The Academy

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The place to find new feats and skills

"I am Gunnery Sargent Heartman, your senior drill instructor. From now on you will only speak when spoken to, and the first and last words out of your filthy sewers will be Sir. Do you maggots understand that?"

A few feats and skills to start off with...

Skills

Bluff (Cha)
New Use: Pass the Buck
With a successful Bluff check opposed by a superior's Sense Motive check, you can convince someone who has authority over you that some disaster or problem was not your fault by someone else's. Your victim must then beat your Bluff check with a Diplomacy or Bluff check of his own. Should he fail, he receives blame for your shortcomings. The victim of this skill can attempt to pass the buck again, but he receives a -2 circumstance penalty to his Bluff check.

Disguise (Cha)
New Use: Warpaint
You can make yourself look terrifying to the enemy, such as by hanging body parts of your armour, painting fearsome patterns on your face with makeup, or adding spikes and the skulls of fallen foes to your armour. Make a Disguise check (DC 15). If you succeed, you gain a +2 synergy bonus to all Intimidate checks for the next 24 hours. Test again after 24 hours to maintain your appearance. 


Feats


Last Ditch [General]
You can pull off one last shot as your enemies rush in to fight you.
Prerequisites: Point Blank Shot, Rapid Shot, Combat Reflexes, Quick Draw
Benefit: You can take a single attack with your in-hand ranged or thrown weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to Defense for the rest of the round.


 


Threaten Zone [General]
Your speed and accuracy with a ranged weapon is great enough to threaten an area around you.
Prerequisites: Base Attack Bonus +9 or higher, Last Ditch
Benefit: When wielding a ranged weapon, you threaten an area up to 20 feet away as if you had reach, being able to flank and deal attacks of opportunity to opponents within that area with a ranged weapon.



Acrobatic Strike (General)
You may use your acrobatic skill to put your enemy off his guard and strike at his vulnerable points. You flip through the air and land behind him, bounce off a wall and attack him from the side, or otherwise launch an attack from an unexpected direction.
Prerequisite: Dex 13+, 2 ranks Tumble skill.
Benefit: As a full-round action, you may make a Tumble check (DC 25). If you succeed, you may make a single melee attack at your highest bonus against an opponent who loses his Dexterity bonus to Defense. If you fail your Tumble check, you stumble to the ground, fall prone, and may not attack.
Normal: You may use the Tumble skill to move through threatened areas, move through areas occupied by your opponents, or to gain a better Defense bonus with the full defense or fight defensively actions.
Special: You remain in the same spot when using this skill, whether you succeed at your skill check or fall prone. Using this feat is a full-round action, you may not normally combine this feat with anything more than a five-foot step.

Some new talents


STRONG HERO



Brute Talent Tree
Heroes with these talents are remarkably forceful and powerful when grappling.
Rough: The Strong hero receives a +1 bonus to all Grapple and Trip checks.
Rowdy: The Strong hero receives an additional +1 bonus to all Grapple and Trip checks (+2 total).
Prerequisite: Rough.
Brutal: The Strong hero receives an additional +1 bonus to all Grapple and Trip checks (+3 total).
Prerequisites: Rough, Rowdy.



Heavy Load Talent Tree
Heroes with this talent tree are capable of carrying excessively heavy loads on their backs.
Heavy Load: The character’s carrying capacity is calculated as if his Strength score were one point higher than it actually is.
Greater Heavy Load: The character’s carrying capacity is calculated as if his Strength score were two points higher than it actually is.
Prerequisite: Heavy Load.
Improved Heavy Load: The character’s carrying capacity is calculated as if his Strength score were three points higher than it actually is.
Prerequisite: Heavy Load, Greater Heavy Load.
Maximum Heavy Load: The character’s carrying capacity is calculated as if his Strength score were four points higher than it actually is.
Prerequisite: Heavy Load, Greater Heavy Load, Improved Heavy Load


Hurling Talent Tree
Heroes with talents from this tree are skilled at utilizing their immense upper body strength to throw objects much farther than other characters can.
Hurl: The maximum range at which the character can throw objects is increased to seven range increments.
Great Hurl: The maximum range at which the character can throw objects is increased to ten range increments.
Prerequisite: Hurl.
Mighty Hurl: The maximum range at which the character can throw objects is increased to twelve range increments.
Prerequisites: Hurl, Great Hurl.



Like A Rock Talent Tree


Strong heroes with these talents have toned their bodies into rock hard specimens of physical fitness. This strengthening grants the character a natural armor bonus to his Defense.
Strengthened Body: The hero gains a +1 natural armor bonus to his Defense.
Hardened Body: The hero gains an additional +1 natural armor bonus to his Defense (+2 total).
Prerequisite: Strengthened Body.
Solid as a Rock: The hero gains an additional +1 natural armor bonus to his Defense (+3 total).
Prerequisites: Strengthened Body, Hardened Body.



Mighty Talent Tree


Strong heroes with this talent tree are capable of drawing upon their immense strength to resist adverse situations and conditions.
Might: Once per day, the Strong hero with this talent can add his Strength modifier as a morale bonus to any one saving throw.
Mighty Fortitude: With this talent, the Strong hero adds his Strength modifier as a morale bonus to all of his Fortitude saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Reflexes: Strong heroes with this talent add their Strength modifier as a morale bonus to all Reflex saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Will: With this talent, the Strong hero adds his Strength modifier as a morale bonus to all of his Will saving throws. This effect is not cumulative with the bonus gained from the Might talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Incredible Might: With this talent, the Strong hero can add the benefits from his Might talent to the bonus gained from any of his other talents in this tree, effectively adding double his Strength modifier to his saving throw. He may do this only one time per day.
Prerequisites: Might, Mighty Fortitude, Mighty Reflexes, Mighty Will.



FAST HERO

Elusive Talent Tree
Fast heroes with this talent tree are known for their uncanny ability to avoid attacks and to wriggle free of bonds or grapples.
Slippery: A Fast hero with this talent gains a +3 bonus to all Escape Artist checks, including those made to escape a grapple.
Fancy Footwork: The Fast hero gains a +1 Dodge bonus to his Defense against all attacks directed at him, provided he is not flat footed or otherwise denied his Dexterity bonus to Defense.
Creeping Reflexes: The Fast hero has remarkably keen reactions, enabling him to excel at certain skills. The hero with this talent adds his base Reflex saving throw bonus to all Hide and Move Silently checks.
Prerequisite: Slippery.
Improved Fancy Footwork: The Fast hero gains a +2 dodge bonus against all attacks directed at him, provided he is not flat footed or otherwise denied his Dexterity bonus to Defense.
Prerequisite: Fancy Footwork.
Celeritous Skulking: The fast hero with this talent can move at normal speed without suffering the –5 penalty to his Hide check.
Prerequisites: Slippery, Creeping Reflexes.


Finesse Talent Tree


Fast heroes with these talents are skilled at using small, light weapons with deadly speed and precision. Although rapiers and chains are not light weapons, they can also be used with these talents.
Weapon Finesse: Fast heroes with this talent can use their Dexterity bonus instead of Strength bonus for all attack rolls made with one specific light melee weapon. The type of weapon must be selected at the time this talent is taken and cannot be changed.
Masterful Finesse: Fast heroes with this talent can use their Dexterity bonus instead of Strength bonus for all attack rolls made with any light melee weapon with which they are proficient. The type of weapon must be selected at the time this talent is taken and cannot be changed. 
Prerequisite: Weapon Finesse.
Rapid Precision: The swift melee blows of the Fast hero strike with such speed and accuracy that the damage is increased by the hero’s Dexterity modifier in addition to his Strength modifier.
Prerequisites: Weapon Finesse, Masterful Finesse.


Need For Speed Talent Tree


Fast heroes with this talent tree possess exceptional driving skill and can perform high-speed stunts that other characters can only dream about.
Driven to Drive: Fast heroes with this talent are so comfortable behind the wheel that driving is second nature to them. As a result, their innate reflexes enhance their driving skills allowing the Fast hero to add his base Reflex saving throw bonus to all of his Drive checks.
Prerequisites: Surface Vehicle Operation, Drive 4 ranks.
Speed Racer: When driving at All-Out speed, the Fast hero with this talent gains a +2 bonus to all Drive checks.
Prerequisites: Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.
Offensive Driving: All attacks made from a vehicle driven by a character with this talent gain a +2 bonus to their attack rolls.
Prerequisites: Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.
Speed Demon: With this talent, the Fast hero becomes skilled at pushing a surface vehicle he is driving to extreme limits of speed. This ability increases the vehicle’s top speed 5 spaces on the vehicle scale.
Prerequisites: Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.


Quicker Than the Eye Talent Tree


Fast heroes with this talent tree can spend an Action Point to begin moving so rapidly that they are actually quicker than the eye, appearing as blurring streaks of color. This effect causes them to gain a concealment based miss chance against all attacks directed at them.
Quick: By spending one Action Point, the Fast hero begins moving so rapidly that all attacks against him suffer a miss chance of 20%. This miss chance persists for 3 rounds plus 1 round per Fast hero level.
Quicker: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 30%).
Prerequisite: Quick.
Quickest: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 40%).
Prerequisites: Quick, Quicker.
Quickest of Them All: When the hero spends an Action Point to gain a miss chance, that chance is increased by 10% (total 50%).
Prerequisites: Quick, Quicker, Quickest.



TOUGH HERO



FX Resistance Talent Tree


The Tough hero is especially resistant to the effects of mysticism, magic, and FX powers.
FX Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +8.
Improved FX Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +10.
Prerequisite: FX resistance.
Greater FX Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +12.
Prerequisites: FX Resistance, Improved FX Resistance.
Maximum FX Resistance: Heroes with this talent gain spell resistance equal to their Tough hero class level +14.
Prerequisites: FX Resistance, Improved FX Resistance, Greater FX Resistance.



Toxin Resistance Talent Tree


Tough heroes with this talent tree are remarkably capable of enduring harmful chemicals and infectious diseases.
Apocrustic Resistance: Tough heroes with this talent tree gain a +4 bonus to all saving throws made against strong odors such as those produced by a troglodyte or a sewer.
Toxin Resistance: Tough heroes with this talent tree gain a +4 bonus to all saving throws made against poison.
Prerequisite: Apocrustic Resistance.
Disease Resistance: Tough heroes with this talent tree gain a +4 bonus to all saving throws made against disease.
Prerequisite: Apocrustic Resistance.


 


SMART HERO
 


Fast Learner Talent Tree


Smart heroes not only think faster than others, they absorb information much faster too.
Fast Learner: When the character takes this feat and every time he gains a level as a Smart hero thereafter, he gains 2 additional skill points to divide up among his various skills as he sees fit.
Improved Learning: Characters with this talent are always one step ahead of their peers when it comes to education. The maximum ranks they can have in any Smart hero class skill is 4 + total character level rather than 3 + total character level, as is normal for characters without this talent.
Prerequisite: Fast Learner.
Broad Knowledge: Heroes with this talent are familiar with a wide range of topics, making them capable of greater proficiency in unfamiliar areas. This talent allows their maximum ranks in all cross class skills to increase to a number that is equal to 75% of their class level +3, rounded down.
Prerequisite: Fast Learner.
Cross Training: The Smart hero may pick any three cross class skills, such as Hide, or Sense Motive. These skills thereafter become class skills for the Smart hero.
This talent can be taken multiple times. Each time it applies to three new skills.
Prerequisites: Fast Learner, Broad Knowledge.



Quick Thinking Talent Tree


Smart heroes with this talent tree are capable of such rapid extrapolations of logic that they gain bonuses on various checks and rolls, thanks to their sharp minds.
Keen Reflex: Smart heroes with this talent add their Intelligence modifier in addition to any other modifiers that normally apply to all Reflex saving throws.
Keenly Skilled: Select one of the skills listed in the following paragraph. The Smart hero adds a bonus equal to his Intelligence modifier in addition to his normal modifiers when making a check with that skill. A smart Hero can take this talent multiple times; each time it applies to a different skill. Bluff, Climb, Diplomacy, Disguise, Drive, Handle Animal, Jump, Perform (any single skill), Pilot, Profession (any single skill), Ride, Sense Motive, Survival, and Swim.
Perspicacious Response: Smart heroes with this talent add their Intelligence bonus to their Initiative checks in addition to their Dexterity modifier and any other modifiers that normally apply to Initiative checks. 
Greater Perspicacious Response: Smart heroes with this talent add their base Will saving bonus to their Initiative checks in addition to their Intelligence modifier, Dexterity modifier and any other modifiers that normally apply to Initiative checks.
Prerequisites: Perspicacious Response, Keen Reflex.



Tactical Talent Tree


Smart heroes are masters at outwitting their foes. These talents represent the hero’s ability to think faster and utilize better tactics than other characters.
Outsmart: This talent may be used against a single selected opponent that the Smart hero has witnessed acting in combat for at least 1 round. By spending an Action Point and making an Intelligence check (DC 15) with a bonus equal to his Smart level, the hero is able to analyze, extrapolate and anticipate his opponent’s actions. This insight allows the Smart hero to make a Reflex save with a bonus equal to his Smart level (DC equal to the attack roll) to avoid every successful attack from the particular selected foe. This effect lasts for 3 rounds plus 1 round per level of Smart hero the character has.
Tactician: One time per class level each day, the Smart hero with this talent can add his Intelligence modifier to a single attack roll in addition to his Strength or Dexterity modifier (as appropriate).
Greater Outsmarting: This talent functions just as the Outsmart talent (see above). It also allows the Smart hero to add his base Will saving throw bonus to all attacks he makes against the selected foe. This effect lasts for 3 rounds plus 1 round per level of Smart hero the character has.
Prerequisite: Outsmart.
Keen Attacks: Smart heroes with this talent can spend an Action Point to increase the critical threat range of their attacks by 2. Regardless of what weapon the hero uses (as long he is proficient with it), the threat range for striking a critical hit is increased by 2 points. For example, most weapons threaten a critical hit on the roll of a natural 20. With this talent, that threat range is increased to 18, 19, and 20. Once the hero spends the Action Point to increase a particular weapon’s critical threat range, he cannot switch the Keen Attacks effect to another weapon without spending another Action Point.
This effect persists for 3 rounds plus 1 round per class level of the Smart hero.
Prerequisite: Outsmart.
Greater Keen Attacks: Smart heroes with this talent can spend an Action Point to increase the critical threat range of their attacks an additional 2 points (total 4). Regardless of what weapon the hero uses (as long he is proficient with it), the threat range for striking a critical hit is increased by 2 more points. For example, most weapons threaten a critical hit on the roll of a natural 20. With this talent (and the prerequisite Keen Attacks), that threat range is increased to 16, 17, 18, 19, and 20.
Once the hero spends the Action Point to increase a particular weapon’s critical threat range, he cannot switch the Keen Attacks effect to another weapon without spending another Action Point.
Prerequisites: Outsmart, Keen Attacks.


 


DEDICATED HERO


Oracle Talent Tree


Dedicated heroes with this talent are endowed with an ability to sense the approach of future events and react appropriately.
Hunch: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
Prerequisite: Empathy (SRD).
Foretell: When the Dedicated hero is in a situation where she must select between two or more options or courses of action, she can spend 1 Action Point to attempt a Will saving throw (DC 10 + the EL of the encounter). If the save succeeds, the Dedicated hero can determine which option or course of action is potentially the least dangerous. In this case, “dangerous” is defined as being likely to cause personal injury to the Dedicated hero. It does not mean the option having the greatest chance of success. If two or more of the options are equally safe, the GM should inform the hero that the possible outcomes are equally dangerous (or equally safe).
Prerequisites: Empathy (SRD), Hunch.
Prophetic Vision: With this talent, the Dedicated hero can spend an Action Point to gain insight into the immediate future. Although this glimpse is not enough for complete understanding of future events, it does grant the Dedicated hero significant bonuses. These prophetic visions allow the Dedicated hero to add his Wisdom modifier to his Defense (as a dodge bonus), Reflex saves, Initiative checks, and attack rolls for 1 round per level of his Dedicated hero class.
Prerequisites: Empathy (SRD), Hunch, Foretell.


Selfless Talent Tree


Dedicated heroes with this talent tree are devoted to helping others, even to the point of sacrificing their own resources and health.
Moral Support: Dedicated heroes with this talent can invest their own mental resolve in another intelligent creature by offering words of encouragement and support. By bearing some of the burdens of another character, the Dedicated hero helps them through their difficult times of sickness, pain or temptation. Using this talent causes the Dedicated hero to suffer a –2 penalty to all Will saves, but imparts a +4 bonus to all Will saves made by the character that is being comforted by the Dedicated hero. The Dedicated hero can maintain this assistance for 1 minute per Dedicated hero level and may use this talent a number of times per day equal to his Wisdom modifier. Assisting another creature in this manner is considered a standard action.
Financial Support: By pulling some strings and engaging in some creative accounting, the dedicated hero is able to scrimp some money together and make a loan to a friend in need. This amounts to a –2 to the Dedicated hero’s Wealth score, but a +4 bonus to the recipient’s Wealth score.
Prerequisite: Moral support.
Life Support: When the Dedicated hero undergoes surgery to donate blood, plasma, skin grafts, bone marrow, and even nonessential organs such as a single kidney to another character in need, the recipient of the hero’s good will gains an amount of Hit Points equal to twice the damage suffered by the Dedicated hero (if the surgeon has the Transplant Surgery feat). If the surgeon does not have the Transplant Surgery feat, the recipient gains 1 HP for every 1 HP of damage the Dedicated hero suffers.
Prerequisites: Moral Support, Financial Support.


Virtuous Talent Tree


The dedicated hero is impeccably true to his ideals and gains certain benefits from his truehearted idealism.
Virtue: The Dedicated hero gains a +1 bonus to several skill checks. These skills include Diplomacy, Handle Animal, Intimidate, Knowledge (arcane lore and theology/philosophy), Perform, and Treat Injury.The Dedicated hero can select this talent multiple times. Each time it increases the bonus to those skills by 1 point.
Aura of Virtue: By spending an Action Point, the Dedicated hero can imbue himself and his allies with the powerful force of his faith and dedication. Using this ability is a standard action. When the Dedicated hero activates this ability, all allies within 30 feet (including himself, up to a maximum number of creatures equal to his Dedicated hero class level) gain a +1 morale bonus to all attack rolls and saving throws against fear effects. This bonus lasts for 1 minute per Dedicated hero level.
Prerequisite: Virtue.
Greater Aura of Virtue: By spending an Action Point, the Dedicated hero can imbue himself and his allies with the powerful force of his faith and dedication. Using this ability is a standard action. When the Dedicated hero activates this ability, all allies within 30 feet (including himself, up to a maximum number of creatures equal to his Dedicated hero class level) gain a +1 morale bonus to all attack rolls and saving throws against fear effects (per the Aura of Virtue talent). The Dedicated hero’s allies also gain a number of temporary Hit Points equal to 1d8 + the Dedicated hero’s class level. This bonus lasts for 1 minute per Dedicated hero level.
Prerequisites: Virtue, Aura of Virtue.
Aura of Righteousness: Dedicated heroes with this talent can spend an Action Point to begin radiating an aura that unnerves those that oppose them. This aura persists for one minute per class level of the Dedicated hero. Any creature within 30 feet of the Dedicated hero and with an Allegiance opposed to one of the Dedicated hero’s Allegiances (such as Evil opposes Good) must make a Will save (DC 10 + the Dedicated hero’s Charisma modifier + the Dedicated heroes class level) or become shaken. These creatures remain shaken until the effect ends or they escape the area.
A shaken creature suffers a –2 on attack rolls, saving throws, and skill checks.
Prerequisites: Virtue, Aura of Virtue.
Clean Living: Dedicated heroes with this talent add their Wisdom modifier to their Fortitude saving throws in addition to any other modifiers that normally apply to the hero’s Fortitude save.
Prerequisites: Virtue.



CHARISMATIC HERO


 


Efficacious Talent Tree


Charismatic heroes with these talents are skilled at manipulating the behavior of others, even to the point of being able to issue direct commands.
Disarm: The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.)The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only disarm Gamemaster characters with attitudes of unfriendly or hostile. The disarm bonus can not be used against characters who are indifferent or better.
Charm: The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.)
The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can not be used against characters who are unfriendly or hostile.
Favor: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Charismatic hero spends 1 Action Point to activate this talent. To make a favor check, roll a d20 and add the character’s favor bonus, equal to the character’s Charismatic level. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Charismatic hero can not take 10 or 20 on this check, nor can the hero retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable, regardless of the result of a favor check.
The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability is not abused. The success or failure of a mission should not hinge on the use of a favor, and getting a favor should not replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Prerequisite: Charm or Disarm
Domination: The incredible force of the Charismatic hero’s presence can force others into a state of mental subservience, blunting their ability to resist the hero’s commands.
The target must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero to be susceptible to a domination attempt.
To dominate a target, the hero must spend an Action Point and use an attack action. The target can try to resist the domination attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the subject obeys the hero for a number of minutes equal to his Charismatic hero class level. This obedience is not total, however. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the hero or his apparent allies that threatens the dominated person breaks the effect.
Prerequisites: Charm or Disarm, Favor


Facetious Talent Tree


Heroes with this talent tree are proficient with humorous entertainment. They have quick wits and sharp tongues and can bring an audience to rollicking, helpless laughter.
Clowning: The charismatic hero can engage in comical antics and silly gesticulations either as an attempt to mock another person or even to mock himself.
The targets must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to see the hero to be susceptible to a clowning attempt.
To engage in a bout of clowning, the hero must use a full attack action and make a perform check (DC 15). The target can try to resist the influence of the clowning attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the targets (a number of creatures less than or equal to the hero’s Charismatic class level) become filled with mirth and find it difficult to take the hero seriously. This causes them to underestimate the hero and fail to react appropriately against his attacks. They suffer a penalty to AC that is equal to the Charismatic hero’s Charisma modifier and they take an equal amount of extra damage from all of his attacks.
This condition persists for a number of rounds equal to the hero’s Charismatic class level. Whether the target’s saving throw fails or succeeds, they cannot be affected again by the same hero’s clowning for 24 hours.
Prerequisite: Perform 4 ranks.
Razor Tongue: Heroes with this talent are skilled at hurling scathing, bitter insults and humiliating jeers. This barrage of vituperation causes that target creature to become unsure of himself, overly self-conscious, and more prone to making mistakes.
To use this talent, the hero must use an attack action and make a Charisma check (DC 15). The target must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to hear and understand the hero to be susceptible to this ability.
The target can try to resist the attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target suffers –2 morale penalties to all attacks, weapon damage rolls, saves and skill checks for a number of rounds equal to the Charismatic hero’s class level.
Prerequisites: Intimidate 4 ranks.
Hysterics: The hero can utter such surprising and hilarious quips that those who hear him collapse into fits of laughter. The hero can affect a number of targets equal to his Charismatic hero level. The targets must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to hear and understand the hero to be susceptible to this ability. A creature whose type (such as humanoid or dragon) is different from the hero’s receives a +4 bonus on its saving throw, because the humor doesn’t “translate” well.
To use this talent, the hero must spend an Action Point, make a Perform check (DC 15), and use an attack action. The targets can try to resist the attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the subjects are overcome with fits of laughter. They fall prone and can take no actions for a number of rounds equal to the hero’s Charisma modifier. A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.Whether the target’s saving throw fails or succeeds, they cannot be affected again by the same hero’s hysterical comments for 24 hours.
Prerequisites: Perform 4 ranks, Clowning, Razor Tongue.


Intimidating Talent Tree


The Charismatic hero can develop a powerful force of character, becoming highly skilled at intimidating others.
Intimidating Presence: With this talent the Charismatic hero applies his Charismatic level as a bonus on any Intimidate, Gamble, or Gather Information checks when attempting to bully or cow others into a state of unease and submission.
Shake: Charismatic heroes can spend an Action Point to attempt to shake their opponents. A single use of this ability can affect a number of creatures equal to the Charismatic hero’s class level. Those targeted by the Charismatic hero must make a Will save (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus) or become shaken. A shaken creature suffers a –2 morale penalty on all attack rolls, saving throws, skill checks, and ability checks.
Prerequisite: Intimidating Presence.
Terrify: Charismatic heroes can spend an Action Point to attempt to terrify their opponents. A single use of this ability can affect a number of creatures equal to the Charismatic hero’s class level. Those targeted by the Charismatic hero must make a Will save (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus) or become terrified. A terrified creature suffers a –3 morale penalty on all attack rolls, saving throws, skill checks, and ability checks.
Prerequisites: Intimidating Presence, Shake.
Game Face: Charismatic heroes can take on an appearance and manner of extreme gravity. Opponents who see this fearsome glare must make a Will save or suffer an additional 2 points of subdual damage every time the Charismatic hero inflicts Hit Point damage upon them.
The Charismatic hero must spend a move action to “get his game face on.” After that time the effect continues for 3 rounds plus 1 round per level of Charismatic hero. The hero may use this talent a number of times per day equal to his level in Charismatic hero, but never more than one time per encounter.
Prerequisites: Intimidating Presence, Shake.



Pulchritudinous Talent Tree


Heroes with these talents are blessed with incredible physical beauty and glowing personal magnetism.
Good Impression: The Charismatic hero’s remarkable beauty influences the judgments that other characters make about him. Charismatic heroes with this talent gain a +3 circumstance bonus to all Diplomacy, Bluff, and Perform checks.
Charm: The Charismatic hero gets a bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can not be used against characters who are unfriendly or hostile.
Stunning Beauty: The hero possesses such amazing physical beauty that opponents can be stunned with a mere smile.
The targets must have an Intelligence score of 3 or higher, must be within 30 feet of the hero, and must be able to see the hero to be susceptible to this ability.
To stun a target, the hero must spend an Action Point and use an attack action. The target can try to resist the stunning attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the subject is stunned for a number of rounds equal to the hero’s Charismatic hero class level. A stunned creature drops everything held, can take no actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).
Prerequisites: Good Impression, Charm.

A few more talents

Strong Hero

Penetration Talent Tree
The Strong Hero knows an armour's weak points and how use them in order to penetrate its protection.

Penetration: By taking a -1 penalty to his attack roll, the Strong Hero can ignore 1 point of Hardness or resistance from the armour the target is wearing. The Strong Hero ignores the resistance that matches the damage type of the weapon he's using.
Improved Penetration: By taking a -2 penalty to his attack roll, the Strong Hero can ignore 2 points of hardness or resistance from the armour his opponent is wearing. The Strong Hero ignores the resistance that matches the damage type of the weapon he's using.
Prerequisites: Penetration
Advanced Penetration: By taking a -4 penalty to his attack roll, the Strong Hero can ignore 4 points of resistance or hardness from the armour his opponent is wearing.
Prerequisites: Penetration, Improved Penetration

Fast Hero

Armoured Maneuvers Talent Tree
The Fast Hero retains his natural grace and flexibility even in restricting armour.

Armoured Maneuvers: Any light or medium armour worn by the Fast Hero has its Maximum Dexterity bonus increased by 2 points and Armour Penalty halved
Improved Armour Maneuvers: Any heavy armour worn by the Fast Hero has its Maximum Dexterity bonus increased by 2 points, and its Armour Penalty halved.
Prerequisites: Armoured Maneuvers
Advanced Armoured Maneuvers: The improved brought about by Armoured Maneuvers and Improved Armoured Maneuvers are furthermore increased by 2 additional points of Maximum Dexterity Bonus.
Prerequisites: Armoured Maneuvers, Improved Armoured Maneuvers.


Tough Hero

Supra Armour Talent Tree
The Tough Hero knows how to move and position himself when wearing armour to increase its effectiveness.

Supra Armour: The Though hero's Defense bonus from armour he's wearing increases by one point.
Improved Supra Armour: The Tough Hero's Defense bonus from armour increases by one point. This stacks with Supra Armour, for a total of 2 points of increase.
Advanced Supra Armour: The Tough Hero's Defense bonus from armour increases by one point. This stacks with Supra Armour and Improved Supra Armour, for a total increase of 3 points.
Prerequisites: Supra Armour, Improved Supra Armour.


Smart Hero

Fast Learning Talent Tree
The Smart Hero learns new things very fast.

Fast Learning: You gain an extra skill point at each new level you attain as a Smart Hero
Improved Fast Learning: You gain an extra skill point at each new level you attain as a Smart Hero. This stacks with Fast Learning, for a total of two extra skill points.
Prerequisites: Fast Learning
Advanced Fast Learning: You gain an extra skill point at each new level you attain as a Smart Hero. This stacks with Fast Learning and Improved Fast Learning, for a total of three extra skill points.
Prerequisites: Fast Learning, Improved Fast Learning

Skill Mastery Talent Tree
The Smart Hero is quick at learning and perfecting new knowledge.

Jack of All Trades: The Smart Hero gains 2 ranks in every Intelligence-based class skill that currently has a number of ranks less than one-half his class skill max ranks and 1 rank in every Intelligence-based cross-class skill that currently has a number of ranks less than one-half his cross-class skill max ranks. This talent can be taken up to 3 times.
Versatile Knowledge: The Smart Hero selects a number of cross-class skills equal to his Intelligence bonus. These skills become permanent class skills. This talent can be taken up to 3 times.
  
Some new feats

Active Defense
When the bullets fill the air, you know how to effectively protect yourself.
Prerequisites: Dexterity 13, Dodge.
Benefit: You can spend an action point to add the result of the action die to your Defense. This increase lasts for a number of rounds equal to one-half your character level (rounded up).

Advanced Critical
Choose a specific melee or ranged weapon, such as a Colt Python. You are devastation when wielding this weapon. You must select a weapon which has a threat range.
Prerequisites: Proficient with weapon, Weapon Focus (selected weapon), Improved Critical (with selected weapon), Weapon Specialization (with selected weapon), Base Attack Bonus +10.
Benefit: The critical multiplier for the weapon is increased by one. For example, a revolver does x3 damage on a critical hit instead of x2.
Special: You can gain this feat multiple times. Each time you take the feat you must select a different weapon.

Advanced Power Attack
You make unbelievably powerful melee attacks.
Prerequisites: Strength 17, Power Attack, Improved Power Attack, Base Attack Bonus +10.
Benefit: When using the Power Attack feat, your damage is multiplied by 2. For example, if you take -4 to attack, you gain +8 to damage.

Headshot
Rivaling the best professional snipers, you consider yourself a failure if you hit a body part other than the head.
Prerequisites: Far Shot, Sniper, Improved Sniper, One Shot One Kill, Base Attack Bonus +10.
Benefit: You can expend an action point in order to turn a successful single shot attack (not burst fire or autofire) with a longarm into a headshot. The action point can be expended after an attack roll, but before the damage roll is made. A headshot is automatically a critical hit and the target doesn't receive any protection from his armour unless he's wearing a helmet. You are unable to use this ability in cases where it would be impossible to hit the target's head and the feat is useless against anything other than living creatures.

Improved Critical
Choose a specific melee or range weapon, such as a Colt Python. You are frighteningly effective when wielding this weapon. You must select a weapon which has a threat range.
Prerequisites: Proficient with selected weapon, Weapon Focus (with selected weapon), Weapon Specialization (with selected weapon), Base Attack Bonus +8.
Benefit: Your threat range with the weapon increases by one. For example, a revolver threatens a critical hit on a 20 now threatens it on a 19-20.
Special: You can gain this feat multiple times. Each time you take the feat you must select a different weapon.

Improved Power Attack
You make extremely powerful melee attacks.
Prerequisites: Strength 15, Power Attack, Base Attack Bonus +5.
Benefit: When using the Power Attack feat, your damage bonus is multiplied by 1.5. For example if you take a -4 to attack, you gain a +6 to damage.

Improved Sniper
You are extremely accurate when firing single shots from longarms.
Prerequisites: Far Shot, Sniper, Base Attack Bonus +6.
Benefit: The reduction in range penalties provided by the Sniper feat increases to 4 points.

Long Burst
You can fire bursts of longer duration that do more damage.
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Base Attack Bonus +4.
Benefit: When using an automatic firearm, you may fire a long burst as a single attack against a single target. Your attack deals +3 dice of damage, but receive a -6 penalty on the attack roll. For example, a firearm that deals 2d6 points of damage deals 5d6 instead.
Firing a long burst expends ten bullets and can only be done if the weapon has ten bullets in it.
Special: If the firearm has a 3-round burst setting, firing a long burst expends six bullets instead of ten and can be used if the weapon only has six bullets in it.

One Shot, One Kill
When using a high-powered, accurate longarm, you usually don't need more than one shot to bring your target down.
Prerequisites: Far Shot, Sniper, Improved Sniper, Base Attack Bonus +8.
Benefit: Once per round, you can improve the threat range of an attack you make with a longarm by one (eg 19-20 becomes 18-20). The use of this ability must be declared before the attack roll is made and cannot augment a burst fire or an autofire attack.

Sniper
You are very accurate when firing single shots from longarms.
Prerequisites: Far Shot.
Benefit: When using a longarm, you can reduce the range penalties by 2 points. This ability may be used once per round and its use must be declared before the attack roll is made. It cannot be used along with a burst fire or an autofire attack.

New feat!

Underwater Combat


You`ve learned how to fight more effectively underwater, making you a dangerous combatant both in and out of water.
Benefit: Penalties for fighting under water (see table 3-22 page 92 of DMG v3.5 or SRD of chapter 3: Adventures in the Environment/Terrain section) are halved. Character can move at half speed as a move action and full speed as a full round action. Ranged combat suffers only -1 to attack rolls for every 10 feet of water passed through, and can throw a weapon such as a spear.
Normal: Normal combat underwater suffers -2 to attacks for slashing and bludgeoning melee weapons and suffer half damage, while movement is only one-quarter as move action and half speed as a full round action. Thrown weapons are ineffective, and ranged weapons take a -2 penalty to attack rolls for every 5 feet of water it passes through.

Cyborg Talents


Combat cyborgs are frightening to fight, but once a hero truly learns to make the metal a part of him, he becomes a posthuman warrior with awesome capabilities.
 


Metal Fist Talent Tree (Strong Hero)


A Strong hero learns that his or her prosthetic arm can be used to strike devastating unarmed blows. The hero uses technique and sheer bravery to turn his or her artificial limbs into maces and clubs. Unlike other talent trees, these require that characters possess one or more cybernetic attachments.
Prerequisite for all talents: Prosthetic Arm


 


Metal Fist: The Strong heroʼs strikes with his or her unyielding cybernetic limb inflict 1d3 points of normal damage instead of unarmed damage (Crit: 20/x2).


Improved Metal Fist: The Strong heroʼs strikes with his or her prosthetic inflict 1d4 points of normal damage (Crit: 20/x2).
Prerequisite: Metal Fist.


Advanced Metal Fist: The Strong heroʼs strikes with his or her prosthetic inflict 1d6 points of normal damage (Crit: 20/x2).
Prerequisites: Metal Fist, Improved Metal Fist.


 


Boost Talent Tree (Strong Hero)


Once a Strong heroʼs adapted to his or her powerful new limbs, he can use a combination of technical know-how and biomechanical technique to improve his running and leaping far beyond the specs of his or her limbs. Wear, tear and fatigue prevent the hero from boosting his power all the time.
Prerequisite for all talents: Both the characterʼs legs must have prosthetic replacements.


 


Boost: The Strong hero adds 5 feet to his or her running speed and +1 to Jump checks. After a number of rounds equal to his Strength bonus, he or she loses this benefit for one minute.


Improved Boost: The Strong hero adds 10 feet to his or her running speed and +2 to Jump checks. After a number of rounds equal to his Strength bonus, he or she loses this benefit for one minute.
Prerequisite: Boost.


Advanced Boost: The Strong hero adds 15 feet to his or her running speed and +3 to Jump checks. After a number of rounds equal to his Strength bonus, he or she loses this benefit for one minute.
Prerequisites: Boost, Improved Boost.



 


Dodge Bullets Talent Tree (Fast Hero)


Fast heroes can use cybernetically enhanced reflexes to dodge gunfire. They can't move faster than a bullet, but they can think fast enough to see where the barrelʼs pointing.
Prerequisite for all talents: Initiative implant, haste implant or reaction implant (any implant that grants a bonus to Reflex, initiative, or bonuses similar to the haste spell). 


Dodge Bullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from a single attacker. The character must designate the attacker at the beginning of the round.


Improved Dodge Bullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from a two attackers. The character must designate the attackers at the beginning of the round.
Prerequisite: Dodge Bullets.


Advanced Dodge Bullets: The Fast hero gains a +1 dodge bonus to Defense against gunfire from a three attackers. The character must designate the attacker at the beginning of the round.
Prerequisites: Dodge Bullets, Improved Dodge Bullets.


Interrupting Shot: On any round where the Fast hero goes before his or her opponent, he or she may hold her attack until the moment the opponent uses a ranged attack. The Fast hero attacks at the same time, depriving the opponent of his or her Dexterity bonus to Defense.
Prerequisite: Dodge Bullets.


Close With the Enemy: By spending an action point, the Fast hero can move to melee range of an opponent before than opponent uses a ranged attack -- even if the opponent would move before the hero. The Fast hero must be able to move to the opponent and cannot move beforehand. The player declares that he or she is using this talent when the opponent declares he or she is going to attack. The opponent may not change his or her action.
Prerequisites: Dodge Bullets, Interrupting Shot.

Maneuver Options


These are alternate ways to use some normal actions, or something extra while performing an action.

Crazy Legs Charge
A character using the charge action can move farther by taking a penalty to his attack roll. A character can move up to his speed in additional movement during the charge, but each extra 5 feet requires him to suffer a cumulative –2 penalty on his attack roll.


 


Knock Down
A character can attempt to knock down a foe with a particularly hard strike, but he must take a –4 penalty on his attack roll. The resulting attack, if it hits, must inflict 20 points of damage or more in a single melee attack against a creature of the same size or smaller before the character can try to knock down the foe. Each difference in size larger than the character must increase the damage in a single blow by +10 per size category larger. To knock down the foe, the attacker makes an immediate Strength check opposed by the foe’s Strength or Balance check; on a success, he knocks down the foe. The foe gains a +4 bonus for every size category he is larger than Medium or suffers a –4 penalty for every size category he is smaller than Medium. The foe gains a +4 bonus if he has more than two legs or is otherwise more stable than a normal humanoid (such as a dwarf). A knocked-down foe stays in the same square but falls prone. To knock down a foe without making an attack, use the standard trip rules.


 


Throw
If a character has an opponent grappled, he can use a standard action to attempt to throw his opponent into an adjacent square, where he will land prone. The opponent must weigh less than the character’s heavy load. The character and his opponent make opposed grapple checks, and if the character succeeds, he throws the opponent. If the opponent wins, however, he breaks the grapple, is not prone, and can immediately readjust to any adjacent square he wishes (or stay in the same square).


 


Turning Charge
A character using the charge action can make one turn during the charge (rather than just moving in a straight line). However, he must make a Balance check (DC 12) or, at the point of the turn, he falls prone and his turn ends. Further, the prone character suffers a –4 penalty on his attack roll (with the +2 bonus for charging, the net is –2) and a  further –2 to his Armor Class (for a total of –4 with the charge).

For those who want to be more supportive characters, here's a few feats to aid others.


Aiding Strike
Your strikes aid your allies, no matter how well you struck.
Prerequisites: Combat Expertise, base attack bonus +1, Int 13.
Benefit: Whenever you make an attack action, you can choose to deal half damage on a successful hit to benefit an ally with aid another, subject to all the normal restrictions of aid another. If you miss with your attack action, but your attack result is sufficient to hit Defense 10, you instead grant half of your aid another bonus to the ally.


 


Backline Instructor
“No no, move to the left!"
Prerequisites: Perform (oratory) 3 ranks, Int 13.
Benefit: As a standard action, you may use aid another for an ally within 30 feet, but only to help on attack rolls against his opponent or to help with Defense against his opponent. Instead of making an attack roll, you make a Perform (oratory) check DC 10. This feat is language-dependent.



Combat Instruction
“If you swing at a 72 degree angle, you set yourself up for an easier swing afterward...”
Prerequisites: Lasting Aid, base attack bonus +6, Int 13.
Benefit: When you successfully use the aid another action to help an ally, the ally gains the aid another bonus on all attack rolls against its opponent or to all the attacks against the ally by the opponent, as long as these come before the start of your next turn. Finally, the bonus you grant with this use of aid another increases by +1. You may use Combat Instruction a number of times per day equal to 1 + your Intelligence modifier.
Normal: The bonus from aid another only applies to the next attack by the ally or against the ally.



Lasting Aid
You can help not only with the next attack, but also the one after.
Prerequisite: Int 13.
Benefit: When you successfully use the aid another action to help an ally, that ally gains the aid another bonus to either the next two attack rolls the ally makes or to the next two attacks against the ally, as long as these come before the start of your next turn. In addition, the bonus you grant with this use of aid another increases by +1.
Normal: The bonus from aid another only applies to the next attack by the ally or against the ally.


 


Spirit-Boosting Aid
“Give it your all!”
Prerequisites: Heal 3 ranks, Int 13.
Benefit: When you successfully use aid another on an adjacent ally in combat against an enemy, that ally gains a number of temporary hit points equal to your Intelligence modifier plus 1 for every 3 ranks you have in Heal.

NEW STARSHIP ACTIONS
 


BLINDSIDE
As a move action the pilot maneuvers his ship into a position so that his target cannot see or shoot him. The vehicles must be within one square of one another, and the blindsiding vehicle must be the same size or smaller. The character makes a Pilot check, opposed by Pilot check by the pilot of the opposing vessel. If the character is successful, they may choose one of the enemy ship’s weapons – until the character’s next action his ship cannot be targeted by that weapon.



ELECTRONIC COUNTERMEASURES
As a standard action, a character may use an array of electronic countermeasures to enhance the stealth of his vessel, baffling enemy sensors and masking their own signature. The character makes a Computer Use check. For every 5 points by which the check exceeds 10, anyone attempting to detect the vessel incurs a -1 penalty to do so. This penalty lasts for one round.

INTERCEPT COMMUNICATION
As a standard action, characters with access to communications equipment may attempt to intercept the communications of another vessel. The DC for the Computer Use check is 20 or the result of the enemy counterpart’s Computer Use check, whichever is higher. If successful, the character may listen in to the enemy communication onboard the target vessel until the interception is noticed and prevented. An opposing communication officer may not realize communications are being intercepted. Communications that have been scrambled must be unscrambled with a separate check.

A few new feats for ranged combat.

Cover Fire
You can place shots to shield your allies in ranged combat.
Prerequisite: Dex 13+, Int 13+, Point Blank Shot.
Benefit: As a full-round action, you can use a ranged attack to give the benefits of one-quarter cover (+2 Defense, +1 Reflex saving throw) to one or more of your allies.
If you are using a ranged weapon with a single shot rate of fire, you can protect only one ally per round. Each round, you can give cover against attacks coming from one direction only. You can use this feat to protect an ally against multiple foes in a round, but all the attackers you are providing cover against must be within a ten foot by ten foot area; outside this area can target your ally without penalty.
You are limited to laying down cover fire against enemies within your weapon's maximum range. You can only provide cover against attackers on the same plane-no more than ten feet higher or lower than your position. Your ally must move at least one-half his or her maximum normal (non-running) move during the round to gain the benefits of this feat. If you are using an automatic weapon, you can protect a number of allies per round equal to your Dexterity modifier (if positive-minimum of one). You can grant your allies cover against attackers who fall within a twenty foot by twenty foot area. All the other limits of the feat as described under using a single shot weapon apply.
Using this feat requires you to expand the same amount of ammunition as if you had made a normal attack.
An attacker can negate the effects of this feat by evading your fire. Doing so requires a successful Reflex saving throw against a DC equal to 10 + your base attack bonus + your Dexterity modifier (if positive). Each attacker must roll separately to evade cover fire.

Disarming Shot
You can disarm an opponent by shooting the weapon out of his hand.
Prerequisite: Base Attack +6, Personal Firearms Proficiency, Point Blank Shot, Precise Shot.
Benefit: You can target a weapon with a ranged attack. A large weapon has an effective Defense of 18. Each size category below large increases the weapon's Defense by +1. A weapon that has been struck by your disarming shot becomes broken and useless.

Grazing Shot
You can throw an opponent off-balance with a ranged attack, even if you fail to strike the target.
Prerequisite: Dex 15, Base Attack Bonus +3, Precise Shot.
Benefit: If one of your ranged attacks misses a target by the exact amount of the target's Dodge bonus, the target must succeed on a Reflex saving throw against a DC equal to 10 + your base attack bonus. Failure indicates the target suffers a penalty to initiative equal to the minimum amount of damage a successful attack would have inflicted (ie an attack that delivers a 2d6 hp damage would impose a -2 penalty). If the target has already acted in the round the initiative penalty applies the beginning of the next round.

Mozambique Drill
You can fire a trio of well placed shots at an opponent.
Prerequisite: Base Attack Bonus +2, Personal Firearms Proficiency, Point Blank Shot, Double Tap.
Benefit: When firing at a target within 30 feet using a firearm in single-shot mode with at least three bullets loaded, the character may fire a Double Tap to the torso and a follow up with a shot to the target's head. This maneuver is executed as a single attack against a single target. The character receives a -2 penalty on the attack roll, but deals +2 dice of damage. For example, a firearm that deals 2d6 points of damage deals 4d6 instead. A Mozambique Drill expends three bullets and can only be done if the weapon has three bullets in it.
Normal: A character without this feat is unable to execute a Mozambique Drill. Treat any attempt as a normal Double Tap that expends three bullets. The additional bullet is wasted.
Special: This feat will work with all pistols, submachine guns, and rifles with at least three rounds loaded and shooting in semiautomatic mode. Guns firing in automatic or three round burst mode, and shotguns cannot be used to execute a Mozambique Drill.

One-Handed Reload
You can reload a weapon even if your other hand is occupied or pinned.
Prerequisite: Personal Firearms Proficiency, Quick Reload.
Benefit: You can reload a semi-automatic handgun (or a revolver, if you are equipped with speed loaders) as a free action, even if you are holding something in your free hand. You can reload two semi-automatic handguns as a partial action. Reloading a revolver one-handed is a move action.

Stand and Deliver
You can elect to sacrifice mobility for accuracy when making ranged attacks.
Prerequisite: Precise Shot.
Benefit: When using the attack action or the full attack action in ranged combat, you can take a penalty of up to -5 on your Defense and add the same number to your ranged attack roll (up to +5). The bonus to your attack roll may not exceed your base attack bonus. These changes to your attack rolls and Defense score persist until the next round. The bonus to your attack roll is considered a circumstance bonus.

Up Close and Personal
Your ranged attacks have a better chance of scoring a critical hit at very close range.
Prerequisite: Base Attack Bonus +3.
Benefit: When you make a successful ranged attack roll against opponents within ten feet the critical threat range of your weapon is increased by +1. For example, a Glock 17 would threaten on 19-20, instead of only on a 20. 

Psionic Feats

Shape Psi-Blade (Metapsionic)
The battle mind is able to alter their psi-blade so that it deals different types of damage.
Prerequisite: Psi-Blade ability, at least 2 power points in reserve
Benefit: By spending one power point while activating the psi-blade, the battle mind is able to change the damage type to either bludgeoning or slashing. The battle mind can alter the damage type again once a round as a move equivalent action costing 1 power point, but must maintain at least 2 power points in reserve.

Latent Psychic (Psionic)
You have discovered that you have limited psionic abilities.
Prerequisite: Wild Talent (d20 Core pg 362.)
Benefit: Select up to two 0-level psionic powers and one 1-level psionic power, and have a power point reserve of 5, plus any bonus power points from high Charisma score.
Special: If you pick a psionic advanced class after selecting this feat, these power points are added to your power point reserve, and the psionic powers are not counted against the powers discovered for that class.

Greater Reserves (Psionic)
You possess a greater reserve of power to power your psionic powers in a day.
Prerequisite: Must be able to manifest psionic powers and have power points.
Benefit: Your power points per day increases by 10.

Psionic Blade (Psionic)
You can manifest a blade made of psychic energy, without being a battle mind.
Prerequisite: Wild Talent
Benefit: For 1 power point, you can manifest a blade of psychic energy from your fist that deals 1d4 points of piercing damage, and lasts for half your level in rounds before dissipating or dismissed, as a move equivalent action. You can reactivate it again for another 1 power point.

Psionic Powers

Claws of the Cat
Strength or Dexterity
Level: Battle Mind 1
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 hour/level
Power Points: 2

This power is similar to the Claws of the Bear power, only slightly weaker. Your hands and fingers lengthen slightly, and you grow claws on your fingers of both hands. The power grants you a claw attack (which does not provoke attacks of opportunity) that deals 1d6 points of slashing damage (plus Strength modifier). You are considered armed. Unlike the claws of the bear, you can grasp and manipulate objects, but suffer a -2 penalty to all checks and rolls (including weapons) as long as this power remains in effect. You can use this power in conjunction with feats (including weapon finesse), powers, or spells allowing additional attacks on yoru turn, and it can be used with multiple attacks gained through level advancement.

 


Bio-Regeneration
Constitution
Level: Battle Mind 3, Telepath 4
Display: Visual, Material
Manifestation Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15

This ability allows oneself to will themselves free of disease or poison and back to health, and heal physical damage and injury. Although this ability does not regenerate limbs, it does cure the user of one disease or poison (can only cure and heal one, so if the user is inflicted by 2 different poisons or diseases, must pick one to cure and heal) and heals any ability damage done by them, or can heal 3d6 points of damage, or can heal 1d4 points of ability damage from any other source. The user can only select one of these choices, so they user can not heal 3d6 points of damage and also cure a poison or disease, must select one or the other. While this power is manifesting, the user can not partake in any strenuous actions, such as attacking, running, or full defense actions, only simple actions like dodging, walking at normal speed, or hiding, nor manifesting other psionic powers.

 


Healing Touch
Constitution
Level: Battle Mind 2, Telepath 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Power Points: 4

By touching a creature and channeling your psychic powers through your hand, you can heal physical injuries of the target. You can heal a creature willing, or unconscious target without making a touch attack, but an unwilling or one in the middle of combat requires a touch attack. You can only heal organic creatures, those made of metal, such as robots, or minerals or other inorganic material can not be healed. You heal the touch target 2d4 points of damage, and a successful Treat Injury check  (DC 15) can heal an extra +2 points of damage.

 


Increased Healing
Constitution
Level: 1
Display: Material
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3

By channeling your psychic energies into your body's healing ability, you can greatly improve it for short periods of time. You gain fast heal 1 for as long as the power is manifested, or unless you are knocked unconscious before the duration is up.

 


Psychic Diagnosis
Intelligence
Level: 1 Telepath
Display: Visual, Material
Manifestation Time: Move equivalent action
Range: Touch or 1 foot per level
Target: 1 creature
Duration: Varies
Power Points: 2

Your eyes glow a soft green as you use your psychic powers to sense what is wrong with a person. You are able to, with a Concentration check (DC 13), and one round of concentration, determine if the target is poisoned, diseased, or how badly injured (know current hit points compared to normal), or affected by drugs, or magic, or other ailment, but only determine one of these (GM choice for which is most potent or damaging to the target). A second full round of concentration will allow the user to discover another ailment, or know exactly what the previously known ailment is (Concentration check is the same each round), and so on for further rounds. Each round the user concentrates grants a +1 bonus to any Treat Injury checks they, or someone the inform, for curing or healing the target, up to a maximum of +5. For example, Joe falls unconscious, then Bob the psychic uses psychic diagnosis. In the first round he discovers Joe is poisoned, a second round of concentration will reveal Bob was poisoned with arsenic.
Completely unknown, alien or new poisons, diseases or ailments will increase the Concentration DC by +1 or more, up to a maximum of +5, GM determination.


Resist Cold
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the cold. You or the touched target is immune to extreme cold temperatures, gaining cold resistance 5 and immune to cold exposure until the duration ends. When struck by a cold attack, there is a brief flash of blue light as the field protects against the attack.


Resist Heat
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the heat. You or the touched target is immune to extreme hot temperatures, gaining fire resistance 5, and heat exposure until the duration ends. When struck by a fire attack, there is a brief flash of red light as the field protects against the attack.

A couple of spells


Breathe Without Air
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You or one person touched
Duration: 10 minutes/level
Saving Throw: Negates
Spell Resistance: No
This spell enables the target to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the target from magic toxins, or other types of magic, but does protect against man-made and natural gases. The target is immune to man-made or natural gases, and does gain a +2 bonus against magic gases or airborne toxins. The target of the spell must still have protection against dangerous environments, such as the vacuum of space or deep water, as the spell will not protect against the extreme cold of both or the pressure of extremely deep water. 



Life Source
Transmutation
Level: 3
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
By using the Life Source spell, the cast is able to convert is how life energy (Hit Points) into spell energy for casting spells. The caster must inflict at least 1 point of damage to themselves, and sacrifice the hit points, which causes pain and temporary weakness. For every 5 hit points sacrificed, the caster gains 1 spell level which can be used for any level of spell. For 0-level spells, two can be cast. The caster is nauseated for 1d4+1 rounds after casting this spell. So a caster can sacrifice 15 hit points and gain 3 spell levels. These levels can be used to power meta-magic feats for spontaneous caster. These spell levels last until the caster rests or is rendered unconscious. If the spell would draw enough hit points to take the caster below 0 hit points, the spell doesn't function, as the caster's subconscious prevents him or her from doing so.

Assuring Critical
Prerequisites: Wis 13
Benefit: When you score a critical while there are no other enemies adjacent to you, you gain a +2 bonus to Will saves and a +2 bonus to damage rolls until the end of your next turn.

Critical Expertise
Prerequisites: Weapon Focus in selected weapon.
Benefit: Choose a weapon that you have Weapon Focus for, when you score a critical hit with that weapon, you deal an extra 1d6 points of damage.

Critical Retreat
Prerequisite:: Dex 13 or Int 13
Benefit: When you score a critical hit while wearing no armour or light armour, you can move 15 feet as a free action.

Imposing Critical
Prerequisite: 2 ranks in Intimidate
Benefit: When you score a critical hit, you can make an Intimidate skill check as a free action, with a bonus to the check equal to the damage dealt. If successful, the target is shaken.

Inspiring Critical
Prerequisite: Cha 15
Benefit: When you score a critical hit, all allies with line of sight within 30 feet of you gain a +2 moral bonus to attack rolls.

Power Critical
Prerequisite: Str 15, Power Attack
Benefit: When you score a critical hit with an attack that you made using the Power Attack feat, the critical multiplier is increased by 1. Example, a high frequency sword normally deals x2 damage on a critical, with this feat, on a power attack, the critical multiply would be x3.
Couple of feats

Pilot Reactive Dodge
You've been in so many dogfights that dodging incoming fire has become second nature.
Prerequisite: Starship Operation (Ultralight or Light), Starship Dodge, OR Aircraft Operation (helicopters, fighters ((jet or prop))), any aircraft related dodge feats if any.
Benefit: As long as you are aware of an attack, made easier with equipment such as missile lock alert and similar systems, and piloting an ultralight, or even some light sized starships (corvette, frigate and small fast destroyers), you can attempt to do a last minute jink to move out of the way. Make a Pilot check as if the pilot was performing the jinking maneuver (d20 Future Tech pg 38), adding the bonus to Defense and the penalties to attack rolls, with an additional -2 penalty to attack rolls for the rest of the round. This can be done using up one of the pilot's attack of opportunities.

Fortifying Power
Positive energy you cast fortifies your body.
Prerequisite: Ability to cast positive energy spells, Con 12, spell casting ability with stat of at least 12.
Benefit: When casting, or using an ability that uses positive energy, such as healing spells, you gain temporary hit points. You gain half as many hit points as the spell or ability heals/damages plus your spell casting ability modifier. If the spell or power doesn't heal or deal damage, you instead gain half your spell casting level plus your spell casting ability modifier in temporary hit points.
   
More psionic powers.

Adapt Body
Constitution
Level: 4
Display: Visual, Material
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 9

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
You can somewhat adapt to extreme environment features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round (such as lava, which deals 20d6 points of damage per round of immersion) deals you only half the usual amount of damage.
An attack form is not treated as an environment. For example, even if you're adapted to extremely cold conditions, you are still vulnerable to attacks that deal cold damage.


Affinity Field
Constitution
Level: 4
Display: Visual, material
Manifestation Time: 1 full round
Range: 20 ft radius emanation, centered on you
Saving Throw: Fortitude negates (potentially harmless)
Duration: 1 round/level
Power Points: 17

You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take damage (including ability damage) as you do and heal all wounds as you do. For instance, if you take 8 points of damage from a gun shot, all creatures within the area also take 8 points of damage. On the other hand, if you are healed, all creatures in the affinity field are also healed. Hit points gained or lost persist after this power ends.
Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power's duration, although instantaneous effects remain, such as the effects of curing powers. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.


Bite of the Wolf
Strength
Level: 2
Display: Visual
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 3

Bite of the Wolf is a weaker version of Bite of the Tiger, and can be learned by other psionics besides the Battle Mind. Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and can be affected by powers, spells or other effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard -4 penalty on your attack roll.
 


Bullet
Wisdom
Level: 1
Display: Material
Manifestation Time: 1 standard action
Range: 0 ft
Effect: Normal bolts, arrow, sling bullet, bullets, etc
Duration: 1 min/level
Power Points: 2

You create 2d4 ectoplasmic pieces of ammunition of a type you hold for a weapon, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack and damage rolls, and can be used for overcoming magical damage reduction. This ammunition otherwise functions like normal ammunition for the selected weapon, and must be loaded.
Augment: For every 3 additional power points you spend, this power improves the ammunition's enhancement bonus on attack and damage rolls by one up to a maximum of +4.
 


Psychic Dervish
Dexterity
Level: 2
Display: Material
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/2 levels or until cancelled by movement
Power Points: 5

As long as you do not move while this ability is activated, you may add half again your Dexterity bonus to all attacks and damage rolls you make. This bonus is in addition to any other bonuses applied to your attack and damage rolls, including other bonuses from Strength or Dexterity. Your psychic power spins you wildly and you must rely on the focus of your mind and your natural training to strike at your opponents. On the other hand, your rapid motion allows you to strike with much greater force than would otherwise be possible in melee. This ability only affects melee attacks.
  


 
Psychic Evacuation
Wisdom
Level: Battle Mind 4
Display: Aura
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: Will negates (see text)
Power Points: 9

To combat other psychics, especially Telepaths with their larger reserves of psionic power, battle minds have mastered the art of bleeding away psionic energy. When this ability is manifested, the battle mind's aura become turbulent and filled with strange motion. Any creature that can manifest psionic powers is struck in melee by an unarmed, natural or tiny weapon wielded by the battle mind suffers normal damage but also suffers the loss of 1d4 power points as the battle mind's aura causes the sudden evacuation of power from the target. A successful Will save, or Power Resistance prevents the lose of power points from the attack.



Telekinetic Shield
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 round per level
Power Points: 6


This power power creates an invisible shield around the manifester that deflects attacks, especially physical ones. The shield grants a +2 Deflection bonus to Defense, and provides DR 3 against all energy attacks except ones that are light (any laser or maser) or electrical (electricity) based weapons, and DR 5 against all other energy types, and DR 10 against all physical attacks (slashing, piercing, bludgeon, ballistic, etc). Opponents attempting to strike the manifester in melee combat must make a Reflex save (DC 10 + half manifester level + Con modifier) or be knocked back 1d4 x half manifester level feet, requiring another Reflex save DC 15 or be knocked prone, dropping anything held. The telekinetic shield also grants a +2 save against psychic based attacks made against the manifester.
However, while the telekinetic shield is up, the manifester is unable to use any powers that project energy or telekinesis and similar powers.

A few magic related feats


Fork Spell (Metamagic)


You can double the number of targets your spell has.
Benefit: Double the number of targets of your spell. For example, a spell that targeted 3 creatures within 60 feet of the caster now targets 6 creatures (all of whom must be within 60 feet of the caster).
A forked spell uses up a spell slot two levels higher than the spell’s actual level.
Special: This metamagic feat can only be applied to spells that affect a specific number of targets—it has no effect on spells that target an area. It cannot be used in conjunction with spells that only affect the caster.



Mass Spell (Metamagic)


You can vastly increase the number of targets your spells affect.
Prerequisites: Fork Spell.
Benefits: Spend 1 action point to increase the number of targets of your spell. Multiply the number of targets normally affected by your spell by a number equal to half your caster level (round down).
A mass spell uses up a spell slot four levels higher than the spell’s actual level.
Special: This metamagic feat can only be applied to spells that affect a specific number of targets—it has no effect on spells that target an area. It cannot be used in  conjunction with spells that only affect the caster.



Magical Ground


You are so grounded in mundane reality that some spells fail to affect you.
Prerequisites: Base Will save +4, no spellcasting ability.
Benefits: You gain spell resistance equal to 5 + half your character level.
Special: You must also make a spell resistance check in order to use any FX item. For example, Marcy is a Dedicated hero 5/Investigator 3 and has the Magical Ground feat, so she has SR 9 (5 + half her character level). She wants to drink a potion of Constitution, so she rolls 1d20 and adds the item’s caster level (5th, in this case). She gets a 15, which is well above her SR, and the potion works.



Magical Sink


Your very presence can cause nearby spells to fail.
Prerequisites: Base Will save +6, no spellcasting abilities, Magical Ground.
Benefits: There is an anti-magic zone centered on you and extending in every direction for a number of feet equal to 10 + your character level. All creatures and items within this zone must make a level check (DC 5 + your character level) every time they attempt to cast a spell or use a spell-like ability. If the check fails, the spell or ability fails, too.
If you are targeted by a spell cast from outside this zone, your SR is equal to 5 + your character level. This is used in place of the SR provided by Magical Ground, not in addition to it.
Special: You may never use any FX item; they simply will not work for you. 

Greater Dodge


Your skill at dodging attacks is preternatural.
Prerequisites: Dexterity 13, Dodge, Improved Dodge.
Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.



Improved Dodge


You excel at dodging attacks.
Prerequisites: Dexterity 13, Dodge.
Benefit: Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.



Supreme Dodge


Your skill at dodging attacks is such that you can avoid multiple attackers at once.
Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge.
Benefit: When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer. You can select new opponents or reallocate your dodge bonus on any action.
Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Cranial Hard Drive
Enchantment
Level: Arcane 4;
Components: S, F;
Casting Time: One minute;
Range: Touch;
Target: One personal computer or data storage device;
Duration: 30 minutes/level;
Saving Throw: None;
Spell Resistance: Yes
This spell allows the caster to copy all the data from a personal computer, external hard drive, or other data storage device (up to 1 GB), store it in her own brain, and then transfer that data onto another computer or storage device.
While stored in her head, the data is inaccessible and the caster temporarily loses 1 point of Intelligence (as it takes up valuable mental circuitry), which may be restored at the cost of losing the data. When the spell ends, the caster purges any remaining data, losing all memory of its contents and instantly restoring the lost Intelligence.
Focus: Networking cable compatible with targeted computer or device.



Download Skill
Enchantment [Mind-Affecting]
Level: Arcane 1;
Components: V, S, M;
Casting Time: Attack action;
Range: Personal;
Target: You;
Duration: 5 minutes
This spell provides you with a +5 insight bonus to a single chosen skill, even one that normally cannot be used untrained. While download skill provides you with a rudimentary understanding of a skill, you may not take 10 or take 20 on any skill checks unless you actually have ranks in that skill and time permits.
Material Component: A computer chip.



Ectodermis
Abjuration/Conjuration (Creation)
Level: Divine 2, Arcane 2;
Components: V, S, M;
Casting Time: Attack action;
Range: Touch;
Target: Creature touched;
Duration: 1 hour/level (D);
Saving Throw: Fortitude negates (harmless);
Spell Resistance: Yes (harmless)
A segmented layer of tough but flexible chitin forms over the subject’s flesh, giving him a somewhat insectoid appearance, and providing a natural armor bonus of +1/two caster levels (maximum +5). The chitinous plating also provides energy resistance of +2/two caster levels (maximum +10) against the caster’s choice of one of five energy types: acid, cold, electricity, fire, sonic/concussion.
The coloration of the ectodermis reflects the energy type chosen at the time of casting:































Energy Type



Ectodermis Colour



Acid



Green



Cold



Brown



Electricity



Blue



Fire



Red



Sonic/Concussion



Black




Unlike mundane armor, the ectodermis carries no armor penalty, maximum Dexterity bonus, arcane spell failure, or speed reduction.
Material Component: A beetle carapace.

I just thought of neat way for the Ectodermis spell that a savvy caster would have maybe a gauntlet, bracelet, knecklace, or similar item made to hold the beetle carapace between activations... merely touching the item and reciting the spell allows the armor to form

If the PC wants it could even look like a decorative beetle  ornamentation similar to egyptian or other styles.
I just thought of neat way for the Ectodermis spell that a savvy caster would have maybe a gauntlet, bracelet, knecklace, or similar item made to hold the beetle carapace between activations... merely touching the item and reciting the spell allows the armor to form

If the PC wants it could even look like a decorative beetle  ornamentation similar to egyptian or other styles.



Could easily do that, or incorporate it into a magic item.

Some starship based spells this time.
 

Arcane Acceleration
Transmutation [Starship]
Level: Mage 1;
Components: V, M;
Casting Time: Attack action;
Range: Touch;
Target: Starship touched;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
The targeted starship’s tactical speed is increased by 1,000 ft. (2 squares) for the spell’s duration. The caster must remain in contact with the starship – seated at a crew station

counts – for the spell’s duration.
Material Component: A small vial of pure water harvested from a comet.
 

Arcane Acceleration, Greater
Transmutation [Starship]
Level: Mage 3;
Components: V, S;
Casting Time: Attack action;
Range: Touch;
Target: Starship touched;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like arcane acceleration, except that the starship’s tactical speed is increased by 1,500 ft. (3 squares) for the spell’s duration.

 

Arcane Missile
Transmutation [Starship]
Level: Mage 1;
Components: V, M;
Casting Time: Attack action;
Range: Touch;
Target: Missile touched;
Duration: 1 minute/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell imbues one missile with a +2d10 bonus to damage per two caster levels (round down) of the spellcaster. A single missile may only be affected once by this spell and the spell loses this enhancement bonus if it is not fired before the spell expires.
 

Eldritch Feedback
Evocation [Starship]
Level: Mage 3;
Components: V, S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship and its crew;
Duration: Instantaneous;
Saving Throw: Will half;
Spell Resistance: Yes
The energy systems aboard the targeted starship surge with eldritch power that releases through headsets, keypads, and other ship’s instruments. All crew members at their stations suffer 1d8 points of damage +1 point per caster level (maximum +5).
Each affected crew member may make a Will save and, on a successful save, the damage is reduced to one-half. If this save fails, in addition to the damage, the crew member is

stunned. A stunned crew member loses his Dexterity bonus, drops whatever he was holding, can take no attack or move actions, and takes a –2 penalty to Defense. The starship’s autopilot system kicks in if the pilot is stunned.

 

Gravitational Dominance
Evocation [Starship]
Level: Mage 4;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship;
Duration: Instantaneous;
Saving Throw: Will negates (object);
Spell Resistance: Yes (object)
The targeted starship is flung through a short section of space by this spell. The caster may move the targeted starship in any direction 1d4+1 squares, including flinging the  targeted starship into nearby objects: a starship directed by this spell into an occupied square automatically makes a ramming attempt (caster makes a Spellcraft check DC 10 + target’s Defense) and, on a successful attempt, the flung starship rams whatever object was in the occupied square. See the SRD for rules on starships and ramming.
 

Stealth Aura
Illusion [Starship]
Level: Mage 3;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship of Mediumweight size or smaller;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
The targeted starship has total concealment for the duration of the spell. To attack a starship under the effects of this spell, an attacker must guess in which square the starship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.
This spell supersedes the effects of a sensor jammer, stealth screen, or cloaking screen that may already be activated on the targeted starship.


Stealth Aura, Greater
Illusion [Starship]
Level: Mage 5;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like stealth aura, except that it affects any size of starship.
 

Stealth Aura, Mass
Illusion [Starship]
Level: Mage 4;
Components: V, S;
Casting Time: 1 minute;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: All starships of Mediumweight size or smaller within range;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like stealth aura, except that it affects multiple starships.

 

A nice quick alternate to Magic Missile.
 

Fire Bolt
Evocation (Fire)
Level: 1
Components: V, S
Casting Time: Attack action
Range: 100 ft +25 ft/level
Target: 1 target
Duration: Instantaneous/special
Saving Throw: None
Spell Resistance: Yes

A missile of magical fire darts forth from your hand, similar to magic missile, however it doesn't strike unerringly, dealing 1d4 points of fire damage. Although the spell duration is unique, the caster is able to fire 1 fire bolt plus an additional fire bolt for every 3 character levels, up to a maximum of 5 bolts at level 13. Each bolt can be fired as a standard attack, thus characters with multiple attacks from high levels can fire as many bolts as they have attacks after the spell is cast. The unfired bolts will remain available for 1 round / character level or until the character casts another spell.

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