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Ambidexterity (General)

The penalty for fighting with two weapons is reduced. You may weild a weapon in your offhand of the same size as the weapon you weild in your main hand. You still must split your STR bonus between the weapons.

EX: A medium sized character may now weild a long sword in each hand withou any additional penalty, as apposed to a long sword in the main hand and a small sword in the off-hand.

Ability Focus (General)

Prerequisite: Special attack.

Choose one of the creature’s special attacks. Add +2 to the Difficulty for all saving throws against the special attack on which the creature focuses.Each time the character uses they take a level of fatigue.

A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack

Accurate Attack (General)

You can lessen your attack’s damage to make a wider, more sweeping attack with a better chance to hit. Subtract a number up to 5 from your attack’s damage bonus and add the same number to your attack roll. You cannot lower your damage bonus below 0 nor more than double your attack bonus.

All-out Attack (General)

With an All-out Attack, you ignore defense in favor of accuracy. Subtract a number up to 5 from your dodge and parry bonus and add the same number to your attack roll. You cannot lower your bonus below 0 nor more than double your attack bonus.

Assessment (General)

You’re able to size up someone’s combat capabilities by observing them carefully. As a move action, choose a subject and make a Sense Motive check opposed by the subject’s Bluff check result. If you succeed, the Narrator tells you the subject’s combat bonus relative to yours (lower, higher, or equal). You don’t know the subject’s exact bonus unless it equals your own, only a rough estimate of relative ability. In cases of a 5-point or greater difference, the Narrator may choose to tell you the subject’s bonus is considerably more or less than yours. If you lose the opposed roll, the Narrator should over- or under-estimate the subject’s bonus.

Attack Focus (General, Ranked)

You have a +1 bonus to melee or ranged attacks rolls per rank in this feat. Choose which type of roll the bonus applies to when you acquire the feat. Your total attack bonus is limited by the campaign’s power level.

Battle Hardened (General)

Prerequisite: Syrese Background You are a battler veteran, hardened by your experiences in fighting. You gain a +1 bonus on initiative checks and a +1 bonus on Toughness saves. You may only select this feat once.

BEGINNER’S LUCK FORTUNE (General)

By spending a Conviction, you gain 4 ranks in any skill in which you currently have 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the encounter and grant you their normal benefits. Only Experts may take this as a Heroic feat.

Benefit (Ranked, General)

You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Narrator to determine. As a rule of thumb it should not exceed the benefits of any other feat. A license to practice law or medicine, for example, should not be considered a benefit; it’s simply a part of having enough ranks in the appropriate skill(s) and has no significant game effect.

The following are some potential Benefits. The Narrator is free to choose any suitable Benefit for the campaign.

• Alternate Identity: You have an alternate identity, complete with legal paperwork (driver’s license, birth certificate, etc.). • Diplomatic Immunity: By dint of your diplomatic status, you cannot be prosecuted for crimes in nations other than your own. All another nation can do is deport you to your home nation.

• Security Clearance: You have access to classified government information, installations, and possibly equipment and personnel.

• Status: By virtue of birth or achievement, you have special status. Examples include nobility, knighthood, aristocracy, being a samurai in medieval Japan, and so forth.

The Narrator is the final arbiter as to what does and does not constitute a Benefit in the campaign. Keep in mind some qualities may constitute Benefits in some campaigns, but not in others, depending on whether or not they have any real impact on the game.

Blind-Fight (General)

In melee combat, you suffer half the usual miss chance due to concealment (see Concealment, in Chapter 6). If you spend a Conviction point before rolling the miss chance, you automatically ignore it for that attack (you gain no other benefit from the Conviction point).

You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.

City Driver (General)

Prerequisite: Trained in Drive, Vehicular Combat

+3 to Driving checks made in combat. In addition, bullets seem to bounce off this character’s vehicle; whether they’re behind the wheel or not, the vehicle gains +1 to Toughness saves.

 

Cold-Blooded (General)

This character gains +1 to Sanity rolls and +1 to Intimidation attempts. Also, they gain +2 on saving throws to resist the Mind Touch power—their mind is a cold, dark place where few go willingly.

Combat Throw (general)

Prerequisite: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character trys to avoid a trip or grapple attack made against him or her.

CYBERTAKER (General, Ranked)

You can have more cybernetic attachments than normal without suffering ill effects.
Benefit: The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1.
Special: You can gain this feat multiple times. Its effects stack.

Dedicated (General)

You are deeply dedicated to a person or cause (and should roleplay this). Youhavea +4 bonus on saving throws and checks against effects that would sway you from your dedication. Whenever you spend a Conviction point to re-roll a die roll directly concerning your dedication, the roll is treated as a 20 (but not a natural 20). The Narrator decides when this is appropriate.

If you fail or waver in your dedication, you lose the benefits of this feat. You can only regain them by renewing your dedication.

Defensive Attack (General)

A defensive attack is more cautious, trading accuracy for protection. Subtract a number up to 5 from your attack bonus and add the same number to your dodge or parry bonus for the round. You cannot lower your attack bonus below 0, nor more than double your dodge or parry bonus.

Dead Aim (general)

Prerequisites: Wisdom +1, Far Shot.
Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

Divinely Favored (General)

Gain 1 point of Conviction.

Divine Gift (General)

PREREQUISITE: WIS +1
Gain 1 point of Conviction. When you gain another feat, you may select a feat from those normally available to your role or an adept feat or power. If you have no magic ranks, your effective magic rank is equal to one-half your character level.
Essentially, if you place your next level in warrior, you could select a power, an adept feat, a warrior feat, or a general feat. Once you select a power or adept feat, you may not select others unless you place levels in adept.

Divine Health (Warrior)

PREREQUISITE: DIVINE GIFT OR DIVINELY FAVORED

The power of the gods suffuses your being, making you more than human. You are immune to all natural diseases and you gain a +4 bonus to saves against supernatural diseases. You gain a +2 bonus to recovery rolls and you can make recovery rolls each minute to remove levels of fatigue.

Dodge Focus (General, Ranked)

Your dodge bonus increases by +1. This additional dodge bonus is lost in the same way as your regular dodge bonus, when you are flat-footed and so forth. You can acquire this feat multiple times and its benefits stack.

Double Strike (General)

Prerequisites: Two or more natural weapons.

The creature gains the benefits of Two-Weapon Fighting with its natural weapons (see the description of Two-Weapon Fighting in Chapter Six of the d20 Adventure Roleplaying book).

Double Tap (General)

Prerequisiite: Two Weapon Fighting, Base Attack +5, DEX +3, and Combat Reflexes

When you make an attack action as a standard action you may a two weapon attack at an additional -2 penalty on both attacks..

Drive-By Attack (general)

Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

EAGLE EYES (General)

Exceptionally sharp-eyed, your visual Notice checks have a range increment of 100 feet rather than 10 feet.

Eidetic Memory (General)

You have perfect recall of everything you’ve experienced. You have a +4 bonus on checks to remember things, including saving throws against effects that alter or erase memories. You can make any Knowledge skill check untrained, meaning you can answer questions involving difficult or obscure knowledge without ranks in a skill.

Endurance (Ranked, General)

You gain a +4 bonus on Swim checks to avoid becoming fatigued, and +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.

Far Shot (General)

Prerequisite: Point Blank Shot.

When you use a projectile weapon, such as a bow or firearm, its range increment increases by half (multiply by 1.5). When you use a thrown weapon, its range increment doubles (multiply by 2).

Fame (General)

You are famous or infamous. Increase your Reputation by +3.

FEARLESS (GENERAL)

You are more resistant to fear effects of all sorts. You receive a +4 saving throw against a fear effect. This is the equivalent of the power Immunity 1 (fear effects)

Fierce (General)

You are vicious and bloodthirsty in combat. When using Intimate to demoralize your opponent, you may do so as a move action instead of a standard action. You must wait rounds between each use of this feat again.

Force Stop (general)

Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character at­tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side­ways skid. In addition to the nor­mal requirements for attempting a sideswipe stunt, the character must have sufficient movement re­maining to move a number of squares equal to the character’s turn number.
After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
If the character fails the check, resolve the sideswipe normally.

Heavyweight (General)

You are a capable drinker and able to consume great quantities of booze. Gain a +4 bonus on saving throws against ingested poisons.

Hover (General)

Prerequisite: Fly speed.

When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.

If a creature begins its turn hovering, it can hover in place for the turn. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in an attack. The creature can instead use a breath weapon or use a supernatural power instead of making physical attacks, if it could normally do so.

If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns and other small, open flames of non-supernatural origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance [17 or higher on d20]). At 25 feet or more, creatures have total concealment (50% miss chance [11 or higher on d20], and opponents cannot use sight to locate the creature).

Those caught in the cloud must succeed on a Concentration check (Difficulty 10 + 1/2 creature’s level) to use supernatural powers. Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

Improved Bull Rush (general)

Prerequisites: Strength 13, Power Attack.
Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

Improved Combat Martial Arts (general)

Prerequisites: Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Critical (General)

Your critical threat range with a particular attack is doubled. An attack that normally threatens a critical on a natural 20 instead threatens a critical on a 19 or 20, an attack that normally threatens a critical on a 19 or 20 instead threatens a critical on 17–20, and so forth. You can take this feat multiple times. Each time it applies to a different attack.

Improved Defense (General)

When you take a total defense action in combat you gain a +6 bonus rather than the usual +4 bonus. You can take this feat a second time, giving you a +8 bonus when you take a total defense action.

Improved Disarm (General)

You have a +2 bonus on attack rolls when attempting to disarm an opponent, who does not get an attack of opportunity to disarm you if you fail .

Improved Grab (General)

When you hit with an unarmed attack, you can immediately make a your subjects have to be able to hear and understand you. grapple check against that opponent as a free action. Your unarmed attack counts as the initial attack roll required to start grappling. The opponent must be no larger than your size category. See Grappling in Chapter 6 for details.

Improved Initiative (General, Ranked)

You gain a +2 bonus to your initiative. Each rank you take in this feat gives you an additional +2.

Improved Pin (General)

Your grappling attacks are particularly difficult to escape. Opponents of times per round, until you miss an attack or there are no more suffer a –4 penalty on grappling checks against you to escape a grapple opponents within range. or pin.

Improved Precise Shot (General)

Prerequisite: Precise Shot

While using a ranged weapon, you ignore the Defense bonus provided by anything less than total cover and the miss chance from anything Prerequisite: Attack Focus. less than total concealment. A target’s own Defense still applies.

Improved Ranged Disarm (General)

You have no penalty to your attack roll when making a ranged disarm attempt (see Disarm in Chapter 6).

Improved Speed (General, Ranked)

Your speed increases by 10 feet while wearing no armor, light armor, or medium armor and not carrying a heavy load. You can take this feat multiple times. Each time it increases your speed by 10 feet, to a maximum increase of +30 feet.

Improved Strike (General)

You can inflict lethal damage with your unarmed strikes. Normally, unarmed attacks only inflict non-lethal damage. Your unarmed attacks are also more effective than normal. Increase your unarmed striking (but not grappling) damage by +1 for every four total levels.

Improved Sunder (General)

You have +4 to hit when you attempt to strike an object held by another character.

Improved Throw (General)

You’re skilled at throwing opponents off-balance. When making a trip attack, choose which ability bonus your opponent uses to defend, Strength or Dexterity.

Improved Trip (General)

You have a +2 bonus on Strength and Dexterity checks to trip an opponent, and they do not get an opportunity to trip you if you fail. See Trip in Chapter 6 for details.

Indomitable (General)

You can resist hazards, poison, unusual attacks, and even magic through sheer willpower. Once per day, when you fail a saving throw, you may immediately make a second saving throw, adding your Wisdom to the roll. For every 5 total character levels attained, you gain an additional use of this ability.

INSTANT UP (GENERAL)

You can stand up from a prone position as a free action.

INTERPOSE (GENERAL)

Once per round, when an ally adjacent to you is targeted by an attack, you can choose to trade places with that ally as a reaction, making you the target of the attack instead. If the attack hits, you suffer the effects normally. If the attack misses you, it also misses your ally. You must declare your intention to trade places with an ally before the attack roll is made. You cannot use Interpose if you are stunned or otherwise incapable of taking free actions.

Jaded (General)

You’ve seen it all. You gain a +1 bonus on initiative checks and a +1 bonus on Will saves.

Knockout Punch (general)

Prerequisites: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This 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.

Light Sleeper (General)

You do not suffer the +10 Difficulty modifier to Notice checks for being asleep. This means you’re much less likely to be caught by surprise while sleeping. You can also act normally immediately upon waking. Other characters are normally dazed for one round after waking (taking no actions, but defending normally).

Lifting (General, Ranked)

You are capable of lifting and carrying amounts far in excess of someone with your strength. When you take this feat, multiply your lift and carrying capacity by two. You may take this feat multiple times. Each time, add two to the weight multiple for your lifting and carrying capacity. For example, a person taking this feat three times would multiply their lifting and carrying capacity by six.

Move-by Action (General)

When taking a standard action you can move both before and after the action, provided your total distance isn’t greater than your movement speed.

Night Vision (RankedGeneral)

At one rank you gain low-light vision seeing twice as far as a human in low-light conditions. At two ranks you can see in total darkness, however other Obscure effects still affect you normally.

Newtype Sensitive (General)

Prerequisite: Gundam type campaign

Background Information LINK

You are particularly sensetive to the world around you, grant you a supernatural perception and abilities. This feat is required for you to obtain Adept powers as a Newtype. Newtypes and Cyber Newtypes obtain this feat as part of their race, other races may obtain this feat later on as way of discovering their Newtype potential. Taking this feat does not grant you the Adept core talent, only races that start with that may obtain it.

Overrun (General)

Prerequisite: Vehicular Combat.

When you attempt to overrun an opponent while mounted or in a vehicle, your target may not choose to avoid you. A successfully-tripped target suffers +1 damage per 10 MPH of your vehicle’s speed or your mount’s normal melee damage (if you are riding a mount).

Pinnacle of Perfection (General)

PREREQUISITE: DIVINE GIFT

You are a paragon of physical skill and ability. When making a Strength or Dexterity check or skill check based on those abilities, you gain a bonus to that check equal to your Wisdom. This bonus does not apply to combat rolls, such as attacks or saves.

PLANETARY ADAPTATION (General)

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.
Benefit: You gain one of the benefits listed below, depending on your planet of origin.
Barren World: You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.
Cold World: You gain a +2 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.
Dark World: You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.
High-G World: You gain a +1 bonus to your Strength. Reduce your base height by 6 inches.
Hot World: You gain a +2 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
Low-G World: You gain a +1 bonus to your Dexterity. Increase your base height by 6 inches.
Water World: You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.
Special: You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.

Precise Shot (General)

Prerequisite: Point Blank Shot.

When you make ranged attacks on an opponent engaged in melee with your allies, you reduce the attack roll penalty by 4. This eliminates the normal –4 penalty, and reduces the penalty for Elusive Target to –4, as well as the -4 penalty for fireing into melee. A second rank ignores the defense bonus for anything less than total cover and the miss chance from anything less than total concealment. It also completely negates the penalty for the Elusive Target feat.

Prone Fighting (General)

You suffer no penalties on your attack rolls for being prone, and You can also apply your opponents do not gain any bonus to hit you with melee attacks while Wisdom bonus rather than your Constitution bonus to your Fortitude you are prone. Opponents making ranged attacks against you still have saving throws. –4 on their attack rolls. You can crawl at half your speed rather than

Quick Draw (General)

You can draw or load a weapon as a free action, rather than a move action. You can only do one of these things as a free action each round; the other remains a move action, as normal. So you could draw a weapon as a free action, then load it as a move action, for example, but not draw and load it as a free action. Taking this feat a second time allows you to both draw and load a weapon in the same round as free actions.

RAPID HEALING (General)

Your body posseses amazing powers of physical recovery. You make a check to recover from being disabled once every 5 hours rather than once a day

Ranged Pin (General)

You can pin an opponent using a ranged weapon to nail a bit of clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or similar surface. Make a normal attack roll against the target. If your attack is successful, the target is pinned. To break free, the victim must take a move action and make a successful Strength or Escape Artist check (Difficulty 15).

Run (General)

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

Saddleborn (General)

You are most comfortable on the back of your steed. Gain a +2 bonus on all Ride checks. In addition, as a free action while mounted, you may replace your Defense with a Ride check against a single attack.

SALVAGE (General)

TABLE: SALVAGE

 

 

 

Salvaged Machine

Time Required

Search Check DC

Wealth Increase

Vehicle

 

 

 

Huge or smaller

30 min.

15

+1

Gargantuan

1 hr.

20

+2

Colossal

3 hr.

25

+3

Mecha

 

 

 

Huge or smaller

30 min.

25

+2

Gargantuan

1 hr.

30

+4

Colossal

3 hr.

35

+6

Starship

 

 

 

Huge

1 hr.

30

+3

Gargantuan

3 hr.

35

+5

Colossal

6 hr.

40

+8

Robot

 

 

 

Tiny or smaller

10 min.

20

+1

Small to Large

30 min.

25

+2

Huge or bigger

1 hr.

30

+3

Cybernetic Attachment

 

 

 

Replacement

10 min.

15

+1

Enhancement

30 min.

20

+2

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.
Benefit: Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table: Salvage.
At the end of this time, make a Search check. If the check succeeds, you may increase your Wealth score by the amount indicated on the table, either by selling the salvaged parts for scrap or using them to offset the cost of future building projects.

Special: A particular vehicle, mecha, starship, robot, or cybernetic attachment can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Second Chance (General, Ranked)

Choose a particular hazard, such as falling, being tripped, triggering traps, being mentally controlled (or affected by another specific power), or a particular skill with consequences for failure. If you fail a saving throw against that hazard or a check with that skill, you can immediately make another roll and use the better of the two results. Unlike spending a Conviction point, you do not treat rolls below 10 as a result of 10. You only get one second chance against any given save or task, and the Narrator decides if a particular hazard or skill is an appropriate focus for this feat.

You can acquire this feat multiple times. Each time it applies to a different hazard or skill.

Set-up (General)

You can transfer the benefits of a successful combat use of an interaction skill to an ally. For example, you can feint and allow your ally to make the surprise attack against that opponent. The interaction skill requires its normal time and skill check and you must be able to interact with your ally.

Shot on the Run (general)

Prerequisites: Dexterity +1, Point Blank Shot, Dodge Focus, Mobility.
Benefit: When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed.

Snatch (General)

Prerequisite: Size Huge or larger.

The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the Improved Grab feat. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.

The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels up to 30 feet, and takes +2 damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or the appropriate falling damage, whichever is greater.

Streetfighting (general)

Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra +1 points of damage.

Startle (General)

You can make an Intimidate check rather than a Bluff check to feint in protection. combat. Targets can resist with Intimidate, Sense Motive, or Will and gain a +1 bonus on their resistance check per each additional startle attempt against them in the same encounter.

STARSHIP BATTLE RUN (General)

You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights.
Prerequisite: Dexterity +1, Starship Dodge.
Benefit: When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed.
Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby starships, as normal).

STARSHIP DODGE (General)

You are adept at dodging attacks while piloting starships.
Prerequisite: Dexterity +1, Pilot 6 ranks, Starship Operation (of the appropriate type).
Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action.

STARSHIP GUNNERY (General)

You are proficient with starship weapon systems.
Benefit: You do not take a penalty on attack rolls when firing a starship weapon.
Normal: Without this feat, you take a –4 nonproficient penalty on attack rolls when firing a starship weapon.

STARSHIP OPERATION (General, Ranked)

Select one of the following types of starships: ultralight, light, mediumweight, heavy, or superheavy. You are proficient at operating starships of that type.
Prerequisite: Pilot 2 ranks.
Benefit: When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense.
Normal: Without this feat, you take a –4 nonproficient penalty on Pilot checks made to operate a starship, and you apply only one-half your class bonus to Defense (rounded down) to the ship’s Defense.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of starship (ultralight, light, mediumweight, heavy, or superheavy).

STEADFAST (General) , RANKED

You have a +4 bonus per rank in this feat against all attempts to push, rush, trip, or throw you, and also add your rank to your knockback modifier to determine how far you’re thrown by an attack (1 point of the Immovable power).

Talented (General)

Choose two known and related skills, such as Survival and Stealth or Acrobatics and Climb, or two specialties from a specialty skill, such as Craft or Knowledge. You gain a +2 bonus with both skills. You can take this feat multiple times. Each time it applies to two different skills.

Taunt (General)

You can shake an opponent’s confidence with clever taunts. Use a standard action and make a Bluff check against your target’s Sense Motive check or Will saving throw, whichever has the higher bonus. If you succeed, your target is shaken for one round (–2 to attack rolls,checks, and saving throws, but not Toughness saves). If you fail, you may try again on the following round. Targets get a +1 on their resistance roll per each additional Bluff attempt against them in the same scene (successful or not).

Team Player (General)

You play sports. You play soccer, basketball, baseball, football and just about anything else you can. Your experience has made you a team player, giving you the training to work well with your teammates. You gain a +2 bonus to attack rolls when you and another character attack the same target.

Tireless (General)

Prerequisites: Constitution +1,

You have tremendous energy reserves. You suffer no penalties from being winded or fatigued, although you still gain fatigue levels normally. This feat has no effect on exhaustion or unconsciousness due to fatigue.

Track (General)

Suface Difficulty
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

You can find and follow tracks left by other creatures. To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check each time the tracks become difficult to follow. You move at half your normal speed while tracking (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The Difficulty depends on the surface, as given on the Surface table.

 

 

Condition Difficulty Modifier
Every three creatures in the group being tracked -1

Size of the largest creature being tracked:

Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

 

+8
+4
+2
+1
+0
–1
–2
–4
–8

Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10

Poor visibility (apply the largest modifier)

Overcast or moonless night
Moonlight
Fog or precipitation

 

+6
+3
+3

Tracked party hides trail and moves at half speed +5

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on thecondition table.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Without this feat, you can use Survival to find tracks, but you can follow them only if the Difficulty is 10 or lower. You can use the Search skill to find a footprint or similar sign of a creature’s passage using the Difficulties given above, but you can’t use Search to follow tracks.

 

 

 

 

 

 

 

Trackless (General)

Prerequisite: Trained in Stealth and Survival.

If you choose, you leave no trail in natural surroundings and cannot be tracked.

Trailblazer (General)

Prerequisite: Trained in Survival.

You can move through any sort of natural surroundings at your normal speed, unimpeded by things like undergrowth, difficult terrain, snow, mud, and similar difficulties. You’re still affected by wind, rain, and other weather conditions, however.

Two-Weapon Defense (General)

Prerequisite: Two-Weapon Fighting.

Your two-weapon fighting style improves your Defense. When wielding two weapons (but not while unarmed) and using parry defense, you gain a +1 bonus to your Defense. When using total defense, this bonus increases to +2.

Two-Weapon Fighting (Ranked, General)

You’re more effective fighting with two weapons. You reduce the penalty for doing so by 2 for your primary hand and 6 for your off hand.

Special: Additional ranks will give you additional attacks with your off hand, up the maximum allowable with your main hand. Each additional attack suffers the same penalty as the main hand, plus any additional for being offhand, and size penalties.

Uncanny Dodge (General)

You are especially attuned to potential danger, whether through training, experience, or some innate supernatural talent. You retain your dodge bonus to Defense when surprised, flat-footed, or surprise attacked, so long as you are able to react (are not helpless, bound, unconscious, and the like).

ULTRA IMMUNE SYSTEM (General)

You are less susceptible to the ravages of poison, disease, and radiation poisoning.
Prerequisite: Constitution +1.
Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.

Use Ascendant Technology (General)

Prerequisite: Knowledge (ascendant technology) 3 ranks.

You know how to use various types of ascendant technology. This feat allows you to make an attempt at operating ascendant technology without incurring the normal -10 penalty to the Operation Difficulty check (See the Using Mundane and Ascendant Technology section). In addition, this powerallows the character to use Power Shards (see the Magic of Simarra section) when maintaining and using ascendant technology. See the Ascendant Technology section for more information on ascendant technology.

Vehicular Combat (General)

Prerequisite: Trained in Drive, Pilot, or Ride.

You know how to maneuver a vehicle or mount in combat. Once each round, if your vehicle or mount would be hit by an attack, you can make a check using the relevant vehicle skill as a reaction to negate the hit. The skill check result must exceed the result of the opponent’s attack roll. You can also make a check using the relevant vehicle skill as a full- round action (including the normal operation of the vehicle), in which case the skill result becomes the vehicle or mount’s effective Defense for the entire round against all attacks. This feat applies to all vehicular skills in which you are trained.

Vehicle Dodge (general)

Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action

Wingover (General)

Prerequisite: Fly speed.

A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive. The change of direction consumes 10 feet of flying movement.

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Seth Blevins