GENERAL FEATS
Feat Descriptions
Here is the format for feat descriptions.
Feat Name: The name of the feat.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.
A character can gain a feat at the same level at which he or she gains all the prerequisites.
A character can’t use a feat if the character has lost a prerequisite.
Benefit: What the feat enables a character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.
Special: Additional facts about the feat.
FEATS
ACTION HERO
Prerequisite: None
Effect: Gain +3 to Action Point rolls. Gain +3 Action Points per level.
ADVANCED MECHA OPERATION
You have received advanced training or extensive practice in mecha movement.
Prerequisite: Mecha Operation.
Benefit: Choose a size of mecha (Large, Huge, Gargantuan, or Colossal). When you are operating a mecha of the chosen size, you gain a +1 dodge bonus to Defense. Furthermore, armor penalties for operating the mecha are 2 less than they would otherwise be (minimum penalty –0).
ADVANCED MARTIAL ARTS COMBAT
Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.
Normal: An unarmed strike critical hit deals double damage.
ADVANCED TWO-WEAPON FIGHTING
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
Benefit: The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.
ADVANCED RANGED COMBAT
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting).
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on autofire.
AGILE RIPOSTE
Prerequisites: Dexterity 13, Dodge.
Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
ANIMAL MAGNETISM
Prerequisite: Cha +1
Effect: Your Cha bonus is considered x2 versus a Favored Enemy
BAD ASS
Prerequisite: Str 13+, Dex 13+, Wis 15+, Intimidate 4 ranks
Effect: You gain 1 Rank of Badass. Add your ranks of Bad Ass to your BAB, Int, or Cha Bonus and as Sneak Attack Damage to all attacks.
BLIND-FIGHT
Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.
The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half.
BRAWL/BOXING
You know how to fight. Fists hit there mark and opponents rarely get back up.
Benefit: When making an unarmed attack the character deals damage equal to 1d8 + the character’s Strength modifier, boxing is Punch Actions only and cannot be used with kick and other attacks. You are less effective against Armed Opponents you gain a -2 Reflex penalty, Armed Opponents must have a weapon.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
BRICK
Prerequisite: Con 16+, Str 15+, Toughness
Effect: Gain 1 rank of Brick. Each rank of Brick grants 1 rank of Super-Str, 20 points of Invulnerability, and can be added to your Con bonus for Fortitude Defense.
BUILDER
Prerequisites: One Craft Skill 6+ ranks, Skill Focus to that Craft Skill
Benefit: Gain +1 Genius Bonus when Crafting and Item
BURST FIRE
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
CHARISMATIC PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly charismatic hero.
Prerequisite: Level 3
Benefit: You gain two talentsvfrom the Charismatic Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
CHARM
Prerequisite: Handsome, Dex 13+, Wis 13+, Cha 15+
Effect: You gain 1 rank of Charm. Add your ranks of Charm to Dex, or Cha bonus. Add your ranks to Contacts, Favors, or Wealth Checks.
CLEAVE
Prerequisites: Strength 13, Power Attack.
Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.
COMBAT EXPERTISE
Prerequisite: Intelligence 13.
Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).
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 attacks and gain a +2 dodge bonus to Defense.
COMBAT MARTIAL ARTS
Prerequisite: Base attack bonus +1.
Benefit: With an unarmed strike, the character deals damage equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.
COMBAT REFLEXES
Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier +1. The character can still only make one attack of opportunity on a single opponent.
With this feat, the character may also make attacks of opportunity when flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed.
Special: The Combat Reflexes feat doesn’t allow a Fast hero with the opportunist talent to use that talent more than once per round.
COMBAT PILOT
Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft.
The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Prerequisite: Pilot 4 ranks
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Special: Ignore -5 penalty to Pilot in combat
COMBAT THROW
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.
COOL FACTOR
Prerequisite: Renown, Cha +4
Description: you are Sinatra
Effect: 1 rank of Boys Club. Each rank of Boys Club gives you a bonus to all Access, Base, Contacts, Favors, Minions, Wealth, and Reputation
Note: Legendary Class, The Chairman
CRAFT CYBERNETICS
You can construct cybernetic attachments.
Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
Benefits: 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.
CYBERNETIC SURGERY
You can graft cybernetic attachments onto living tissue as well as safely remove them.
Prerequisites: Treat Injury 8 ranks, Surgery.
Benefit: 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 1d4 points 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).
DEAD AIM
Prerequisites: Wisdom 13, 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.
DEDICATED PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dedicated hero.
Prerequisite: Level 3
Benefit: You gain two talents from the Dedicated Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
DEFENSIVE MARTIAL ARTS
Benefit: The character gains a +1 dodge bonus to Defense against melee attacks. +1 per 5 levels
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses. The character is also allowed to make Unarmed attacks without provoking an AoO, damage is 1d4
DODGE
Prerequisite: Dexterity 13.
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
DOUBLE TAP
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
DRIVE-BY ATTACK
Prerequisites:
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.
ELUSIVE TARGET
Prerequisites: Dexterity 13, Defensive Martial Arts.
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.
ENDURANCE
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.
Also, the character may sleep in medium or light armor without becoming fatigued.
Normal: A character without this feat who sleeps in armor is automatically fatigued the following day.
EXTRAORDINARY ABILITY
With great training you can increase your innate abilities to incredible levels.
Benefit: +1 to one Ability
Note: This feat can be taken additional times to, the bonus increases along the following progression each time it is taken. After first; +1, +2, +2, +3, +3, +4, +4, and so on.
FALSE ID
You possess a second Identity separate and distinct from your true Identity.
Benefit: You have a second ID that has a Reputation Equal or less then your current. For every point you sacrifice, up to 3, you may add 1 point of social quality.
Note: You may take this feat multiple times, each time you gain one additional identity.
FALSE ID, Improved
Benefit: Gain 4 points of Social Qualities.
Note: This feat can be taken multiple times, each time you may add the points to other ids or increase existing ids.
FAR SHOT
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
FAST PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.
Prerequisite: Level 3
Benefit: You gain two talents from the Fast Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
FLEET OF FOOT
You can turn corners without losing momentum.
Prerequisite: Run.
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You cannot use this feat while wearing medium or heavy armor, or if you’re carrying a medium or heavy load.
Normal: Without this feat, you can run or charge only in a straight line.
FORCE STOP
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.
FRIGHTFUL PRESENCE
Prerequisites: Charisma 15, Intimidate 9 ranks.
Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5.
GREAT CLEAVE
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.
GREAT FORTITUDE
Benefit: The character gets a +2 bonus on all Fortitude Defense.
HAIR TRIGGER
You have developed a delicate sense of timing, and your area attacks hit your foes when they’re ill-prepared to defend against them.
Prerequisite: Base attack bonus +6.
Benefit: Whenever you make an attack from your mecha that requires enemies to make Reflex saving throws, the DC for such saves is increased by +2.
HANDSOME
Prerequisite: None
Description: you are a perfect 10
Effect: add 1d10 to interaction rolls with those who are attracted to you
HEROIC SURGE
Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Character Level
Times per Day
1st–4th 1
5th–8th 2
9th–12th 3
13th–16th 4
17th–20th 5
IMPROVED ABILITY
Prerequisite: N/A
Benefit: Gain +1 to one ability
IMPROVED BRAWL
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
IMPROVED BULL RUSH
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
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 COMBAT THROW
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.
IMPROVED DISARM
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.
IMPROVED DODGE
Prerequisite: Dexterity 13, Dodge
Benefit: During the character’s action, the character designates an opponent and receives an additional +2 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
IMPROVED FEINT
Prerequisites: Intelligence 13, Brawl, Streetfighting.
Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.
IMPROVED GRAPPLE
You are skilled at grappling opponents.
Prerequisites: Brawl, Dexterity 13.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple).
Normal: Characters without this feat provoke an attack of opportunity when they initiate a grapple.
IMPROVED INITIATIVE
Benefit: The character gets a +4 circumstance bonus on initiative checks.
IMPROVED ITEM
Prerequisite: Select one item, this item cannot be changed.
Effect: +1 Equipment Rank every even level. Max +15 ranks.
IMPROVED KNOCKOUT PUNCH
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: 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.
IMPROVED OVERRUN
You are skilled at knocking down opponents.
Prerequisites: Power Attack, Strength 13.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 competence bonus on the Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
IMPROVED TRIP
Prerequisites: Intelligence 13, Combat Expertise.
Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.
If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.
IMPROVED TWO-WEAPON FIGHTING
Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty. Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.
Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).
IRON WILL
Benefit: The character gets a +2 bonus on Will Defense.
JACK OF ALL TRADES
You’ve picked up a smattering of even the most obscure skills.
Prerequisite: Character level 8th+.
Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.
KNOCKOUT PUNCH
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.
LAST DITCH DEFENSE
Prerequisite: Luck
Effect: add AP role as Temporary Vitality.
LIGHTNING REFLEXES
Benefit: The character gets a +2 bonus on Reflex Defense.
LOW PROFILE
Benefit: Reduce the character’s Reputation bonus by 3 points.
LUCK
Prerequisite: None
Effect: 1 Rank of Luck. Each Rank of Luck provides a bonus to Action Point rolls and gain bonus APs each day. Bonus APs do not roll over each day
MAN OF ACTION
Prerequisite: None
Effect: Roll d8 for Action Point Rolls
MECHA CRUSH
You can hurl your mecha’s body onto opponents to deal tremendous damage.
Prerequisite: Mecha Operation.
Benefit: As an attack action, you can maneuver your mecha to jump or fall onto opponents, using the mecha’s body to crush them. This attack is useful only against creatures at least two size categories smaller than your mecha. The base damage for a crush attack depends on your mecha’s size category, as given below. Add 1.5 times your mecha-modified Strength bonus to this base damage to determine the total damage for the attack.
Mecha Size Damage
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
A crush attack deals bludgeoning damage and affects as many creatures as can fit under your mecha’s body. Each creature in the affected area must succeed on a Reflex save (DC 10 + your mecha’s size modifier for grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained.
MECHA EXPERT
You know how to operate a mecha.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mecha controls. You can move normally in a mecha and generally perform any action as if you weren’t inside a mecha, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.
Normal: Characters without this feat take a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, they cannot run or charge.
MECHA FLING
You can pick up an opponent with your mecha and fling it.
Prerequisite: Mecha Operation, at least one free hand slot.
Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.
MECHA SWEEP
You can use your mecha to wield improvised weapons and attack several spaces at once.
Prerequisite: Mecha Operation, Power Attack, two free hand slots.
Benefit: You can use your mecha’s great size and strength, along with your own knowledge of balance and leverage, to pick up a heavy object (such as a large tree or boulder) and attack an area as an attack action. The area affected is a half-circle with a radius equal to your mecha’s reach. This attack deals damage to all creatures two or more size categories smaller than your mecha within the area. The base damage dealt depends on your mecha’s size, as given below. Add 1.5 times your mecha’s Strength bonus to this base damage to determine the total damage for the attack.
Mecha Size Damage
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Though it can deal significant damage, this form of attack is awkward and unbalancing. You take a –2 penalty to your mecha’s Defense and on Reflex saves until your next turn.
MECHA TRAMPLE
Your mecha can knock down and crush opponents.
Prerequisite: Mecha Operation, base attack bonus +4.
Benefit: When you attempt to overrun an opponent while operating a mecha, the target may not choose to avoid your mecha. If your mecha knocks down the target, your mecha may make one free slam attack against the target, gaining a +4 bonus on the attack roll because the target is prone.
MECHA WEAPON BOOST
By disabling safeguards and shunting auxiliary power into your weapons, you can attain greater destructive power at the cost of weapon accuracy.
Prerequisite: Base attack bonus +8, Repair 6 ranks.
Benefit: You can take a penalty of up to –5 on your attack roll. If you do, the mecha weapon of your choice deals +1d6 points of damage for each –1 penalty you took. The attack penalty persists until the beginning of your next turn, but the additional damage applies only to the next single attack you make.
MECHA WEAPON PROFICIENCY
You know how to acquire targets and fire your mecha’s weapons using onboard computers and sensors.
Prerequisite: Mecha Operation.
Benefit: You no longer suffer the standard penalties on attack rolls while you’re in your mecha. You can use any feats that refer to firearms with your ranged mecha weapons.
Normal: Characters without this feat take a –4 penalty on attack rolls made while in a mecha cockpit. Furthermore, they cannot apply firearm feats to a mecha’s ranged weapons.
MEDICAL EXPERT
Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.
MOBILITY
Prerequisites: Dexterity 13, Dodge.
Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Special: A condition that makes a character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
MOJO
Prerequisite: Cha 15, Int 15, Animal Magnetism, Man of Action
Effect: Gain one rank of mojo. Add your ranks of mojo to any one Ability, Variable SCHTICK. Add your ranks to Access, Contacts, Favors, and Reputation.
MULTISHOT
You can use the semiauto and autofire option on ranged weapons with exceptional accuracy.
Prerequisite: Dex 13+, Advanced Firearms Proficiency
Benefit: When using the semiauto or autofire option on a ranged weapon, you reduce the penalty for each attack to -2 (for semiauto) and -4 (for autofire).
ODDS DON'T MATTER, THE
Prerequisite: Lv 10, Lucky x2, Man of Action
Effect: Probability Control 1d6
PLANETARY ADAPTATION
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 +4 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 +2 bonus to your Strength. Reduce your base height by 6 inches.
Hot World: You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
Low-G World: You gain a +2 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.
POINT BLANK SHOT
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
POWER ATTACK
Prerequisite: Strength 13.
Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.
POWER CRIT
Prerequisite: Power Attack
Benefit: You may take -2 to your attack to increase your critical damage by +1
PRECISE STRIKE
Your strikes against an opponent are treated as touch attacks.
Prerequisite: Base attack bonus +5.
Benefit: Before making an attack on your turn, choose a single opponent and spend an action point. Until the beginning of your next turn, any attacks you make against that opponent use that opponent’s touch Defense instead of the opponent’s normal Defense.
PRECISE SHOT
Prerequisite: Point Blank Shot.
Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.
QUICK DRAW
Prerequisite: Base attack bonus +1.
Benefit: The character can draw a weapon as a free action.
A character with this feat may throw weapons at his or her full normal rate of attacks.
Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.
QUICK DRAW STRIKE
Prerequisite: Quick Draw.
Benefit: The character can draw his weapon and strike with one quick movement. This action increases the damage down with that weapon allowing them to do x2 damage but only when immediately following a draw weapon action.
QUICK RELOAD
Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.
RAPID SHOT
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
RENOWN
Benefit: The character’s Reputation bonus increases by +3.
ROYAL TITLE (Nobility)
Benefit: You are of royal blood or descent. As a member of the aristocracy you have access to resources and power that others do not. You have 1 rank in Nobility, allowing you to use Access, Favors and Wealth in situations that your title applies too.
RUN
Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armor, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.
SALVAGE
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.
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
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.
SCIENCE HERO
Prerequisite: Action Hero, Int 15+, Wis 13+
Effect: You gain 1 rank of Science Hero. Add your ranks of Science Hero to Str, Dex, Wis or as Sneak Attack damage; Variable Schtick effect. Add your Ranks of Science Hero to all Intelect Skill Checks.
SCIENCE GUY
You excelled in science and math, gaining knowledge and skill with little effort.
Prerequisites: None
Benefit: Plus Four Skill Ranks to any Intellect Skills.
SIDEKICK
You have a loyal Sidekick that aids you in your work. Whether lab assistant or superteen this character is completely loyal to you, and would risk his life if needed.
Prerequisite: Level 3
Benefit: Your Sidekick is 2 levels less than you. Build a completely separate character with the GMs Approval.
Note: For ease of game play a Sidekick can act on the same action as the Primary Character. If the Sidekick has a better Initiative bonus he must act on his own to utilize it.
Side Effect: The Sidekick is an important part of the Primary character. If the sidekick dies he cannot gain a new one until the GM allows. If he is kidnapped the Primary character will search till the ends of the earth to find him. If the Primary Character sacrifices himself to save the Sidekick the GM can allow him to miraculously come back next game or the Sidekick can become the primary character increasing to the last XP total the Primary character had.
SHOT ON THE RUN
Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.
Benefit: When using an attack action with a ranged weapon, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed.
SKIP SHOT
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
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.
SMART PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly intelligent hero.
Prerequisite: Level 3
Benefit: You gain two talents from the Smart Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
SPARK
Prerequisites: Int 15+, Science Wiz
Benefit: Add your ranks of Spark to your Int bonus, or as a Genius Bonus to craft checks. You also increase your max skill ranks equal to your Spark Bonus.
SPRING ATTACK
Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed.
Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).
A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armor.
STARSHIP BATTLE RUN
You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights.
Prerequisite: Dexterity 13, Starship Dodge, Starship Mobility.
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
You are adept at dodging attacks while piloting starships.
Prerequisite: Dexterity 13, 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 FEINT
You are skilled at misleading your enemy in starship combat.
Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate type).
Benefit: 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 GUNNERY
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 MOBILITY
You are adept at dodging attacks while piloting starships.
Prerequisite: Dexterity 13, Starship Dodge.
Benefit: 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.
STARSHIP PILOT
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).
STARSHIP STRAFE
You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.
Prerequisite: Starship Gunnery.
Benefit: When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).
Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.
STUN MECHA
By channeling electricity into an enemy mecha’s control system, you can temporarily short it out.
Prerequisite: Base attack bonus +8, Mecha Operation, Precise Shot.
Benefit: If you threaten a critical hit with an electricity attack against another mecha, you may automatically confirm the critical. In addition to suffering the effects of the critical hit, the mecha is automatically stunned for 2d4 rounds. The stunned mecha automatically drops what it is holding and can take no attack or move actions. While the mecha is stunned, apply a –2 penalty to the mecha operator’s Defense (even though the operator is not stunned).
STRAFE
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.
STREETFIGHTING
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 1d4 points of damage.
SUNDER
Prerequisites: Strength 13, Power Attack.
Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity.
The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not.
Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.
SUPER-SOLDIER
Prerequisite: Con 15+, Will 13+, Special: Super-Soldier Serum
Effect: After taking the Super-Soldier Serum you gain increased physical Strength, Endurance and Speed. Gain the following bonuses... +1 Str every Odd Level. +1 Con every Odd Level. +1 Dex every 5th level. +1 HD per level. +5' movement every 5th level.
Special: To become a super-soldier you must acquire a gimmick (Serum, Bio-organism, ect) this gimmick comes with certain disadvantages such as you are beholden to a governmental entity or possess a weakness to one energy type.
SURGERY
Prerequisite: Treat Injury 4 ranks.
Benefit: 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.
STRONG PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly strong hero.
Prerequisite: Level 3
Benefit: You gain two talents from the Strong Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
TENACITY
Prerequisite: Endurance
Benefit: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.
TOUGH PLUS
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly tough hero.
Prerequisite: Level 3
Benefit: You gain two talents from the Tough Hero Class Talent Trees, these talents cannot be used to as prerequisites to purchase subsequent talents.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents.
TOUGH ENOUGH
Benefit: The character gains +1 Hit Point per level.
TRACK
Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow.
The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.
Surface, Track DC
Very soft, 5
Soft, 10
Firm. 15
Hard, 20
Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.
Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.
Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.
If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.
Condition
DC Modifier
Every three targets in the group being tracked, –1
Size of targets being tracked: 1
Fine, +8
Diminutive, +4
Tiny. +2
Small, +1
Medium-size, +0
Large, –1
Huge, –2
Gargantuan, –4
Colossal, -8
Every 24 hours since the trail was made, +1
Every hour of rain since the trail was made, +1
Fresh snow cover since the trail was made, +10
Poor visibility: 2
Overcast or moonless night, +6
Moonlight, +3
Fog or precipitation, +3
Tracked target hides trail (and moves at half speed), +5
1 For a group of mixed sizes, apply only the modifier for the largest size category represented.
2 Apply only the largest modifier from this category.
THRUSTER BLAST
By directing your vectored thrusters all around your mecha, you can kick up a cloud of dust and debris that obscures the battlefield.
Prerequisite: Pilot 10 ranks, mecha flight system (either jetpack, thruster boots, or ramjet thruster boots).
Benefit: You can aim your thruster exhaust toward the ground to create a hemispherical cloud. If you are within 30 feet of the ground and there is loose debris or dust, you can create a cloud with a 50-foot radius centered directly below you. The generated winds snuff out small fires and give guided missiles attacking you a –4 penalty on their attack rolls. Creatures without eye protection caught within the debris cloud are blinded while inside it and for 1 round after emerging from it. The debris cloud grants anyone inside it one-half concealment (20% miss chance). Mecha with sensor systems ignore the concealment effects.
Because some mecha have vectored thrust systems, their flight path isn’t affected by the aim of the exhaust. They don’t have to hover or fly upward to create the cloud.
TWO-WEAPON FIGHTING
Prerequisite: Dexterity 13.
Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.
The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types).
UNBALANCE OPPONENT
Prerequisites: Defensive Martial Arts, base attack bonus +6.
Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or hse still takes that penalty.)
The opponent’s Strength modifier applies to damage, as usual.
The character can select a new opponent on any action.
ULTRA IMMUNE SYSTEM
You are less susceptible to the ravages of poison, disease, and radiation poisoning.
Prerequisite: Constitution 13.
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.
URBAN TRACKING
You can track down the location of missing persons or wanted individuals.
Benefit: 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:
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
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
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.
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.
VEHICLE DODGE
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.
VEHICLE EXPERT
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.
WEAPON FINESSE
Choose one light melee weapon, a rapier (if the character can use it with one hand), or a chain. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a different weapon.
WEAPON FOCUS
Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisites: Proficient with weapon, base attack bonus +1.
Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.
WHIRLWIND ATTACK
Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.
WINDFALL
Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
Special: A character can select this feat multiple times. Each time, both of its effects stack.
XENOMEDIC
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.
Benefits: 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 cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.
ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.