Revised Feats

In a system that uses a lower massive damage threshold, Power Attack is too powerful and the two-weapon fighting style is too weak.  Power Attack and Two-Weapon Fighting have thus been revised; Improved Two-Weapon Fighting has been completely re-written; and Greater Two-Weapon Fighting has been dropped, while Ambidexterity is brought back.

 

Ambidexterity

You are adept at using your off-hand.

Prerequisite: Dex 13.

Benefit: You no longer suffer the -4 penalty to attack rolls made when using a weapon in your off-hand (or any penalty to skill or ability checks that might be assessed for using your off-hand).  You no longer halve your Strength bonus to damage for off-hand attacks.

Special: Berserkers receive this feat for free.  Martial artists, mystics, and ninjas are treated as having this feat when attacking unarmed or with special martial arts weapons.

 

Dual-Strike

You are an expert skirmisher skilled at fighting with two weapons.  Your extensive training with two weapons allows you to attack with both while moving through a battle.

Prerequisites: Ambidexterity, Two-Weapon Fighting, Dex 15, Base Attack Bonus +4.

Benefit: As a standard action, you can attack with both your primary and off-hand weapon.  Make a single attack roll for both attacks, but apply each weapon's attack modifier separately.  The normal -2 penalty for fighting with two weapons applies to both attacks.
Damage reduction and massive damage thresholds apply separately to each weapon.  When using this action, only the primary weapon can critically hit or deal precision damage (such as from a sneak attack).

Special: Rangers receive this feat for free.  Martial artists, mystics, and ninjas may all take this feat even if they do not actually have the Ambidexterity and Two-Weapon Fighting feats; but unless they actually take the prerequisite feats, they may only use Dual-Strike with unarmed strikes or martial arts weapons.

 

Power Attack
Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add one-and-a-half the number subtracted from your attack rolls.  If you attack with a weapon in your off-hand, instead add one-half the number subtracted from your attack rolls.

 

Two-Weapon Fighting

You can fight with a heavy weapon in each hand, and you can make extra attacks each round with the second weapon.

Prerequisite: Ambidexterity, Dex 13, Base Attack Bonus +1.

Benefit: When wielding a weapon in your off-hand that isn't light, you still treat it as a light weapon for the purpose of two-weapon fighting penalties.
You are able to make as many attacks with your off-hand as with your primary hand, at the same base attack bonuses, including iterative attacks and extra attacks from Rapid Shot or similar abilities (but not extra attacks from a haste effect).

Special: Martial artists, mystics, and ninjas are treated as having this feat when attacking unarmed or with special martial arts weapons.

 


  

 Table 5-2: New Feats

General Feats

Prerequisites

Benefit

Aircraft Operation

Pilot 4 ranks

No penalty on Pilot checks

Agile Riposte

Dex 13, Dodge

Attack of opportunity when missed in melee

Dead Aim

Wis 13, Far Shot

+2 bonus to ranged attacks after aiming

Defensive Stance

+1 dodge bonus to AC against melee attacks

   Elusive Target

Defensive Stance

In melee, enemies -4 to hit you with ranged attacks

   Combat Throw

Defensive Stance

+2 to Str, Dex on trips, grapples

      Improved Combat Throw

Defensive Stance, Combat Throw, base attack bonus +3

Free trip attack when an opponent misses you

   Unbalance Opponent

Defensive Stance, base attack bonus +6

Cause opponent to lose Str bonus to hit

Double-Tap

Dex 13, Point-Blank Shot

Fire twice and deal +2 dice of damage with revolver

Drive-By Attack

No penalty to attack rolls from vehicles

Greater Unarmed Strike

Improved Unarmed Strike, base attack bonus +4

Unarmed strike critical 19-20.

   Advanced Unarmed Strike

Improved Unarmed Strike, Greater Unarmed Strike, base attack bonus +8

Unarmed strike critical x3.

Heroic Surge

Take extra actions in a round

Improved Damage Threshold

Massive damage threshold increases by +3

Personal Firearms Proficiency

No penalty to attack rolls with personal firearms

   Advanced Firearms Proficiency

Personal Firearms Proficiency

No penalty to autofire attacks

      Burst-Fire

Wis 13, Personal Firearms Proficiency, Advanced Firearms Proficiency

Fire a burst of 5 bullets at a single target

      Exotic Firearm Proficiency

Personal Firearms Proficiency, Advanced Firearms Proficiency

No penalty to attack rolls with exotic firearms

      Strafe

Personal Firearms Proficiency, Advanced Firearms Proficiency

Cover 5' × 20' area with autofire

Quick Reload

Base attack bonus +1

Halve reload times with firearms

Skip Shot

Point-Blank Shot, Precise Shot

Bank shots off of solid surfaces

Special Weapon Training

Str 15, martial artist level 4th

More special martial arts weapons

Spontaneous Spell Preparation

Spell Mastery, magician level 5th

Spontaneously swap a prepared spell

Surface Vehicle Operation

Drive 4 ranks

No penalty on Drive checks

Surgery

Heal 4 ranks, Knowledge (life sciences) 4 ranks

Restore hit points by operating

Talented Crafter

Any item creation feat

Gain 500 craft points

Vehicle Expert

+2 bonus on Drive and Pilot checks

   Force Stop

Drive 4 ranks, Vehicle Expert

Force vehicle to stop during stunt

   Vehicle Dodge

Dex 13, Drive or Pilot 6 ranks, Vehicle Expert

Grant +1 dodge bonus to AC for all on vehicle

 

 

 

Invention Feats

Benefit

 

Extend Invention

Make gadgets that never wear out.

Improvise Invention

Make inventions without knowing their prerequisite discoveries.

Simplify Invention

Make gadgets and grenades that other characters can use.

Miniaturize Invention

Make gadgets smaller and lighter than normal.

Mass-Produce Invention

Mass-produce inventions without paying experience points.

 


 

New General Feats

 

Advanced Firearms Proficiency

Prerequisite: Personal Firearms Proficiency.

Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto­fire setting).

Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto­fire.

 

Advanced  Unarmed Strike

Prerequisites: Improved Unarmed Strike, Greater Unarmed Strike, base attack bonus +8.

Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.

Normal: An unarmed strike critical hit deals double damage.

 

Agile Riposte

Prerequisites: Dexterity 13, Dodge.

Benefit: Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.

Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

 

Aircraft Operation

Prerequisite: Pilot 4 ranks.

Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an airplane, autogiro, or other exotic aircraft.

Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate unusual aircraft. There is no penalty when the character operates an airship.

 

Burst-Fire

Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.

Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deals +2 dice of damage.

Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

 

Combat Throw

Prerequisite: Defensive Stance.

Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.

 

Dead Aim

Prerequisites: Wisdom 13, Far Shot.

Benefit: Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

 

Defensive Stance

Benefit: The character gains a +1 dodge bonus to AC against melee attacks.

Special: A condition that makes the character lose his or her Dexterity bonus to AC also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

 

Double-Tap

Prerequisites: Dexterity 13, Point Blank Shot.

Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

 

Drive-By Attack

Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.

Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

 

Elusive Target

Prerequisites: Dexterity 13, Defensive Stance.

Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.

Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.

 

Exotic Firearm Proficiency

Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.

Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.

Benefit: The character makes attack rolls with the weapon normally.

Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.

Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

 

Force Stop

Prerequisites: Drive 4 ranks, Vehicle Expert.

Benefit: When the character at­tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side­ways skid. In addition to the nor­mal requirements for attempting a sideswipe stunt, the character must have sufficient movement re­maining to move a number of squares equal to the character’s turn number.

After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.

If the character fails the check, resolve the sideswipe normally.

 

Greater Unarmed Strike

Prerequisites: Improved Unarmed Strike, base attack bonus +4.

Benefit: The character’s threat range on an unarmed strike improves to 19–20.

Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

 

Heroic Surge

Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

 

Character Level

Times per Day

1st–4th

1

5th–8th

2

9th–12th

3

13th–16th

4

17th–20th

5

 

Improved Combat Throw

Prerequisites: Defensive Stance, Combat Throw, base attack bonus +3.

Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.

Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

 

Improved Damage Threshold

Benefit: The character increases his or her massive damage threshold by 3 points.

Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.

Special: A character may gain this feat multiple times. Its effects stack.

 

Personal Firearms Proficiency

Benefit: The character can fire any personal firearm without penalty.

Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

 

Quick Reload

Prerequisite: Base attack bonus +1.

Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.

Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

 

Skip Shot

Prerequisites: Point Blank Shot, Precise Shot.

Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.

Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

 

Special Weapon Training

Perquisites: Str 15, 4th-level martial artist.

Benefit: You treat the following weapons as special martial arts weapons for the purpose of "fists of fury" attacks per round: club, cutlass, dagger, dart, falchion, glaive, handaxe, heavy mace, light mace, long spear, long sword, middle spear, pikestaff, scimitar, and two-headed spear.
 

Spontaneous Spell Preparation

Prerequisite: Spell Mastery, 5th-level magician.

Benefit: Choose a magician spell that you have already mastered with Spell Mastery.  At any time, as a free action, you can change a prepared spell for that spell, as a priest can do with cure and a shaman with summon nature's ally.

Special: This feat may be taken multiple times.  Each time, it applies to a new spell.

 

Strafe

Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.

Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).

Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

 

Surface Vehicle Operation

Prerequisite: Drive 4 ranks.

Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle.

Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle and to attacks made with vehicle weapons. There is no penalty when you use the Drive skill to operate a ship.

 

Surgery

Prerequisites: Heal 4 ranks.

Benefit: By making a successful Heal check vs. DC 20, you can begin to cure the patient’s hit point damage.  The patient recovers 1d6 hit points for every hour you operate, to a maximum of 7d6.  During this time you may devote medical healing only to the patient undergoing the operation.

 

Talented Crafter

Prerequisites:  Any item creation feat

Benefit: You earn 500 craft points, which may be used for crafting any item.

Special: This feat may be taken multiple times.  Each time, another 500 CPs are gained.

Scientists, magicians, psychics, priests, and shamans may all take this feat as one of their bonus feats.

 

Unbalance Opponent

Prerequisites: Defensive Stance, base attack bonus +6.

Benefit: During the character’s action, the character designates an opponent no more than one size category larger or smaller than the character. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.)

The opponent’s Strength modifier applies to damage, as usual.

The character can select a new opponent on any action.

 

Vehicle Dodge

Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.

Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to AC against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

 

Vehicle Expert

Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.

 


 

Invention Feats

 

Extend Invention

Benefit: Only gadgets can be made as extended inventions.  Your gadgets don't wear out after 50 uses, and may instead be used indefinitely.  The invention's discovery level increases by 3.

 

Improvise Invention

Benefit: You can construct an invention using a discovery you haven't made yet.  The invention's discovery level is 2 higher than normal.  Note that you can't craft the invention unless your scientist's level is twice the improvised invention's modified discovery level---so, for example, a scientist must be 6th level to make an improvised invention based on a 1st-level discovery.

 

Simplify Invention

Benefit: Only gadgets and grenades can be simplified.  Other characters can use your gadgets and grenades, but their discovery levels increase by 2.

 

Miniaturize Invention

Benefit: Only gadgets can be miniaturized.  The gadget takes up only one body-slot, rather than two, and it weighs 5 points per discovery level, rather than 10.  The invention's discovery level increases by 1.

 

Mass-Produce Invention

Benefit: Once you've built a prototype (using the normal invention rules), copies of your invention can be mass-produced at any factory or other production facility.  By paying cash for the raw materials, experience, and craft points for an invention 4 discovery levels higher, you can build such a factory yourself -- from then on, copies of the item produced don't cost you any experience, and assembly-line efficiency means that the cost of the raw materials is one-fifth the item's normal base price, rather than one-half.  Each item still takes item to produce, one day for every 2,000ƒ (200 gd) in its base price, and each factory can only turn out one copy at a time.

 



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