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Advance Aircraft Operations
Select a class of aircraft (Courier, Escort, Fighter, Assault Fighter). You are proficient at operating that class of aircraft.
Prerequisite: Aircraft Operations, Pilot 4 ranks
Benefit: You take no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when you operate a ground purpose aircraft.
Special: You can gain this feat multiple times. Each time you take the feat, you select a different class of aircraft.

Advance Firearms Proficiency
You can use firearms set on autofire.
Prerequisite:Personal Firearms Proficiency
Benefit: You can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting)
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire.

Advanced Two-Weapon Fighting
You are a master at fighting with a weapon in each hand. Unlike the Two-Weapon Fighting feat, this feat allows you to use a melee weapon in one hand and a ranged weapon in the other.
Prerequisites: Dexterity 13, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your offhand weapon, albeit at a -10 penalty.
Normal: See attacking with two weapons, page 138, and Two Weapon Fighting Penalties.

Aircraft Operation
Select a class of aircraft (heavy aircraft, helicopters, jet, fighters, or spacecraft). You are proficient at operating that class of aircraft. The heavy aircraft includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Prerequisite: Pilot 4 ranks
Benefit: You take no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a -4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when you operate a ground purpose aircraft.
Special: You can gain this feat multiple times. Each time you take the feat, you select a different class of aircraft.

Archaic Weapons Proficiency
You are proficient with archaic weapons, including swords, bows, and axes.
Benefit: You take no penalty on attack rolls when using any kind of archaic weapon.
Normal: A character without this feat takes a -4 nonproficient penalty when making attacks with archaic weapons.

Brawl
You deal more damage in a fistfight.
Benefit: When making an unarmed attack, you receive a +1 competence bonus on your attack rolls and you deal nonlethal damage equal to 1d6 + your Strength modifier
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strenght modifier.

Burst Fire
When using a firearm with an autofire setting, you can fire short burst at a single target.
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When using an automatic firearm with at least five bullets loaded, you may fire a short burst as a single attack against a single target. You receive a -4 penalty on the attack roll, but deal +2 dice of damage. For example a firearm that deals 2d6 points of damage deals 4d6 instead. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10 foot by 100 foot area and cant be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three round burst setting firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Combat Martial Arts
You are skilled at attacking and dealing damage with unarmed strikes.
Prerequisite: Base attack bonus +1
Benefit: With an unarmed strike, you deal lethel or nonlethel damage (your choice) equal to 1d4 + your Strength modifier. Your unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when you attack them unarmed (see Unarmed Attacks). You may make attacks of opportunity against opponents who provoke such attacks.
Normal: Without this feat, a character deals only 1d3 points of nonlethel damage. Unarmed attacks normally provoke attacks of opportunity and unarmed combatants cannot normally make attacks of opportunity.

Combat Throw
You can use an opponents momentum against him.
Prerequisite: Defensive Martial Arts.
Benefit: You gain a +2 bonus on opposed Strenght and Dexterity checks any time you attempt trip and grapple attacks, or when you try to avoid a trip or grapple attack made against you.

Craft Cybernetics
Prerequisite: Cybernetic level 1st
Benefit: You can create any cybernetic device whose prerequisites you meet. Creating these devices takes one day each 1,000 gp in the price of its magical features. To design such a device you must spend 1/25 of its features total price in XP and use up raw materials costing one half this total price. The device to be created must be a masterwork item that you provide, and its cost is not included in the above cost. You can also repair broken cybernetic devices if it is one you can make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Dead Aim
You are capable of lining up deadly shots with ranged weapons.
Prerequisites: Wisdom 13, Far Shot
Benefit: Before making a ranged attack, you may take a full round action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you cant move, even to take a 5-foot step until after you make your next attack, or the benefit of the feat is lost. Likewise if your concentration is disrupted or you are attacked before your next action, you lose the benefit of aiming.

Defensive Martial Arts
You are skilled at avoiding harm in battle.Benefit: You gain a +1 dodge bonus to Defense against melee attacks.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonus. Also dodge bonuses stack, unlike most other types of bonuses.

Double Tap
You can make two quick shots with a firearm as a single attack
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: When using a semiautomatic firearm with at least two bullets loaded you may fire two bullets as a single attack against a single target. You receive a -2 penalty on this attack but you deal +1 die damage with a successful hit. For example, a firearm that normally deals 2d6 points of damage instead deals 3d6. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Drive By Attack
You are skilled at attacking from a moving vehicle.
Benefit: You take no vehicle speed penalty when making an attack while in a moving vehicle. Also, if you are the drier, you can take your attack action to make an attack at any point along the vehicle's movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicles speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his attack action either before o after the vehicle's movement.

Elusive Target
You can use opponents as cover when engaged in melee combat.
Prerequisites: Dexterity 13, Defensive Martial Arts
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -4 penalty.This penalty is in addition to the normal -4 penalty for firing into melee making the penalty to target you -8.
Special: An opponent with Precise Shot feat has the penalty lessened to -4 when targeting you.

Exotic Firearms Proficiency
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers. You understand how to use all weapons within that group in combat
Prerequisites: Personal Firearms Proficiency, Advance Firearms Proficiency
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: You can gain this feat as many as four times. Each time you take the feat, you select a different weapon group

Force Stop
You can force another surface vehicle to come to a halt.
Prerequisites: Drive 4 ranks, Vehicle expert
Benefit: When you attempt a side swipe stunt with a surface vehicle you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, you must have sufficient movemnt remaining to move a number or squares equal to your turn number. After succeeding on the check to attempt the sideswipe, make a Drive check opposed by the other driver. If you succeed, turn his vehicle 90 degrees across the front of yours so that they form a tee. Move them forward a distance equal to your turn number. The vehicles end their movement at that location, at stationary speed and take their normal sideswipe damage. If you fail the check, resolve the sideswipe normally.

Improved Brawl
You deal extensive damage in a fistfight
Prerequisites: Brawl, Base Attack Bonus +3
Benefit: When making an unarmed attack, you receive a +2 competence bonus on your attack roll, and you deal non-lethal damage equal to 1d8 + your Strength modifier.

Improved Combat Martial Arts
You are highly skilled at attacking and dealing damage with unarmed strikes
Prerequisites: Combat Martial Arts, base attack bonus +4
Benefit: Your threat range on unarmed strike improves to 19-20
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Combat Throw
You excel at using an opponent's momentum against him
Prerequisities: Defensive Martial Arts, Combat Throw, base attack bonus +3
Benefit In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against him. This counts as an attack of opportunity.
Special: This feat doesnt grant you more attacks of opportunity than you are normally allowed in a round.

Improved Knockout Punch
You are extremely skilled at cold-cocking unprepared opponents
Prerequisites: Brawl, Knockout Punch, base attack bonus +6
Benefit: When making your first unarmed attack against a flat footed opponent, treat a successful attack as a critical hit, This critical hit deals triple damage, the damge is non lethal.
Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Knockout Punch
You are skilled at cold-coking unprepared opponents
Prerequisites: Brawl, base attack bonus +3
Benefit: When making your first unarmed attack against a flat footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Special: Even if you have the ability to treat nonlethal damage as lethal damage, the damage from a knockout punch is always nonlethal.

Personal Firearms Proficiency
You are proficent with all types of personal firearms
Benefit: You can fire any personal firearm (a firearm designed to be carried and used by a single person, see Ranged Weapons) Without penalty
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms.

Skip Shot
You can ricochet a firearm shot around cover
Prerequisites: Point Blank Shot, Precise Shot
Benefit: If you have a solid, relatively smooth surface on which to skip a bullet (such as street or a concrete wall), and a target within 10 feet of that surface, you may ignore cover between you and the target. However you receive a -2 penalty on your attack roll, and your attack deals -1 die of damage. For example, a firearm that deals 2d6 points of damage deals 1d6 instead.
Special: The surface doesnt have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than 9/10s cover for you to attempt a skip shot.

Strafe
You can use an automatic firearm to affect a wider area than normal
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency
Benefit: When using a firearm on autofire, you can affect an area four 5 foot squares long and one square wide (that is, any four squares in a straight line)
Normal: A firearm on autofire normally affects a 10 foot by 10 foot area.

Streetfighting
You know the brutal and effective fighting tactics of the streets and back alleys
Prerequisites: Brawl, base attack bonus +2
Benefit: Once per round, if you make a successful melee attack with an unarmed strike or a light weapon, you deal an extra 1d4 points of damage.

Technological Aptitude
You have a knack for technological endeavors.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Cybernetic Device checks

Vehicle Dodge
You are adept at dodging attacks while driving a vehicle
Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle Expert
Benefit: When driving a vehicle during your action you designate an opposing vehichle or a single opponent. Your vehicle and everyone aboard it receives a +1 dodge bonus to Defense against attacks from that vehicle or opponent. You can select a new vehicle or opponent on any action.

Vehicle Expert
You are adapt at operating vehicles.
Benefit: You get a +2 bonus on all Drive checks and Pilot checks

Write Code
Like Scribe Scroll; You can write computer code into cybernetic devices and transferrable computer devices from which you or another cyberneticist can cast the scribed spells.
Prerequisite: Cybernetic level 1st
Benefit: You can write code of any spell that you know. Writing code takes one day for each 1,000 gp in its base price. The base price of a code is its spell level x its caster level x 25 gp. To write a code, you must spend 1/25 of this base price in XP and use up raw materials costing one half of this base price. Any devices that stores a code with costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.