Index

 

 

Index. 1

Acrobatic. 4

Action Boost 4

Advanced Combat Martial Arts 4

Advanced Firearms Proficiency. 4

Advanced Melee Weapons Proficiency. 4

Advanced Two-Weapon Fighting. 4

Agile Riposte. 5

Alertness 5

Alien Weapons Proficiency. 5

Animal Affinity. 5

Arcane Heritage. 5

Arcane Studies 5

Advanced Melee Weapons Proficiency. 6

Armour Focus 6

Armour Proficiency (heavy) 6

Armour Proficiency (light) 6

Armour Proficiency (medium) 6

Armour Proficiency (super heavy) 7

Athletic. 7

Attentive. 7

Blind-Fight 7

Brawl 7

Builder 7

Burst Fire. 7

Cautious 8

Chink in the Armour 8

Cleave. 8

Cohort 9

Combat Casting. 9

Combat Expertise. 10

Combat Martial Arts 10

Combat Reflexes 10

Combat Throw. 10

Confident 11

Craft Cybernetics 11

Creative. 11

Cybernetic Surgery. 11

Cybertaker 12

Dead Aim.. 12

Deceptive. 12

Defensive Martial Arts 12

Dodge. 12

Double Tap. 13

Drive-By Attack. 13

Educated. 13

Elusive Target 13

Endurance. 14

Far Shot 14

Fleet of Foot 14

Focused. 14

Frightful Presence. 14

Gearhead. 15

Great Cleave. 15

Great Fortitude. 15

Guide. 15

Heroic Surge. 15

Improved Brawl 15

Improved Bull Rush. 15

Improved Combat Martial Arts 16

Improved Combat Throw. 16

Improved Damage Threshold. 16

Improved Disarm.. 16

Improved Feint 16

Improved Initiative. 17

Improved Knockout Punch. 17

Improved Trip. 17

Improved Two-Weapon Fighting. 17

Innate Gift 17

Innate Mastery. 17

Iron Will 18

Jack of all Trades 18

Jink. 18

Knockout Punch. 18

Lightning Reflexes 18

Low Profile. 19

Mastercrafter 19

Medical Expert 20

Meticulous 20

Mobility. 20

Mystic Heritage. 20

Mystic Studies 20

Nimble. 20

Oathbound. 21

Personal Firearms Proficiency. 21

Planetary Adaptation (initial) 21

Point Blank Shot 22

Power Attack. 22

Power Fist Proficiency. 22

Precise Shot 22

Psychic Affinity. 22

Quick Draw. 22

Quick Reload. 23

Renown. 23

Run. 23

Salvage. 23

Shot on the Run. 24

Simple Weapons Proficiency. 24

Skip Shot 24

Spacer 25

Special Weapons Proficiency. 25

Spring Attack. 25

Starship Battlerun. 25

Starship Dodge. 25

Starship Feint 26

Starship Gunnery. 26

Starship Mobility. 26

Starship Operation. 26

Starship Strafe. 27

Stealthy. 27

Strafe. 27

Streetfighting. 27

Studious 27

Sunder 28

Surgery. 28

Toughness 28

Track. 28

Trustworthy. 29

Two-Weapon Fighting. 29

Ultra Immune System.. 30

Unbalance Opponent 30

Urban Tracking. 30

Vehicle Dodge. 31

Vehicle Expert 31

Warmachine Operation. 31

Warp Eye (initial) 32

Weapon Finesse. 32

Weapon Focus 32

Weapon Handling. 33

Whirlwind Attack. 33

Windfall 33

Xenomedic. 33

Zero-G Training. 33

 

 

 

Acrobatic

Benefit: The character gets a +2 bonus on all Jump checks and Tumble checks.

Special: Remember that the Tumble skill can’t be used untrained.

 

Action Boost

Benefit: You have the ability to alter your luck drastically in dire circumstances.

When you spend an action point, you roll d8s instead of d6s for the action result.

 

Advanced Combat Martial Arts

Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, 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.

 

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 Melee Weapons Proficiency

The character is proficient with any melee weapon marked as advanced, like chainswords, poweraxes and thunderhammers.

Prerequisite: Base attack bonus +1.

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.

 

Advanced Two-Weapon Fighting

Prerequisites: Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11.

Benefit: The character gets a third attack with his or her offhand weapon, albeit at a –10 penalty.  This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.

 

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.

 

Alertness

Benefit: The character gets a +2 bonus on all Listen checks and Spot checks.

 

Alien Weapons Proficiency

Benefit: Select an alien race: Tau/Kroot, Ork or Eldar. (GMs may choose to allow players to use C’Tan/Jokaero or other strange alien gear but that is at their discretion.) You are proficient with weapons crafted by that race. You take no penalty on attack rolls when using such weapons.

Special: A creature without this feat takes a –4 nonproficient penalty when making attacks with any alien weapon.

 

Animal Affinity

Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks.

Special: Remember that the Handle Animal skill can’t be used untrained.

 

Arcane Heritage

Prerequisites: One Talent from the Arcane Power talent tree.

Benefit: The character gets a +1 bonus to Arcane Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at first level it’s +1 Caster Level will only take effect at second level. The +1 bonus on DCs will take effect as normal at first level.

 

Arcane Studies

Prerequisites: Two Talents from the Arcane Power talent tree.

Benefit: The character gets a +1 bonus to Arcane Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at third level it’s +1 Caster Level will only take effect at fourth level if you already have a caster level of 3. In this case the +1 bonus on DCs will take effect as normal at third level.

 

Advanced Melee Weapons Proficiency

Benefit: The character takes no penalty on attack rolls when using any kind of archaic weapon.

Normal: A character without this feat takes the –4 non­proficient penalty when making attacks with archaic weapons.

 

Armour Focus

Prerequisite: Proficient with armour, base attack bonus +1

Benefit: Choose a specific armour (such as Eldar Mesh Armour or Tactical Power Armour). You are especially good at protecting yourself in this armour. You get a DR bonus of +2/X where X is the DR threshold of the armour but only when wearing that particular armour.

Special: You can take this feat multiple times. Each time you take it, it applies to a different set of armour.

 

Armour Proficiency (heavy)

Prerequisites: Armour Proficiency (light), Armour Profi­ciency (medium).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

 

Armour Proficiency (light)

Benefit: When a character wears a type of armour with which he or she is proficient, the character gains the benefit of a certain degree of Damage Reduction is indicated by the armour. Also, the armour check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble checks.

Normal: A character who wears armour with which he or she is not proficient adds only the armour’s nonproficient equipment bonus to his or her Defense. Also, he or she suffers its armour check penalty on attack rolls and on all skill checks that involve moving.

 

Armour Proficiency (medium)

Prerequisite: Armour Proficiency (light).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

 

Armour Proficiency (super heavy)

Prerequisites: Armour Proficiency (heavy), Armour Proficiency (light), Armour Profi­ciency (medium).

Benefit: See Armour Proficiency (light).

Normal: See Armour Proficiency (light).

 

Athletic

Benefit: The character gets a +2 bonus on all Climb checks and Swim checks.

 

Attentive

Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks.

Special: Remember that the Investigate skill can’t be used untrained.

 

Blind-Fight

Benefit: In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.

The character takes only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal, instead of one-half.

 

Brawl

Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.

Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

 

Builder

Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.

Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

 

Burst Fire

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

Benefit:

1.) 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.

2.) When using a turbomatic firearm with at least ten bullets loaded, the character may fire a burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deasl +3 dice of damage. Firing a turbo-burst expends ten bullets and can only be done if the weapon has ten bullets in it.

3.) When using a hypermatic firearm with at least twenty bullets loaded, the character may fire a burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deals +4 dice of damage. Firing a hyper-burst expends twenty bullets and can only be done if the weapon has twenty 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. Likewise if the firearm has a five-round turbo setting, firing a turbo-burst expends five bullets and if a firearm has a ten-round hyper setting, firing a hyper-burst expends ten bullets.

 

Cautious

Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.

Special: Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

 

Chink in the Armour

Prerequisite: Far Shot, Dead Aim, Wis 15, Int 15

Benefit: When you spend a full round aiming you are capable of delivering a more accurate shot that is more likely to find a hole in the armour. When firing a single shot as a full round action with no other action allowed (not even a free 5ft step), you can add +1 to your weapons Damage Reduction Penetration rating for the purposes of penetrating enemy armour.

 

Cleave

Prerequisites: Strength 13, Power Attack.

Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The character can’t take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

 

Cohort

Benefit: You acquire a useful ally. He will follow you and fight with you but is generally controlled by the Gamesmaster. A Cohort may leave if treated unfairly (Gamemaster’s perogative). The GM may also pick or alter the cohorts statistics. You gain a Cohort according to your Leadership score. See table below for details on the cohort’s level. The cohort can never exceed 2 less than your own level. The cohort is assumed to be an ordinary. If he is a heroic character he can never exceed 3 levels less than your own.

 

Leadership

Cohort Level

8

3

9

4

10

5

11

6

12

7

13

8

14

9

15

10

16

11

17

12

18

13

19

14

20

15

21

16

22

17

23

18

24

19

25

20

 

Combat Casting

Benefit: You get a +4 bonus on Concentration checks made to cast a psychic power or use a psychic ability while on the defensive or while you are grappling or pinned.

 

Combat Expertise

Prerequisite: Intelligence 13.

Benefit: When the character uses the attack action or the full attack action in melee, the character can take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to the character’s Defense. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Defense last until the character’s next action. The bonus to the character’s Defense is a dodge bonus (and as such it stacks with other dodge bonuses the character may have).

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defense.

 

Combat Martial Arts

Prerequisite: Base attack bonus +1.

Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.

Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

 

Combat Reflexes

Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1.  The character can still only make one attack of opportunity on a single opponent.

With this feat, the character may also make attacks of opportunity when flat-footed.

Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity when flat-footed.

Special: The Combat Reflexes feat doesn’t allow a Fast hero with the opportunist talent to use that talent more than once per round.

 

Combat Throw

Prerequisite: Defensive Martial Arts.

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 trys to avoid a trip or grapple attack made against him or her.

 

Confident

Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

 

Craft Cybernetics

Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.

Benefits: You can construct cybernetic attachments. You must first make a Credit check against the purchase DC of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (DC 30) and a Craft (electrical) check (DC 30).

If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.

 

Creative

Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.

Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

 

Cybernetic Surgery

Prerequisites: Treat Injury 8 ranks, Surgery.

Benefit: You can graft cybernetic attachments onto living tissue as well as safely remove them. You can make a Treat Injury check (DC 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.

The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.

A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

Normal: Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).

 

Cybertaker

You can have more cybernetic attachments than normal without suffering ill effects.

Benefit: The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1.

Special: You can gain this feat multiple times. Its effects stack.

 

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.

 

Deceptive

Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks.

 

Defensive Martial Arts

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

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

 

Dodge

Prerequisite: Dexterity 13.

Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.

Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, 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.

 

Educated

Benefit: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.

Special: A character can select this feat as many as seven times. Each time, the character selects two new Knowledge skills.

 

Elusive Target

Prerequisites: Dexterity 13, Defensive Martial Arts.

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.

 

Endurance

Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.

Also, the character may sleep in medium or light armour without becoming fatigued.

Normal: A character without this feat who sleeps in armour is automatically fatigued the following day.

 

Far Shot

Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.

 

Fleet of Foot

Prerequisite: Run.

Benefit: You can turn corners without losing momentum. When running or charging, you can make a single direction change of 90 degrees or less. You cannot use this feat while wearing medium or heavy armour, or if you’re carrying a medium or heavy load.

Normal: Without this feat, you can run or charge only in a straight line.

 

Focused

Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks.

 

Frightful Presence

Prerequisites: Charisma 15, Intimidate 9 ranks.

Benefit: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.

A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.

If the character has the Renown feat, the Will saving throw’s DC increases by 5.

 

Gearhead

Benefit: The character gets a +2 bonus on all Computer Use checks and Repair checks.

Special: Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.

 

Great Cleave

Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.

Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

 

Great Fortitude

Benefit: The character gets a +2 bonus on all Fortitude sav­ing throws.

 

Guide

Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.

 

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 Brawl

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.

Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

 

Improved Bull Rush

Prerequisites: Strength 13, Power Attack.

Benefit: When the character performs a bull rush, the character does not provoke an attack of opportunity from the defender.

 

Improved Combat Martial Arts

Prerequisites: Combat Martial Arts, 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.

 

Improved Combat Throw

Prerequisites: Defensive Martial Arts, 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.

 

Improved Disarm

Prerequisites: Intelligence 13, Combat Expertise.

Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent, nor does the opponent get a chance to disarm the character.

 

Improved Feint

Prerequisites: Intelligence 13, Brawl, Streetfighting.

Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.

Normal: Feinting in combat requires an attack action.

 

Improved Initiative

Benefit: The character gets a +4 circumstance bonus on initiative checks.

 

Improved Knockout Punch

Prerequisites: Brawl, Knockout Punch, base attack bonus +6.

Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.

Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

 

Improved Trip

Prerequisites: Intelligence 13, Combat Expertise.

Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.

If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

 

Improved Two-Weapon Fighting

Prerequisites: Dexterity 13, Two-Weapon Fighting, base attack bonus +6.

Benefit: The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.  Also, this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other.

Normal: Without this feat, a character can only get a single extra attack with an off-hand weapon, and both weapons must be of the same type (either both ranged weapons or both melee weapons).

 

Innate Gift

Prerequisites: One Talent from the Innate Power talent tree.

Benefit: The character gets a +1 bonus to Innate Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at first level it’s +1 Caster Level will only take effect at second level. The +1 bonus on DCs will take effect as normal at first level.

 

Innate Mastery

Prerequisites: Two Talents from the Innate Power talent tree.

Benefit: The character gets a +1 bonus to Innate Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at third level it’s +1 Caster Level will only take effect at fourth level if you already have a caster level of 3. In this case the +1 bonus on DCs will take effect as normal at third level.

 

Iron Will

Benefit: The character gets a +2 bonus on all Will saving throws.

 

Jack of all Trades

You’ve picked up a smattering of even the most obscure skills.

Prerequisite: Character level 8th+.

Benefit: You can use any skill untrained, even those that normally require training and those that are exclusive to classes you don’t have. You cannot, however, gain ranks in a skill unless you are allowed to select it.

 

Jink

Prerequisites: Drive 4 ranks, Vehicle Expert.

Benefit: When the character is riding a skimmer or hover-vehicle (any off-the-ground vehicle in which the drive skill is used rather than pilot) he can attempt to jink from side-to-side in order to avoid being hit. Jinking is very popular with land-speeders that respond well to quick changes in direction. Jetbikes are also quite good at jinking. If a vehicle is hit a driver with the Jink feat can pass a Drive check needing a DC equal to the attack roll. If he passes the attack misses. Jink can only be used once per turn and can only be used if the driver moved in his last turn (the vehicle is not still).

 

Knockout Punch

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

 

Lightning Reflexes

Benefit: The character gets a +2 bonus on all Reflex saving throws.

 

Low Profile

Benefit: Reduce the character’s Leadership bonus by 3 points.

 

Mastercrafter

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armour).

Prerequisites: Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.

Benefit: When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armour improves the armour’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

In addition to the Credit check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made.

 

Apply the following modifiers to the Craft check DC for mastercraft items:

Mastercraft Feature

DC Modifier

Mastercraft (+1)

+3

Mastercraft (+2)

+5

Mastercraft (+3)

+10

 

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Credit check and then making the Craft check as though you were constructing the object from scratch.

 

Medical Expert

Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.

Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

 

Meticulous

Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.

 

Mobility

Prerequisites: Dexterity 13, Dodge.

Benefit: The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.

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

 

Mystic Heritage

Prerequisites: One Talent from the Mystic Power talent tree.

Benefit: The character gets a +1 bonus to Mystic Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at first level it’s +1 Caster Level will only take effect at second level. The +1 bonus on DCs will take effect as normal at first level.

 

Mystic Studies

Prerequisites: Two Talents from the Mystic Power talent tree.

Benefit: The character gets a +1 bonus to Mystic Caster Level. In addition each of his psychic powers are harder to resist (+1 to all DCs to resist the psyker’s powers). Note: Caster level can never exceed character level, so even though this feat can be taken at third level it’s +1 Caster Level will only take effect at fourth level if you already have a caster level of 3. In this case the +1 bonus on DCs will take effect as normal at third level.

 

Nimble

Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.

Special: Remember that the Sleight of Hand skill can’t be used untrained.

 

Oathbound

You swear undying allegiance to the Imperium, the Imperial creed and faith in the Emperor. By doing so, you can better influence others who share your allegiance and more effectively oppose those who don’t.

Prerequisites: Allegiance Imperium; Faith in the Imperial Creed; Worship of the Emperor as the ‘Dei-Imperaturis’ saviour and messiah of mankind.

Benefit: Imperial faith becomes your primary allegiance and cannot be broken. The strength of your allegiance enables you to better assist other beings who have the same allegiance; if your aid another attempt succeeds, your ally gains a +3 circumstance bonus (instead of +2) on his skill check result or attack roll. Your dedication also grants you a +1 bonus on attack rolls made against creatures that do not have this allegiance.

Drawback: Those of true faith in the Imperium ‘suffer not the unclean to live’. What that means is they are extremely intolerant of: abhumans, mutants and people of weak/non-existant faith. They will attack on site any whom they consider one of the following: heretics, witches and xenogens (aliens).

 

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.

 

Planetary Adaptation (initial)

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.

Benefit: You gain one of the benefits listed below, depending on your planet of origin.

Barren World: You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.

Cold World: You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.

Dark World: You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.

High-G World: You gain a +2 bonus to your Strength. Reduce your base height by 6 inches.

Hot World: You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.

Low-G World: You gain a +2 bonus to your Dexterity. Increase your base height by 6 inches.

Water World: You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

Special: You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.

 

Point Blank Shot

Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

 

Power Attack

Prerequisite: Strength 13.

Benefit: On the character’s action, before making attack rolls for a round, the character 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 the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.

 

Power Fist Proficiency

Prerequisites: Combat Martial Arts, Advanced Melee Weapons Proficiency.

Benefit: You take no penalty when using a powered fist in combat including electrified knuckles, power gloves, power fists, lightning claws and chainfists.

Normal: A character who is non-proficient takes a –4 penalty on melee attacks made with special powered fists.

 

Precise Shot

Prerequisite: Point Blank Shot.

Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.

Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat.

 

Psychic Affinity

Benefit: You gain a +2 bonus on all Psychic Sense checks and Knowledge (warp) checks.

 

Quick Draw

Prerequisite: Base attack bonus +1.

Benefit: The character can draw a weapon as a free action.

A character with this feat may throw weapons at his or her full normal rate of attacks.

Normal: A character can draw a weapon as a move action. If a character has a base attack bonus of +1 or higher, the character can draw a weapon as a free action when moving.

 

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.

 

Renown

Benefit: The character’s Leadership bonus increases by +3.

 

Run

Benefit: When running, the character moves a maximum of five times his or her normal speed instead of four times. If the character is in heavy armour, the character can move four times his or her speed rather than three times. If the character makes a long jump, the character gains a +2 competence bonus on his or her Jump check.

 

Salvage

You can salvage electrical and mechanical parts from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.

Benefit: Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time, as noted in Table: Salvage.

At the end of this time, make a Search check. If the check succeeds, you may increase your Credit score by the amount indicated on the table, either by selling the salvaged parts for scrap or using them to offset the cost of future building projects.

 

TABLE: SALVAGE

 

 

 

Salvaged Machine

Time Required

Search DC

Credits Increase

Vehicle

 

 

 

Huge or smaller

30 min.

15

+1

Gargantuan

1 hr.

20

+2

Colossal

3 hr.

25

+3

Mecha

 

 

 

Huge or smaller

30 min.

25

+2

Gargantuan

1 hr.

30

+4

Colossal

3 hr.

35

+6

Starship

 

 

 

Huge

1 hr.

30

+3

Gargantuan

3 hr.

35

+5

Colossal

6 hr.

40

+8

Robot

 

 

 

Tiny or smaller

10 min.

20

+1

Small to Large

30 min.

25

+2

Huge or bigger

1 hr.

30

+3

Cybernetic Attachment

 

 

 

Replacement

10 min.

15

+1

Enhancement

30 min.

20

+2

 

Special: A particular vehicle, mecha, starship, robot, or cybernetic attachment can be successfully salvaged only once. Any further attempts to salvage the wreckage fail automatically.

 

Shot on the Run

Prerequisites: Dexterity 13, Point Blank Shot, Dodge, Mobility.

Benefit: When using an attack action with a ranged weap­on, the character can move both before and after the attack, provided that the character’s total distance moved is not greater than his or her speed.

 

Simple Weapons Proficiency

Benefit: The character makes attack rolls with simple weapons normally.

Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons.

 

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.

 

Spacer

You have a special affinity for spacecraft and space travel.

Benefits: You gain a +2 bonus on Computer Use checks made to use onboard spacecraft terminal systems, a +2 bonus on Navigate checks when plotting a course through space or navigating through warp-space, and a +2 bonus on all Pilot checks made to fly a spacecraft.

 

Special Weapons Proficiency

Choose a weapon type from the following list: high energy, heavy weapons, grenade 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.

 

Spring Attack

Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using an attack action with a melee weapon, the character can move both before and after the attack, provided that the total distance moved is not greater than the charater’s speed.

Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others, as normal).

A character can’t use this feat if he or she is carrying a heavy load or wearing heavy armour.

 

Starship Battlerun

You are skilled at starship skirmish tactics, zipping in and out of an enemy’s sights.

Prerequisite: Dexterity 13, Starship Dodge, Starship Mobility.

Benefit: When using an attack action with a starship ranged weapon, you can move both before and after the attack, provided that the total distance moved does not exceed the starship’s tactical speed.

Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby starships, as normal).

 

Starship Dodge

You are adept at dodging attacks while piloting starships.

Prerequisite: Dexterity 13, Pilot 6 ranks, Starship Operation (of the appropriate type).

Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action.

 

Starship Feint

You are skilled at misleading your enemy in starship combat.

Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate type).

Benefit: When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.

Normal: Feinting in starship combat requires an attack action.

 

Starship Gunnery

You are proficient with starship weapon systems.

Benefit: You do not take a penalty on attack rolls when firing a starship weapon.

Normal: Without this feat, you take a –4 nonproficient penalty on attack rolls when firing a starship weapon.

 

Starship Mobility

You are adept at dodging attacks while piloting starships.

Prerequisite: Dexterity 13, Starship Dodge.

Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area. Any condition that makes you lose your Dexterity bonus to Defense also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Starship Dodge feat) stack with each other, unlike most types of bonuses.

 

Starship Operation

Select one of the following types of starships: ultralight, light, mediumweight, heavy, or superheavy. You are proficient at operating starships of that type.

Prerequisite: Pilot 2 ranks.

Benefit: When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense.

Normal: Without this feat, you take a –4 nonproficient penalty on Pilot checks made to operate a starship, and you apply only one-half your class bonus to Defense (rounded down) to the ship’s Defense.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of starship (ultralight, light, mediumweight, heavy, or superheavy).

 

Starship Strafe

You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.

Prerequisite: Starship Gunnery.

Benefit: When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).

Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.

 

Stealthy

Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.

 

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.

 

Streetfighting

Prerequisites: Brawl, base attack bonus +2.

Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.

 

Studious

Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.

 

Sunder

Prerequisites: Strength 13, Power Attack.

Benefit: When the character strikes an object held or carried by an opponent, such as a weapon, the character does not provoke an attack of opportunity.

The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character. The character deals double normal damage to objects, whether they are held or carried or not.

Normal: A character without this feat incurs an attack of opportunity when he or she strikes at an object held or carried by another character.

 

Surgery

Prerequisite: Treat Injury 4 ranks.

Benefit: The character can use the Treat Injury skill to perform surgery without penalty.  See the Treat Injury skill description.

Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery.

 

Toughness

Benefit: The character gains +3 hit points.

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

 

Track

Benefit: To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow.

The character moves at half his or her normal speed (or at the character’s normal speed with a –5 penalty on the check, or at up to twice the character’s speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions.

Surface

Track DC

Very soft

5

Soft

10

Firm

15

Hard

20

Very Soft: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.

Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.

Hard: Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal deckings, or indoor floors. The quarry leaves only traces, such as scuff marks.

If the character fails a Survival check, he or she can retry after 1 hour (out­doors) or 10 minutes (indoors) of searching.

Normal: A character without this feat can use the Survival skill to find tracks, but can only follow tracks if the DC is 10 or less. A character can use the Search skill to find individual footprints, but cannot follow tracks using Search.

 

Condition

DC Modifier

Every three targets in the group being tracked

–1

Size of targets being tracked:*

 

Fine

+8

Diminutive

+4

Tiny

+2

Small

+1

Medium-size

+0

Large

–1

Huge

–2

Gargantuan

–4

Colossal

-8

Every 24 hours since the trail was made

+1

Every hour of rain since the trail was made

+1

Fresh snow cover since the trail was made

+10

Poor visibility:**

 

Overcast or moonless night

+6

Moonlight

+3

Fog or precipitation

+3

Tracked target hides trail (and moves at half speed)

+5

* For a group of mixed sizes, apply only the modifier for the largest size category represented.

** Apply only the largest modifier from this category.

 

Trustworthy

Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.

 

Two-Weapon Fighting

Prerequisite: Dexterity 13.

Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand.

The weapons used must both be melee weapons or both be ranged weapons (the character can’t mix the types).

 

Ultra Immune System

You are less susceptible to the ravages of poison, disease, and radiation poisoning.

Prerequisite: Constitution 13.

Benefits: You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.

 

Unbalance Opponent

Prerequisites: Defensive Martial Arts, 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 hse still takes that penalty.)

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

The character can select a new opponent on any action.

 

Urban Tracking

You can track down the location of missing persons or wanted individuals.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.

The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions:

 

Population

DC

Checks Required

Fewer than 2,000

5

1d4

2,000–9,999

10

1d4+1

10,000–49,999

15

2d4

50,000–99,999

20

2d4+1

100,000–499,999

25

3d4

500,000+

30

3d4+1

 

Condition

DC Modifier

Every three creatures in the group being sought

–1

Every 24 hours the quarry has been missing or sought

+1

Tracked quarry “lies low”

+5

 

If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.

Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.

 

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 Defense 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.

 

Warmachine Operation

Select a class of surface warmachine (tracked, boats, walkers or titans). The character is proficient at operating that class of vehicle.

Tracked vehicles include bulldozers and tanks and other military vehicles. Boats are any kind of water vessel from those designed for operation by a single person to large, multicrewed water vessels. Walkers are such things as dreadnoughts and Imperial Guard Sentinels. Titans are the massive ‘taller than cities’ towering engines of destructions constructed in deep space and used in the grandest scale wars.

Prerequisite: Drive 2 ranks, Repair 2 ranks.

Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a warmachine of the selected class.

Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attack rolls made when operating any kind of warmachine. There are no penalties when you operate a general-purpose surface vehicle. (Vehicles that are general purpose will be appropriately marked as general purpose in the warmachines section.)

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

 

Warp Eye (initial)

Prerequisite: Wis 13

Benefit: You were born with an extra eye on your forehead. This is a mutation among humans that is not only tolerated but a vital neccesity for survival. The Navigators are the only beings that can navigate space. You have a Warp Eye. This allows you to take the Navigator advanced class. The Warp Eye can only be taken at first level, you are either born with one or without one. Only humans can take this feat. The extra eye grants a +2 mutation bonus on Search and Spot checks.

As a free action, you can use the extra eye to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with gazing eyes.

Special: This feat must be taken at first level.

 

Weapon Finesse

Choose one light melee or light advanced melee weapon or a chain. A character can choose unarmed strike or grapple as a weapon for the purposes of this feat.

Prerequisites: Proficient with weapon, base attack bonus +1.

Benefit: With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.

Special: A character can gain this feat multiple times. Each time the character takes the feat, the character selects a ­different weapon.

 

Weapon Focus

Choose a specific weapon. A character can choose unarmed strike or grapple for your weapon for purposes of this feat.

Prerequisites: Proficient with weapon, base attack bonus +1.

Benefit: The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.

Special: A character can gain this feat multiple times. Each time the character takes the feat, the character must select a different weapon.

 

Weapon Handling

Prerequisite: Heavy Weapons Proficiency

Benefit: You have a talent for operating large weapons even though your frame could not normally handle a weapon of such size.You gain a +2 bonus to Strength for the purpose of being able to carry Heavy Weapons without a tripod or mount.

 

Whirlwind Attack

Prerequisites: Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.

Benefit: When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent.

 

Windfall

Benefit: The character’s Credit bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.

Special: A character can select this feat multiple times. Each time, both of its effects stack.

 

Xenomedic

You know how to provide safe medical treatment to alien life forms.

Prerequisites: Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.

Benefits: You can, without penalty, use the Treat Injury skill to perform surgery on any humanoid species even if they are xenogens, like eldar, tau and kroot.

Normal: Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different race.

 

Zero-G Training

You can function normally in low gravity or zero gravity.

Prerequisites: Dexterity 13, Tumble 4 ranks.

Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.

Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.

 

 

 

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