Feats

FEATS

All characters have certain abilities that don’t directly stem from their races, classes, or skills. These abilities, called feats, represent specialized talents that can come from a wide range of possible sources. When you select a feat for your character, it can represent advanced training, an arcane ability gained from a strange machine on an abandoned alien planet, a knack picked up during your youth, or nearly anything the GM agrees is reasonable for the campaign. PREREQUISITES

Some feats have prerequisites. A character must have each indicated ability score, feat, base attack bonus, skill, class feature, and other listed quality in order to select or use that feat. She can gain a feat at the same level at which she gains its prerequisites. A character can’t use a feat if she loses a prerequisite, but she doesn’t lose the feat itself. If at a later time she regains the lost prerequisite, she immediately regains full use of the feat that prerequisite enables.

COMBAT FEATS

Most feats are general, meaning that no special rules govern them as a group. Others are combat feats, which are feats that can be selected as a bonus feat by a soldier. This designation doesn’t restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.

FEAT DESCRIPTIONS

The following format is used for all feat descriptions.

Feat Name: The feat’s name is followed by a basic description of what the feat does. This description is only a explanation of the feat, not the game rules defining how it works.

Prerequisites: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. A feat may have more than one prerequisite. This entry is absent if a feat has no prerequisites.

Benefit: What the feat enables the character (“you” in the feat description) to do. A character cannot select a feat more than once unless it specifically says so. If a character somehow has the same feat more than once, the benefits of these feats do not stack unless indicated otherwise. Unless otherwise noted, the term “level” refers to character level.

Normal: This entry lists the normal rules that apply to a character who does not have the feat. A character with the feat, on the other hand, can overcome these limitations. This information can help players understand why the feat is useful. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

=== Adaptive Fighting (Combat) ===

You can adjust your fighting style to match specific conditions during combat.

Prerequisites: Three or more combat feats.

Benefit: Select three combat feats that you do not have but whose prerequisites you meet. Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for.

Advanced Melee Weapon Proficiency (Combat)
You know how to use advanced melee weapons. Prerequisites: Proficiency in basic melee weapons.

Benefit: You gain proficiency in advanced melee weapons

Agile Casting
You can move, cast a spell, and move again before foes react.

Prerequisites: Key ability score 15, Dex 15, Mobility, caster level 4th.

Benefit: As a full action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement.

Normal: You can move only before or after casting a spell, not both.

Amplified Glitch (Combat)
You can create sudden distractions with technological devices.

Prerequisites: Computers 3 ranks, Intimidate 3 ranks.

Benefit: As a standard action, 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, no two of which can be more than 30 feet apart. 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 (aside from technologically underdeveloped areas) 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. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Antagonize
You know how to make foes extremely angry with you.

Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.

Benefit: As a standard action, you can antagonize a foe that can see and hear you by attempting a Diplomacy or Intimidate check (DC = 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is higher). If you succeed, the foe is off-target and takes a –2 penalty to all skill checks for 1 round plus 1 additional round for every 5 by which your result exceeds the DC, or until it makes an attack against you, forces you to attempt a saving throw, or damages you (whichever comes first). Once you have attempted to antagonize a foe, that foe is immune to this ability for 24 hours. This is a language-dependent ability.

=== Barricade (Combat) ===

You are adept at creating quick, temporary cover.

Prerequisites: Engineering 1 rank.

Benefit: As a move action, 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).

=== Basic Melee Weapon Proficiency (Combat) ===

You know how to use basic melee weapons.

Benefit: You gain proficiency in basic melee weapons

=== Blind-Fight (Combat) ===

You are skilled at attacking opponents you can’t clearly see.

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit . You aren’t flat-footed against melee attacks from creatures you can’t see, and you can withdraw from creatures you can’t perceive. You don’t need to attempt Acrobatics checks to move at full speed while blinded.

=== Bodyguard (Combat) ===

You can attempt to ward off attacks that target nearby allies.

Benefit: As a reaction when an adjacent ally is attacked, you can grant that ally a +2 circumstance bonus to its AC against that attack. If you do so, you take a –2 penalty to your own Armor Class until the beginning of your next turn.

Cleave (Combat)
You can strike two adjacent foes with a single swing.

Prerequisites: Str 13, base attack bonus +1.

Benefit: As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only 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.

Climbing Master
You can climb as well as a monkey or a spider.

Prerequisites: Athletics 5 ranks.

Benefit: You gain a climb speed equal to your land speed.

=== Combat Casting (Combat)

You leave fewer openings when casting a spell.

Prerequisites: Ability to cast 2nd-level spells.

Benefit: You gain a +2 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a spell and against readied actions triggered by your spellcasting. ===

Connection Inkling
You gain a hint of mystic power.

Prerequisites: Wis 15, character level 5th, no levels in mystic.

Benefit: Choose two 0-level mystic spells and one 1st-level mystic spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Wisdom. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Coordinated Shot (Combat)
You can maneuver a foe to be in the direct line of an ally’s fire.

Prerequisites: Base attack bonus +1.

Benefit: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.

Deadly Aim (Combat)
Your can strike your enemies’ weak points and deal more damage.

Prerequisites: Base attack bonus +1.

Benefit: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).

Deflect Projectiles (Combat)
You can use your melee weapon to deflect attacks.

Prerequisites: Base attack bonus +8.

Benefit: When you would be hit by a ranged attack from a weapon or spell that deals energy or kinetic damage, you can spend 1 Resolve Point as a reaction to make an attack roll with a nonarchaic melee weapon that deals the same general category of damage (energy or kinetic) with a +5 bonus. If your attack roll is higher than the attack roll that hit you, you deflect the attack with your weapon, and it misses. This doesn’t work against area attacks, even against area attacks that have attack rolls like blast weapons, and you can’t use this reaction if you aren’t capable of making an attack with an appropriate weapon.

Diehard
You are especially hard to kill. Your wounds quickly stabilize when you’re grievously wounded.

Benefit: When you are dying, you can spend the required Resolve Points to stabilize and 1 Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round.

Normal: You must use Resolve Points to stabilize and to stay in the fight in separate rounds.

Dive for Cover (Combat)
You know how to dive out of the area of an effect. D

Prerequisites: Base Reflex save bonus +2. D

Benefit: When you attempt a Reflex save against an area attack or area effect, you can fall prone in an adjacent square and roll that Reflex save twice (taking the better result of the two). If you were in a threatened space, this movement provokes attacks of opportunity normally.

Diversion
You can draw attention to yourself, allowing your allies to slip away. D

Benefit: When you successfully use Bluff to create a distraction, you can allow an ally to attempt a Stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use Stealth to hide, but you take a –5 penalty to your Bluff check for every ally after the first, and on a failed check no ally can attempt to hide. D Normal: Using Bluff to create a distraction allows only you to attempt a Stealth check to hide.

Drag Down (Combat)
You are skilled at bringing your opponent down with you when you are knocked prone. D

Benefit: Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction.

Enhanced Resistance
You have trained your body to resist a particular type of damage. D

Prerequisites: Base attack bonus +4. D

Benefit: Choose either kinetic damage or one of acid, cold, electricity, fire, or sonic. If you choose kinetic damage, you gain damage reduction equal to your base attack bonus. If you choose acid, cold, electricity, fire, or sonic, you gain energy resistance against that type of energy equal to your base attack bonus.

Extra Resolve
Your resolve is stronger than most. D

Prerequisites: Character level 5th. D

Benefit: You have 2 additional Resolve Points in your pool.

Far Shot (Combat)
You remain accurate at longer ranges. D

Prerequisites: Base attack bonus +1. D

Benefit: You take only a –1 penalty per full range increment between you and your target when using a ranged weapon. D Normal: You take a –2 penalty per full range increment between you and your target.

Fast Talk
You can baffle a foe with chatter to disguise the start of battle. D

Prerequisites: Bluff 5 ranks. D

Benefit: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

Fleet (Combat)
You are faster than most. D

Benefit: While you are wearing light or no armor, your land speed increases by 10 feet. When you are encumbered, your land speed instead increases by only 5 feet. When you are overburdened, your speed is reduced to 10 feet.

Fusillade (Combat)
You use your numerous limbs to lay down a hail of fire. D

Prerequisites: Base attack bonus +1, four or more arms. D

Benefit: As a full attack when you are wielding four or more identical small arms, you can fire them all simultaneously to duplicate the effects of an automatic weapon (see page 180). You use all of the ammunition in all the small arms used, and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow. D

Prerequisites: Str 13, Cleave, base attack bonus +4. D

Benefit: If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action.

Great Fortitude
You are resistant to diseases, poisons, and other maladies. D

Benefit: You gain a +2 bonus to Fortitude saving throws.

Greater Feint (Combat)
You are skilled at fooling your opponents in combat. D

Prerequisites: Improved Feint, base attack bonus +6. D

Benefit: Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn.

Greater Spell Penetration
Your spells break through spell resistance much more easily than most. D

Prerequisites: Spell Penetration. D

Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance. This bonus stacks with the bonus from Spell Penetration.

Grenade Proficiency (Combat)
You know how to use grenades. D

Benefit: You gain proficiency in grenades (see Weapon Proficiency on page 243).

Harm Undead
You can use your healing channel to harm undead. D

Prerequisites: Healing channel connection power, mystic level 1st. D

Benefit: When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a Will save for half damage, at your usual connection power DC.

Heavy Armor Proficiency (Combat)
You know how to use heavy armor. D

Prerequisites: Str 13, proficiency in light armor. D

Benefit: You gain proficiency in heavy armor (see page 242).

Heavy Weapon Proficiency (Combat)
You know how to use heavy weapons. D

Prerequisites: Str 13, proficiency in small arms and longarms. D

Benefit: You gain proficiency in heavy weapons (see page 243).

Improved Combat Maneuver (Combat)
You are particularly skilled with a specific combat maneuver. D

Prerequisites: Base attack bonus +1. D

Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). You gain a +4 bonus to your attack roll to resolve that combat maneuver. D Special: You can take Improved Combat Maneuver multiple times. The effects don’t stack. Each time you take the feat, it applies to a new combat maneuver.

Improved Critical (Combat)
Attacks with your chosen weapon are harder to shake off. D

Prerequisites: Base attack bonus +8. D

Benefit: When you score a critical hit with a weapon, increase the DC to resist that weapon’s critical effect by 2.

Improved Great Fortitude
You are more resistant to diseases, poisons, and dangers. D

Prerequisites: Great Fortitude, character level 5th. D

Benefit: You can spend 1 RP to reroll a failed Fortitude save (see page 243).

Improved Feint (Combat)
You are skilled at fooling your opponents in combat. D

Benefit: You can use Bluff to feint in combat as a move action.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger. D

Benefit: You gain a +4 bonus to initiative checks.

Improved Iron Will
Your clarity of thought allows you to resist mental attacks. D

Prerequisites: Iron Will, character level 5th. D

Benefit: You can spend 1 RP to reroll a failed Will save (see page 243).

Improved Lightning Reflexes
You have a knack for avoiding the dangers all around you. D

Prerequisites: Lightning Reflexes, character level 5th. D

Benefit: You can spend 1 RP to reroll a failed Reflex save (see page 243).

Improved Sidestep (Combat)
You keep your mobility when sidestepping foes’ melee attacks. D

Prerequisites: Dex 17, Mobility or trick attack class feature, Sidestep. D

Benefit: After sidestepping an opponent’s missed attack using the Sidestep feat, you can still take a guarded step during your next turn, or you can move up to your full speed if you take an action to move during your next turn. D

Normal: If you use the Sidestep feat, you can’t take a guarded step during your next turn and your movement is reduced by 5 feet during your next turn.

Improved Stand Still (Combat)
You are particularly skilled at stopping foes in their tracks. D

Prerequisites: Stand Still. D

Benefit: You gain a +4 bonus to your melee attack roll for Stand Still.

Improved Unarmed Strike (Combat)
You have trained to make your unarmed attacks lethal and strike with kicks, head-butts, and similar attacks. D

Benefit: Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. 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. D

Normal: You don’t threaten any squares with unarmed attacks, and you must have a hand free to make an unarmed attack.

In Harm’s Way (Combat)
You put yourself in danger’s path to save your allies. D

Prerequisites: Bodyguard. D Benefit: When an attack hits an ally whose Armor Class you have increased with the Bodyguard feat, you can intercept the attack. You take all damage and associated effects from that attack, and once you intercept the attack, no other ability can redirect it. This ability takes no action, but you can intercept only one attack in this way each round.

Iron Will
You are more resistant to mental effects.

Benefit: You gain a +2 bonus to Will saving throws.

Jet Dash
You are swift of foot and can make enormous leaps. D

Benefit: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition. D

Normal: You move four times your land speed and gain the flat-footed condition while running.

Kip Up (Combat)
You can stand up from prone in a hurry. D

Prerequisites: Acrobatics 1 rank. D

Benefit: You can stand from prone as a swift action, rather than a move action.

Light Armor Proficiency (Combat)
You know how to use light armor. D

Benefit: You gain proficiency in light armor (see Armor Proficiency on page 242).

Lightning Reflexes
You have faster reflexes than normal. D

Benefit: You gain a +2 bonus to Reflex saving throws.

Longarm Proficiency (Combat)
You know how to use longarms. D

Prerequisites: Proficiency in small arms. D

Benefit: You gain proficiency in longarms (see Weapon Proficiency on page 243).

Lunge (Combat)
You can strike foes that would normally be out of reach. D

Prerequisites: Base attack bonus +6. D

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your Armor Class until the beginning of your next turn. You must decide to use this ability before making any attacks in the round.

Major Psychic Power
You have a significant natural psychic ability. D

Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th. D

Benefit: Select one of the following 2nd-level spells: augury or status. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.

Master Crafter
You can construct things more quickly than most. D

Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. D

Benefit: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time. D

Special: You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.

Medical Expert
You are an expert at medical science and caring for the ill. D

Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank. D

Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit. D

Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.

Minor Psychic Power
You have a minor natural psychic ability. D

Prerequisites: Cha 11. D

Benefit: Select one of the following 0-level spells: dancing lights, psychokinetic hand, telekinetic projectile, or telepathic message. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. D

Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Mobility (Combat)
You can easily move past dangerous foes. D

Prerequisites: Dex 13. D

Benefit: You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Multi-Weapon Fighting (Combat)
You know how to fight with several lighter weapons at once and how to take advantage of your multiple attacks. D

Benefit: When you make a full attack with two or more small arms or with two or more operative melee weapons (see page 184), reduce the penalty for making a full attack by 1.

Mystic Strike (Combat)
Your magical power flows into your weapons. D

Prerequisites: Ability to cast spells. D

Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

Nimble Moves (Combat)
You can move across a single obstacle with ease. D

Prerequisites: Dex 15. D Benefit: You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a guarded step into difficult terrain.

Opening Volley (Combat)
Your ranged assault leaves your foe disoriented and vulnerable to your next melee attack. D

Benefit: Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.

Parting Shot (Combat)
You are an expert skirmisher and are able to take a final shot as you retreat. D

Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. D

Benefit: When using the withdraw action, you can make a single ranged attack at any point during your movement. If you have the trick attack class feature and are using an appropriate weapon, you can add your trick attack damage to the attack you make while withdrawing. Once you use this ability, you can’t use it again until the next time you regain Stamina Points with a 10-minute rest. D

Normal: You can’t attack when using the withdraw action.

Penetrating Attack (Combat)
You know how to angle your attacks so that you penetrate your opponent’s defenses. D

Prerequisites: Base attack bonus +12. D

Benefit: Reduce your target’s energy resistances and damage reduction by 5 against your weapon attacks.

Penetrating Spell
You know how to cast spells so that they penetrate your opponent’s defenses. D

Prerequisites: Ability to cast 4th-level spells. D

Benefit: Reduce your target’s energy resistances and damage reduction by 5 against your spell damage.

Powered Armored Proficiency (Combat)
You know how to use powered armor. D Prerequisites: Str 13, base attack bonus +5, proficiency in light and heavy armor. D

Benefit: You gain proficiency in powered armor (see Armor Proficiency on page 242).

Psychic Power
You have a natural psychic ability. D

Prerequisites: Cha 13, Minor Psychic Power, character level 4th. D

Benefit: Select one of the following 1st-level spells: comprehend languages, detect thoughts, or mind link. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. D

Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Pull the Pin (Combat)
You can activate a foe’s grenade. D

Prerequisites: Improved Combat Maneuver (disarm). D

Benefit: When you make a successful disarm combat maneuver 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 an equipment pack). 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 foe takes a –2 penalty to the saving throw against this grenade, and the grenade’s explosion has half its normal area.

Quick Draw (Combat)
You can draw weapons faster than most. D

Prerequisites: Base attack bonus +1. D

Benefit: You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see Sleight of Hand on page 146) as a move action. D Normal: You can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard action.

Reflect Projectiles (Combat)
You can use your melee weapon to redirect attacks. D

Prerequisites: Deflect Projectiles, base attack bonus +16. D

Benefit: When you successfully deflect an attack with the Deflect Projectiles feat, you can spend 1 additional Resolve Point to redirect the attack at a target within 60 feet to which you have line of effect. Make a ranged attack at a –4 penalty against the appropriate 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.

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react. D

Prerequisites: Dex 15, Mobility, base attack bonus +4. D

Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack (see page 93) with a ranged weapon (instead of only before). D

Normal: You can move only before or after an attack with a ranged weapon, not both.

Sidestep (Combat)
You can reposition yourself after a foe’s missed swing. D

Prerequisites: Dex 15, Mobility or trick attack class feature. D

Benefit: Whenever an opponent misses you with a melee attack, you can take a guarded step as a reaction, as long as you remain within that opponent’s threatened area. If you take this step, you can’t take a guarded step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Skill Focus
You are particularly adept at a certain skill. D

Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill. D

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.

Skill Synergy
You understand how two skills work well together. D

Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. D

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Sky Jockey
You can get the most out of flying technology. D

Prerequisites: Piloting 5 ranks. D

Benefit: When you’re using a device to fly (including magic items, but not spells or natural flight), your fly speed increases by 10 feet. If you are operating a flying vehicle, its fly speed increases by 10 (though this has no impact on its full speed or overland movement speed). When you are in the pilot role of starship combat, your starship’s speed increases by 1.

Slippery Shooter (Combat)
You leave fewer openings when making a ranged attack. D

Prerequisites: Dex 15, base attack bonus +6. D

Benefit: You gain a +3 bonus to your Armor Class against attacks of opportunity you provoke by making a ranged attack.

Small Arm Proficiency (Combat)
You know how to use small arms. D

Benefit: You gain proficiency in small arms (see Weapon Proficiency on page 243).

Sniper Weapon Proficiency (Combat)
You know how to use sniper weapons. D

Benefit: You gain proficiency in sniper weapons (see Weapon Proficiency on page 243).

Special Weapon Proficiency (Combat)
You know how to use a special weapon. D

Prerequisites: Proficiency in basic melee weapons or small arms (see below). D

Benefit: You gain proficiency in a single special weapon of your choice (see Weapon Proficiency on page 243). If the special weapon you choose is a melee special weapon, you must have proficiency in basic melee weapons. If the special weapon you choose is a ranged weapon, you must have proficiency in small arms. If a set of special weapons are all different models of the same weapon, proficiency in one such weapon grants proficiency with all weapons in the set. D

Special: You can take this feat multiple times. Each time you do, select a different special weapon.

Spell Focus
Through careful study, you have developed methods to make your spells harder to resist. D

Prerequisites: Ability to cast spells, character level 3rd. D

Benefit: The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.

Spell Penetration
Your spells break through spell resistance more easily than those of other spellcasters.

Benefit: You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance (see page 265).

Spellbane
Your mind and body are fortified against magic.

Prerequisites: Unable to cast spells or use spell-like abilities.

Benefit: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites.

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before it can react.

Prerequisites: Dex 15, Mobility, base attack bonus +4.

Benefit: As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack. D Normal: You can move only before or after an attack, not both.

Spry Cover (Combat)
You can use covering fire to make it easier for your ally to move. D

Prerequisites: Base attack bonus +1. D

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.

Stand Still (Combat)
You can stop foes that try to move past you. D

Benefit: When a foe provokes an attack of opportunity by leaving a square you threaten, you can attempt a melee attack as a reaction against that foe’s Kinetic Armor Class + 8. If you’re successful, the enemy cannot take any further movement for the rest of its turn. The enemy can still take the rest of its actions, but cannot leave that square.

Step Up (Combat)
You can close the distance when a foe tries to move away. D

Prerequisites: Base attack bonus +1. D

Benefit: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.

Step Up and Strike (Combat)
When a foe tries to move away, you can follow and make an attack of opportunity. D

Prerequisites: Dex 13, Step Up, base attack bonus +6. D

Benefit: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, 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.

Suppressive Fire (Combat)
You can use automatic weapons to create a cone of covering fire or harrying fire. D

Prerequisites: Base attack bonus +1, proficiency with heavy weapons. D

Benefit: As a full action, you can use a ranged weapon with the automatic weapon property to provide covering fire or harrying fire in a cone with a range equal to half the weapon’s range increment. You must expend 10 charges or rounds of ammunition to use this ability. Decide if you are providing covering fire or harrying fire. Make a single ranged attack roll with a +4 bonus, and compare it to the AC of all creatures in the area. Any creature with an AC 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.

Strike Back (Combat)
You can strike at foes that attack you using their superior reach by targeting their limbs or weapons as they come at you. D

Prerequisites: Base attack bonus +1. D

Benefit: You can ready an action to make a melee attack against a foe that attacks you with a melee weapon, even if that foe isn’t within your reach.

Swimming Master
You can swim as well as a fish. D

Prerequisites: Athletics 5 ranks. D

Benefit: You gain a swim speed equal to your land speed.

Technomantic Dabbler
You dabble with coding in the language of magic. D

Prerequisites: Intelligence 15, character level 5th, no levels in technomancer. D

Benefit: Choose two 0-level technomancer spells and one 1st-level technomancer spell. You can cast the 0-level spells at will and the 1st-level spell once per day for every 3 character levels you have. Your caster level is equal to your character level, and the key ability score for these spells is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Toughness
You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you. D

Benefit: For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Unfriendly Fire (Combat)
You can trick foes into firing at an unintended target. D

Prerequisites: Bluff 5 ranks. D

Benefit: As a reaction when an attacker makes a ranged attack against you and misses, you can attempt a Bluff check to redirect the attack toward a different target. The new target must be adjacent to you and within line of sight and line of effect of the original attacker. The DC for this check is equal to either 10 + the attacker’s total Sense Motive skill bonus, or 15 + 1-1/2 × the attacker’s CR, whichever is greater. You can’t take 10 on this check. If you succeed, the original attacker rerolls the attack roll (see page 243) with the same bonuses against the appropriate Armor Class of the new target. Once a creature has observed you use this feat, even if that creature is neither the attacker nor the new target, you can’t use this feat to attempt to redirect attacks from that creature for 24 hours.

Veiled Threat
You can be so subtle not even the people you threaten are entirely sure you threatened them. D

Prerequisites: Cha 15, Intimidate 1 rank. D

Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes indifferent rather than hostile.

Versatile Focus (Combat)
Your accuracy applies to all weapons with which you are proficient. D

Prerequisites: Weapon Focus (any). D

Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.

Versatile Specialization (Combat)
You know how to get full value out of weapon types your class doesn’t normally use. D

Prerequisites: Weapon Specialization, character level 3rd. D

Benefit: You gain specialization (see page 243) in all weapons with which you are proficient that can be selected with Weapon Specialization.

Weapon Focus (Combat)
You have increased training in a particular weapon type, making it easier to hit your target.

Prerequisites: Proficiency with selected weapon type.

Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.

Weapon Specialization (Combat)
You know how to get the full damage out of a weapon type your class doesn’t normally use.

Prerequisites: Character level 3rd, proficiency with selected weapon type.

Benefit: Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.