Advanced
Melee Weapons Proficiency
Advanced
Melee Weapons Proficiency
Armour
Proficiency (super heavy)
Planetary
Adaptation (initial)
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.
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.
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.
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.
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.
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.
Benefit: The character
gets a +2 bonus on all Listen checks and Spot checks.
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.
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.
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.
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.
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.
Prerequisites: Armour
Proficiency (light), Armour Proficiency (medium).
Benefit: See Armour
Proficiency (light).
Normal: See 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.
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).
Benefit: The character
gets a +2 bonus on all Climb checks and Swim checks.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
Benefit: The character
gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks
to resist intimidation.
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.
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.
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).
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.
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.
Benefit: The character
gets a +2 bonus on all Bluff checks and Disguise checks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Benefit: The character
gets get a +2 bonus on all Balance checks and Concentration checks.
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.
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.
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.
Benefit: The character
gets a +2 bonus on all Fortitude saving throws.
Benefit: The character
gets a +2 bonus on all Navigate checks and Survival checks.
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 |
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.
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.
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.
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.
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.
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.
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.
Benefit: The character
gets a +4 circumstance bonus on initiative checks.
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.
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.
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).
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.
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.
Benefit: The character
gets a +2 bonus on all Will saving throws.
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.
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).
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.
Benefit: The character
gets a +2 bonus on all Reflex saving throws.
Benefit: Reduce the
character’s Leadership bonus by 3 points.
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.
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.
Benefit: The character
gets a +2 bonus on all Forgery checks and Search checks.
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.
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.
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.
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.
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).
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.
Benefit: The character gets
a +1 bonus on attack and damage rolls with ranged weapons against opponents
within 30 feet.
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.
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.
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.
Benefit: You gain a +2
bonus on all Psychic Sense checks and Knowledge (warp) checks.
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.
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.
Benefit: The character’s
Leadership bonus increases by +3.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
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.
Benefit: The character
gets a +2 bonus on all Hide checks and Move Silently checks.
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.
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.
Benefit: The character
gets a +2 bonus on all Decipher Script checks and Research checks.
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.
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.
Benefit: The character
gains +3 hit points.
Special: A character may
gain this feat multiple times. Its effects stack.
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. |
Benefit: The character
gets a +2 bonus on all Diplomacy checks and Gather Information checks.
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).
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.
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.
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.
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.
Benefit: The character
gets a +2 bonus on all Drive checks and Pilot checks.
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.
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.
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.
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.
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.
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.
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.
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.
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.