Home >

Feats

All characters have certain abilities that don’t directly stem from their races, classes, or skills. These abilities, called feats, represent specialized talents that can come from a wide range of possible sources. When you select a feat for your character, it can represent advanced training, an arcane ability gained from a strange machine on an abandoned alien planet, a knack picked up during your youth, or nearly anything the GM agrees is reasonable for the campaign.

Prerequisites

Some feats have prerequisites. A character must have each indicated ability score, feat, base attack bonus, skill, class feature, and other listed quality in order to select or use that feat. She can gain a feat at the same level at which she gains its prerequisites. A character can’t use a feat if she loses a prerequisite, but she doesn’t lose the feat itself. If at a later time she regains the lost prerequisite, she immediately regains full use of the feat that prerequisite enables.

Combat Feats

Most feats are general, meaning that no special rules govern them as a group. Others are combat feats, which are feats that can be selected as a bonus feat by a soldier. This designation doesn’t restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.

Feat Descriptions

The feats presented here are summarized on Table 6–1. In this table, the prerequisites and benefits of the feats are abbreviated for ease of reference. See the specific feat for its full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name is followed by a basic description of what the feat does. This description is only a explanation of the feat, not the game rules defining how it works.

Prerequisites: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. A feat may have more than one prerequisite. This entry is absent if a feat has no prerequisites.

Benefit: What the feat enables the character (“you” in the feat description) to do. A character cannot select a feat more than once unless it specifically says so. If a character somehow has the same feat more than once, the benefits of these feats do not stack unless indicated otherwise. Unless otherwise noted, the term “level” refers to character level.

Normal: This entry lists the normal rules that apply to a character who does not have the feat. A character with the feat, on the other hand, can overcome these limitations. This information can help players understand why the feat is useful. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Table: Feats (General)
Feat Category Prerequisites Benefit Source
Accelerated Recovery General Con 13 Recover more quickly during an 8-hour rest SFCRB
Adaptive Casting General Key ability score 19, caster level 7 Select three additional spells known; cast one of them once a day SFCRB
Adaptive Upgrade General Int 19, Engineering 10 ranks Temporarily create low-level armor upgrades SFCRB
Agile Casting General Key ability score 15, Dex 15, Mobility, caster level 4th Cast a spell at any point during movement SFCRB
Antagonize General Diplomacy 5 ranks, Intimidate 5 ranks Anger a foe, causing it to become off-target and take a ?2 penalty to skill checks for 1 round or more SFCRB
Climbing Master General Athletics 5 ranks Gain a climb speed equal to your base speed SFCRB
Connection Inkling General Wis 15, character level 5th, no mystic levels Gain the ability to cast minor mystic spells SFCRB
Cosmic Truth General Wis 15, Bluff 5 ranks, Mysticism 5 ranks Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds SFCRB
Deadly Boast General Cha 19, Bluff 10 ranks Make an attack or effect sound so impressive that foes have a harder time defending against it SFCRB
Diehard General You can spend Resolve Points to stabilize and to stay in the fight in the same round SFCRB
Disease Adaptation General Con 11 +2 enhancement bonus to saves against disease SFCRB
Disease Rejection General Con 17, Disease Adaptation Recover from diseases much more swiftly SFCRB
Dispelling Strike General Base attack bonus +10, Mysticism 10 ranks Spend 1 Resolve Point to make a melee attack act as dispel magic SFCRB
Diversion General Use Bluff to create a distraction so that your allies can hide SFCRB
Divine Blessing General Worship a deity of an alignment within one step of your own alignment Gain a unique power from the deity you worship SFCRB
Echolocation Attack General Perception as a class skill Use the echo of sonic attacks to better sense your surroundings SFCRB
Eldritch Lore, Minor General Key ability score 15, caster level 4th, 4 levels in a class with a class spell list Gain an additional 0-level spell known SFCRB
Eldritch Lore, Lesser General Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list Gain an additional 1st-level spell known SFCRB
Eldritch Lore General Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list Gain an additional 2nd-level spell known SFCRB
Eldritch Lore, Greater General Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list Gain an additional 3rd-level spell known SFCRB
Eldritch Lore, Major General Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list Gain an additional 4th-level spell known SFCRB
Enhanced Resistance General Base attack bonus +4 Gain damage reduction or energy resistance SFCRB
Environmental Adaptation General Con 13 Gain immunity to a number of environmental and weather effects SFCRB
Extra Resolve General Character level 5th Gain 2 additional Resolve Points SFCRB
Extended Telepathy General Limited Telepathy racial trait Extend the range of telepathy SFCRB
Fast Talk General Bluff 5 ranks Baffle a potential foe, causing it to be surprised when combat begins SFCRB
Focused Sense General Blindsense Temporarily gain blindsight with a limited range SFCRB
Focused Spellcaster General Combat Casting, ability to cast 4th-level spells Spend 1 Resolve Point to ignore the effects of a successful attack or failed save SFCRB
Frightening Injection General Intimidate 3 ranks Intimidate your foes when you inject them SFCRB
Frightful Display General Cha 15, Intimidate 5 ranks, ability to cast spells Intimidate a foe as a reaction after they fail a save against your spell SFCRB
Great Fortitude General +2 bonus to Fortitude saves SFCRB
Improved Great Fortitude General Great Fortitude, character level 5th Spend 1 Resolve Point to reroll a Fortitude save SFCRB
Harm Undead General Healing channel connection power, mystic level 1st Expend a spell slot for healing channel to also damage undead SFCRB
Hauler General Str 13 You can carry much more than usual SFCRB
Improved Energy Resistance General Con 13, character level 10th, energy resistance from a racial trait Your natural energy resistance is more pronounced SFCRB
Iron Will General +2 bonus to Will saves SFCRB
Improved Iron Will General Iron Will, character level 5th Spend 1 Resolve Point to reroll a Will save SFCRB
Jet Dash General Move faster when running, double height and distance when jumping SFCRB
Lightning Reflexes General +2 bonus to Reflex saves SFCRB
Improved Lightning Reflexes General Lightning Reflexes, character level 5th Spend 1 Resolve Point to reroll a Reflex save SFCRB
Master Crafter General Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks Craft items in half the normal time SFCRB
Medical Expert General Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank Treat deadly wounds more quickly, and provide long-term care without a medical lab SFCRB
Psychic Power, Minor General Cha 11 Cast a 0-level spell as a Spell-Like ability 3/day SFCRB
Psychic Power General Cha 13, Minor Psychic Power, character level 4th Cast a 1st-level spell as a Spell-Like ability 1/day SFCRB
Psychic Power, Major General Cha 15, Minor Psychic Power, Psychic Power, character level 7th Cast a 2nd-level spell as a Spell-Like ability 1/day SFCRB
Memory Access General Construct type, constructed racial trait, exocortex, or head slot augmentation +2 insight bonus to skill checks to identify creatures and recall knowledge SFCRB
Oracular Gift General Ability to cast augury Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP SFCRB
Percussive Maintenance General Str 11 Reroll checks for engineer crew actions in starship combat and engineering checks to repair items SFCRB
Poison Adaptation General Con 11 Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure SFCRB
Poison Rejection General Con 17, Poison Adaptation Recover from poisons more swiftly SFCRB
Positive Conduit General Con 13 Gain extra Hit Points from magical healing SFCRB
Protective Fur General Skittermander or ysoki Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions SFCRB
Quicker Trickler General Medicine 3 ranks Administer serums as a standard action instead of a full action SFCRB
Reality Glimmer General Cha 15, character level 5th, no levels in witchwarper Gain the ability to cast minor witchwarper spells SFCRB
Reject Chains General Shirren +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects SFCRB
Soothing Telepathy General Limited telepathy or telepathy +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies SFCRB
Spell Feint General When you successfully feint, your foe takes a –1 penalty to saves against your next spell SFCRB
Spellguard General Mysticism 3 ranks Grant an ally a +2 insight bonus against a spell as a reaction SFCRB
Tactful Advisor General Cha 11 Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher SFCRB
Tailored Serum General Life Science 5 ranks Grant additional Hit Points to a particular creature with a customized serum of healing SFCRB
Telepathic Scream General Intimidate 3 ranks; limited telepathy or telepathy Create a distressing telepathic scream that causes foes to become shaken SFCRB
Three-Point Stance General If you have a free hand, you take 1d6 less damage from falling, don’t fall prone from falling, and gain benefits in zero-g maneuvering SFCRB
Tight Fit General Large size or larger You are not entangled when squeezing SFCRB
Penetrating Spell General Ability to cast 4th-level spells Reduce enemy’s DR and energy resistance against your spells by 5 SFCRB
Skill Focus General +3 insight bonus to one skill SFCRB
Skill Synergy General Gain two new class skills or a +2 insight bonus to those skills SFCRB
Sky Jockey General Piloting 5 ranks Make jetpacks, Vehicles, and starships go faster SFCRB
Spell Focus General Ability to cast spells, character level 3rd DCs of spells you cast increase SFCRB
Spell Penetration General +2 bonus to caster level checks to overcome SR SFCRB
Greater Spell Penetration General Spell Penetration Additional +2 bonus to caster level checks to overcome SR SFCRB
Spellbane General Unable to cast spells or use spell-Like abilities +2 insight bonus to saving throws against spells and Spell-Like abilities SFCRB
Minor Stage Magic General Cha 11 Cast a 0-level spell as a Spell-Like ability 3/day SFCRB
Stage Magic General Cha 14, Minor Stage Magic, character level 4th Cast a 1st-level spell as a Spell-Like ability 1/day SFCRB
Stage Magic (Major) General Cha 15, Minor Stage Magic, Stage Magic, character level 7th Cast a 2nd-level spell as a Spell-Like ability 1/day SFCRB
Swimming Master General Athletics 5 ranks Gain a swim speed equal to your base speed SFCRB
Technomantic Dabbler General Int 15, character level 5th, no levels in technomancer Gain the ability to cast minor technomancer spells SFCRB
Toughness General +1 Stamina Point per character level and other bonuses SFCRB
Veiled Threat General Cha 15, Intimidate 1 rank Intimidated foe doesn’t become hostile SFCRB
Table: Feats (Combat)
Feat Category Prerequisites Benefit Source
Adaptive Fighting Combat Three or more combat feats Once per day as a move action, gain the benefit of a combat feat you don’t have SFCRB
Versatile Fighting Combat Adaptive Fighting, character level 5 Spend RP to use Adaptive Fighting more often in a day SFCRB
Add Leverage Combat Str 15 Grip your weapon with more hands to move foes farther with combat maneuvers SFCRB
Advanced Warning Combat Cha 15 Shout a warning to your allies, causing them to stop being flat-footed SFCRB
Ambuscade Combat When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage SFCRB
Ambush Awareness Combat If you fail the Perception check to act in the surprise round, you can still take a full defense action SFCRB
Amplified Glitch Combat Computers 3 ranks, Intimidate 3 ranks Disrupt devices, causing targets to become shaken for 1 round or more SFCRB
Armor Proficiency (Light) Combat No penalty to attack rolls while wearing light armor SFCRB
Armor Proficiency (Heavy) Combat Str 13, Light Armor Proficiency No penalty to attack rolls while wearing heavy armor SFCRB
Armor Proficiency (Powered) Combat Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5 No penalty to attack rolls while wearing powered armor SFCRB
Barricade Combat Engineering 1 rank Create your own fragile cover SFCRB
Melee Weapon Proficiency (Basic) Combat No penalty to attacks with basic melee weapons SFCRB
Melee Weapon Proficiency (Advanced) Combat Basic Melee Weapon Proficiency No penalty to attacks with advanced melee weapons SFCRB
Weapon Proficiency (Special) Combat Basic Melee Weapon Proficiency or Small Arm Proficiency No penalty to attacks with one special weapon SFCRB
Blind-Fight Combat Reroll miss chances from concealment SFCRB
Blood in Their Eyes Combat Your critical hits with slashing attacks make foes dazzled SFCRB
Bodyguard Combat Add a +2 bonus to an adjacent ally’s AC as a reaction SFCRB
In Harm’s Way Combat Bodyguard Take the damage of a successful attack against an adjacent ally SFCRB
Shelter Ally Combat Bodyguard, natural reach of 10 feet or more Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature SFCRB
Cleave Combat Str 13, base attack bonus +1 Make an additional melee attack if the first one hits SFCRB
Great Cleave Combat Str 13, Cleave, base attack bonus +4 Make an additional melee attack after each melee attack that hits SFCRB
Close Combat Combat Base attack bonus +1 +2 bonus to AC against attacks from opponents not adjacent SFCRB
Combat Casting Combat Ability to cast 2nd-level spells +2 bonus to AC and saves against attacks of opportunity when casting spells SFCRB
Constant Alert Combat Wis 11, character level 5th Reroll your initiative check and automatically win ties SFCRB
Cook Grenade Combat Dex 11, proficiency with grenades Time your release of a grenade to increase its effectiveness SFCRB
Coordinated Shot Combat Base attack bonus +1 Allies gain a +1 bonus to ranged attacks against foes you threaten SFCRB
Deadly Aim Combat Base attack bonus +1 Take a ?2 penalty to weapon attacks to deal extra damage SFCRB
Defensive Roll Combat Dex 19, Acrobatics 10 ranks Attempt an Acrobatics check in place of a Reflex save or to dodge an attack SFCRB
Deflect Projectiles Combat Base attack bonus +8 Spend 1 Resolve Point to attempt to avoid a ranged attack SFCRB
Reflect Projectiles Combat Deflect Projectiles, base attack bonus +16 Spend 1 Resolve Point to attempt to redirect a ranged attack SFCRB
Dire Straits Combat Con 15 Stabilize when you have no Hit Points or Resolve Points left SFCRB
Dive for Cover Combat Base Reflex save bonus +2 Fall prone in an adjacent square to roll a Reflex save twice SFCRB
Double Tap Combat Weapon Focus (small arms), proficiency with small arms Expend double the normal ammunition to gain bonuses to attack and damage with a small arm SFCRB
Drag Down Combat When you are tripped, you can attempt to trip an adjacent foe SFCRB
Far Shot Combat Base attack bonus +1 Reduce penalty due to range increments SFCRB
Fleet Combat Increase your base speed SFCRB
Fusillade Combat Base attack bonus +1, 4 or more arms Make an automatic-Mode attack with multiple small arms SFCRB
Grab Attention Combat Intimidate 5 ranks Make a foe you hit in melee off-target when attacking anyone other than you SFCRB
Grappler Pull Combat Str 11 Use a grappler to draw your foes closer to you SFCRB
Grenade Proficiency Combat No penalty to attacks made with grenades SFCRB
Grenade Mastery Combat Proficiency with grenades Increase the saving throw DCs of grenades you use SFCRB
Ground Fighting Combat Str 11 Ignore penalties to unarmed attacks when grappled, pinned, or prone SFCRB
Improved Combat Maneuver Combat Base attack bonus +1 +4 bonus to perform one combat maneuver SFCRB
Fouling Reposition Combat Improved Combat Maneuver (reposition) Reposition a foe to throw it and another creature off balance SFCRB
Pull the Pin Combat Improved Combat Maneuver (disarm) Perform a disarm to activate a foe’s grenade SFCRB
Tripping Rush Combat Improved Combat Maneuver (trip), base attack bonus +5 Knock a target prone when you bull rush them into an obstacle SFCRB
Improved Critical Combat Base attack bonus +8 The DC to resist the critical effects of your critical hits increases by 2 SFCRB
Improved Feint Combat Use Bluff to feint as a move action SFCRB
Greater Feint Combat Improved Feint, base attack bonus +6 Foes you feint against are flat-footed for 1 round SFCRB
Improved Initiative Combat +4 bonus to initiative checks SFCRB
Improved Unarmed Strike Combat Deal more damage and threaten squares with unarmed strikes SFCRB
Instant Crater Combat Base attack bonus +5 Weapons with the explode special property create difficult terrain SFCRB
Jet Charge Combat Piloting 3 ranks Boost your charge attacks with jets to move farther SFCRB
Kasathan Battle Dance Combat Dex 13, Mobility or trick attack Withdrawing with both hands free provokes no attacks of opportunity SFCRB
Kip Up Combat Acrobatics 1 rank Stand from prone as a swift action SFCRB
Laugh at Danger Combat Con 13 Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage SFCRB
Living Ladder Combat Str 17 Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone SFCRB
Lung Puncture Combat Your critical hits with piercing weapons cause foes to be fatigued SFCRB
Lunge Combat Base attack bonus +6 Increase reach of melee attacks by 5 feet until the end of your turn SFCRB
Melt Defenses Combat Base attack bonus +11 On a critical hit, cause further attacks against a foe to target EAC SFCRB
Mobility Combat Dex 13 +4 bonus to AC against attacks of opportunity from movement SFCRB
Momentous Attack Combat Str 11, Athletics 5 ranks On a melee critical hit, move 5 feet SFCRB
Pinpoint Hurler Combat Str 15 Reduce the distance your thrown weapons travel when they miss SFCRB
Ricochet Grenade Combat Proficiency with grenades, base attack bonus +7 Bounce a grenade off a wall to reach difficult spots SFCRB
Sacred Strike Combat Worship a deity of an alignment within one step of your own Treat your attacks as having your deity’s alignment SFCRB
Shield Proficiency Combat Gain proficiency with shields SFCRB
Shield Block Combat Proficiency with shields Spend 1 Resolve Point as a reaction to reduce damage from area effects SFCRB
Slam Down Combat Your critical hits with bludgeoning weapons knock down your foes SFCRB
Solid Stance Combat Con 15 Become harder to move, and use a reaction to avoid being knocked prone SFCRB
Through the Lines Combat Dex 13 You can charge through one ally’s space SFCRB
Shot on the Run Combat Dex 15, Mobility, base attack bonus +4 Make a ranged attack at any point during movement SFCRB
Parting Shot Combat Dex 15, Mobility, Shot on the Run, base attack bonus +6 Make a single ranged attack when withdrawing SFCRB
Sidestep Combat Dex 15, Mobility or trick attack Take guarded step as a reaction when a foe misses you with melee attack SFCRB
Improved Sidestep Combat Dex 17, Mobility or trick attack class feature, Sidestep Reduce penalties from Sidestep SFCRB
Spring Attack Combat Dex 15, Mobility, base attack bonus +4 Move before and after a melee attack SFCRB
Multi-Weapon Fighting Combat Reduce the penalty for full attacks when using multiple small arms or operative melee weapons SFCRB
Mystic Strike Combat Ability to cast spells Melee and ranged attacks count as magic SFCRB
Nimble Moves Combat Dex 15 Ignore 20 feet of difficult terrain when you move SFCRB
Opening Volley Combat +2 bonus to a melee attack against a target you damaged with a ranged attack SFCRB
Penetrating Attack Combat Base attack bonus +12 Reduce enemy’s DR and energy resistance against your weapons by 5 SFCRB
Quick Draw Combat Base attack bonus +1 Draw a weapon as a swift action SFCRB
Slippery Shooter Combat Dex 15, base attack bonus +6 +3 bonus to AC against attacks of opportunity when making ranged attacks SFCRB
Small Arm Proficiency Combat No penalty to attacks with small arms SFCRB
Longarm Proficiency Combat Small Arm Proficiency No penalty to attacks with longarms SFCRB
Weapon Proficiency (Heavy) Combat Str 13, Longarm Proficiency, Small Arm Proficiency No penalty to attacks with heavy weapons SFCRB
Special Weapon Proficiency Combat Basic Melee Weapon Proficiency or Small Arm Proficiency No penalty to attacks with one special weapon SFCRB
Sniper Weapon Proficiency Combat No penalty to attacks with sniper weapons SFCRB
Spry Cover Combat Base attack bonus +1 Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble SFCRB
Stand Still Combat Make an attack of opportunity to stop a foe’s movement SFCRB
Improved Stand Still Combat Stand Still +4 bonus to melee attacks with Stand Still SFCRB
Step Up Combat Base attack bonus +1 Take a guarded step as a reaction to an adjacent foe moving SFCRB
Step Up and Strike Combat Dex 13, Step Up, base attack bonus +6 Make an attack of opportunity as part of Step Up SFCRB
Suppressive Fire Combat Base attack bonus +1, proficiency with heavy weapons Provide covering fire or harrying fire in an area SFCRB
Strike Back Combat Base attack bonus +1 Ready an action to make a melee attack against a foe with reach SFCRB
Unfriendly Fire Combat Bluff 5 ranks Trick an attacker into shooting at another enemy adjacent to you SFCRB
Weapon Focus Combat Proficiency with selected weapon type +1 bonus to attack rolls with selected weapon type SFCRB
Versatile Focus Combat Weapon Focus +1 bonus to attack rolls with all weapon types you are proficient with SFCRB
Weapon Specialization Combat Character level 3rd, proficiency with selected weapon type Deal extra damage with selected weapon type SFCRB
Versatile Specialization Combat Weapon Specialization, character level 3rd Deal extra damage with all weapon types you are proficient with SFCRB