Prerequisite: Melee Weapons 5 or Unarmed Attacks 5
Benefit: When you and an ally who is at least 2 Size different than you are in Melee with the same enemy, you can reroll any damage die you roll with a result of 1.
Prerequisite: 3 or more Combat Feats.
Benefit: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a single action, you can gain the benefit of one of these feats for 1 minute.
Special: If you gain one of the combat feats you selected for this feat, you can replace that feat with another combat feat you meet the prerequisites for.
Prerequisite: Break, Improved Break, Athletics 11 or Unarmed Attack 11
Benefit: Ignore 5 points of hardness when attacking an object.
Prerequisites: Combat Martial Arts, Unarmed Attacks 11
Benefit: You count as one Size larger for the purposes of your unarmed attack damage.
Prerequisite: Stamina 13. you must have taken the Toughness feat three times
Benefit: Your damage reduction increases by 1/-.
Prerequisite: Improved Smash, Smash, one of Athletics 11, Melee Weapons 11 or Unarmed Attacks 11
Benefit: You can spend 3 Anima Points as a free action to gain a +3 bonus to melee damage for one round.
Prerequisite: Leadership 3
Benefit: As a move action, you can shout a warning to your allies, ending the flat-footed condition for any ally who are within 2 Range or closer. You cannot use this feat when you’re flat-footed. This is a sense-dependent ability.
Prerequisite: Melee Weapons 1
Benefit: Select a category of advanced weapons: Axes, Clubs, Flails, Hammers, Heavy Blades, Light Blades, Polearms, Spears or Tech Weapons. You take no penalty on Melee Weapon checks with these weapons.
Special: This feat can be taken multiple times. Each time you take it, you choose a new category of Advanced Weapon to become proficient in.
Prerequisite: Cha +2, Resolve 3
Benefit: You allow your foes to make the first move in a show of incredible confidence. Instead of rolling for initiative, you voluntarily accept a result as if you rolled a 1 (not a critical fail) on your initiative. You gain a +1 circumstance bonus to all skill checks (including attack rolls) until the end of the encounter or until a new initiative roll is made.
Prerequisite: Athletics 7, Unarmed Attacks 7
Benefit: You are skilled at using maneuvers as follow-up strikes. Your Grapple, Shove or Trip maneuvers count as having the agile weapon property.
Prerequisite: Dex +2, Defense 7, Melee Weapons 7
Benefit: Once per round, when an opponent makes a melee attack against you and misses, you may make an attack of opportunity with a melee weapon against that opponent.
Prerequisite: Defence 5, Melee Weapons 5
Benefit: You gain +2 bonus to your damage rolls on any Attack of Opportunity you make on a round when you Fight Defensively or take Total Defence.
Benefit: When you act in a surprise round and attack a target that has not yet acted in the same combat, you gain a +1 bonus to your attack roll and deal an additional 1d6 points of precision damage.
Prerequisite: Awareness 3
Benefit: If you cannot act in the surprise round because you failed an Awareness check, you can still act on your initiative count in the surprise round, but only to take the total defence action.
Prerequisite: Computer Science 5, Intimidation 5
Benefit: By taking 3 Actions, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level who are within 1 Range of you. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. You make a Computer Science check against the targets Resolve defence. If you succeed, the target gains the Frightened condition for 1 round, plus 1 additional round for every 5 by which your result exceeds their Resolve.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
Prerequisite: Archery 7
Benefit: Pick a class of archery weapons: bows, crossbows or thrown weapons. You gain a +1 bonus to damage rolls while attacking with weapons of this class.
Prerequisite: Archery 1
Benefit: Pick one of bows, slings, or thrown weapons. You are proficient with weapons of that type.
Benefit: You can add the full benefit of your armor’s equipment bonus to your Defense, and you no longer take an armor penalty on checks involving movement or balance.
Benefit: You can add the full benefit of your armour’s equipment bonus to your Defense and you no longer take an armor penalty on checks involving movement or balance.
Prerequisite: Combat Martial Arts, Unarmed Attacks 7
Benefit: The problem with body armor is that, while it protects against knives and bullets, it's also bulky. Against you, body armour might as well be a straightjacket. When you make a Grapple or Trip check against a target, you gain a bonus to the attempt equal to the target's Armor bonus.
Prerequisites: Awareness 3
Benefit: You gain a +1 feat bonus to Armor against attacks from foes that flank you.
Teamwork Benefit: If you’re in Melee with an ally who also has this feat, you instead gain a +2 feat bonus to Armor against attacks from foes that flank you.
Prerequisites: Athletics 7, Movement 7
Benefit: You rush forward, moving enemies aside to reach your foe. During a charge action, attempting to move through your enemies' spaces and make a melee attack. Roll a Movement check and compare the result to the Endurance defence each creature whose space you attempt to move through during your Charge, moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Move, as long as you have the corresponding movement type.
Prerequisites: Engineering 3
Benefit: By taking 3 Actions, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover.
The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).
Prerequisite: Athletics 5, Movement 5
Benefit: You smash, bust, and charge through solid obstacles without hesitation. During a charge action, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +2 feat bonus to the roll; on a failure, your movement ends at that obstacle.
Prerequisite: Leadership 5
Benefit: With careful observation during battle, you identify an enemy’s strengths and weaknesses. As a single action, you can make a Leadership check against the Composure defence of an enemy of your choice who is not concealed from you, hidden from you, or unnoticed by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.
Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random.Success The GM chooses one piece of information from the above list to tell you about the enemy.Critical Failure The GM gives you false information (the GM makes up the information).Prerequisite: Intimidate 7
Benefit: When you roll initiative, you can yell a mighty battle cry and make a Demoralize attempt against a single observed foe as a free action.
Prerequisite: Medical Science 3
Benefit: You can patch up wounds, even in combat. You can attempt a Medical Science check as a full-round action with the same DC as for Treat Injury and restore the corresponding amount of Wounds; this doesn't remove the wounded condition. The target is then temporarily immune to Battle Medicine for 1 day.
Prerequisite: Leadership 5
Benefit: You are constantly drawing up plans and battle scenarios, assembling strategies and gathering intelligence for later use. When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute coming up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a Leadership check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the Leadership result you previously rolled for your initiative roll; if you do, this is a Fortune effect.
Benefit: You gain a +1 feat bonus to hit and +2 feat bonus to damage against larger creatures whose Size is 4 or more larger than you.
Prerequisite: Unarmed Attacks 5
Benefit: When you deal lethal damage to an opponent with an unarmed strike, you deal an extra 1d4 persistent bleed damage.
Prerequisite: Melee Weapons 3 or Unarmed Attacks 3
Benefit: You are skilled at hitting targets you can't clearly see. In melee combat, you gain Fortune on checks to see if you miss an opponent because of concealment.
Prerequisite: Melee Weapons 5
Benefit: When you score a critical hit with a melee weapon that deals slashing damage, in addition to any other critical hit effect you would normally apply, you also impose the dazzled condition on the target.
Prerequisite: Melee Weapons 1
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Prerequisite: Defence 3
Benefit: You can attempt to ward off attacks that target nearby allies. As a reaction when an ally in Close range is attacked, you can grant that ally a +2 feat bonus to its AC against that attack. If you do so, you take a –2 feat penalty to your own Armor Class until the beginning of your next turn.
Prerequisite: Damage Reduction
Benefit: As a reaction, can spend 1 Anima Point to increase your DR by 1/- against a single attack. You can spend 1 additional anima point to increase your DR by an additional 1/- against this attack, up to a maximum DR of twice your base DR. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first.
Prerequisite: Diplomacy 3
As a single action, you make a Diplomacy check against your target's Composure defence.
Prerequisite: Cha +2, Stamina 5
Benefit: Your ego swells when you defeat a foe, granting you a reprieve from your pain. Every time you personally defeat a foe (they are killed, knocked unconscious, banished, retreat, surrender, or otherwise leave combat due to an action you took), you gain temporary Vitality Points equal to your Charisma modifier until the end of your next turn.
Prerequisite: Unarmed Attacks 3
Benefit: When making an unarmed attack, you receive a +1 feat bonus on your attack rolls, and the base damage of your natural weapons increases by 1 step.
Prerequisite: Athletics 3 or Unarmed Attack 3
Benefit: Ignore 1 point of hardness when attacking an object.
Prerequisite: Intimidate 3, Melee Weapons 3 or Unarmed Attacks 3
Benefit: Whenever you land a critical hit against a target with a melee weapon that deals damage, you can make an Intimidate check as a reaction to demoralize your foe.
Prerequisite: Agi +2, Longarm Proficiency, Firearms 7
Benefit: When using an automatic firearm with at least five bullets loaded, you may fire a short burst as a single attack action against a single target. You receive a -4 penalty on the attack roll, but if you hit, you deal three hits worth of damage.
Prerequisite: Combat Expertise
Benefit: When you land a critical hit against an opponent, you can choose to take a -10 feat penalty to your roll and grant a +10 feat bonus to the next ally who hits the opponent with a melee attack before the start of your next turn.
Prerequisite: Archery 11 or Firearms 11
Benefit: You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe's anatomy to target and make a ranged attack that takes two actions. If you hit and deal damage, the target takes one of the following effects based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the “arms” effect to a creature's tentacles if those are what the creature uses to attack.
Arms The target is enfeebled until the end of your next turn. On a critical hit, it's enfeebled for 1 minute.
Head The target is stupefied until the end of your next turn. On a critical hit, it's stupefied for 1 minute.
Legs The target takes a –10-foot status penalty to its Speeds until the end of your next turn. On a critical hit, it also takes a –5-foot penalty to its Speeds for 1 minute.
Wings If the target is flying using its wings, it immediately falls 20 feet, or 40 feet on a critical hit. The fall is gradual enough that if the target hits the ground, it takes no damage from the fall.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Prerequisite: Firearms 3 or Heavy Weapons 3
Benefit: When you use a firearm or heavy weapon to deal area of attack damage (such as using buckshot in a shotgun, or using autofire on an automatic weapon), you can apply your Wisdom modifier as a penalty to your attack rolls to hit any ally in the area.
Prerequisite: Firearms 7, Medical Science 1
Benefit: You use the smoking barrel of your firearm to sear shut a bleeding wound. After you make a ranged attack with a firearm, you can press the heated barrel to the wounds of you or an ally within reach that is taking persistent bleed damage, allowing you to make a Medical Science check for First Aid with a +2 bonus to end the bleed.
Prerequisite: Chain Fighter, Melee Weapons 3
Benefit: When you take a Total Defence action or Fight defensively with a chain, you gain an additional +2 to Armor and you cannot be flanked until the start of your next turn.
Prerequisite: Melee Weapons 1
Benefit: You treat chains as an advanced weapon and not an improvised weapon. You can apply weapon feats, such as weapon specialization, to chains. This applies to both standard chains and chains summoned through magic (such as via a horror's Claustrophobia terror).
Prerequisite: Catch Off-Guard, Unarmed Attacks 3
Benefit: When you attack a target with an improvised weapon, you can give that weapon the broken condition to deal +1d4 points of additional damage on that attack.
Prerequisite: Willpower 13
Benefit: Somehow you always escape the reaper by a hair's breadth. If you would take damage that would reduce you to negative wounds, you make spend 5 Anima to remain at 1 Wound Point. Each time you do so, you gain the doomed condition, or increase your doomed value by 1 if you were already doomed.
Prerequisite: Str +2, Power Attack, Melee Weapons 3
Benefit: By taking 2 actions, you can make a single attack against a foe within Melee range. If you hit, you deal damage normally and can make an additional attack at the same bonus against another foe in Melee range. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Prerequisite: Combat Martial Arts, Unarmed Attacks 7
Benefit: For every round you maintain a grapple, you make make an Unarmed Attack check against the target's Endurance defence to choke them out and cause them to fall unconscious. You gain a +1 bonus to this check for every round you maintain a grapple. You cannot choke out a creature who does not need to breathe.
Prerequisite: Melee Weapons 3 or Unarmed Attacks 3
Benefit: When you hit an foe in Melee range with a melee attack, as long as you remain in Melee with that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not in Melee with you until the beginning of your next turn.
Prerequisite: Point-Blank Shot, Precise Shot, Archery 7 or Firearms 7
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Prerequisite: Leadership 3
Benefit: As a single action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to see your ally and the designated enemy clearly, and your ally must be able to hear you.
Prerequisite: Occult Lore 3
Benefit: You gain a +2 bonus to your Defences against attacks of opportunity provoked by casting a spell or activating another supernatural ability.
Prerequisite: Int +2
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 bonus to your Armor defence. When you reach 4 ranks in Melee Weapons or Unarmed Attacks, the penalty increases by –1 and the bonus increases by +1. The penalty increases by an additional -1 at 8 ranks, and every 4 ranks thereafter, and the bonus increases by +1.
You can only choose to use this feat when you declare that you are making an attack roll. The effects of this feat last until your next turn.
Prerequisite: Unarmed Attacks 1
Benefit: You are proficient with your unarmed attacks. With an unarmed strike, you can choose to deal lethal or nonlethal damage. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can’t use such attacks for combat maneuvers or similar abilities—only to deal damage.
Prerequisite: Dodge 1
Benefit: Increase the number of reactions you can make each turn by 1.
Special: You can take this feat one for every 2 ranks of Dodge you have beyond 1 (so you can take this feat again at 3 ranks, 5 ranks, and so on).
Prerequisite: Combat Martial Arts, Defence 3
Benefit: You gain a +2 bonus to your Unarmed Attacks check any time you attempt to trip or grapple, and a +2 bonus to your Dodge defence to avoid trip or grapple checks made against you.
Prerequisite: Stamina 9
Benefit: You open yourself to attacks so you can respond in turn. As a single action, you make yourself flat-footed until the end of your next turn, and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Vitality Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of the scene.
Prerequisite: Unarmed Attacks 3
Benefit: You gain a +2 feat bonus on Unarmed Attacks checks to disarm a target you have grappled, and you can attempt a disarm check against a grabbled or restrained target as a free action during a regular unarmed attack action to grapple a target.
Prerequisite: Wis +2, Awareness 7
Benefit: You can spend 1 Anima Point as a free action at the start of combat to gain Fortune on your initiative roll. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally.
Prerequisite: Dex +1, Grenade Proficiency
Benefit: As a full action, you can draw a grenade and make a ranged attack with it. If you do so, you gain a +2 circumstance bonus on your Athletics check to throw the grenade. If your attack roll is a Critical Fail (the d20 comes up 1), the grenade instead detonates with you as the point of origin.
Prerequisite: Deception 7, Leadership 7
Benefit: With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within Close range, then take a single action to make a Deception roll against the target's Composure defence. If you succeed, the target is flat-footed against the first attack the ally makes on their next turn; if your ally doesn't attack that target, the effect is lost.
Prerequisites: Str +1, Melee Weapons 3 or Unarmed Attacks 3
Benefit: When you are in Melee with a foe, any ally with a line of sight to that foe gains a +1 feat bonus to ranged attack rolls against that foe.
Prerequisite: Cha +2, Deception 3
Benefit: As a reaction when you are attacked while adjacent to an ally, that ally can choose to take a -2 feat penalty to their Armor for the next round to grant you a +2 feat bonus to your Armor against that one attack.
Prerequisite: Combat Martial Arts, Unarmed Attacks 3
Benefit: Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully inflict the Grabbed condition a creature, such as by grappling them, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Prerequisite: Toughness, Stamina 5
Benefit: You gain DR 1/-
Prerequisite: Wis +2, Far Shot, Firearms 3 or Archery 3
Benefit: Before making a ranged attack, you may take a single action to line up your shot. This grants you a +2 feat bonus on your next Firearms or Archery roll. At 4 ranks in Archery or Firearms, and every 4 ranks thereafter, this bonus increases by +1. Once you begin aiming, you can’t move until after you make your next attack, or the benefit of the feat is lost.
Prerequisite: Awareness 13
Benefit: As a single action, you relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. Until the start of your next turn, you can see invisible creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely Concealed from you.
Prerequisite: Int +2, Combat Expertise, Distracting Feint
Benefit: If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of applying the Flat-Footed condition to the target against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object.
Prerequisite: Evasion, Improved Evasion, Uncanny Dodge, Acrobatics 13
Benefit: As a reaction when an attack targets your Armor or Dodge defences, you can attempt an Acrobatics check. If you use this ability as a reaction to an attack and your Acrobatics check result exceeds your opponent’s attack roll result, the attack misses you. After you use this ability, you gain 1 staggered, and you cannot use this feat again until you take a Short Rest.
Prerequisite: Dex +2, Movement 5, Armor Proficiency (Archaic) or Armor Proficiency (Tactical)
Benefit: You know how to leverage your armour to minimize the risk of making reckless attacks. While wearing armor you are proficient with, you don't take a -2 penalty to Armor when you use the Cleave feat or when you charge.
Prerequisite: Unarmed Attacks 7
Benefit: You gain the preternatural ability to deflect incoming attacks. When you would be hit by a ranged attack deals energy or physical damage, you can spend 1 Anima Point as a reaction to make an unarmed attack roll with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like explosive weapons, and you can’t use this reaction if you aren’t capable of making an attack (such as having your hands full).
Prerequisite: Disarm Trap, Manipulation 9
Benefit: You can quickly attempt to jam the workings of a trap to delay its effects. If a trap within your reach is triggered, you can use Manipulation as a reaction to to Disable a Device on the trap; the DC to do so is increased by 5, and the effects are as follows.
Critical Success You prevent the trap from being triggered.Success You delay the activation of the trap until the end of your next turn .Failure No effect.Critical Failure You’re flat-footed until the start of your next turn.Prerequisite: Deception 9
Benefit: When you succeed on a Deception check to Feint an opponent, that opponent cannot flank with an ally until the beginning of your next turn.
Prerequisite: Movement 11
Benefit: Nothing can keep you from your enemy. Your charge actions ignore difficult terrain, greater difficult terrain, and any effects that would impose a movement penalty. You can attempt an Movement check instead of an Acrobatics check to Balance when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain.
Prerequisite: Con +3, Stamina 7
Benefit: Once per day, when you are reduced to negative Wound Points, you immediately stabilize. You cannot use this feat again until you take a Long Rest.
Prerequisite: Athletics 9, one of Melee Weapons 9 or Unarmed Attacks 9
Benefit: You attack with enough force to knock the weapon out of your foe's hands. Make a full-round melee attack. If you hit and deal damage, you, the target must make an Endurance check against the damage you dealt or they are disarmed.
Prerequisite: Acrobatics 7, Dodge 7
Benefit: If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your Unarmed Attack check. This bonus on trip also lasts until the start of your next turn.
Prerequisite: Combat Martial Arts, Gnosis 11, Unarmed Attacks 11
Benefit: Make an unarmed attack. If it deals damage to a living creature, you can take a single action to block that creature’s inner life force. You deal 2d6 points of damage to the creature's Anima Points.
Prerequisite: Deception 3
Benefit: Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Awareness and Dodge defence.
Prerequisite: Firearms 13 or Archery 13
Benefit: The sheer power of your attacks leaves an enemy flustered. If you critically hit a target with a ranged weapon, it’s flat-footed until the start of your next turn.
Prerequisite: Dodge 5
Benefit: When an attack targets your Dodge defence, you can fall prone as a reaction and give your opponent Misfortune on the check to target you (others in the area are affected as normal). If you were threatened, this movement provokes attacks of opportunity normally.
Prerequisite: Dex +2, Melee Weapons 1
Benefit: You lash out at your foe with a weapon held in each of your hands. As a single action, you make two Melee Weapon strikes, one with each of your two melee weapons, each using your current multiple-attack penalty. Both Strikes must have the same target. If your weapons don't have the agile trait, this check is at a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple-attack penalty.
Prerequisite: Dex 13, Point Black Shot, Firearms 7
Benefit: When using a semiautomatic firearm with at least two bullets loaded, you may fire two bullets as a single action against a single target. You receive a -2 penalty on this attack, but you deal two attacks of damage on a successful hit. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Prerequisite: Unarmed Attacks 5
Benefit: Whenever an opponent successfully uses a trip combat maneuver against you, you can attempt to trip an opponent in Melee as a reaction.
Prerequisite: Intimidation 5
Benefit: You capitalize on your enemies’ fear to slip past their defences. Any creature with the frightened condition is also flat-footed against your melee attacks.
Prerequisite: Drive 5
Benefit: You take no vehicle speed penalty when making an attack while in a moving vehicle.
Prerequisite: Dex +2, Firearms 5
Benefit: You carry your ammunition in a way that allows you to reload while holding two weapons. You can make a Reload action even while your hands are holding another one-handed weapon.
Prerequisite: Melee Weapons 3
Benefit: You can parry attacks against you with your weapon. So long as you are wielding only a melee weapon with the finesse trait, and you have your other hand free, you gain a +2 feat bonus to Armor and to Melee Weapons checks to parry.
Prerequisite: Dexterity +2, Defense 5
Benefit: When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 feat bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.
Prerequisite: Leadership 3
Benefit: As a standard action, you give an ally within Close range a quick pep talk, helping them recover. Attempt a Leadership check. The DC is usually 15, though the GM might adjust it based on the circumstances. No matter the result, the ally is temporarily immune to Encouraging Words until they take a Short Rest.
If you have 5 ranks in Tactics, you can increase the DC of the check to 20 and increase the amount of vitality healed by +1d8 (+2d8 on a critical success). At 10 ranks in Tactics, and every 5 ranks after, you can increase the DC of the check by an additional 5 to increase the amount of vitality healed by an additional +1d8 (+2d8 on a critical success)
Critical Success The ally recovers 2d8 Vitality Points.Success The ally recovers 1d8 Vitality Points.Critical Failure The ally takes 1d8 psychic damage, but this can reduce only Vitality Points, never Hit Points.Prerequisite: Intimidation 1, Melee Weapon 1
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Prerequisite: Acrobatics 5, Dodge 5
Benefit: You can avoid damage from many area-effect attacks. If you make a successful Dodge check against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you meet the strength requirements of your armour. If you are flat-footed, helpless, or otherwise denied your Dexterity bonus to AC, you lose the benefit of Evasion.
Prerequisite: Leadership 5
Benefit: After one round of combat, you can designate an opponent and try to gain an advantage using brains over brawn. You make a Leadership check against the target's Composure defence. If the check succeeds, for the rest of the scene, you use your Intelligence modifier instead of your Strength or Dexterity modifier on Melee Weapon and Unarmed Attack checks made against that target as you find ways to outthink your opponent.
Prerequisite: Deception 3, Firearms 3
Benefit: When an ally attacks a foe within Close range, you can make a Firearms check to Aid them as a reaction. If you have dealt damage to that enemy with a firearm since the start of your last turn, you gain a +1 circumstance bonus to this roll.
Prerequisite: Acrobatics 3
Benefit: When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall.
Prerequisite: Firearms 3 or Archery 3
Benefit: When you use a firearm or archaic ranged weapon such as a bow, its range increments are increased by 1.
Prerequisite: Survival 3
Benefit: Chose a type of creature from the following:
Angel
Animal
Astral Entities
Created
Cryptid
Demon
Dragon
Fey
Horror
Jinn
Outsider
Reaper
Spirit
Undead
Human Faction:
Assassins
Atlantean Orders
Blackwatch
Byfrost Group
Cults of the Outer Gods
Demonic Cults
Green Dragon
Illuminati
Invisible College
Templars
Thule Society
World Crime League
You gain a +2 feat bonus on Deception, Knowledge, Awareness, Occult Lore, and Survival checks against creatures of this type. Likewise, you can a +2 feat bonus on attack rolls and damage rolls against them.
Special: You can take this feat multiple times. Each time, you pick another category of creatures.
Prerequisite: One of Athletics 9, Archery 9, or Firearms 9
Benefit: Your attack can ground an airborne foe. You can spend 3 actions to make a targeted ranged attack against a flying target. If this ranged attack hits and damages the target, it falls up to 4 range. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can’t Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
Prerequisite: Movement 3
Benefit: As part of rolling for initiative, can dive for the closest source of cover, so long as there is cover in Close range.
Prerequisite: Weapon Finesse, Melee Weapons 5 or Unarmed Attacks 5
Benefit: Whenever you make a successful melee attack with a weapon with the Finesse property, you add your Dexterity modifier instead of Strength to the damage roll.
Benefit: Whenever you hit an opponent in Melee, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal bonus precision damage to you. It can still provide a flank for its allies.
Prerequisite: Combat Martial Arts, Unarmed Attacks 1
Benefit: As a single action, you make two Unarmed Attack brawls. Both brawls must have the same target.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once. Combine the damage from both Brawls and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple-attack penalty.
Prerequisite: Combat Martial Arts, Athletics 5, Unarmed Attacks 5
Benefit: Your flurry is a combination of brawling strikes and manoeuvres. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.
Prerequisite: Combat Martial Arts, Athletics 5, Unarmed Attacks 5
Benefit: By taking two actions, you can launch yourself at a foe. Make an Athletics attempt to attempt a High Jump or Long Jump. If at the end of the jump, you are in Melee with a foe, you can immediately attempt an unarmed attack, even if that foe is midair. You fall to the ground immediately after making this attack attempt. If the distance you fall is no more than the height of your jump, you land on your feet and take no damage.
Prerequisite: Int +2, Point Blank Shot, Precise Shot, Archery 3 or Firearms 3
Benefit: When you roll your weapon damage with a bow, firearm, or supernatural ability that targets armour, you may add your Intelligence modifier to the damage roll as bonus precision damage. You must be within Close range of your target to deal this extra damage.
Prerequisite: Combat Martial Arts, Unarmed Attacks 13
Benefit: After you make a successful unarmed attack against the target, if you have a free hand, you can take 1 additional action to automatically grapple the target as if you had succeeded at an Unarmed Attacks check to grapple them.
Prerequisite: Combat Martial Arts, Athletics 11, Gnosis 11, Unarmed Attacks 11
Benefit: Your ability to control your own anima allows you to pressure other creatures into resuming their true forms. If you have a foe grabbed or restrained, you may make an Unarmed Attacks check against their Willpower defence. If you succeed, any beneficial shapeshifting effect currently affecting your target immediately ends. Shifters are returned to their hominid form.
Prerequisite: Awareness 13
Benefit: You perceive every possible way your foe's attack could land and attempt to avoid them all. You can spend 1 Anima to a roll to target your Awareness defence instead of another defence. This negates the flat-footed condition for this one attack.
Prerequisite: Athletics 9
Benefit: You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within Close range. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement in melee reach with at least one enemy, they can make a melee attack against an enemy within their reach as a reaction.
Prerequisite: Improved Precise Shot, One Shot One Kill, Precise Shot, Vital Shot, Firearms 11, Stealth 11
Benefit: Your bonus damage from One Shot, One Kill now applies to all targets that you're hidden from, in addition to the first target you hit in combat.
Increase the bonus damage from One Shot, One Kill to 3d6.
Prerequisite: Antagonize, Diplomacy 7
Benefit: As a free action, choose one foe that you've successfully targeted with Antagonize and attempt a Diplomacy check against the target's Composure defence. If you succeed, the duration of the effects of Antagonize are extended by 1 round. You can extend the duration of Antagonize multiple times, but by no more than a maximum number of rounds equal to your Charisma modifier.
Prerequisite: Intimidation 7
Benefit: When you hit a target with a melee attack, you can attempt an Intimidate check as a single action, against the target's Composure defence. If you succeed, the creature is flat footed while attacking anyone other than you until the beginning of your next turn. A creature can be affected by this ability only once per day.
Prerequisite: Brawl, Improved Brawl, Unarmed Attacks 11
Benefit: When making an unarmed attack, you receive a +3 feat bonus on your attack roll, and you increase the damage dealt by your natural weapons by 3 steps.
Prerequisite: Str +2, Cleave, Power Attack, Melee Weapons 7
Benefit: You can take 2 actions to make a single melee weapon attack against a foe within Melee range. If you hit, you deal damage normally and can make an additional attack without your multiple attack penalty against another foe in Melee range.. If you hit, you can continue to make attacks against foes in Melee range. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor until your next turn.
Prerequisite: Improved Smash, Smash, Athletics 11; Melee Weapons 11 or Unarmed Attacks 11
Benefit: You can spend 1 Anima Points to gain a +3 circumstance bonus to melee damage for one round.
Prerequisite: Str +3, Melee Weapons 9
Benefit: You put your entire body behind a single, powerful strike. As a full-round action, you may make a Melee attack roll. If that attack roll hits, you deal an amount of wound damage equal to number of damage dice you would have normally rolled.
Prerequisite: Grenade Proficiency
Benefit: Increase the damage dice of your grenades by 1 step.
Benefit: You gain proficiency in grenades.
Prerequisite: Str +2, Unarmed Attacks 3
Benefit: The normal penalties to skill check from being grappled, pinned, and prone don’t apply to your unarmed attacks checks. The penalties from the pinned condition don’t apply to your attempts to grapple your opponent or free yourself.
Prerequisite: Dex +2, Firearms 5, one of Melee Weapons 5 or Unarmed Attacks 5
Benefit: You're comfortable wielding a one-handed firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged attack against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.
When you make a successful melee attack against an enemy with your one-handed melee weapon, the next ranged attack you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity.
Either of these benefits is lost if not used by the end of your next turn.
Benefit: Every consecutive time you hit the same target in a single round, you gain bonus precision damage. You deal an additional 2 precision damage on your second hit, 4 on your third hit, and 6 on your fourth hit. The bonus increases by 2 for each subsequent hit after the fourth.
Prerequisite: Firearms 1
Benefit: You can fire any handgun without incurring the proficiency penalty.
Prerequisite: Chain Fighter, Melee Weapons 3
Benefit: If you are hit with an unarmed attack or melee weapon while wielding a chain, you may take a reaction to bind the attacking limb in your chain. Make a Melee Weapons check against the target's Dodge. If you succeed, the limb is bound with the chain, and the target cannot use that limb for any action until they succeed on an Escape check against your Endurance defence. A bound target is also Grabbed by you.. Likewise, you cannot use your chain for any further attacks until you release the binding.
Prerequisite: Unarmed Attacks 5
Benefit: Bouncing someone's head off a urinal, computer monitor, or concrete floor is a hand way to end a fight fast. You can choose to use 3 actions to make an Unarmed Attack roll against target you have restrained. If that attack hits, you deal 1d6 points of Wound damage and immediately end the grapple.
Prerequisite: Acrobatics 9
Benefit: You deftly step out of the way of an attack, letting the blow continue to the creature next to you. If an opponent in Melee combat with you critically fails their attack roll, you can choose to redirect that attack to a target of your choice that you are also in Melee with.
Prerequisite: Combat Martial Arts, Unarmed Attacks 11
Benefit: You can put all your might into a single, accurate blow capable of knocking an opponent out. Take a 3 actions to make a single Unarmed Attack roll against the target. If you hit the target and you deal more damage than their Endurance defence, they are knocked unconscious for a number of rounds equal to the number of damage dice rolled in the attack.
Prerequisite: Ghost Shot, Improved Precise Shot, One Shot One Kill, Precise Shot, Vital Shot, Firearms 13, Stealth 13
Benefit: If you make a critical hit against a flat-footed target who is unaware of your presence with a sniper rifle, make a second Firearms check. If this check beats the target's Endurance defence, the target is reduced to 0 wounds.
A creature that survives is temporarily immune to further Headshot attempts from you for 1 day. Creatures with no head (such as dullahans or oozes) are immune to this ability, and creatures with redundant heads (such as hydras) might survive the destruction of a head.
Increase the damage dealt by One Shot, One Kill to 4d6.
Prerequisite: Heavy Weapons 1
Benefit: Choose a weapon from the following list: cannons, flamethrowers, heavy machine guns, grenade launchers, and rocket launchers. You take no penalty on attack rolls with the weapon.
Prerequisite: Str +4, Hauler, Stability, Movement 11
Benefit: You treat all weapons as 1 Bulk smaller for the purposes of determining whether you can wield them one-handed and if they are considered light weapons.
Prerequisite: Dodge 3
Benefit: As a reaction, you can fling yourself out of the way of an attack. Your movement gives you a +2 feat bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone.
Prerequisite: Point Blank Shot, Firearms 9
Benefit: Using a carefully aimed shot, you make a creature “dance.” You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Dodge defence of a target creature that is Close to you.
Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to its Dodge defence. These effects last until the start of its next turn.Success The creature can't use reactions until the start of its next turn.Prerequisite: Blind-Fight, Awareness 11
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within Close range, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Prerequisite: Brawl, Unarmed Attacks 7
Benefit: When making an unarmed attack, you receive a +2 feat bonus on your attack roll, and you increase the base damage of your natural weapons by 2 steps.
Prerequisite: Break, Athletics 5 or Unarmed Attack 5
Benefit: Ignore 3 points of hardness when attacking an object.
Prerequisite: Combat Throw, Defense 11
Benefit: If an opponent in Melee makes an attack roll and misses you, you may immediately make a trip attack against them. This counts as a reaction.
Prerequisite: Weapon Specialization with the category of weapon, 9 ranks in the appropriate skill for that weapon
Benefit: Increase the effective Size of a weapon's critical damage bonus dice by 2 Steps. For example, a Light Pistol does +2d6 damage on a critical (Step 8 damage); this would increase to +2d10 (Step 10 damage) with Improved Critical.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new category of weapon.
Prerequisite: Stamina 9, you must have taken the Toughness feat twice
Benefit: Your damage reduction increases by 1/-.
Prerequisite: Evasion, Acrobatics 11, Dodge 11
Benefit: You only take half damage on a failed Reflex save. If you are flat-footed, helpless, or otherwise denied your dexterity bonus to AC, you lose the benefit of Evasion.
Benefit: You gain a +4 bonus to initiative checks.
Prerequisite: Brawl, Knockout Punch, Unarmed Attack 11
Benefit: When making you first unarmed attack against a flat-footed opponent in a scene, treat a successful attack as a critical hit, and increase your critical modifier by one. The damage from this attack is always non-lethal.
Prerequisite: Dex +5, Point-Blank Shot, Precise Shot, Archery 11 or Firearms 11
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Prerequisite: Smash, Athletics 6; Melee Weapons 6 or Unarmed Attacks 6
Benefit: You can spend 1 Anima Points to gain a +2 circumstance bonus to melee damage for one round.
Prerequisite: Sneak Attack, Stealth 5, Awareness 5
Benefit: Increase the bonus precision damage you deal with a sneak attack by +1d6.
Prerequisite: Improved Sneak Attack I, Stealth 7, Awareness 7
Benefit: Increase the bonus precision damage you deal with a sneak attack by +1d6.
Prerequisite: Improved Sneak Attack II, Stealth 9, Awareness 9
Benefit: Increase the bonus precision damage you deal with a sneak attack by +1d6.
Prerequisite: Improved Sneak Attack III, Stealth 11, Awareness 11
Benefit: Increase the bonus precision damage you deal with a sneak attack by +1d6.
Prerequisite: Improved Sneak Attack IV, Stealth 13, Awareness 13
Benefit: Increase the bonus precision damage you deal with a sneak attack by +1d6.
Prerequisite: Firearms 7
When you take an action to provide covering fire or harrying fire, you can choose to make your ranged attack roll against an AC of 25. If you hit, the effects of covering or harrying fire apply to the next two attacks made against the selected ally (for covering fire) or the selected foe (for harrying fire). You must decide if you’re attempting to use this benefit or the normal benefit before you make the attack roll.
Prerequisite: Evasion, Uncanny Dodge, Acrobatics 11
Benefit: You can no longer be flanked, and you are immune to sneak attacks.
Prerequisite: Catch Off-Guard or Throw Anything, Unarmed Attacks 9
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 for one-handed weapons, and by two steps, up to 2d6, for two-handed weapons.
Prerequisite: Bodyguard, Defence 5
Benefit: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack as a reaction. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it.
Prerequisite: Agi +2, Mobility, Movement 7
Benefit: When you use a full-round to Withdraw, you don't have to move in a straight line, and you can move across difficult terrain without penalty.
Prerequisites: Tactics 9
Benefit: As a reaction, when an ally makes a skill check, including attack rolls, within Close range, you can yell out inspired advice. Your ally gains Fortune on that check.
Once an ally benefits from this feat, they are immune to its effects until they take a long rest.
Prerequisite: Heavy Weapons 7
Benefit: When wielding a weapon that deals area of effect damage (including rocket launchers and grenade launchers), you can target a point of terrain within your weapon's Range and make a DC 15 Heavy Weapons check. If you succeed, and your damage exceeds the hardness of the material the terrain is composed of, you damage the terrain and create difficult terrain around the impact site.
Prerequisite: Acrobatics 3
Benefit: You can stand from prone as a free action, rather than a single action. You still provoke attacks of opportunity when standing.
Prerequisite: Brawl, Improved Brawl, Unarmed Attack 9
Benefit: You may take 3 actions to make an unarmed attack check against your target's Endurance defence. If you succeed, you knock your target prone.
Prerequisite: Combat Martial Arts, Sneak Attack, Unarmed Attack 3
Benefit: When you use your unarmed strike to deal both nonlethal damage and precision damage to a flat-footed opponent, you gain a +1 feat bonus to the damage for every die of precision damage you roll.
Prerequisite: Brawl, Unarmed Attack 7
Benefit: When making your first unarmed attack against a flat-footed opponent in a scene, you may treat a successful attack as a critical hit. The damage from this attack is always non-lethal.
Prerequisite: Cha +2, Toughness
Benefit: As a reaction when you take vitality damage that doesn’t inflict any wound damage, you can grant allies within close feet a +2 feat bonus to Defences until the end of your next turn. Once you’ve used this ability, you can’t use it again until you take a short rest.
Prerequisite: Hit the Dirt!, Dodge 9
Benefit: You're quick enough to line up a shot even while diving to the ground. When you use your Hit the Dirt! reaction, you can also make a single ranged attack with a loaded firearm, targeting the creature whose attack triggered the reaction.
Prerequisite: Melee Weapons 13 or Unarmed Attacks 13
Benefit: When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a flat-footed opponent with a melee attack and deal damage, that target triggers an Attack of Opportunity reaction from one ally of your choice who is also in Melee with the target.
Prerequisite: Stealth 3
Benefit: If you have been prone since the end of your last turn, the penalty on Awareness checks for others to notice you increases by 1 for every range increment between you and the observer, to a maximum increase of 5 at 5 increments.
This stacks with the normal modifier for distance.
Prerequisite: Str +4, Ground Fighting, Unarmed Attack 7
Benefit: When you’re prone and hit a target with an unarmed attack, you can stand as a free action. If the target of your unarmed attack is your size or smaller and your attack roll result exceeds their Armor defence by 5 or more, that target falls prone.
Prerequisite: Firearms 3
Benefit: You can fire any longarm without penalty.
Prerequisite: Dex +4, Point-Blank Shot, Rapid Shot, Archery 7
Benefit: When making your first attack in a round with a bow, you fire two arrows. You receive a -2 penalty on this attack, but you deal two attacks of damage on a successful hit. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Prerequisite: Defence 9
Benefit: When you fight defensively, increase your circumstance bonus to Armor from +2 to +4.
Benefit: Combat Martial Arts, Athletics 9, Unarmed Attacks 9
Benefit: You combine two different maneuvers together into a single flowing whole. You can use two actions to attempt two combat manoeuvres against one or more targets in Melee with you. You don't apply the multiple attack penalty to the manoeuvres.
Prerequisite: Dexterity +2, Acrobatics 5, Movement 5
Benefit: You gain a +4 bonus to Armor against attacks of opportunity.
Prerequisite: Deception 5, must have the natural ability to shape.
Benefit: Whenever you use an action to change your shape or Veil yourself, you can feint as part of the action, with a +5 feat bonus to the Feint check. Once a creature observes you using Morphing Feint (whether or not your feint is successful), that creature is immune to further uses of your Morphing Feint for 1 hour unless you also spend 1 Resolve Point when using Morphing Feint against it.
Prerequisite: Manipulation 5, Unarmed Attacks 5
Benefit: You make a quick attack and rob your foe in the process. When you successfully hit a flat-footed opponent with an unarmed attack, you make take 1 action to attempt to attempt to Steal from the target.
Prerequisite: Dex +2, Unarmed Attacks 1, must possess at least two natural weapons (bite, claw, horns, wing buffet, etc.)
Benefit: You lash out at your foe with multiple natural weapons. As a single action, you make two Unarmed Attack strikes, one with each of your two unarmed weapons, each using your current multiple attack penalty. Both attacks must have the same target. If the second attack is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty.
Prerequisite: Leadership 1
Benefit: You attempt to reduce panic. Take 3 actions to make a Leadership check with a DC of 15+the number of applications of Frightened on a creature. Every creature you succeed against loses 1 application of Frightened.
Prerequisites: Combat Martial Arts, Unarmed Attacks 5
Benefit: Make an unarmed attack against a living creature; this attack triggers an Attack of Opportunity. If the attack succeeds, roll damage as normal. If 10 + the total amount of damage you would have dealt beats the target's Endurance defence, they are paralyzed for 1d4+1 rounds. If the target's attack of opportunity hits you and deals damage, the nerve pinch automatically fails.
Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.
Prerequisite: Leadership 3
Benefit: With precisely the right words of encouragement, you bolster an ally's efforts. You can use Leadership in place of other checks normally required for an Aid action.
Prerequisite: Unarmed Attacks 7
Benefit: You put all your force into a single mighty, carefully controlled blow. You can spend 2 actions to make a single attack roll against a target, and increase the size of your unarmed strikes by 2 steps. You can instead spend 3 actions to perform an even more powerful attack, increasing the size by 2 steps. This size increase also applies to critical hit die.
Prerequisite: Precise Shot, Firearms 7, Stealth 7
Benefit: On your first ranged attack of a combat encounter, you deal an additional 1d6 precision damage with your sniper rifle. You deal an additional +1d6 damage on a critical hit. If you miss this attack, you lose the benefit of One Shot, One Kill for the remainder of the encounter.
Prerequisite: Firearms 3, Melee Weapons 3
Benefit: Should you deal damage to an opponent with a ranged attack on your first turn of combat, you gain a +2 feat bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
Prerequisite: Chain Fighter, Melee Weapons 7
Benefit: You can use a Melee Weapon check instead of an Athletics check to grapple your target with your chain. For every round the target remains grappled, you may make a Melee Weapon check against their Endurance defence to choke them out and cause them to fall unconscious. You gain a +1 feat bonus to this grapple check for every round you maintain a grapple with your chain. You cannot choke out a creature who does not need to breathe.
Prerequisite: Firearms 7
Benefit: You know just how to overload your firearm cartridges to push your weapon to its limits. As a full-round action, you can fire your gun in such a way that doubles the area hit by your scattering shot, and increases the damage dealt to targets by +1d6.
Prerequisite: Str +4, Athletics 5
Benefit: With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, or chunk of earth, and hurl it at your foes. The object must be your Size or one Size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Athletics attack with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10+Strength bludgeoning damage, has a Short Range of 1, Medium Range of 2, and Long Range of 4, and has the thrown weapon trait.
Prerequisite: Dex +3, Mobility, Shot on the Run, Archery 7 or Firearms 7
Benefit: When using the withdraw action, you may spend 1 Anima to make a single ranged attack at any point during your movement.
Prerequisite: Heavy Weapons 11
Benefit: You count your target's energy resistances and damage reduction as 5 less against your Heavy Weapon attacks.
Prerequisite: Combat Reflexes, Melee Weapons 11 or Unarmed Attacks 11
Benefit: Creatures attempting to use a Guarded Step or Withdraw action to leave Melee with you trigger an Attack of Opportunity from you. If the attack hits, you deal no damage, but you prevent all movement, and the target's turn immediately ends.
Prerequisite: Athletics 9 or Archery 9
Benefit: You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. Use two actions to make two ranged attack actions against the target's Dodge defence. If both hit, your target takes no damage, and becomes immobilized until making a DC 10 Athletics check to remove the projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental), or could otherwise escape without effort.
Prerequisite: Str +3, Athletics 5
Benefit: If you miss a ranged attack with a thrown weapon, you can choose to have the weapon land closer to you. Roll a d4, and subtract that many range increments between you and your target to determine the thrown weapon's location. If the total range increments is 0, it lands in Close Range. The total range incrementes travelled cannot be less than 0.
Prerequisite: Deception 3, Firearms 3
Benefit: You can use Feint against an opponent within Close range. On a successful Feint attempt, your foe is flat-footed against your melee and ranged attacks, rather than only melee attacks. On a critical failure, you're flat-footed against the target's melee and ranged attacks, rather than only its melee attacks.
Prerequisite: Firearms 1 or Archery 1 or Spellcraft 1
Benefit: You get a +1 feat bonus on attack and damage rolls with ranged attacks against opponents who are Close to you.
Prerequisite: Str +2, Melee Weapons 3 or Unarmed Attacks 3
Benefit: You can choose to take a –1 feat penalty on all melee attack rolls and combat maneuver checks to gain a +2 feat bonus on all melee damage rolls. When you reach 4 ranks in Melee Weapons or Unarmed Attacks, the penalty increases by –1 and the bonus increases by +2. The penalty increases by an additional -1 at 8 ranks, and every 4 ranks thereafter, and the bonus increases by +2.
You can only choose to use this feat when you declare that you are making an attack roll. The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal point damage.
Prerequisite: Point Blank Shot, Firearms 3 or Archery 3 or Spellcraft 3
Benefit: You no longer apply the Firing Into Melee penalty when making a ranged attack.
Prerequisite: Leadership 5
Benefit: You take a single action to look over the battlefield and make several short-term plans. Until the start of your next round, increase the number of reactions you can make by 1.
Prerequisite: Step Up, Melee Weapons 5 or Unarmed Attacks 5
Benefit: If you are the only character threatening an opponent, you can treat solid, immovable objects that are in Melee range of the target (such as columns, tree trunks, and walls) as allies threatening the opponent when determining whether you flank the foe.
Prerequisite: Wis +4, Combat Martial Arts, Unarmed Attacks 9
Benefit: Before making an unarmed attack roll, you can spend 1 anima point to make a primal strike. If you do and the attack hits, it deals damage normally. If this damage is greater than the target's Willpower save, the target is also confused for 1 round. If you are in an area of primal magic, the confused condition lasts for 1d4 rounds. You can attempt a primal strike no more than once per round. A primal strike is a mind-affecting compulsion effect.
Prerequisite: Firearms 1
Benefit: If you have been prone since the end of your last turn, Sthe penalty to your Armor Class against melee attacks made against you is reduced to –2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.
Prerequisite: Unarmed Attacks 7
Benefit: When you make a successful disarm manoeuvre against a foe that you know has grenades, rather than disarming the foe of a weapon, you can activate one grenade in the foe’s possession. You can activate only a grenade that is ready to be drawn and thrown (not, for example, a grenade stowed away within a backpack). The grenade explodes at the end of your current turn unless it has a delayed fuse that causes it to go off 1 round or more after it is activated.
The attack roll of the grenade is equal to your disarm manoeuvre check. The foe possessing the grenade suffers a -2 penalty to their defences against the explosion.
Prerequisite: Con +2, Wis +2, Combat Martial Arts, Unarmed Attacks 9
Benefit: You must declare that you are using this feat before you make an unarmed attack roll. You target a foe's Endurance defence. If you succeed, you deal no damage, but the target is knocked prone.
Benefit: You can draw anything held within a sheath or holster as a free action, such as a weapon, wand, potion, magazine, or phone. You can draw a hidden weapon as a single action.
Prerequisite: Firearms 3 or Archery 3
Benefit: You can a firearm with an already filled box magazine or speed loader as a free action.
Prerequisite: Dodge 5, Movement 5
Benefit: If an opponent takes a guarded step or move action to leave Melee with you, you can use a reaction to move with them and remain in melee.
Prerequisite: Deflect Projectiles, Unarmed Attacks 15
Benefit: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Anima Point to redirect the attack at a target within 2 range you can see. Make a ranged attack at a –4 feat penalty against the Armor Class of the new target. If your attack succeeds, the target is damaged as if it had been the target of the original attack.
Prerequisite: Quick Load, Firearms 5, Movement 5
Benefit: So long as you have a hand free, can reload your firearm during a Move or Sneak action.
Prerequisite: Firearms 5
Benefit: When you use a firearm to make a scattering shot (such as using buckshot in a shotgun), you can spend 1 Anima to add one of the following effects to your shot:
Restricted Barrel: Your scattering shot fires in a line, not a cone. The line's length is double the range of the scattering shot's normal range.
Shaped Blast: Your scattering shot misses one target in the area, be it an ally or an object
Vortex: Your firearm releases an explosive torrent of air that can disperse fog and smoke effects, such as those created by a smoke grenade or a fog cloud spell
Prerequisite: Awareness 5, Survival 5
Benefit: When you use Awareness or Survival to roll for initiative, you can call out a warning to your allies, granting them a +1 feat bonus to their initiative checks.
Prerequisite: Int +2, Combat Expertise
Benefit: When you miss an attack as the opening action on your round, you may forgo all other actions during your round and reroll that first attack without any penalties.
Prerequisite: Dex +4, Double Slice, Twin Parry, Twin Riposte, Melee Weapons 13
Benefit: You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. If you are wielding two melee weapons, and you miss an attack from your main-hand weapon, you may use a reaction to automatically hit with your your off-hand weapon for minimum damage (as if you rolled a 1 on all your damage die)
Prerequisite: Con +2, Stamina 3
Benefit: You can spend 1 action to regain a number of Vitality Points equal to your Stamina ranks+Con. You cannot benefit from Second Wind again until you take a Long Rest. This action provokes Attacks of Opportunity.
Prerequisite: Improved Sneak Attack
Benefit: The first time each round that you hit a creature suffering from Frightened, you can deal sneak attack damage as if that creature was flat-footed (improved uncanny dodge and other effects that prevent flanking also prevent a sneak attack from this feat).
Prerequisite: Defence 1
Benefit: You gain proficiency with shields
Prerequisite: Dex +2, Mobility, Dodge 7, Firearms 7 or Archery 7
Benefit: Once per round, you can combine a move action and a ranged attack action into a single action.
Prerequisite: Quickdraw, Firearms 3
Benefit: You can draw a stored firearm as part of your initiative check.
Prerequisite: Dex +3, Mobility, Acrobatics 7, Movement 7
Benefit: Whenever an opponent misses you with a melee attack, you can take a guarded step to leave melee as a reaction.
Benefit: You can make attack rolls with any simple melee weapons normally.
Prerequisite: Point Blank Shot, Precise Shot, Firearms 9
Benefit: If you have a solid, relatively smooth surface on with to skip a bullet, and a target within Close range that surface, you may ignore any cover between you and the target. However, you take a -2 circumstance penalty to your attack roll.
Prerequisite: Combat Martial Arts, Athletics 9, Unarmed Attacks 9
Benefit: You pinch crucial points of your target’s nervous system, impeding its ability to function. When you attempt an Unarmed check to Grapple a creature, you can use the following success and critical success effects instead of the usual effects.
Prerequisite: Dex +3, Firearms 7
Benefit: You gain a +3 bonus to your Armor against attacks of opportunity you provoke by making a ranged attack with a Firearm (such as by firing at a target in Melee with you.)
Prerequisite: Athletics 3; Melee Weapons 3 or Unarmed Attacks 3
Benefit: You can spend 1 Anima Point to gain a +1 circumstance bonus on melee damage for one round.
Prerequsite: Dex +2, Combat Reflexes, Point-Blank Shot, Weapon Focus, Archery 7 or Firearms 7
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you can make Attacks of Opportunity against targets who are in Melee with you. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
Prerequisite: Stealth 3, Awareness 3
Benefit: If you attack an opponent who is flat-footed against you with a weapon with the agile or finesse property, you deal an additional +1d6 points of precision damage. Ranged attacks only count as sneak attacks if the target is Close.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Prerequisite: Con +3, Movement 5
Benefit: When an attack or effect would knock you prone, you can choose to ignore that effect as a reaction. You cannot use this feat again until you take a Short Rest.
Prerequisite: Compliance Hold, Unarmed Attacks 5
Benefit: If you have a pair of handcuffs or other restraints drawn while starting a grapple, you can choose to cuff one of your target's wrists as part of a successful action. You may cuff the target's other wrist as part of a successful grapple check on the next round. If you roll a critical success on your initial grapple check, you cuff both your target's writs in a single manoeuvre.
Prerequisite: Combat Martial Arts
Benefit: You know how to sink your weight to avoid being overpowered. You gain a +2 bonus to your Endurance defence to resist combat manoeuvres.
Prerequisite: Dex +2, Mobility, Acrobatics 7, Dodge 7
Benefit: By taking 3 actions, you can move up to your Speed in Range and make a single melee attack against a target without provoking any attacks of opportunity from that target. You can move both before and after the attack, entering and exiting Melee without provoking attacks of opportunity. You cannot use this ability to attack a foe who is in Melee with you at the start of your turn.
Prerequisite: Acrobatics 3, Firearms 3
Benefit: Instead of the usual benefits of covering fire, you can use covering fire to grant an ally a +4 bonus to her next Acrobatics check to tumble before the end of your next turn.
Prerequisite: Movement 7
Benefit: Gain a +4 bonus to your Dodge and Endurance defences against any Maneuver check.
Prerequisite: Combat Martial Arts, Athletics 13, Unarmed Attacks 13
Benefit: You have ways of keeping your foes down. When an enemy in Melee with you tries to stand, you may use a Reaction against the triggering foe's Endurance defence. On a success, they don't stand and remain prone. On a critical succes, they can't use a Stand action until their next turn.
Prerequisite: Combat Reflexes
Benefit: If you successfully land an Attack of Opportunity on a target who is trying to move Behind you or enter into Melee with a target Behind you, you can halt their movement and force them to enter Melee with you. The target cannot make a movement action for the remainder of their round.
Prerequisite: Melee Weapons 3 or Unarmed Attacks 3
Benefit: Whenever an adjacent foe attempts to take a guarded step away from you to leave Melee, you can also take a guarded step as a reaction to remain in Melee to the foe that triggered this ability.
Prerequisite: Agi +2, Step Up, Melee Weapons 7 or Unarmed Attacks 7
Benefit: When using the Step Up feat to follow an adjacent foe, you can either make an Attack of Opportunity against the foe. This attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction.
Prerequisite: Brawl, Unarmed Attacks 7
Benefit: On your first successful melee attack with an unarmed strike or a weapon with the finesse or agile property each round, you deal an additional +1d6 points of precision damage.
Prerequsites: Athletics 5
Benefit: Increase the range of your thrown weapons, including grenades, by 1 range.
Prerequisite: Melee Weapons 3 or Unarmed Attacks 3
Benefit: You can Ready an action to make a melee attack against as a Reaction against a foe that attacks you in melee, even if that foe isn’t currently within your reach--such as a creature flying by you to attack, using unnatural reach or phasing in-and-out of reality. This reactive attack doesn't count as an Attack of Opportunity for feats and abilities, including those that do not trigger Attacks of Opportunity, such as Spring Attack.
Prerequisite: Unarmed Attacks 9
Benefit: Opponents caught in your grapple can't escape without injuring themselves. Any creature making an Escape attempt against your grapple takes 1 point of Wound Damage. Submission holds don't work on creatures that don't have bones.
Prerequisite: Quick Draw, Melee Weapons 3, Stealth 3, Deception 7
Benefit: You can make a melee attack with a concealed weapon, unsheathing it, striking and stowing it again in the same fluid action. Targets of any melee attack you make using a melee weapon concealed on your person are considered flat-footed. Once you have used this feat on a target, they become immune to it for the next 24 hours.
Prerequisite: Heavy Weapons 3
Benefit: You can use a heavy weapon with the automatic weapon property to provide the benefit of covering fire or harrying fire in the area of your Indirect Fire. You must expend 10 charges or rounds of ammunition to use this ability, or 1 grenade or rocket. Decide if you are providing covering fire or harrying fire. Make a single heavy weapon roll with a +4 bonus, and compare it to the Dodge defence of all creatures in the area. Any creature with a Dodge defence equal to or less than your attack roll is affected by the selected effect. If you select covering fire, choose a single ally that gains the benefit of the covering fire bonus to its AC.
Prerequisite: Resolve 5
Benefit: You gain a +2 circumstance bonus on your Initiative checks for any encounter you initiate.
Prerequisite: Int +2, Combat Expertise, Leadership 7
Benefit: As a Reaction when an ally in Melee range with you is attacked, you can attempt the Aid Another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC for the triggering attack.
Normal: Aid another is a single action.
Prerequisites: Melee Weapons 1
Benefit: You've mastered combat practices that let you get up close and bring down perpetrators alive. You can make any melee weapon attacks nonlethal without taking the normal -4 penalty to hit.
Prerequisite: Engineering 3
Benefit: You tamper with a foe's equipment using a free hand. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a riffle could be sabotaged, but a knife could not). You can take 1 action to attempt a Engineering check against the enemy's Dodge defence.
Prerequisite: Archery 7 or Firearms 7
Benefit: As a reaction, when an opponent within Close Range of you provokes an attack of opportunity from an ally, you can make a single ranged attack against that opponent. If you hit, you deal minimum damage, as if you rolled 1s on all your damage die. Your ranged weapon must be in hand, loaded, and ready to be fired for you to make the ranged attack.
Prerequisite: Melee Weapons 11
Benefit: Your attack harms and hinders your foe. Choose a particular part of your foe from the list below when you land a strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.
Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for 1 minute.
Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for 1 minute.
Legs The target is Slowed. On a critical hit, it also treats all terrain as Difficult for 1 minute.
Prerequisite: Intimidate 7
Benefit: When you critically succeed on a Demoralize action, the target flees for 1 round.
Prerequisite: Athletics 5, Unarmed Attacks 5
Benefit: You make your foes fall painfully when you trip them. When you successfully Trip a flat-footed foe, your target takes 1d6 bludgeoning damage from the fall.
Prerequisite: Precise Shot, Firearms 11
Benefit: You shoot not at your foe but at an object nearby. Make a ranged attack with your firearm against the object's AC, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.
Dislodge Object Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.
Explosive Barrel Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a Close-range burst, and creatures in the area take 6d6 damage. You use your ranged attack result against the targets' Dodge defence. The damage type is chosen by the GM, based on the exploding object.
Prerequisites: Combat Martial Arts, Unarmed Attack 7.
Benefit: When you hit a target at the end of of a charge attack, if the damage dealt is greater than their Endurance defense, they fall prone.
Prerequisite: Dex +3, Melee Weapons 5
Benefit: Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using Twin Feint, if both your attacks deal damage to a targeted creature, if the amount of damage dealt by your second attack is greater than the target's Resolve defence, it become stupefied until the end of your next turn.
Prerequisite: Dex +2, Melee Weapons 3
Benefit: When wielding two weapons, you can take two actions to strike with both weapons against a single target, with the second attack coming in at a wildly different angle. If your first strike hits, your target is flat-footed against the second attack. Apply your multiple attack penalty as normal.
Prerequisite: Dex +3, Double Slice, Melee Weapons 5
Benefit: When wielding two melee weapons, use both weapons to parry attacks. As a standard action, you gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
Prerequisite: Dex +4, Double Slice, Twin Parry, Melee Weapons 11
Benefit: When an enemy critically fails to hit you when you are wielding two weapons, you may make an attack of opportunity with your off-hand weapon as a reaction against that enemy.
Prerequisite: Firearms 11
Benefit: You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. Make two ranged attacks against the same target. If both Attacks are successful, the target is also knocked prone.
Prerequisite: Sneak Attack, Stealth 7, Awareness 7
Benefit: After stabbing your opponent in a weak spot, you tear the wound open. When you deal damage with a sneak attack, you also deal persistent bleed damage to the target equal to your number of sneak attack damage dice.
Prerequisite: Combat Martial Arts, Unarmed Attacks 13
Benefit: You make a great sweep about yourself, knocking creatures off their feet and away from you. As a signel action, choose up to three foes in Melee with you and choose whether to Shove or Trip all three of them. Whichever of the two options you choose, roll a separate Unarmed Attack check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts.
Prerequisite: Evasion, Acrobatics 7
Benefit: You are careful not to leave openings in your defences. You aren’t flat-footed to hidden, undetected or flanking creatures or creatures using a surprise attack.
Prerequisite: Str +3, Combat Martial Arts, Athletics 5, Unarmed Attacks 5
Benefit: Your Unarmed Attacks deal full damage underwater, instead of half
Prerequisites: Deception 5
Benefit: As a Reaction when an attacker makes a ranged attack against you and misses, you can attempt a Deception check against the target's Composure defence to redirect the attack toward a different target. The new target must be in Melee with you and within line of sight of the original attacker. If you succeed, the original attacker rerolls the attack roll with the same bonuses against the appropriate Armor Class of the new target.
Prerequisite: Dex +2, Drive 7
Benefit: When driving a vehicle, your vehicle and everyone abord it receive a +1 item bonus to Defense.
Prerequisite: Spr +3, Adaptive Fighting, 5 or more other Combat Feats
Benefit: You can spend 1 Anima Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a use limitation, you cannot use Versatile Fighting to use that feat more often than its limit.
Prerequisite: Precise Shot, Firearms 9, Stealth 9, One Shot, One Kill
Benefit: You can take two actions to make a careful shot against an unsuspecting opponent that pierces a vital artery or organ. When you hit a flat-footed target with a ranged attack from a sniper rifle, the foe takes persistent bleed damage equal to the amount of precision damage from your One Shot, One Kill.
Increase the damage dealt by One Shot, One Kill to 2d6.
Prerequisite: Melee Weapons 3
Benefit: You know how to use your weapon's length to your advantage. If you are wielding a spear or bayonet, any foe who attempts a Melee attack against you with a Finesse weapon or Unarmed attack provokes an attack of opportunity.
Benefit: You may use your Dexterity modifier instead of your Strength modifier on attack rolls when wielding weapons with the finesse property.
Benefit: Select a specific category of weapons. You add +1 to all attack rolls you make using the selected weapon category.
Prerequisite: Weapon Focus with a specific category of weapons
Benefit: Choose one category of weapons (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add half your appropriate skill ranks (ex. Firearms for small arms, Unarmed Attacks for unarmed) as a bonus to damage rolls made with the selected weapon type.
This flat bonus is not increased on a critical hit.
You can never have specialization in grenades.
Prerequisite: Combat Martial Arts, Athletics 7, Unarmed Attacks 7
Benefit: You propel a grabbed or restrained foe a great distance. As a single action, you can throw a creature you have grabbed or restrained any distance up to 1 Range. If you successfully throw the creature, it takes bludgeoning damage equal to 1d6 plus your Strength modifier.
Attempt an Athletics check against the foe’s Dodge defence. You take a –2 circumstance penalty to your check if the target is 1 size larger than you and a –4 circumstance penalty if it’s larger than that. You gain a +2 circumstance bonus to your check if the target is one 1 smaller than you and a +4 circumstance bonus if it’s smaller than that.
Prerequisite: Dex +2, Int +2, Combat Expertise, Mobility, Spring Attack, Acrobatics 9, Dodge 9, Melee Weapon 9 or Unarmed Attacks 9
Benefit: You can take 3 actions to make one melee attack at your highest base attack bonus against each opponent within Melee. You must make a separate attack roll against each opponent.
Prerequisite: Cha +2, Intimidation 3
Benefit: After downing a foe, you menacingly remind another foe that you’re coming after them next. Every time you personally defeat a foe (they are killed, knocked unconscious, banished, retreat, surrender, or otherwise leave combat due to an action you took), you can make an Intimidation check with a +2 bonus to Demoralize a single creature you see as a reaction.