
Acrobatic Bluff (Expert)
You can use your Acrobatics skill in place of your Bluff skill to feint and
trick in combat (see the Bluff skill in Chapter 2). Your opponent opposes
the attempt with Sense Motive or Acrobatics (whichever is better).
Bomb Expert (Expert)
Prerequisite: Trained in Demolitions
A bomb expert knows exactly how to set explosives for maximum impact. By successfully making his Demolitions check to set explosives, any placed charges do +4 additional damage to objects.
COMBAT CONCEALMENT (Expert)
Make a Stealth check against your opponent’s Notice check as a
move action. If you win, you gain partial concealment from sight
until your action in the next round. If you make the check as a full-round action,
you gain total concealment.
COMBAT EXPERTISE [expert]
Prerequisite:+1 attack bonus
When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
CRAFT CYBERNETICS (Expert)
You can construct cybernetic attachments.
Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
You can build cybernetic attachments. You must first make a Wealth check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30).
If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.
Special: This feat does not allow you to build a cybernetic attachment of a higher Progress Level.
Crippling Strike (Expert)
Prerequisite: Sneak Attack.
You can sneak attack opponents with such precision that your attacks
weaken them. Anyone suffering lethal damage from one of your sneak
attacks also takes 1 point of Strength damage. Lost Strength returns at a rate of 1 point per day.
CYBERNETIC SURGERY (Expert)
You can graft cybernetic attachments onto living tissue as well as safely remove them.
Prerequisites: Treat Injury 8 ranks, Surgery.
You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.
The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1 point of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.
A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Normal: Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).
Death Dealer (Expert)
PREREQUISITE: KILLING STRIKE
You become a master of killing and can murder a helpless target quickly and efficiently. You may perform a coup de grace attack against a helpless creature as a standard action. When making a coup de grace attack against a creature with concealment, you may do so as a full-round action instead of two full-round actions. Finally, the save Difficulty for your Killing Strike increases by +2.
Deflect Arrows (Expert)
You can bat arrows and similar ranged weapons (such as thrown objects)
out of the air. You must have at least one hand free to use this feat. Once
per round, when you would normally be hit with a ranged weapon, you
may deflect it as a reaction so you take no damage from it. You must
be aware of the attack and not flat-footed. You cannot deflect bullets,
energy beams, or similar ranged attacks.
Defensive Roll (Expert, Ranked)
You can evade damage through agility and “rolling” with an attack.
You receive a +1 bonus to your Toughness saving throws, but lose your Defensive Roll bonus whenever you are denied your dodge bonus or unable to take a free action. You can take this feat multiple times and
If you pin an opponent while grappling, you can apply a chokehold, its benefits stack.
Dodge Ball Champion (Expert)
Prerequisite: Dodge Focus.
From years of evading the wicked red rubber ball of doom in that gladiatorial arena called “gym class”, you have honed your reflexes. Increase your dodge bonus by +1 and gain a +1 bonus to Reflex saves.
Elusive Target (Expert)
You are expert at dodging and weaving around your foes, making you
an elusive target while you’re engaged in a melee. When you are fighting
in melee combat, others attempting to target you with ranged attacks
are at a –8 penalty rather than the usual –4 penalty for shooting into
melee combat.
Evasion (Expert)
If you make your Reflex save against an area effect, you suffer no damage.
See Chapter 6 for more information on area effects.
Greater, IMPROVED GRAPPLE (Expert)
Prerequisite: Improved Grapple
You can make grappling attacks with only one hand, leaving the other
free. If you pin your opponent, you can maintain the pin while still using
your other hand to perform actions.
Hide in Plain Sight (Expert)
Prerequisite: Stealth rank 13
You can make Stealth checks while being observed and even if you do
not have cover or concealment. Characters normally must have cover
or concealment to hide and cannot make Stealth checks while being
observed.
IMPROVED AIM (Expert)
When you take a full-round action to aim (see Aim, page 154), you gain
double the normal bonus: +10 for a melee attack or a ranged attack adjacent
to the target, +4 for a ranged attack at a greater distance.
IMPROVED CONCEALMENT (Expert)
When you have concealment, the miss chance for attacks against
you is improved by 2 (from 17 to 15 in the case of normal concealment).
The miss chance cannot be lower than an 11 (on 1d20), so
this feat does not improve total concealment.
Improved Evasion (Expert)
Prerequisite: Evasion.
This works like Evasion except you only take half damage from an area
effect even if you fail the Reflex save, and no damage if you succeed.
Improved Initiative (General)
You get a +4 bonus on initiative checks.
Improved Knockout Punch (expert)
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal
Improvised Tools (Expert)
You can make do with whatever tools you have at hand. You ignore the
–4 penalty for using a tool-dependent skill without proper tools.
INVENTOR SKILL (Expert)
You can use the Knowledge (technology) and Craft skills to create inventions
and temporary devices. See Inventing, page 131, for details.
Jack-of-All-Trades (Expert)
You can use any skill untrained, even skills that normally cannot be used
untrained. You must still have proper tools if a skill requires them.
Killing Strike (Expert, ranked)
PREREQUISITE: SNEAK AEFACK (x3)
When you get the drop on your enemies, you can deliver deadly attacks. Once per combat, when you would make a surprise attack, you may make a killing strike. Reduce the damage bonus from Sneak Attack by 2. If your attack hits and your foe fails the Toughness save by any amount, the opponent must immediately succeed on a Fortitude save (Difficulty 10 + 1/2 your rank + your base Intelligence) or be reduced to the dying condition, regardless of the actual damage dealt.
MASTERCRAFTER (Expert)
You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).
Mastercraft Feature |
DC Modifier |
Mastercraft (+1) |
+3 |
Mastercraft (+2) |
+5 |
Mastercraft (+3) |
+10 |
Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.
Benefit: When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)
On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).
In addition to the Wealth check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made.
Apply the following modifiers to the Craft check DC for mastercraft items:
You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.
Master Plan (Expert)
If you have the opportunity to prepare for an encounter, you can
formulate a plan to deal with it. This requires at least a few minutes,
longer at the Narrator’s discretion. Make an Intelligence check (Difficulty
10). If successful, you and your allies gain a bonus on all skill checks
and attack rolls in the scene depending on the result of your check: +1
for a roll of 10–14, +2 for 15–24, and +3 for 25 or higher. You choose
when during the scene to initiate your master plan. The bonus lasts
for 3 rounds, then begins decreasing at a rate of 1 per round until it
is gone. You can only use this feat when you have the opportunity to
prepare for an encounter in advance, not when dealing with sudden or
unexpected encounters.
Message of Peace
(Expert)
Your deity teaches a peaceful path. As such, you may deal non-lethal damage with any weapon you wield without penalty. In addition, once per day, you may add your Wisdom score as a bonus to any one Charisma or Charisma-based check.
Special: You may not select this feat if you have Treac character us.
Poison Expertise (Expert)
PREREQUISITE: POISON USE
Your skill with poisons increases such that whenever you use poisons or apply them to weapons, you are never at risk of
accidentally poisoning yourself. In addition, you gain a +2 bonus to Fortitude saves made to resist poison. This stacks with the bonus gained from the Poison Use feat.
Poison Master (Expert)
PREREQUISITE: POISON EXPERTISE
You have mastered the deadly art of brewing and using poisons. On a failed check, you do not ruin the raw materials used to
manufacture a poison. You gain a +2 bonus to Fortitude saves made to resist poison. This bonus stacks with that gained from Poison Expertise and Poison Use for a total bonus of +6.
Poison Use (Expert)
PREREQUISITE: SKILL FOCUS (CRAFT—
CHEMICAL)
You are adept at creating and mixing toxin draughts. You may use the Craft (chemical) skill to prepare poisons. The check’s Difficulty depends on the lethality of the
poison, though most poisons are complex items. For details, see a forthcoming Dr. Evil Presents article in this series.
In addition, your constant exposure to foul toxins grants you a natural hardiness to resist their effects. You gain a +2 bonus to
saving throws made to resist poison.
Redirect (Expert)
You can redirect a missed attack against you from that opponent at
another target. Make a Bluff check against your opponent as a standard
action. If the Bluff succeeds, and the opponent’s next attack against you
misses, you can redirect it as a reaction. The new target must be adjacent
to you and within range of the attack. The attacker makes a new attack roll
with the same modifiers as the first against the new target. If there are no
other targets in range, you cannot redirect the attack, it simply misses.
Sapper (Expert)
Prerequisite: Knowledge (physical sciences) 5 ranks, Craft (alchemy) ranks
You are an expert at the creation and use of explosive devices. You gain a +2 to craft checks when creating simple explosive devices and a +1 to craft checks when creating complex explosive devices. You also gain a +2 competency bonus to checks when activating these devices.
Skill Mastery (Expert, Ranked)
Choose two of your known skills. When making checks with those skills,
you can take 10 even when distracted or under pressure. This feat does
not allow you to take 10 with skills that do not normally allow you to do
so. You can acquire this feat multiple times. Each time you do, choose
two other known skills to master.
Skip Shot (expert)
Prerequisites: Point Blank Shot, Precise Shot.
If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.
Slow Fall (Expert, Ranked)
Prerequisite: Jump rank 5.
You can slow a fall if within arm’s reach of a wall or similar structure.
Subtract 10 feet from the fall per rank before determining
damage, with falls of 0 or less doing no damage. At rank 20,
you can use a nearby surface to slow your descent and fall any distance
without harm.
Snatch Arrows (Expert)
Prerequisite: Deflect Arrows.
When using the Deflect Arrows feat, you may catch the weapon instead
of just deflecting it. Thrown weapons can immediately be thrown back
at the original attacker (even though it isn’t your turn) or kept for
later use.
Sneak Attack (Expert, Ranked)
When you make a surprise attack (see Surprise Attack in Chapter 6),
you do +2 damage. You cannot surprise attack an opponent you cannot
perceive (due to concealment or some other effect), and opponents
immune to critical hits suffer no additional damage. Opponents who
cannot be surprise attacked are also immune. You can take this feat
multiple times, increasing your damage bonus by +1 each time, to a
maximum of +5.
Sniper (Expert)
PREREQUISITE: PRECISE SHOT, SKILL FOCUS (STEALTH)
When using a ranged weapon to make a surprise attack against an unaware target, you gain a +1 bonus to your attack roll. In addition, you may make a Stealth check as a free action to hide so long as you have concealment or cover. You take a —10 penalty to this check.
SPEED OF THOUGHT (Expert)
You can use your Intelligence modifier rather than your Dexterity
modifier when making initiative checks. Other initiative modifiers
stack with your Int modifier normally.
Spring Attack (expert)
Prerequisites: Dexterity +1, Dodge, base attack bonus +4.
When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor
STARSHIP FEINT (Expert)
You are skilled at misleading your enemy in starship combat.
Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate type).
When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.
Normal: Feinting in starship combat requires an attack action.
STARSHIP MOBILITY (Expert)
You are adept at dodging attacks while piloting starships.
Prerequisite: Dexterity +1 Starship Dodge.
When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses.
Stunning Attack (Expert0Warrior)
When you make an unarmed attack, you can choose not to inflict normal
damage. Instead, the target makes a Fortitude save against a Difficulty
of 10 plus your unarmed damage bonus. A successful save results in no
effect. A failed save means the target is dazed for one round. Failure by
5 or more means the target is stunned for one round, and failure by 10
or more renders the target unconscious.
Surgery (Expert)
Prerequisite: Treat Injury 4 ranks.
The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.
Unbalance Opponent (Expert)
Prerequisites: Dodge, base defense +6.
During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add
his or her Dexterity modifier to attack rolls when targeting you.
(If the opponent has a Dexterity penalty, he or she still takes that
penalty.)
You can select a new opponent on any action
URBAN TRACKING (Expert)
Population |
DC |
Checks Required |
Fewer than 2,000 |
5 |
1d4 |
2,000–9,999 |
10 |
1d4+1 |
10,000–49,999 |
15 |
2d4 |
50,000–99,999 |
20 |
2d4+1 |
100,000–499,999 |
25 |
3d4 |
500,000+ |
30 |
3d4+1 |
You can track down the location of missing persons or wanted individuals.
To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:
If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.
Condition |
DC Modifier |
Every three creatures in the group being sought |
–1 |
Every 24 hours the quarry has been missing or sought |
+1 |
Tracked quarry “lies low” |
+5 |
Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.
Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check
XENOMEDIC (Expert)
You know how to provide safe medical treatment to alien life forms.
Prerequisites: Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.
You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.
Normal: Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different type.
Special: This feat can not be used to heal or repair nonliving or inorganic creatures such as constructs or undead.

