Table of Contents

Feats

Rulings: A feat is gained at first level, and each second level thereafter (1, 3, 5, 7, 9, 11, 13, 15)

Featlist

Feat Name Requirements Description
Able Learner - Gain Skillpoints
Brawler - ? Initiate Grabbles
Bull Rush Str 4 Use force and skill to push an opponent in the midst of battle
Cleave - ? Make a melee attack against two adjecent enemies
Diehard - ? ?
Exotic Weapon Proficiency - ? Gain Proficiency with a specific weapon, also unlocks some weapons abilities
Far Shot - ? Less penalty for shooting far away targets
Fist Fighting - Makes unarmed attacks become lethal
Heroic Resolve +8 Will Save 1/day overcome fear
Improved Attack of Opportunity - ? Deal more damage on opportunity attacks
Improved Critical - ? Deal more damage when a critical hit is inflicted
Improved Initiative - ? Quicker wits to act in combat
Improved Reload - ? Quicker reload for a chosen type of weapon group
Instant Reload - ? Reload almost instantly for a chosen type of weapon group
Ironheart Resolve +8 Toughness Save 1/day regain hit-points
Linguist - ? Speak Languages Fluently, learn basics of another language over time
Low-Light Vision - ? Better vision when there's not much light
Lucky Resolve +8 Reaction Save 1/day turn a successful hit against you into a miss
Manyshot - ? ?
Martial Arts Expert Fist Fighting, Mobility 6 Use unarmed attacks while hands are occupied.
Mounted Combat - ? ?
Mounted Trample - ? ?
Overrun - ? ?
Overwhelming Critical - Improved Critical, Bab +4 Deal alot of bonus damage when a critical hit is inflicted
Point Blank Shot Mobility 5, Intelligence 5 Shoot in melee range without provoking attack of opportunity
Power Attack - ? Make a more powerfull melee attack, at the expense of accuracy
Precise Shot - ? With skill, shoot into melee
Rapid Shot - ? ?
Resistance - Gain +2 bonus to chosen save
Readied Weapon 1 rank in Sleight of Hand Have 3 small weapons ready
Ride-By Attack ? ?
Run - ? Run Faster, or for a longer time
Shield Proficiency - ? Use of shield, for both excellent defense and attack.
Shot on the Run - ? Shoot while moving fast, move before and after shooting.
Stunning Fist - ? Stun an opponent in melee with an unarmed attack
Sturdy - Gain additional maximum hitpoints
Surgeon 2 ranks in Treat Injury Heal additional hitpoints when giving long-term care
Survival Instinct 5 Endurance Makes it easier to gather food, and gives additional maximum hitpoints
Trap Sense - ? Ability to detect traps without searching for them, bonus when searching for traps
Two-Weapon Fighting - ? Use two weapons proficiently
Weapon Finesse - ? ?
Weapon Focus - ? +1 tohit with one weapon group
Weapon Group Proficiency ? Gain Proficiency with some weapon groups
Whirlwind Attack - Cleave, ? Attack all adjacent enemies in a whirl of attacks


Self-Concealment?

Endurance
Benefit
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

A

Able Learner
Requirements: None
Benefit: Grants an additional 4 skillpoints to spend immediately.
Notes: Good for acquiring skilltricks or gain basic training in one chosen skill.
Special: Can be taken multiple times, its effect stack.

B

Bull Rush
Requirements: Strength 4 or more
Benefit: You can initiate a bullrush attempt, you do this as either a standard action or a part of a charge doing it as a standard action requires for you to be adjecent to your opponent, or in the same square. You now move into the square of the defender, but without provoking attack of opportunity from him (but everyone else standing adjecent to you). When this is resolved, and you have actually moved into the square of the opponent, the actually bullrush starts. Here you make an opposed Strength Check, both parts adds their size modifier, you add a +2 bonus for charging, and the defender gets a +4 bonus if he have the “Exceptional Stable” ability (for example, having 4 or more legs will give you the “Exceptional Stable” ability. If the result is a tie, or you win the roll, you can move the opponent up to two meters, plus an additional two meters for each 4 points your check was above your opponents, to a maximum of your movement speed.

C

D

F

Fist Fighting
Requirements: None
Benefit: Your unarmed attacks deal lethal damage, you deal 1d6 damage unarmed, and you can take attacks of opportunity with unarmed attacks. Fighting unarmed still requires atleast 1 hand free.
Note: Normally, you cannot take attacks of opportunity with unarmed attacks even if they are provoked. Normal unarmed damage is 1d4.

G

H

Heroic Resolve
Requirements: A total of +8 will save
Benefit: Once per day, you can immediately as a free action end an effect that contains a fear effect, also you gain a +1 feat bonus to will saves.
Notes: “A total of +8 will save” means the total modifier, with feats, attributes, class abilities and base will save taken into account, but they must give a constant effect, skills thats only grant a temporary bonus is not taken into account. Ask your DM if an effect contains the fear effect, the once per day charge is only used if the effect is successfully removed. Note that feat bonuses does not stack.

I

Ironheart Resolve
Requirements: A total of +8 toughness save
Benefit: Once per day, you can as a move action regain hitpoints equal to your Endurance plus 1 hp per level, these extra hitpoints are only healed, and therefore cannot get your current hitpoint total above your normal maximum. You also gain a +1 Feat bonus to toughness saves
Notes: “A total of +8 toughness save” mean the total modifier, with feats, attributes, class abilities and base toughness save taken into account, but they must give a constant effect, skills that only grant a temporary bonus is not taken into account. Note that feat bonuses does not stack.

J

K

L

Lucky Resolve
Requirements: A total of +8 reaction save
Benefit: Once per day, you can turn a successfull hit against you into a complete miss, this is done after the hit is confirmed, and after the DM tells your how much damage the attack deals you (but he doesnt have to tell you any other effects of the attack). Also gives a +1 feat bonus to reaction saves.
Notes: “A total of +8 reaction save” mean the total modifier, with feats, attributes, class abilities and base toughness save taken into account, but they must give a constant effect, skills that only grant a temporary bonus is not taken into account. Note that feat bonuses does not stack.

M

Martial Arts Expert
Requirements: Fist Fighting (F), Mobility 6 or more
Benefit: You can fight unarmed even while your hands are occupied (kicking and tackling) also, you can take attacks of opportunity (with unarmed) even if your hands are occupied (holding a blaster etc.). Your unarmed attacks deal 1d8.
Note: If your legs are occupied (tied to a wall etc.) you cant fight unarmed like this.

N

O

P

Point Blank Shot
Requirements: Proficiency with any shooting weapon, Mobility 5 or more, Intelligence 5 or more
Benefit: You can shoot any ranged weapon which you are proficient with, in melee range without provoking attack of opportunity. Also when shooting in melee range (one square), you deal an additional +1 (stacking) bonus damage per character level.

Q

R

Resistance
Requirements: None
Benefit: Choose one type of saving throw, and add an additional +2 feat bonus to that save.
Notes: Feat Bonuses does not stack, excellent for boosting a weak resistance, or make one type of saving throw skyhigh.
Special: Can be taken multiple times, its effect does not stack, but each time its chosen it adds a bonus to a different resistance.

Readied Weapon
Requirements: 1 or more ranks in sleight of hand
Benefit: The player can ready up to 3 small weapons for quick drawing (a knife or a pistol or equilevant small item), hidden in a pocket or stashed in the belt, the player can draw these weapons as a free action due to extensive training. Gain a +1 Feat bonus to initiative rolls, gain a +1 Feat bonus to stealth checks made to hide these 3 weapons
Notes: Remember that you dont stash them away again as a free action, but as a move action. Hidden weapons can be any weapons, you dont choose a specific weapon for this feat, but can only have 3 weapons prepared at a time. Feat bonuses does not stack.

S

Sturdy
Requirements: None
Benefit: Gain +5 HP, and an additional +1 HP per level
Notes: +1 hp per level refers to character level, all hit point gains stacks, unless otherwise noted.

Surgeon
Requirements: 2 or more ranks in treat injury
Benefit: Can take extensive care of injured friends, can heal additional hit points with long-term care. Heals an additional hit points equal to the Treat Injury result.
Notes: Long term care normally only grants double amount of natural healing
Special: Can work at a hospital as surgeon, can perform surgeries.

Survival Instinct
Requirements: 5 or more Endurance
Benefit: Gain a +2 feat bonus to any knowledge checks made to gather food. Also gain +1 HP per level
Notes: Feat bonuses does not stack, +1 hp per level refers to character level, all hit point gains stacks, unless otherwise noted.

T

U

V

W

X

Y

Z