Feats

Basic Combat Feats

Arcane-Arms Basics
Prerequisites: Spellcasting 3+ Ranks
Benefit: You may use an Arcane weapon as a Mage’s Pouch. You also gain a stance.
Wizard’s Stance (Stance): Add your charisma modifier to the damage you inflict with arcane weapons.

Arcane-Arms Mastery
Prerequisites: Arcane-Arms Basics
Benefit: When you wield a ranged Arcane weapon the length of its range increments double. You also gain a trick.
Wizard’s Smite (Arcane Weapon Attack Trick): Spend 1 or 2 spell points. If you spent 1 spell point you may either inflict an additional 1d6 damage or change the damage type to Bang, Cold, Electricity, Fire or Flash. If you spent 2 spell points change the damage type to Divine, Force, Stress or Sonic.

Arcane-Arms Supremacy
Prerequisites: Arcane-Arms Mastery
Benefit: Once per round while in wizard’s stance, you may reduce the spell point cost of the wizard’s smite trick by 1 (minimum 0). You also gain a trick.
Wizard’s Strike (Arcane Weapon Attack Trick): Spend 1 spell point. Substitute your Spellcasting (Int) bonus in place of your normal attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count.

Melee Combat Feats

Ranged Combat Feats

Autofire Basics
You've got a select fire trigger finger.
Prerequisites: Rifle or Siege Forte.
Benefits: You may treat weapons that only possess Single fire mode as if they possessed Burst fire mode. Also, you gain a Trick.
And stay down… (Suppressive Fire Trick): Any stress damage you inflict is increased by your weapon's Autofire rating.

Autofire Mastery
You've got a light touch with heavy weapons.
Prerequisites: Autofire Basics
Benefits: When Braced your weapons recoil is decreased by an additional 1. Also, you gain a Trick.
Falling Dominoes (Strafe Trick): Your weapon's Autofire Rating is treated as 2 higher and each square targeted only consumes 3 rounds of ammunition.

Autofire Supremacy
The lead wind blows.
Prerequisites: Autofire Mastery
Benefits: You may treat weapons with Burst mode as if they had Autofire mode. When used in this fashion they count as having an Autofire rating of 4. Also, you gain a Trick.
Precision Assault (Autofire Trick): You gain a +1 to hit for each volley fired at your target and may elect to have each volley only consume 3 rounds of ammunition.

Flamethrower Basics
You love the smell of napalm in the morning.
Prerequisites: Siege Forte
Benefits: Due to your careful moderation of the fuel, Flamethrowers you use count as having double ammunition. Also, you gain a Stance.
Pillars of Flame (Stance): Each time you deal damage with a Flamethrower, you may threaten an opponent within your maximum range as a free action. You may not take move actions (though may still make 5-ft Bonus Steps as normal).

Flamethrower Mastery
You're what some psychologists would describe as a "Pyromaniac", but you prefer the term "Fire Aficionado".
Prerequisites: Flamethrower Basics
Benefits: All saving throws prompted by your use of a Flamethrower have their DCs increased by 5. Also, you gain a Trick.
Unburning Flame (Flamethrower Attack Trick): Switching off your pilot light, you coat your target in a blast of the Flamethrower's fuel. Instead of dealing it's normal damage, this attack deals Stress damage. The target may be set on fire after this attack, causing them to suffer the Flamethrower's normal amount of fire damage.

Flamethrower Supremacy
You do amazing, but horrible, horrible things with a Flamethrower.
Prerequisites: Flamethrower Mastery
Benefits: While you have a readied Flamethrower, you count as having the Fearsome NPC Quality. You may only effect characters who can see you and are within range of your Flamethrower. In addition, you may use the Strafe and Autofire attacks with a Flamethrower. When used to make a Strafe or Autofire attack, your Flamethrower has an Autofire rating of 4, and each square targeted or volley fired consumes 1 ammo (instead of your regular amount).

Follow Up Shot
You fire with startling speed.
Prerequisites: Handgun or Rifle Forte.
Benefit: At the start of your Initiative Count when you're armed with a firearm you may accept a \-2 penalty with your attack and skill checks until the start of your next Initiative Count. Once during your current Initiative Count you may take a half action to make 2 Standard Attacks with that weapon. You may only use this ability with weapons that have the load quality if they also possess the Ammo quality, and have adequate remaining shots.

Hail of Lead
You fill the air with hot lead.
Prerequisites: Follow Up Shot
Benefit: At the start of your Initiative Count when you're armed with a firearm you may accept a \-5 penalty with your attack and skill checks until the start of your next Initiative Count. Once during that round you may take a full action to make 4 Standard Attacks with that weapon. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count. You may only use this ability with weapons that have the load quality if they also possess the Ammo quality, and have adequate remaining shots.

Marksmanship Basics
You have well developed fundamentals.
Benefits: Your Accuracy rating with all proficient ranged weapons is increased by 1. Also, you gain a Stance.
Perfect Stance (Stance): You may Brace as a free action and may even Brace when there is no surface or bipod/tripod available. You may not take Run actions while in this stance.

Marksmanship Mastery
Your ranged combat technique is well honed.
Prerequisites: Marksmanship Basics
Benefit: While in your Perfect Stance, your range increment with any bow, firearm or heavy weapon is increased by 50% and your range increment with hurled weapons is doubled. You also gain a trick.
Warning Shot (Ranged Attack Trick): Your attack deals stress damage instead of its normal damage.

Marksmanship Supremacy
Your ranged attacks break records.
Prerequisites: Marksmanship Mastery
Benefit: While in your Perfect Stance, your range increment with any bow, firearm or heavy weapon is increased by 100%, and your range increment with any hurled weapon is tripled. This replaces the bonus from Marksmanship Mastery. Further, you inflict a dice of sneak attack damage against opponents you have targeted with an Aim action.

Revolver Basics
People shudder every time you spin that cylinder.
Prerequisites: Handgun Forte.
Benefit: All Revolvers on your person are considered armed at all times. Also, you gain a stance.
Gunslinger Stance (Stance): You gain a +2 gear bonus to intimidate checks, attack checks and damage while using revolvers. However you move at half speed.

Revolver Mastery
Shoot first, ask questions later, maybe.
Prerequisites: Revolver Basics
Benefit: You may load twice as much Ammo as usual per handle item action you take with a Revolver. Also, any revolver you use gains the Burst firing mode.

Revolver Supremacy
Your skill with a revolver is unbeaten.
Prerequisites: Revolver Mastery
Benefit: Your Revolver attacks gain 1 dice of Sneak Attack damage. Also, you gain a trick.
Gunslinger's Vengeance (Revolver Attack Trick): When you use a revolver to attack a target that has damaged you since your Initiative Count last round you inflict maximum damage. You may use this trick once per round.

Rock and Roll
Dakka dakka dakka…
Prerequisites: Rifle Forte
Benefits: You get a 20% discount when purchasing Automatic weapons, or ammo for Automatic weapons. Also you gain a stance.
True Grit (Stance): You may use any non-Heavy Rifle or Siege weapon in 1 hand. When using them in this fashion you suffer -2 to hit.

Sharpshooter Basics
Your shots are precise and accurate.
Benefit: When making a ranged attack against a target with a bonus to defence from size, this bonus is reduced to 1/2 standard, rounding down. Also, you gain a trick.
Precision Fire (Ranged Attack Trick): Your target's cover worsens by 2 grades (e.g. 1/2 cover becomes no cover).

Sharpshooter Mastery
All of your shots count.
Prerequisites: Sharpshooter Basics
Benefit: When you use the Called Shot trick, your attack check penalty decreases by 3 (minimum 0).
Deadeye Shot (Ranged Attack Trick): You may substitute your Search (Wis) bonus for your ranged attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count. You may use this trick as many times per combat as you have Ranged Combat feats.

Sharpshooter Supremacy
Right between the eyes…
Prerequisites: Sharpshooter Mastery
Benefit: When you make an aimed ranged attack, your threat range increases by 1. Also, you gain a trick.
Headshot! (Aimed Ranged Attack Trick): If your attack result exceeds a standard target’s Defence by 10 or more, he immediately fails his Damage save (no damage roll is required). You may use this trick once per round.

Shotgun Basics
You punish enemies with a shotgun in your hand.
Prerequisites: Rifle Forte.
Benefit: You may wield a single two handed shotgun in one hand, but suffer a -2 penalty to attack rolls when using it in this fashion. Also, you gain a stance.
Punishing Stance (Stance): Each time you hit an opponent within your first range increment with a shotgun, they’re pushed 5 ft. away from you (assuming there’s an empty square behind them). In addition the DC of any Saves prompted by your shotgun attacks increase by 5.

Shotgun Mastery
Even with an inaccurate weapon, you attack with pinpoint accuracy.
Prerequisites: Shotgun Basics
Benefit: When you wield a shotgun it gains the Bludgeon quality, when using them in this fashion you may perform Club tricks. Also, you gain a trick.
Surgical Shot (Shotgun Attack Trick): Your attack ignores the Spread quality.

Shotgun Supremacy
This…Is my boom stick!
Prerequisites: Shotgun Mastery
Benefit: When you hold a readied shotgun you gain a +4 gear bonus with Intimidate checks. Also, you gain a trick.
Two-Piece (Melee Attack Trick): If your melee attack hits by 4 or more, you also push your opponent 5 ft away from you and inflict your ranged attack damage on your target. This trick can only be performed by a firearm with the Bludgeon quality.

Unarmed Feats

Chance Feats

Covert Feats

Gear Feats

Improvised Weapon Basics
You can turn almost anything into a deadly weapon.
Benefit: When using an Improvised Weapon, you are never considered to be non-proficient. Also, you gain a trick.
What's at Hand (Search Trick): As a free action, you may make a DC15 Search check to find items that can be used as Improvised Weapons, with an additional weapon found for each 5 points that you beat the base DC by. The GM determines where any weapons are located, but they will always be within a Standard Move Action's distance. This trick can not be used in any completely barren environment, such as a completely empty room, or in the vacuum of space.

Improvised Weapon Mastery
With your skills, it's a wonder you even bother carrying a weapon.
Prerequisites: Improvised Weapon Basics
Benefit: Each time you use What's at Hand, you may choose a single weapon quality, this quality will always be on the Improvised Weapons found by What's at Hand. Further, you may chose a type of weapon to find, such as an Improvised Axe, or Club. When using this ability, you may also benefit from any Fortes, Tricks and Feats you possess that apply to that weapon type.

Improvised Weapon Supremacy
Just because you don't want any trouble, doesn't mean you're helpless.
Prerequisites: Improvised Weapon Mastery
Benefit: Each time you use What's at Hand, you may chose a second quality for the weapon to possess. In addition, you may spend an Action Die before you make your Search roll to have the weapon be within your reach. Finally, you may use What's at Hand at any time, even in a completely empty room or other barren environment.

Skill Feats

Species Feats

Truly Massive
You are really quite big.
Prerequisites: Large Size, 1st Level only
Benefit: The lower of your Strength or Constitution increases by 1 and you gain +1 Reach.
You may chose to become Huge sized. If you do, your starting Action Dice decrease by 1 and you find it difficult to focus on the tiny creatures around you, suffering a -5 to Sense Motive checks targeting anyone smaller then you.

Spellcasting Feats

Style Feats

Terrain Feats

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