Normal:
- Special:
Intercept
- Description: The character is practiced at parrying attacks at reach and protecting others.
- Prerequisite: Parry, Combat Expertise +2
- Benefit: The character can spend an attack of opportunity to parry an attack against an ally within his weapons reach.
- Normal:
- Special:
Jink
- Description: Pilot is trained in taking advanced defensive manuevers
- Prerequisite: Defensive Piloting
- Benefit: Pilot can make pilot check verse all attacks to 1/2 damage
- Normal:
- Special:
Jump Attack
- Description: The character is trained in applying their momentum to unarmed attacks.
- Prerequisite: Improved Unarmed Strike, Dex +7, Jumping +3
- Benefit: When charging with an unarmed attack, the character can add +2 damage.
- Normal:
- Special:
Ki Strike
- Description:
- Prerequisite: Biofeedback +5
- Benefit:
- Normal:
- Special:
Kick
- Description: The character is trained at mixing powerful kicks in with their unarmed attacks.
- Prerequisite: Improved Unarmed Strike, Balance +2
- Benefit: +2 damage to unarmed attack once per round.
- Normal:
- Special:
Knock Out Strike
- Description: The character can wind up to deliver a single debilitating blow.
- Prerequisite: Power Strike
- Benefit: As a standard action, the character can make a Knock Out Strike. This starts with a normal unarmed strike(not a standard action such as Power Punch) for SD(not a Lethal damage strike such as Claw Attack). If that attack succeeds, unarmed damage is dealt as normal and the defender must make a Recovery roll vs the attacker's Bend Bars roll, or be stunned. A character already stunned will be render unconscious. Every round, the victim may make a Recovery roll vs the previous DC -1. Creatures immune to critical hits cannot be stunned.
- Normal:
- Special:
Lay on Hands
- Description:
- Prerequisite: Aura of Good
- Benefit: Spend 2 karma to restore (Culture:Religion check + target Recovery check)/4 HP as a standard action.
- Normal:
- Special:
Life Absorption
- Description:
- Prerequisite: Absorb negative PSI
- Benefit:
- Normal:
- Special:
Lock
- Description: The character pins opponents such that escape requires dislocating joints.
- Prerequisite: Improved Grapple
- Benefit: When a grappler pins an opponent either in a hold or while grappling, if he has the lock feat that opponent is now locked. This has all the same restrictions as pinned with the added restriction that if the locked character does escape they take dislocation damage (normal unarmed damage + WU: Grapple). If the grappler releases the lock, the opponent takes no damage.
- Normal:
- Special:
Low Light Vision
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Lucky
- Description:
- Prerequisite:
- Benefit: Spend 4 Karma to retry a roll. The character must take the result of the new roll.
- Normal:
- Special:
Manyshot
- Description: The character can fire multiple arrows at the same time at one opponent.
- Prerequisite: Dex +9, Rapid Shot, Weapon Use: Archery +6
- Benefit: As a standard action, the character may fire a number of arrows at once equal to their Weapon Use: Archery divived by 5 (rounded up). They get an attack penalty of -2 times the number of arrows fired.
- Normal:
- Special:
Mass Suggestion
- Description:
- Prerequisite: Suggestion, Inspire Skill +19
- Benefit:
- Normal:
- Special:
Maximize Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Meditation - BF
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Mediumship
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Memory Absorption
- Description:
- Prerequisite: Necromancy
- Benefit:
- Normal:
- Special:
Mental Manipulation
- Description:
- Prerequisite: Empathy
- Benefit:
- Normal:
- Special:
Mind Block
- Description:
- Prerequisite: Block incoming PSI
- Benefit:
- Normal:
- Special:
Mind Over Body
- Description:
- Prerequisite: End +11
- Benefit: The character can spend 1 karma to automatically make any End base save
- Normal:
- Special:
Mobile
- Description: The character moves fluidly even without natural ability.
- Prerequisite: Movement Skill +2
- Benefit: The character can use Agi when using any Movement skill(Run, Climb, Swim) that meets the prerequisite.
- Normal: Characters use Agi for natural movement forms, and Str for forms that require more exertion
- Special:
Mobility
- Description: The character has mastered moving thru combat while evading attacks.
- Prerequisite: Agi +7, Dodge +2
- Benefit: The character does not provoke attacks of opportunity from moving thru a threatened space.
- Normal:
- Special:
Multi-Dodge
- Description: The character is skilled at avoiding multiple attacks from multiple sources.
- Prerequisite: Dodge Arrows
- Benefit: As a swift action, the character can attempt to dodge all attacks. The character gets one dodge check that applies against all attacks for the entire round.
- Normal:
- Special:
Multiattack
- Description:
- Prerequisite: See Two Weapon Fighting, Melee or Flurry of Blows
- Benefit:
- Normal:
- Special:
Multishot
- Description: The character can take advantage of the higher rates of fire of more advanced weapons.
- Prerequisite:
- Benefit: The character may take a number of additional attacks per round based on the ROF of the weapon used. If the character takes these extra attacks, they get -2 cumulative for each extra attack taken to all attacks in the round. If a character with normally two attacks and +11 and +6 makes full use of a weapon with a +2 ROF they would get four attacks at +7, +2, +7, +7.
- Normal:
- Special:
Multiweapon Fighting
- Description:
- Prerequisite: See Two Weapon Fighting, Melee
- Benefit:
- Normal:
- Special:
Natural Armor, Improved
- Description: The character is better at absorbing damage.
- Prerequisite:
- Benefit: +1 to Natural Armor
- Normal:
- Special: A character can get this feat more than once. Its effects stack.
Natural Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Natural Weapon, Improved
- Description: The character's natural attacks are more damaging
- Prerequisite:
- Benefit: +1 to Natural Attack Damage
- Normal:
- Special: A character can get this feat more than once. Its effects stack.
Necromancy
- Description:
- Prerequisite: Presence Sense
- Benefit:
- Normal:
- Special:
Negate Powers
- Description:
- Prerequisite: No Other Powers
- Benefit:
- Normal:
- Special:
Nondetection/Invisibility
- Description:
- Prerequisite: Induce: Amnesia
- Benefit:
- Normal:
- Special:
OBE
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Object Read/Psychometry
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Offensive Piloting
- Description: Pilot is trained in making attacks while piloting.
- Prerequisite: Pilot +1
- Benefit: Pilot can make melee attacks including ramming or a melee weapon. This also allows bumping, vehicle overrun and bull-rush attempts.
- Normal:
- Special:
Open to the Supernatural - ESP
- Description:
- Prerequisite: Concentration +2
- Benefit:
- Normal:
- Special:
Opportunist
- Description: The character can take advantage of opportunities found by other attackers.
- Prerequisite: Combat Expertise +11
- Benefit: Once per round, the character can take an attack of opportunity against an opponent as they take damage from another character.
- Normal:
- Special:
Overrun, Improved
- Description: The character is practiced at performing overrun attacks.
- Prerequisite: Str +7, Power Attack +2
- Benefit: The target of an overrun attempt may not choose to avoid the character. The character gains a +4 bonus on the check to knock down the target.
- Normal: the target of an overrun can choose to avoid or to block.
- Special:
PSI Attack
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
PSI Damage Bonus
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
PSI Damage Reduction
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
PSI Deflect
- Description:
- Prerequisite: See PSI Flows, ESP +3
- Benefit:
- Normal:
- Special:
PSI Deflect, Extended
- Description:
- Prerequisite: PSI Deflect, ESP +7
- Benefit:
- Normal:
- Special:
PSI Deflect/Attack
- Description:
- Prerequisite: PSI Deflect, ESP +5
- Benefit:
- Normal:
- Special:
PSI Energy Armor
- Description:
- Prerequisite: Ectoplasmic Tendrils
- Benefit:
- Normal:
- Special:
PSI Energy Blast
- Description:
- Prerequisite: Ectoplasmic Tendrils
- Benefit:
- Normal:
- Special:
PSI Energy Wall
- Description:
- Prerequisite: Ectoplasmic Tendrils
- Benefit:
- Normal:
- Special:
Pact
- Description: The character promises to serve a Deity, Demon, or Powerful Outsider.
- Prerequisite: Metaphysics +2, Concentration +2, Feat Based on Deity: Usually Aura of Good, Aura of Evil, or Summon Familiar
- Benefit: The character is granted access to two domains of abilities.
- Normal:
- Special:
Pain Tolerant
- Description: The character can ignore pain and discomfort.
- Prerequisite: Wil +7
- Benefit: The character can use Wil in place of End for Resist Fatigue/Hunger/Thirst, Toughness and when determining HP.
- Normal:
- Special:
Paralysis
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Parry Bullets
- Description: The character can parry bullets.
- Prerequisite: Deflect Arrows, Dex +8, Parry +15
- Benefit: The character can use parry against target weapons.
- Normal:
- Special:
Penitent Stare
- Description:
- Prerequisite: Necromancy
- Benefit:
- Normal:
- Special:
Pistol Whip
- Description: The character is trained at using their missile weapon in melee.
- Prerequisite: Weapon Use: Crushing +2
- Benefit: The character can use their missile weapon to make melee strikes, and threaten surrounding spaces while making ranged attacks. Archery weapons and one-handed target weapons due 2 damage. Two handed target weapons due 3, A critical failure damages the weapon preventing it from being used for ranged attacks.
Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied. Ranged attacker do A character with a missile weapon doesn't threaten surrounding spaces.
Special:
Point Blank Shot
- Description: The character is skilled at using ranged weapons in close quarters.
- Prerequisite: Precise Shot
- Benefit: The character gets +1 to hit and damage with ranged weapons, when within point blank range (12 yards).
- Normal:
- Special:
Poison
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Poison Immunity
- Description: The character is immune to all poisons
- Prerequisite: Resist Poison +6
- Benefit:
- Normal:
- Special:
Pounce
- Description:
- Prerequisite: see Dual Weapon Strike
- Benefit:
- Normal:
- Special:
Power Block
- Description: The character's powerful parries inflict damage to the attacker.
- Prerequisite: Improved Unarmed Strike, Str +7, End +7, Weapon Use: Unarmed +5
- Benefit: The character can declare they are power blocking on their turn and continue to do so until their next turn. The character takes -5 to parry attempts while power blocking. Any attack that is parried takes damage to the weapon or attacker if unarmed as it it were hit with an unarmed attack.
- Normal:
- Special:
Power Strike
- Description: The character can wind up to deliver a single devastating blow.
- Prerequisite: Improved Unarmed Strike, Weapon Use: Unarmed +4
- Benefit: As a standard action, the character can make a powerful unarmed strike adding his WU: Unarmed skill ranks into the damage done.
- Normal:
- Special:
Powerful Charge
- Description: The character can deliver powerful charge attacks
- Prerequisite:
- Benefit: First successful melee charge attack get an extra +4 to damage.
- Normal:
- Special:
Powerful Runner
- Description: The character moves with quick powerful motions.
- Prerequisite: Movement Skill +2
- Benefit: The character can use Str when using any Movement skill(Run, Climb, Swim) that meets the prerequisite.
- Normal: Characters use Agi for natural movement forms, and Str for forms that require more exertion
- Special:
Precise Shot
- Description: The character is practiced at firing into melee combat.
- Prerequisite:
- Benefit: The character doesn't take the normal -4 penalty for firing into melee.
- Normal:
- Special:
Precise Shot, Improved
- Description: The character is skilled at avoiding cover.
- Prerequisite: Dex +10, Precise Shot, Point Blank Shot, Weapon Use Skill +12
- Benefit: The character can ignore cover penalties for anything less than total cover.
- Normal:
- Special:
Precognitive Flashes
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Presence Sense
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Pressure Wave Clap
- Description: The character can clap their to free hands to create a sonic wave that will knock back and damage opponents.
- Prerequisite: Stunning Clap
- Benefit: The sonic wave affects everyone in a 4 yard burst centered at the character. Those effected must make a Balance check vs the attack roll or fall to the ground becoming prone and taking 3 SCD. A character may Roll with this effect to take half damage.
- Normal:
- Special:
Psionics
- Description:
- Prerequisite: See Psychic Feats
- Benefit:
- Normal:
- Special:
Psychic Diagnosis/Surgery
- Description:
- Prerequisite: See PSI Aura
- Benefit:
- Normal:
- Special:
Quick Draw
- Description: The character can quickly draw weapons.
- Prerequisite: Cun +7
- Benefit: The character can draw a weapon as a free action.
- Normal: a character can draw a weapon as its own move action or as a shared move action while moving.
- Special:
Quicken Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Quivering Palm
- Description:
- Prerequisite: Ki Strike
- Benefit:
- Normal:
- Special:
Rage
- Description: The character can fly into a rage.
- Prerequisite: Recovery +2
- Benefit: Once per day, as free action, when not already fatigued the character may enter a rage. While in a rage, the character gets +2 Str, End, Wil, -2 Defensive actions. Cannot use Dex, Pre, Cun or Kno skills (except Pilot, Intimidate, Initiative and Notice). Lasts for up to (End - 2) rounds. after the rage ends the character becomes fatigued (until able to spend a minute Recovery time DC 15).
- Normal:
- Special: You can take this feat multiple times. Each time after the first the number of rages per day goes up by two.
Rage, Greater
- Description: The character's rages are stronger
- Prerequisite: Rage, Recovery +7
- Benefit: When raging the character get +3 Str, End & Wil instead of the usual +2.
- Normal:
- Special:
Rage, Mighty
- Description: The character's rage is much stronger.
- Prerequisite: Greater Rage, Recovery +16
- Benefit: When raging the character get +4 Str, End & Wil instead of the usual +2.
- Normal:
- Special:
Rage, Tireless
- Description: The character more quickly recovers from a Rage.
- Prerequisite: Rage, Recovery +13
- Benefit: The character no longer becomes fatigued at the end of their rage.
- Normal:
- Special:
Rake
- Description: Extra attacks when grappling
- Prerequisite:
- Benefit: ???
- Normal:
- Special:
Ram, Improved
- Description:
- Prerequisite: Offensive Piloting, Strafing Run
- Benefit: Double ramming damage.
- Normal:
- Special:
Rapid Reload, Specific
- Description: The character can rapidly reload a weapon.
- Prerequisite: Weapon Use Skill +1
- Benefit: With the specified weapon, the character improves the reload speed. Weapons that normally take a full round to reload, become a move action. Weapons that are normally a move action, become a free action.
- Normal:
- Special:
Rapid Shot
- Description: The character can fire ranged weapons more rapidly.
- Prerequisite: Dex +7, Precise Shot
- Benefit: When making a full round attack with a ranged weapon, the character gets an extra attack at the base attack bonus. When using this feat all attacks get a -2.
- Normal:
- Special:
Ray
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Redirect PSI Flow
- Description:
- Prerequisite: See PSI Flows
- Benefit:
- Normal:
- Special:
Reflexive Dislocate
- Description: The character can respond to an attack by grappling their attacker and then use their momentum to force them out of a lock doing serious injury..
- Prerequisite: Reflexive Grappling, Dislocate
- Benefit: When the character succeeds a parry roll while unarmed, the character can use an attack of opportunity to start a grapple, without having to make a touch attack. If the grapple is successful, the character can immediately perform a dislocate attack.
- Normal:
- Special:
Reflexive Grappling
- Description: The character can respond to an attack by grappling their attacker.
- Prerequisite: Improved Grapple, Weapon Use: Grappling +9
- Benefit: When the character succeeds a parry roll while unarmed, the character can use an attack of opportunity to start a grapple, without having to make a touch attack.
- Normal:
- Special:
Reflexive Throw/Flip
- Description: The character can respond to an attack by grappling and throwing their attacker.
- Prerequisite: Reflexive Grappling, Throw/Flip
- Benefit: When the character succeeds a parry roll while unarmed, the character can use an attack of opportunity to start a grapple, without having to make a touch attack. If the grapple is successful, the character can immediately perform a Throw/Flip attack.
- Normal:
- Special:
Regeneration
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Remove Disease/Status Ailments
- Description:
- Prerequisite: Lay on Hands
- Benefit: Spend 4 karma to remove a disease or status ailment from target.
- Normal:
- Special:
Resistance to energy
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Resource Access
- Description: The character is influential in an organization that can provide additional resources when their goals align.
- Prerequisite:
- Benefit:
- Normal:
- Special:
Rich
- Description: The character comes from a background with money.
- Prerequisite:
- Benefit: x100 Normal starting funds.
- Normal:
- Special: The character must spend x10 the base price on items to suit the characters taste. If the character is forced to use "inferior" items, the character gets a -2 morale penalty to checks using the item. If the item is clothing the penalty goes up to -4 for PRE skills.
Riposte
- Description: The character can turn a very successful parry into an attack.
- Prerequisite: Parry, Combat Expertise +2
- Benefit: When the character succeeds a parry roll by at least 5, the attacker provokes an attack of opportunity from the character.
- Normal:
- Special:
Roar
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Roll with Attack
- Description: The character can roll with attacks to reduce damage.
- Prerequisite: Roll +2
- Benefit: The character can attempt to roll with any attack as an immediate action, even after it has hit. If the Roll check is higher than the attack roll, then the defense is successful and the character takes half damage.
- Normal:
- Special:
Rugged
- Description: The character is extra durable.
- Prerequisite: End +3
- Benefit: The character gets an additional HP equal to their endurance minus 2.
- Normal:
- Special: A character can get this feat more than once. Its effects stack. A character is limited to getting this feat a number of times equal to their level + half their size level.
Scent
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Scribe Scroll
- Description: The character's magic knowledge allows prepares scrolls from mundane items.
- Prerequisite: Craft: Scroll +2
- Benefit: The character can craft spell scrolls without paying for materials as long as mundane writing materials are available. The crafting point cost of the spell increases by a factor of 2 (1/125 the base cost).
- Normal: Normally a character must spend 1/3 the scroll's base cost in materials and 1/250th in crafting point.
- Special:
Second Wind
- Description:
- Prerequisite: Breathing +2
- Benefit: Spend 2 karma to restore (Recovery check-10)/4 HP as a move action.
- Normal:
- Special:
See PSI Aura
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
See PSI Flows
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Self-Replication
- Description:
- Prerequisite: Biofeedback +16, Dissimilar Mind
- Benefit:
- Normal:
- Special:
Shapeshifting: Animal
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Shrink, Biofeedback +6
- Benefit:
- Normal:
- Special:
Shapeshifting: Animal Ability
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Animal, Biofeedback +16
- Benefit:
- Normal:
- Special:
Shapeshifting: Blood
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Disguise, Biofeedback +11
- Benefit:
- Normal:
- Special:
Shapeshifting: Camouflage
- Description:
- Prerequisite: Enhance Physique, Biofeedback +6
- Benefit:
- Normal:
- Special:
Shapeshifting: Combat Form
- Description:
- Prerequisite: Enhance Physique, Biofeedback +2
- Benefit:
- Normal:
- Special:
Shapeshifting: Disguise
- Description:
- Prerequisite: Enhance Physique, Biofeedback +1
- Benefit:
- Normal:
- Special:
Shapeshifting: Elemental
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Plant/Object, Biofeedback +17
- Benefit:
- Normal:
- Special:
Shapeshifting: Growth
- Description:
- Prerequisite: Enhance Physique, Biofeedback +7
- Benefit:
- Normal:
- Special:
Shapeshifting: Intangibility
- Description:
- Prerequisite: Enhance Physique, Biofeedback +17
- Benefit:
- Normal:
- Special:
Shapeshifting: Invisibility
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Camouflage
- Benefit:
- Normal:
- Special:
Shapeshifting: Limbs
- Description:
- Prerequisite: Enhance Physique, Biofeedback +4
- Benefit:
- Normal:
- Special:
Shapeshifting: Mimic
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Mind
- Benefit:
- Normal:
- Special:
Shapeshifting: Mind
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Blood, Biofeedback +16
- Benefit:
- Normal:
- Special:
Shapeshifting: Plant/Object
- Description:
- Prerequisite: Enhance Physique, Shapeshifting: Growth, Biofeedback +12
- Benefit:
- Normal:
- Special:
Shapeshifting: Reflexive
- Description:
- Prerequisite: Enhance Physique, Biofeedback +11
- Benefit:
- Normal:
- Special:
Shapeshifting: Shrink
- Description:
- Prerequisite: Enhance Physique, Biofeedback +5
- Benefit:
- Normal:
- Special:
Shapeshifting: Stretch
- Description:
- Prerequisite: Enhance Physique, Biofeedback +2
- Benefit:
- Normal:
- Special:
Shield Proficiency
- Description: The character is skilled at the use of a shield for parry.
- Prerequisite:
- Benefit: When using a shield, but not a tower shield, the character can use Dex, End or Agi based parry checks to block melee attacks.
- Normal: A character untrained in the use of a shield takes a -4 penalty to any attempts to parry with it.
- Special: This is a Parry feat.
Shield, Tower
- Description: The character is skilled in the use of the tower shield.
- Prerequisite: Shield Proficiency
- Benefit:
- Normal:
- Special:
Shot on the run
- Description: The character can make ranged attacks while moving.
- Prerequisite: Dex +7, Precise Shot, Mobility, Weapon Use +5
- Benefit: The character can split their movement up between before and after their attack action .
- Normal:
- Special:
Silent Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Skill Focus
- Description: The character excels at a specific skill.
- Prerequisite: Skill +1 C - class skills only
- Benefit: +3 to specific skill
- Normal:
- 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.
Skill Mastery
- Description: Expert's mastery allows a level of grace under fire
- Prerequisite:
- Benefit: Can take 10 on (KNO - 2) skills even when under stress or distraction.
- Normal:
- Special:
Skill Mastery, Specific
- Description: Character's mastery of a specific skill allows a level of grace under fire
- Prerequisite: Skill +6
- Benefit: Character can take 10 on the Specific Skill even when under stress or distraction.
- Normal:
- Special:
Skill Program
- Description: The character has been exposed to an area of skill.
- Prerequisite:
- Benefit: +1 to 5 related Skills
- Normal:
- Special:
Skill Specialty
- Description:
- Prerequisite: Skill +4
- Benefit: +3 to specific Skill. Stacks with Skill Focus.
- Normal:
- Special:
Slippery Mind
- Description: The character is more resistant to mind control.
- Prerequisite: Will +7, Escape Artist +3
- Benefit: While under mind control, the character get an additional save after being under the effect for one round.
- Normal:
- Special:
Slow fall
- Description: The character can minimize the effect of a throw or fall
- Prerequisite: Break fall, Tumble +5
- Benefit: When the character makes a break fall attempt, they always take half damage and land on their feet. If they are successful, they take no damage
- Normal:
- Special:
Snatch
- Description: The character can grab up much smaller opponents.
- Prerequisite:
- Benefit: When attacking foes at least 5 sizes smaller, any natural attack can be used as a touch attack to initiate a hold action. The character only gets a -10 to grapple checks in the hold.
- Normal:
- Special:
Snatch Arrows
- Description: The character can catch slower moving ranged attacks.
- Prerequisite: Deflect Arrows, Dex +8, Improved unarmed strike
- Benefit: When empty handed, the character can use Catch/Juggle as defensive skill to parry thrown and archery weapons. If successful, the character may immediately throw the item back at the attacker.
- Normal:
- Special:
Sonic Attack
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Soul Tenacity
- Description:
- Prerequisite: Wil +8
- Benefit: The character can spend 1 karma to automatically stabilize.
- Normal:
- Special:
Speed Reading
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Spell immunity
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Spell resistance
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Spell-like
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Split Mind
- Description:
- Prerequisite: ESP +15
- Benefit:
- Normal:
- Special:
Spring Attack
- Description: The character can make melee attacks while moving.
- Prerequisite: Mobility, Dodge +5
- Benefit: The character can split their movement up between before and after their attack action .
- Normal:
- Special:
Still Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Strafing Run
- Description:
- Prerequisite: Defensive Piloting
- Benefit: The character can move the vehicle before and after attacks and doesn't provoke attacks of opportunity from 1 opponent that was attacked.
- Normal:
- Special:
Stunning Clap
- Description: The character can clap their to free hands to create a sonic wave that will stun opponents.
- Prerequisite: Deafening Clap
- Benefit: The sonic wave affects everyone in a 4 yard cone. Those affected must make a Recovery roll vs the attack roll or become stunned for two rounds.
- Normal:
- Special:
Stunning Fist
- Description: The character's mastery allows them to disturb the life force of others.
- Prerequisite: Improved Unarmed Strike, Dex +7, Wil +7, Breath +5
- Benefit: Once per round the character may spend 4 PSI to declare one of their unarmed attacks to be a stun attack. If that attack succeeds, unarmed damage is dealt as normal and the defender must make a Recovery roll vs the attacker's Breath roll, or be stunned for 1 round. Creatures immune to critical hits cannot be stunned.
- Normal:
- Special:
Suggestion
- Description: suggestion
- Prerequisite: Fascinate, Inspire Skill +7
- Benefit:
- Normal:
- Special:
Summon
- Description:
- Prerequisite: See Cast Spell
- Benefit:
- Normal:
- Special:
Summon Familiar
- Description: The character can spend 1 karma to summon a soul fragment in the form of a small animal outsider.
- Prerequisite: Culture: Arcana
- Benefit:
- Normal:
- Special:
Sunder, Improved
- Description: The character is practiced at performing sunder attacks.
- Prerequisite: Str +7, Power Attack +2
- Benefit: Sunder attacks don't provoke attacks of opportunity. +4 to hit on sunder attacks.
- Normal:
- Special:
Sundering Parry
- Description: ??Is this the same as power block??
- Prerequisite: Blocking Parry, Improved Sunder
- Benefit:
- Normal:
- Special:
Surgical Strike
- Description: The character uses their knowledge of anatomy and bio-mechanics to deliver more dangerous blows.
- Prerequisite: Kno +7, One of: Heal +2 or Surgery +2
- Benefit: The character can use Kno in place of Str when determining damage with one handed melee weapons and Kno-5 in place of the damage bonus from point blank shot.
- Normal:
- Special:
Swallow Whole, Improved
- Description: The creature is adapted to swallowing live prey whole.
- Prerequisite: Monster Feat
- Benefit: The creature can swallow characters up to 2 sizes smaller, and gets +5 to grapple checks against swallowed characters.
- Normal: A creature can only swallow characters up to 3, 4 if creature is humanoid, size levels smaller than it.
- Special:
Sweep Attack
- Description: The character is trained at mixing leg sweeps in with their unarmed attacks.
- Prerequisite: Kick
- Benefit: Once per round the character may declare one of their unarmed attacks to be a sweep attack. If that attack succeeds, unarmed damage is dealt as normal and the character may make a trip attempt. The character cannot lose the trip attempt and be tripped themselves.
- Normal:
- Special:
Swift Tracker
- Description:
- Prerequisite: Trail Blazing, Tracking +5
- Benefit:
- Normal:
- Special:
Swim
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Sword PSI
- Description:
- Prerequisite: Ki Strike, Weapon Kata
- Benefit:
- Normal:
- Special:
Telekinesis
- Description:
- Prerequisite: Ectoplasmic Tendrils
- Benefit:
- Normal:
- Special:
Telepathic transmission
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Telepathy
- Description:
- Prerequisite: Empathy
- Benefit:
- Normal:
- Special:
Teleportation
- Description:
- Prerequisite: Discorporate
- Benefit:
- Normal:
- Special:
Threatening Missile
- Description: The character can react to openings with a ranged attack.
- Prerequisite: Pistol Whip, Point Blank Shot, Weapon Use: Target or Archery +9
- Benefit: The character threatens all spaces within point blank range.
- Normal: A character with a missile weapon doesn't threaten surrounding spaces.
- Special:
Throw Anything???
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Throw/Flip
- Description: The character can throw a opponent to the ground.
- Prerequisite: Improved Grapple, Weapon Use: Grappling +5
- Benefit: As a grapple action the character can perform a throw, with a successful grapple check, the opponent moves into the adjactent space of the attackers choosing, is prone and takes damage (unarmed strike + 1). if another character is in the space they must make a balance check or also fall prone.
- Normal:
- Special:
Timeless Body
- Description: The character's body seems to not age.
- Prerequisite: Resist Fatigue +9
- Benefit: The character ignores all age related penalties. The character still dies when there time comes.
- Normal:
- Special:
Total Recall
- Description:
- Prerequisite: Heighten Awareness
- Benefit:
- Normal:
- Special:
Touch of Death
- Description: The character's knowledge of their targets allows them to deliver a blow that kills.
- Prerequisite: Inflict/Relieve Paralysis, Inflict/Relieve Deafness
- Benefit: The target of this ability must already be suffering the afflictions or two other touch inflict attacks. If touched, the defender rolls Recovery vs the attack roll or begins wasting. the wasting character's PSI goes to 0, loses the ability to heal or recover naturally or magically, loses the ability to process food, and takes 6 SD every round. The character will eventually die of deprivation damage.
- Normal: The positive PSI in a character's body allows them to heal and live.
- Special: There is no known cure for this status.
Tough
- Description: The character's body is naturally centered.
- Prerequisite: End +7
- Benefit: The character can use End in place of Wil for Resist Mind Altering Drugs/Torture, Spirit and for determining Psi.
- Normal:
- Special:
Trackless Step
- Description:
- Prerequisite: Trail Blazing, Tracking +4
- Benefit:
- Normal:
- Special:
Trail Blazing - Woodland Stride
- Description:
- Prerequisite: Survival +2
- Benefit:
- Normal:
- Special:
Trample
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Tremorsense
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Trip, Improved
- Description: The character is practiced at performing trip attacks.
- Prerequisite: Cun +7, Combat Expertise +2
- Benefit: The character's trip attempts do not provoke an attack of opportunity from the defender. The character also gain a +4 bonus on the opposed Strength check made to trip the defender. If the character trips an opponent, the character gets an immediate attack of opportunity against the opponent.
- Normal:
- Special:
Tunnel
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Turn Undead
- Description: The character can expel unnatural spirits.
- Prerequisite: Aura of Good
- Benefit: The character can spend 2 karma and dispel (Culture:Religion check)/2 levels of undead/demons.
- Normal:
- Special:
Turn resistance
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Twin Punch
- Description: The character is trained in delivering powerful two hand blows.
- Prerequisite: Improved Unarmed Strike
- Benefit: The character can deliver two handed strikes. These strikes are +1 to damage and apply strength and power attack as a two handed weapon(size: +2).
- Normal: Unarmed strikes normally count as a light (size: -1) weapon.
- Special: Twin Punch cannot be used with flurry of blows, or any other form of two weapon fighting.
Two Handed Weapon Fighting, Greater
- Description: Character maximizes leverage when fighting with two handed weapons
- Prerequisite: Str +9, Power Attack +11, Improved Two Handed Weapon Fighting
- Benefit: When wielding a weapon in two hands, the character can provide a full double damage bonus from STR and Power Attack.
- Normal:
- Special:
Two Handed Weapon Fighting, Improved
- Description: Character uses leverage when fighting with two handed weapons
- Prerequisite: Str +7, Power Attack +2
- Benefit: When wielding a weapon in two hands, the character can provide a one and a half damage bonus from STR and Power Attack.
- Normal: Normally a character wielding a weapon with two hands increases the strength bonus by one.
- Special:
Two Weapon Feint
- Description: The character can take advantage of wielding two weapons to perform feints. Distracting with the primary weapon while making an unseen attack with the off-hand weapon.
- Prerequisite: Improved Feint, Melee Two Weapon Fighting, Improved Two Weapon Fighting
- Benefit: In a full round attack, the character can use a primary and off-hand attack to perform a feint with there primary weapon, followed by the attack with the off-hand weapon. The feint check has penalties equal to the primary attack (i.e. -5/-10/-15 if second/third/fourth attack). The off hand attack has the same penalties as normal for the attack used.
- Normal: Feinting is a standard action.
- Special:
Two Weapon Fighting, Greater
- Description: The character's skill allows three attacks per round with off hand weapon.
- Prerequisite: Improved Two Weapon Fighting, Weapon Use: Off Hand Weapon +11
- Benefit: Extra attack with off hand weapon at -10.
- Normal:
- Special:
Two Weapon Fighting, Improved
- Description: The character's skill allows two attacks per round with off hand weapon.
- Prerequisite: Two Weapon Fighting, Melee or Two Weapon Fighting, Missile, Weapon Use: Off Hand Weapon +6
- Benefit: Extra attack with off hand weapon at -5.
- Normal:
- Special:
Two Weapon Fighting, Melee
- Description: The character is trained in wielding two melee weapons for extra attacks.
- Prerequisite:
- Benefit: Reduce attack penalties by 2 for both primary and off hand when wielding two melee weapons.
- Normal: Normally the penalty to fight with two weapons is -6/-10 or -4/-8 if one of the weapons is size -1 or smaller
- Special:
Two Weapon Fighting, Melee Defense
- Description: The character is trained in using two weapons to effectively defend
- Prerequisite: Two Weapon Fighting, Melee
- Benefit: When wielding two weapons and attacking with both the character retains the shield bonus of one melee weapon.
- Normal: A character does not get a shield bonus from a weapon that was used to attack.
- Special:
Two Weapon Fighting, Missile
- Description: The character is trained in wielding two missile weapons for extra attacks.
- Prerequisite:
- Benefit: Reduce attack penalties by 2 for both primary and off hand when wielding two weapons.
- Normal: Normally the penalty to fight with two weapons is -6/-10 or -4/-8 if one of the weapons is size -1 or smaller
- Special:
Two Weapon Fighting, Riposte
- Description: The character can get a counter attack with their other weapon when they parry while wielding two weapons.
- Prerequisite: Two Weapon Fighting, Melee, Combat Expertise +2
- Benefit: When the character succeeds a parry roll while wielding two weapons, the attacker provokes an attack of opportunity from the character. This attack cannot be made with the parrying weapon.
- Normal:
- Special: This can be combined for multiple attacks with Riposte. If combined, the normal Riposte Attack is made with the parrying weapon.
Understand Languages
- Description:
- Prerequisite: Empathy
- Benefit:
- Normal:
- Special:
Vampiric Touch
- Description:
- Prerequisite: Aura of Evil
- Benefit: The character can spend 1 Karma to drain (Culture:Religion check)/4 HP from successfully touched target, ignoring armor or damage reduction
- Normal:
- Special:
Vehicle Access
- Description: The character is responsible for holding/maintaining/operating a vehicle for some other organization (A company car, A smuggler working for a loan shark, A military pilot).
- Prerequisite: Pilot +2
- Benefit:
- Normal:
- Special:
Vehicle Familiarity
- Description: The pilot has an innate connection with a specific vehicle.
- Prerequisite: Pilot +4
- Benefit: +3 to pilot and repair checks with familiar vehicle
- Normal:
- Special: The character must be use a vehicle for at least 1 month before it can be his familiar vehicle. A character may get this feat multiple time for multiple familiar vehicles.
Vehicle Weapon Systems
- Description: The character is skilled with ranged weapons on a moving vehicle.
- Prerequisite: Pilot +1
- Benefit: The penalty for using a ranged weapon while in a moving vehicle is halved.
- Normal: The penalty is -4 for fast movement, and -8 for all out movement.
- Special:
Warrior's Focus
- Description:
- Prerequisite: Biofeedback +1
- Benefit:
- Normal:
- Special:
Weapon Brute
- Description: The character is trained in delivering quick powerful blows
- Prerequisite: Weapon Use: +2
- Benefit: The character can use Str in place of Dex when attacking with melee weapons.
- Normal:
- Special: Weapon Brute cannot be used on attacks applying sneak attack damage.
Weapon Focus, Specific
- Description: The character is well trained with a particular weapon type.
- Prerequisite: Weapon Use Skill +2
- Benefit: +2 bonus to weapon checks
- Normal:
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Weapon Kata, Monk
- Description: The character has trained with classic martial art weapons to the point they are an extension of their body.
- Prerequisite: Improved Unarmed Strike
- Benefit: The character is proficient with and can be treated as unarmed when wielding a Monk weapon. This includes having a free hand, while grappling or delivering touch attacks.
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special: Monk Weapon List: quarterstaff (as double weapon), shuriken, nuchaku, sai, ??tonfa, ??claws, ??baton, ??kama, ??dagger
Weapon Kata, Specific
- Description: The character has trained with a weapon to the point it is an extension of there body.
- Prerequisite: Greater Weapon Focus, Weapon Use Skill +13
- Benefit: The character can be treated as unarmed when wielding the chosen one handed or double weapon. This includes having a free hand, while grappling or delivering touch attacks
- Normal:
- Special:
Weapon Proficiency, Double
- Description: The character is trained in wielding double sided weapons
- Prerequisite: Weapon Use Skill +2
- Benefit: The character can treat the two sides of a double sided weapon as if it was a +0 and -1 size paired weapons
- Normal: Double weapons count as a two handed +2 size weapon.
- Special:
Weapon Proficiency, Entangle
- Description:
- Prerequisite: WP, Rogue and Weapon Use: Entangling +2
- Benefit:
- Normal:
- Special:
Weapon Proficiency, Heavy
- Description: The character is trained easily wielding heavily balanced weapons.
- Prerequisite: Weapon Use Skill +2
- Benefit: The character treats heavy weapons as if the size of the weapon were one lower.
- Normal:
- Special:
Weapon Proficiency, Improvised
- Description: The character is well trained with weapon improvised from common items.
- Prerequisite: WP, Martial
- Benefit: The character can use improvised weapon with not penalty to hit. Most improvised weapons should map to one of the standard weapons (i.e. club, baseball bat, great club, dagger, short spear, spear, sling bullet, shuriken).
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special:
Weapon Proficiency, Laborer
- Description: The character is proficient with weapons common to farmers, craftsmen and laborers
- Prerequisite: WP, Simple
- Benefit:
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special:
Weapon Proficiency, Martial
- Description: The character is proficient with weapons common to soldiers, security personnel and warriors
- Prerequisite: WP, Rogue or WP, Laborer
- Benefit:
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special:
Weapon Proficiency, Rogue
- Description: The character is proficient with weapons common to scoundrels, smugglers and acrobats
- Prerequisite: WP, Simple
- Benefit:
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special:
Weapon Proficiency, Simple
- Description: All characters are proficient with simple weapons
- Prerequisite:
- Benefit:
- Normal: All character's are proficient with simple weapons
- Special:
Weapon Proficiency, Specific
- Description: The character is proficient with any specific weapon.
- Prerequisite:
- Benefit:
- Normal: When the character is not proficient with a weapon, a -4 penalty to hit it applied.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Weapon Specialization, Specific
- Description: The character is well trained with a particular weapon type.
- Prerequisite: Weapon Focus, Weapon Use Skill +5
- Benefit: +2 bonus to weapon damage.
- Normal:
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Weight Control
- Description:
- Prerequisite: Biofeedback +6
- Benefit:
- Normal:
- Special:
Well Paid
- Description: The character is well compensated for his efforts
- Prerequisite: Pre +6
- Benefit: The character makes x3 normal pay.
- Normal:
- Special: This doesn't increase craft points.
Whirlwind Attack
- Description: The character can lash out hitting all opponent in melee range.
- Prerequisite: Cun +7, Spring Attack, Combat Expertise +5, Dodge +5
- Benefit: As a full round action,The character gets a melee attack against all enemies in range.
- Normal:
- Special:
Widen Spell
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Wingover
- Description: The character can quickly change direction while flying.
- Prerequisite: Natural Fly
- Benefit: Once per round the character can make an up to 180 degree turn, by sacrificing 4 yards of movement without having to make a check.
- Normal:
- Special:
Wounding
- Description:
- Prerequisite:
- Benefit:
- Normal:
- Special:
Zen Archery
- Description: The character can use their meditative focus to aid archery attacks.
- Prerequisite: Concentration +2, WU: Archery +1
- Benefit: While maintaining meditative focus, the character can add 1/3 of their Concentration, Ranks and Stat, to WU: Archery checks.
- Normal:
- Special:
Zen Defense
- Description: The character can use their meditative focus to aid defensive actions.
- Prerequisite: Concentration +2, Dodge +1
- Benefit: While maintaining meditative focus and not wearing armor, the character can add 1/3 of their Concentration, Ranks and Stat, to defensive actions.
- Normal:
- Special:
Zero-G Training
- Description: The character is trained at combat and movement in environment with greatly reduced gravity.
- Prerequisite: Agi +7, Tumble +2
- Benefit: The character takes no penalty in low or no gravity situations.
- Normal: A character gets -4 to most actions in no gravity and -2 in low-gravity.
- Special:
Last imported from feats.csv on 2023-04-16