Jan 23, 2023 2:56 am
I'll be listing feats here.
For now, I'm pasting an unformatted list of feats up, although be aware that it looks gross, and the descriptions might not actually match what they really do, as I am adapting this system to match better with 5E. I'll be cleaning this up as I go.
For now, I'm pasting an unformatted list of feats up, although be aware that it looks gross, and the descriptions might not actually match what they really do, as I am adapting this system to match better with 5E. I'll be cleaning this up as I go.
[ +- ] General Feats
General Feats | Summary |
Additional Training | You gain training with 4 more tools of your choice. |
Animal Empathy | Use more skills on animals |
Antithesis | Additional +2 skill and damage bonus against your enemy |
Attractive | Bonus to Influence skills when dealing with one gender |
Blessing, Greater | You can bless an ally, improving his chance to succeed. |
Blessing, Lesser | You can bless an ally, improving his chance to succeed. |
Blessing, Mass | You can bless several allies, improving their chance to succeed. |
Blessing | You can bless an ally, improving his chance to succeed. |
Brand Loyalty | You treat all items of one brand as masterwork items. |
Career Advancement | +1 perk, +1 Reputation |
Cover Fire | Marksmanship can provide defense bonus |
Dead Aim | +2 ranged attack on full round |
Dedicated | You gain bonuses when interacting with and protecting one allegiance |
Defensive Driving | Add your ranks in the Vehicle Ops skill as a Defense bonus when driving ground vehicles |
Enemy | +2 skill and damage bonus against one Allegiance |
Esprit de Corps | Additional +2 attack and skill bonuses when working with your team |
Evasive Maneuvers | Add your ranks in the Vehicle Ops skill as a Defense bonus when piloting air vehicles |
Far Shot | Increase the range of ranged attacks by 1.5 |
Great Fortitude | +2 skill bonus to Resistance and Endurance saving throws |
Investment Portfolio | Wealth bonus that increases the longer it is left untouched. |
Iron Will | +2 skill bonus to Composure and Resolve saving throws |
Knowledge is Power | You have studied a specific martial arts style to an even greater degree. |
Know Your Enemy | By studying a certain martial arts style you have learned its weaknesses and can exploit them in combat. |
Lightning Acuity | +2 skill bonus to Cleverness & Reflex saving throws |
Light Sleeper | No Perception skill penalty while asleep |
Loner | +2 attack and skill bonuses when working alone |
Low Profile | Reputation reduced to 0 |
Lucky | Bonus on all saving throws equal to Charisma modifier |
Moonlighting | One additional occupation with partial benefits |
Mounted Combat | Add your ranks in the Riding skill in place of your class-based Defense bonus for mounts |
Night Vision | See twice as far in low-light conditions |
Powered | You gain access to Power feats and the Control skill |
Psychic Endurance | You are conditioned to avoid suffering fatigue while using your Psionics skill. |
Quick Reload | Reload a firearm as an interaction |
Sneak Attack | Gain a +2 attack bonus against a Surprised target |
Specialist | +6 to a single skill use |
Specialized Training | Your Training goes beyond basic understanding, doubling your skill rank die rolled |
Suppressive Fire | Force targets to suffer damage, go prone, or stay pinned behind cover |
Talented | +2 bonus on two related skills |
Target Acquisition | Use a scope as a Bonus Action |
Teamwork | +2 attack and skill bonuses when working with your team |
Trackless | Attempts to track you have a DC of Survival +20 |
Uncanny Dodge 1 | You do not grant Advantage when surprised |
Wild Talent | You were born with an innate talent for psychic ability |
[ +- ] Armor Feats
Armor Feats | Summary |
Armored Confidence | Armor grants a bonus to Intimidation checks |
Heavy Armor Training | You are trained in the use of Heavy Armor |
Juggernaut | Armor has a higher Soak score for you |
Light Armor Training | You are trained in the use of Light Armor |
Medium Armor Training | You are trained in the use of Medium Armor |
[ +- ] Martial Arts feats
Martial Art Feats | Description |
Accurate Attack | +2 to attack rolls for every –1 damage |
Advanced Improved Extra Attack | Your extra attacks are made at an even smaller penalty |
All-Out Attack | +2 to attack rolls for every –1 Defense |
Attack Focus | +1 attack rolls with a single attack |
Blind-Fight | Re-roll misses due to concealment in melee |
Combat Martial Arts | Unarmed attacks can inflict lethal damage, and deal more damage |
Crippling Strike | Inflict ability damage on sneak attacks |
Critical Strike | Inflict bonus damage on sneak attacks |
Defensive | Attack+2 to Defense for every –1 to attack rolls |
Defensive Martial Arts | Add a +2 General Bonus to Defense while unarmed or armed with a melee weapon. |
Dodge Focus | +1 to your defense |
Focused Extra Attack | You can make a third attack after missing with your second |
Improved Disarm | Free disarm check after a successful unarmed attack |
Improved Extra Attack | Your extra attacks are made at smaller penalty |
Improved Focused Extra Attack | You can make a fourth attack after missing with your third |
Improved Initiative | +4 initiative |
Improved Grab | Free grapple check after a successful unarmed attack |
Improved Parry | Increase your Parry Defense, and execute a Parry as a Reaction. |
Improved Trip | Free trip check after a successful unarmed attack |
Initiate of the Inner Mysteries | You have begun to harness your inner power. |
Point Blank Shot | +1 attack and damage to ranged attacks within 30 ft. |
Precise Shot 1 | No penalty for firing into melee |
Precise Shot 2 | No Cover or Concealment penalties for less than complete Cover or Concealment |
Prone Fighting | No penalties for being prone |
Specialized Weapon Training | You double the skill rank die for certain attacks |
Superior Focused Extra Attack | You gain a fifth attack at a penalty. This fifth attack can be made even if you miss with your fourth attack. |
Superior Improved Extra Attack | Your extra attacks are made at the smallest penalty |
Two-Weapon Defense | You may use your off-hand weapon as a shield. |
Two-Weapon Fighting | You are the master of fighting with two weapons |
Quick Draw | Draw a weapon as a Reaction action |
Weapon Finesse | You may treat non-heavy melee weapons as Finesse weapons, and may use your Intelligence score instead of Dexterity when using Finesse Weapons. |
[ +- ] Powerhouse Feats
Powerhouse Feats | Summary |
Armed Defense | Gain a +2 shield bonus to defense when wielding a melee weapon you are trained in |
Attack Focus 2 | Additional +1 attack bonus with one attack |
Attack Specialization 1 | +2 damage bonus with one attack |
Attack Specialization 2 | Additional +2 damage bonus with one attack |
Cleave 1 | Gain one additional attack the 1st time you take down an opponent in melee combat |
Cleave 2 | Gain an additional attack each time you take down an opponent in melee combat |
Executioner | +2 damage on Precision Strikes |
Finisher | Cause opponents to become Shaken when you take down an opponent in melee combat |
Flying Tackle | +2 damage on unarmed charge attacks plus free Trip attempt that trips you and your opponent |
Melee Smash | +1 damage on melee attacks |
Power House Finisher | Deal additional damage to melee attacks equal to the # of Powerhouse feats with an Action Point |
Street Howitzer | Opponent must make a Reflex save or the lowest die of a shotgun attack at point blank range is automatically treated as maximum damage. |
Strength Training 1 | +1 Strength |
Strength Training 2 | +1 Strength |
Strength Training 3 | +1 Strength |
Sunday Punch | You may choose to suffer a -4 Defense penalty when using Aggressive Stance for a +6 melee damage bonus. |
Sunder | Damage your opponent’s equipment, imposing attack and damage penalties |
[ +- ] Speedfreak Feats
Speedfreak Feats | Summary |
Acrobatic Feint | Use your Acrobatics skill to feint |
Agility Training 1 | +1 Dexterity |
Agility Training 2 | +1 Dexterity |
Agility Training 3 | +1 Dexterity |
Blur | +2 Defense bonus when moving 30 ft. or more in a round |
Cat’s Landing | Use your Acrobatics skill to reduce falling damage |
Defensive Roll | Roll with an attack, reducing Strength bonus to damage to 0 |
Elusive Target | Penalty for firing at you while engaged in melee combat is increased by –4 |
Evasion | No damage on a successful Reflex saving throw |
Fast Mover | +5 ft. movement |
Hail of Bullets | You fire 3 bullets per target when using Burst Fire, inflicting +2 damage per successful attack. |
Hit and Run | You gain a +1 to attack rolls and a +2 to damage rolls when you move at least 10 feet before making an attack. |
Marksman | +1 to attack rolls with one type of ranged weapon that uses Marksmanship (archaic, longarms, smallarms, or SMGs) |
Rapid Dominance | +2 bonus to attacks rolls on targets who go after you in the Initiative order |
Reflexive Defense | Add your ranks in the Reflex skill as a Defense bonus against ranged attacks |
Sharpshooter | +2 bonus to damage on Called Shots |
Sniper Shot | Inflict bonus damage on called shots equal to the amount by which your attack roll exceeds the target’s DefenseI think I want to rewrite this one |
Uncanny Dodge 2 | You cannot be flanked |
[ +- ] Tank Feats
Tank Feats | Summary |
Body Block | Target must end movement adjacent to you |
Damage Reduction | You gain a natural soak score of 1/ballistic |
Die Hard | Automatically stabilize at –1 hit points |
Diesel 1 | +1 hit die |
Diesel 2 | +1 hit die |
Diesel 3 | +1 hit die |
Efficient Sleeper | You need half as much sleep as others |
Endurance Training 1 | +1 Constitution |
Endurance Training 2 | +1 Constitution |
Endurance Training 3 | +1 Constitution |
High Pain Threshold | +2 Recovery saves, +1 hit point of natural healing, and you HD improves one step |
Human Shield | Protect an ally with your body |
Intimidating Presence | Gain a bonus on Intimidation checks equal to your Constitution modifier or 1/2 your Tank feats |
Second Wind | Once an encounter you gain spend a Hit Die and heal yourself |
Soldier On | Make an Endurance saving throw once per day to suffer minimum damage from a single attack. |
Unstoppable 1 | +2 melee damage when hit points below 50% |
Unstoppable 2 | +2 saves when hit points below 50% |
Unstoppable 3 | +2 attack rolls when hit points below 50% |
Whatever Doesn’t Kill You | +2 melee damage for 1 minute after suffering damage |
[ +- ] Brainiac Feats
Brainiac Feats | Summary |
Book Leaning 1 | +1 Intelligence |
Book Learning 2 | +1 Intelligence |
Book Learning 3 | +1 Intelligence |
Brains over Braun | Using Wits or Cleverness, roll against an opponent's Intelligence score to make them Surprised. |
Custom Tweak | You can modify items to become masterwork after purchasing them off the shelf. Modified items have a chance to glitch and become damage. |
Expertise | You gain 4 more skill Specializations |
Exploit Weakness | Use your Intelligence modifier in place of Strength or Dexterity on attack rolls |
Home Schooled | Bonus to a single skill equal to your Intelligence modifier or 1/2 your Brainiac feats |
Intelligence Analyst | Gain bonuses against an opponent by researching them first |
Master Craftsman | You can build masterwork items of extremely high quality |
Master Plan | Make a Tactics check to gain bonuses for one encounter |
Photographic Memory | Gain 3 temporarily skill points to allocate as you wish through study |
Polyglot | You have a knack for picking up new languages. |
Power User | You can treat an item you have Training with as masterwork after 1 week of getting to know all its intricacies. |
Pressure Strike | Use Academics (life sciences) in place of Weapons skill for bonus damageProbably going to rewrite this |
Scientific Improvisation | Create a temporary tool out of common items with an Engineering skill check |
Smart Defense | Add your Intelligence modifier to your Defense |
Think Tank | Add your ranks to a partner’s for Intelligence-based skills |
Trick | Use your skills to render a target Surprised This is just Brains over Braun with extra steps. |
Walking Encyclopedia | Your research time is reduced |
[ +- ] Empath Feats (this is not related to psionics)
Empath Feats | Summary |
Awareness | It is difficult to Surprise you. |
Contemplative Master | Use your Wisdom instead of Strength to modify melee attack rolls |
Empathy | Use your Insight skill in place of Persuasion |
Fire Inside | You gain +2 bonus to melee damage for 1 minute after failing a saving throw. |
Guru | Bonus to a single skill equal to your Wisdom modifier or 1/2 your Empath feats |
Healer | +2 points of damage healed when healing others |
Mind Over Body | Gain your Wisdom modifier as a General bonus to all Saving Throws. |
Miracle Worker | Stabilize patients dead for 1 minute per rank in Medicine |
Poise | Add your Wisdom modifier to your Defense |
Quick Wits | Add your Wisdom modifier to your Initiative Needs a rewrite |
Resolute | Once an encounter, gain a bonus to a saving throw equal to your Empath Feats |
Self-Help 1 | +1 Wisdom |
Self-Help 2 | +1 Wisdom |
Self-Help 3 | +1 Wisdom |
Shoulder the Load | You can grant your allies a bonus to saving throws with a Leadership skill check. |
Stoic | Gain Soak equal to your Wisdom Mod and 1/2 Empath feats against bludgeoning attacks for 1 minute, once per encounter. |
Team Player | You and your team gain +2 on saving throws when working together |
Well Informed | Make Streetwise checks to gather information in less time |
Well-Oiled Machine | You and your team gain +2 Initiative when working together |
Witty | Use your Wits instead of Teasing and Seduction to get people to act on their emotions and desires |
[ +- ] Star Feats
Star Feats | Summary |
Banter | Add your Charisma modifier to your Defense |
Endorsement DealGain Wealth equal to your Reputation | |
Entourage | +6 RP for followers |
Expert in your Field | Bonus to one skill equal to your Reputation |
Fascinate | Use your Artistry or Performance skill to hold the attention of another |
Feint | Use your Deception skill to render a target flat-footed |
Friends in High Places | You can reorganize your Resource Points by spending an action point |
Logistics Expert | Add your Star feats to the Wealth granted by supply contacts |
Public Speaker 1 | +1 Charisma |
Public Speaker 2 | +1 Charisma |
Public Speaker 3 | +1 Charisma |
Reciprocity | +2 attack rolls against anyone who has attacked you in the last minute |
Redirect | Redirect a missed attack to an adjacent opponent with a Deception check |
Repartee | Taunted opponent suffers penalty to attack rolls equal to your Charisma mod, gains +2 melee damage bonus against you |
Speed Dial | Get in touch with your contacts faster |
Suggestion | Make a suggestion to a fascinated target |
Tycoon | +1 bonus or penalty to increase or decrease Wealth when Haggling |
Voice of Command 1 | Make Leadership checks with a Bonus action. |
Voice of Command 2 | Make Leadership checks with an Interaction. |