SF_FEATS

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STARFINDER FEATS

Each Feat could only be selected once.

Trustworthy

You have a friendly demeanor.

Benefit: You get a +2 aptitude bonus on all Diplomacy checks and Bluff

Brawny

REQ: STR 15+ or CON 15+ This feat can only be taken at first level.

You get 2/- Damage Resistance due to your body structure. +1 on

Intimidate checks.

Chitinuos

You have especially thick armor for a member of your species.

Prerequisite: Constitution 13, damage reduction as a species trait

Benefit: The damage reduction you receive as a species trait is increased by 2. This bonus does not apply to DR imparted by equipment.

Cosmopolitan

You have spent part of your life in an area known for its cultural diversity, not just the pact worlds ; the Corporate Sector, and so on. Your exposure to multiple cultures has significantly broadened your horizons.

Benefit: Choose any non-mystic skill you do not have as a class skill. You gain a +1 insight bonus on all checks with that skill, and that skill is always considered a class skill for you. Gain +1 on Culture checks.

Additional Magic Item Space

Since there is a limit on the number of magic items of that type you can wear at once. You can wear one more item of this type.

Impersonator

You are able to create a new identity for yourself or assume the role of another being with great skill.

Benefit: You gain a +2 aptitude bonus on all Disguise and Bluff

Chaotic Spells

Prerequisites

Be 1st level, INT 13+

Benefit

Once per day, a spell cast may have any one extra dice associated with them, such as damage, to hit

etc., be rolled. This must be declared before

any results are calculated. Player may choose which dice he prefers. (ie Roll 3d4 keep 2d4, etc)

Persuasive

You have a way with words and body language.

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

Star Employee REQ : CHA 13

Reputation bonus +1 on all relevant Cha skills.

Gain +1 "make money" bonus increase, 1x

Gain one permanent class skill

must have relevant credentials and current employment or affiliation with a large group of 50+ beings.

Meticulous

Gain +1 on Forgery and Perception checks

(not usable in combat)

Hard-Eyed

Req: Cha 13, Intimidate 4 ranks

gain+5 on Intimidate checks when aiming a gun at target

Creative

gain +1 on all checks on one Profession of yours,

and +1 on all Computer Checks.

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Style [General, Fighter, Role Playing)

If you're going to fight, you might as well look good doing it!

Prerequisite: Cha 13.

Benefit: 1x per hour, when you execute an attack, such as a weapon attack or casting a spell, if you roleplay out the attack (ex; making a series of gestures and calling out the name of a spell), all opponents who can see you must make a Will save (DC 10 + 1/2 your class level + your Charisma modifier) or be stunned for 1 round as they stare in awe (or disbelief) at what you're doing.

Grudge [General, Role Play]

You have a grudge against a group or organization and won’t rest until they are all dead.

Prerequisite:

Benefit: Choose a social group or organization, with the DM’s permission. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the group. Likewise, you get a +2 bonus on weapon damage rolls against members of the chosen group.

Resolve Point Feats The following Feats enhance your ability to store and gain Resolve Points.

    • Blood of Heroes You have a sense of destiny about you and always seem to succeed, even when the odds are against you.
    • Hero’s Fortune Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.
    • Luck of Heroes To others, it seems that you always have a bit of luck around you.

Look Harmless [Skill]

You have a knack for looking harmless, enabling you to avoid unwanted attention and potentially surprise your enemies.

Prerequisite: Bluff 4 ranks

Benefit: To use this feat you must have no visible weapons or threatening magic items. As long as you are acting in a non-threatening manner, you can make a Bluff check opposed by a Sense Motive by anyone you wish to fool. Anyone failing to beat your roll will direct their attention and attacks to someone else (at the DM’s discretion). If you initiate combat against someone who has been fooled in this way you automatically catch your opponent flat-footed for 1 round.

Special: This feat will not work against creatures with Intelligence under 3 or a creature that would consider anyone, or anyone of your race to automatically be dangerous or untrustworthy.

Code of Honor

Any allegiance +4 on Charisma skills & checks when dealing with same allegiance,

–4 when dealing with opposite

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Heroic Surge

You can perform an additional action in a round .... Benefit: You may take an extra move action or attack action, either before or after your regular actions. You may use Heroic Surge a number of times per day depending on your character level (as shown below), but never more than once per round.

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