Feats

d20 Feats

Prerequisites

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.

A character can’t use a feat if he or she has lost a prerequisite.

Feat Descriptions

Here is the format for feat descriptions. 

Feat Name
 * Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
 * Benefit: What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. In general, having a feat twice is the same as having it once.
 * Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
 * Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.  '''

Acrobatic

 * Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

Additional Magic Item Space

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Advanced Dodge

 * Description: You have become unbelievably skilled at avoiding harm in battle.
 * Prerequisite: Dodge, Improved Dodge, Dex 17
 * Benefit: You may apply the effects of the Dodge feat to a number of targets equal to your dexterity modifier +1 (minimum of 2). You may also apply the effects twice (stacking) to a given target. Doing so counts as applying dodge's effects to two different targets. You may not apply the effects of dodge to a single target more than twice. A target that you have applied dodge to twice is still counted as having only one application for the purposes of feats and abilities such as Agile Riposte. This feat replaces the Improved Dodge feat.
 * Normal: A character with the Improved Dodge feat may apply the effects of dodge to a single target twice, or to two different targets separately.

Advanced Firearms Proficiency

 * Description: Proficiency with the firearm in question.
 * Prerequisite: Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.
 * 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 Martial Arts

 * Description: You are a master of unarmed combat due to your advanced training.
 * Prerequisites: Martial Arts, Improvised Martial Arts, Base Attack Bonus +8.
 * Benefit: A Medium-sized character deals 2d4 damage with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 18, 19. or 20 when making an unarmed attack. Small characters deal 3d3 damage and Large characters deal 3d6 damage with an unarmed strike and this feat.

Advanced Research

 * Description: You might not know much about how to use guns and armor, but you sure know how to manufacture and repair it.
 * Prerequisite: Level 6, Intelligence 16, 5 ranks in Knowledge (Technology)
 * Benefit: You gain +2 to the Craft (Electronic), Craft (Mechanical), Knowledge (Technology), and Repair skill checks to craft or repair weapons or power armor.

Agile

 * Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

Agile Riposte

 * Description: You know how to strike when your opponent is most vulnerable.
 * Prerequisite: Dex 13+, Dodge
 * Benefit: Once per round, if the opponent you have designated as your dodge target makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously. Even with Combat Reflexes, Agile Riposte can’t be used more than once per round. It does not grant more attacks of opportunity than the character is normally allowed in a round.

Aim for the Muscle

 * Description: You can clip and wing targets with a measure of reliable skill, sinking bullets into places that won't kill, but still hurt just as much.
 * Prerequisite: Point Blank Shot, Precise Shot
 * Benefit: You can take a -4 penalty on your attacks with a personal firearm to deal nonlethal damage.
 * Normal: You hit for normal lethal damage.

Air Assault Training

 * Description: You are trained to deploy rapidly by rappelling from helicopters or similar craft into combat.
 * Skills: You gain a +2 bonus on Climb and Tumble checks.

Air Traffic Control Expert

 * Benefit: You get a +2 bonus on all Air Traffic Control and Communications Operation skill checks.

Aircraft Operations

 * Description: Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft. The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
 * Prerequisite: Pilot 4 ranks.
 * Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
 * Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft.
 * Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.

Alertness

 * Benefit: You get a +2 bonus on all Listen checks and Spot checks.
 * Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

All or Nothing

 * Description: You are willing to sacrifice your own safety, and throw yourself into an all-out, last ditch melee attack.
 * Prerequisite: BAB +4.
 * Benefit: Whenever you make a full attack, you can make it an all or nothing attack. You receive an additional melee strike at your highest base attack bonus. However, you lose one full action on your next initiative turn, and suffer a -4 circumstance penalty to Defense until you are able to perform another action.

Alter [Star Wars Only]

 * Description: You can change the distribution and nature of the Force in your environment.
 * Prerequisite: Force-Sensitive, Force Level 1.
 * Benefit: You may learn Alter-based Force skills. Once this feat is selected, Alter-based Force skills are considered to be class skills for you. With this feat, you can use the following skills untrained: Affect Mind, Drain Energy, Force Grip, Force Lightning, Force Strike, Heal Another, and Move Object. If the use of a particular skill has a Dark Side Point penalty, you gain a Dark Side Point even though you used the skill untrained.
 * Normal: Without this feat, you can’t learn Alter-based Force skills.
 * Special: A character from any of the Force-using classes can select the feat for free with the Force training class feature, or a force-user can select this feat earlier at the expense of some other feat. If Alter is selected earlier, then no bonus feat is gained when the character reaches the level at which Force training would provide Alter for free.

Ambassador

 * Description: You fight through words rather than deeds, considering physical combat to be the last option when it comes to reconciling differences.
 * Benefit: You gain a +2 competence bonus to all Diplomacy and Sense Motive checks.

Ambidexterity

 * Description: You are equally adept at using either hand.
 * Prerequisite: Dexterity 15
 * Benefit: You ignore all penalties for using and off hand. You are neither left-handed or right handed.
 * Normal: Without this feat, a character who uses his or her off hand takes a -4 penalty on attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand takes a -4 penalty on attack rolls with that weapon.
 * Special: This feat helps offset the penalty for fighting with two weapons.

Ambush

 * Description: You know how to set ambushes for greatest effect.
 * Prerequisite: BAB +4, Wis 13+.
 * Benefit: When setting an ambush, you receive a +4 circumstance bonus to your Initiative check, and also in determining awareness to see if the enemy perceives you. The bonus applies to Hide or Move Silently rolls, or whatever the DM deems appropriate to the situation.

Amphibious Assault Training

 * Description: You have learned how to fight and survive in amphibious conditions (including beach areas, but excluding shipboard combat).
 * Skills: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in amphibious terrain: Balance, Climb, Demolitions, Drive, Hide, Knowledge (Tactics), Spot, Survival, Swim.

Animal Affinity

 * Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

Antithesis

 * Description: You have a deep hatred for one Allegiance or group.
 * Prerequisites: Enemy (same group), Base Attack Bonus 9+.
 * Benefit: When you are combating your antithesis, you gain and additional +2 to hit and skill checks. You will not willingly deal with your antithesis on friendly terms, and when you must deal with forces friendly to them, you are –4 on all Charisma based skill checks.
 * Special: You may only take this feat once.

Arctic Warfare College

 * Description: You have learned how to fight and survive in arctic terrain.
 * Skills: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in arctic terrain: Balance, Climb, Demolitions (for rigging avalanches, landslides, and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, Survival. Characters with this training are also proficient in the use of skis, which negate any movement penalties due to snow/arctic conditions.

Armed to the Teeth

 * Description: You can use a melee weapon in your primary hand and a pistol in your off-hand to gain an extra attack.
 * Prerequisite: BAB +6, Crack Shot.
 * Benefit: When attacking with a melee weapon in your primary hand and a firearm in your off-hand, you gain a free attack with the pistol. Standard penalties tor two-weapon fighting (and firing a pistol in melee, if applicable) apply, except you have the two-weapon penalties (just as with the Two-Weapon Fighting feat).

Armorer

 * Description: You are skilled at making and repairing conventional body armor (all non-power armor).
 * Benefit: +2 to Craft(mechanical) and Repair skill checks to create and repair conventional armor.

Armor Proficiency (Heavy)

 * Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
 * Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
 * Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Armor Proficiency (Light)

 * Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
 * Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Armor Proficiency (Medium)

 * Prerequisite: Armor Proficiency (light).
 * Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
 * Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Armor Proficiency (Power Armor)

 * Prerequisite: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (Heavy).
 * Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
 * Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

Armor Skin

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Athletic

 * Benefit: You get a +2 bonus on all Climb checks and Swim checks.

Attentive

 * Description: You are highly observant and details rarely escape your notice.
 * Benefit: You get a +2 bonus on all Investigate and Sense Motive checks.
 * Special: Remember that the Investigate skill can’t be used untrained

Attuned

 * Prerequisite: Force-Sensitive, Control
 * Benefit: +2 aptitude bonus on all Enhance Senses checks and See Force checks.

Augmented Alchemy

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Augmented Summoning

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Automatic Quicken Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Automatic Silent Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Automatic Still Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Automatic Weapon Proficiency

 * Prerequisite: Semiautomatic Weapon Proficiency, Base Attack Bonus +1.
 * Description: You are skilled at using automatic firearms in combat.
 * Benefit: Negate some penalties for burst fire and strafe with automatic weapons.

Bane Of Enemies

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Battle-Scarred

 * Description: You have seen blood shed in battle—both your enemy’s and your own. You know your limits—and how to push them. Enemies find it difficult to Intimidate you or scare you with mere physical pain.
 * Benefit: You get a +2 bonus on all Fortitude saves and Sense Motive checks in combat.

Black Market

 * Description: You are willing to use illicit back channel methods to procure equipment. It is a well-known (though unfortunate) fact that soldiers with access to equipment (because they are in charge of supply) are willing to grant “preference” in return for money or other favors. Some soldiers in dire need of money will even sell their own equipment and then claim they lost it or it was damaged.
 * Prerequisite: Knowledge (streetwise) 3 ranks
 * Effect: You gain a bonus to Requisition checks equal to your Reputation modifier. You may also gain a one-time bonus on a Requisition check by using the Diplomacy skill for bribery.

Blind Angle Burst

 * Description: Used during close combat, a flame burst from a flamethrower can be bounced off facing walls or surfaces to attack an enemy around a blind corner.
 * Prerequisites: Point Blank Shot, Precise Shot.
 * Benefit: If the character has a solid, relatively smooth surface on which to bounce a flame (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 Blind Angle Burst.

Blind-Fight

 * Benefit: In melee, every time you miss because of concealment, you can re-roll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
 * Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Blinding Speed

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Block

 * Description: You have mastered the basic art of intercepting incoming melee attacks.
 * Prerequisite: Commando Training, Base Attack Bonus 1+.
 * Effect: If you are hit in melee combat, you may make an attack roll of your own to attempt to block the attack. If your attack roll is higher than the attack that hit you, the attack is treated as a miss. You may only use this ability against melee weapons if you are armed. This ability does not grant you more attacks than you are normally entitled to. You may only attempt to block a number of attacks equal to your maximum number of attacks, and may only block more than one attack in a round if you are eligible to take the full attack action.

If you have multiple attacks, you can mix blocks with attacks if you are making a full attack action, but you must decide which attacks will be used for blocking and which for attacking. For example, you have two attacks (Base Attack Bonus +6/+1), you may Block once and Attack once, but you must decide if you want to attack at +6 Base Attack Bonus and Block at +1, or vice versa.
 * Normal: Any character may attempt to Block attacks, as above, at –4 to hit for the opposed attacks roll.

Boomstick

 * Description: You are a master of blasting away with a shotgun.
 * Prerequisite: Personal Firearms Proficiency, Point Blank Shot, base attack bonus +4.
 * Benefit: When you attack something with a shotgun within 30 feet, you inflict an additional +2 damage. This bonus applies to slugs as well as shot, but not to special ammunition such as dragon rounds.

Bonus Domain

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Bounding Assault

 * Prerequisite: BaB +12, Dex 13, Dodge, Mobility, Spring Attack
 * Description: xx
 * Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.
 * Normal: x

Box Ears

 * Description: A dirty tactic, you slap your target’s ears, causing damage by forcing air into the fragile inner ear.
 * Prerequisite: Commando Training
 * Effect: This attack only inflicts 1-2 points of damage plus your Strength modifier. However, the target of this attack is flat-footed the first time you use this maneuver in combat against him. The target of this attack must also succeed at a Fortitude Save (DC 10 + attacker’s Strength modifier + attacker’s level-the defender’s level). If this save is successful, the target is dazed, otherwise, the target is deafened for 1-4 rounds.

Brew Potion

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Brutal Throw

 * Prerequisite: xx
 * Description: You have learned how to hurl weapons to deadly effect.
 * Benefit: You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.
 * Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.
 * Special: A fighter may select Brutal Throw as one of his fighter bonus feats.

Builder

 * Description: You have a knack for constructing things.
 * Benefit: Pick two of the following skills: Craft (chemical), Craft (pharmaceutical), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.
 * Special: You can select this feat twice. The second time, it applies to the two skills you didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

Bulwark Of Defense

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Bureaucratic Flair

 * Description: You have a talent for divining the workings and intricacies of bureaucracy in all its forms. Whether you’re attempting to free your impounded starship or pass a trade bill, you are adept at manipulating a bureaucracy’s institutions and members to your benefit.
 * Benefit: You gain a +2 aptitude bonus on all Diplomacy checks and a +2 aptitude bonus on all Knowledge (bureaucracy) checks.

Burst Fire

 * Description: xx
 * Prerequisite: Wisdom 13, A Firearms Proficiency, Advanced Firearms Proficiency.
 * Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
 * Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
 * Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

Burst Of Speed

 * Description: The Force allows to move exceptionally fast for a brief period of time.
 * Prerequisite: Force-Sensitive, Control, Force level 3.
 * Benefit: You may increase your movement to (base speed*10) for 1 round. Multiplying your jump distance by 5.
 * Special: Use of this power requires a full round action and cost 5 vitality points.

Cautious

 * Description: You are especially careful with task that may yield catastrophic results.
 * Benefit: You get a +2 aptitude bonus on all Demolition checks and Disable Device checks. You must have at least 1 rank in the skill to use aptitude bonus, since neither can be used untrained.

Cell

 * Prerequisites: Allegiance to the parent organization.
 * Benefit: +2 Investigate DC to find information about parent organization.

Chaotic Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Choke Hold

 * Description: You have received advanced training in choking your target, either as a means of subduing him, or quietly eliminating him.
 * Prerequisite: Commando Training.
 * Effect: You can inflict a strangulation attack on a grappled target without provoking an attack of opportunity. If the target of this attack is flat-footed, you may immediately begin strangling him, without first having to engage in a grapple attack. A character with the Silent Kill talent gains his bonus damage against flat-footed or surprise targets with this maneuver, in addition to strangulation.

Cleave

 * Prerequisites: Str 13, Power Attack.
 * Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot 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 creature. You can use this ability once per round.
 * Special: A fighter may select Cleave as one of his fighter bonus feats.

Cleave, Great

 * Prerequisites: Str 13, Cleave, Power Attack, Base Attack Bonus +4.
 * Description: You can make multiple attacks when you down your opponents.
 * Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot 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 creature.

Combat Archer

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Combat Casting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Combat Driving

 * Description: You are highly skilled at using normal vehicles in combat.
 * Prerequisite: Drive 4 ranks
 * Effect: When driving a normal wheeled vehicle you add your class Defense bonus and Dexterity modifier to the defense of that vehicle.
 * Normal: A character without this feat adds no bonus to the Defense of a car that comes under attack.

Combat Expertise

 * Prerequisite: Int 13.
 * Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
 * 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 attack rolls and gain a +2 dodge bonus to Armor Class.
 * Special: A fighter may select Combat Expertise as one of his fighter bonus feats.

Combat Martial Arts

 * Description: You are skilled at attacking and dealing unarmed damage.
 * Prerequisite: BAB +1.
 * Benefit: With an unarmed strike, you deal lethal or nonlethal damage (your choice) equal to 1d4 + your Strength modifier. Your unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when you attack them unarmed. You may make attacks of opportunity against opponents who provoke such attacks.
 * Normal: Without this feat, you deal only 1d3 points of non-lethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants can’t normally make attacks of opportunity.

Combat Pilot

 * Description: You have been taught how to fly aircraft for the purpose of combat.
 * Prerequisite: Pilot 5 ranks.
 * Effect: You gain a +2 bonus on Pilot and Knowledge (Tactics) skill checks.

Combat Reflexes

 * Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
 * Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Combat Throw

 * Description: You can use an opponent’s momentum against them.
 * Prerequisite: Martial Arts, Defensive Martial Arts.
 * Benefit: You gain a +2 bonus on opposed Strength and Dexterity checks any time you attempt trip or grapple attacks, or when you try to avoid a trip or grapple attack made against you.

Commando Training

 * Description: This fighting style represents the advanced combat training given to special forces personnel around the world. There are as many variations on this style as there are militaries to teach it.
 * Prerequisite: Combat Martial Arts.
 * Effect: Commando Training adheres to no fixed style or philosophy, except for the creed of putting your man down, as quickly, efficiently, and silently as possible. You are proficient in Head, Elbow, and Kick attacks and are considered armed while making such attacks. Characters with this feat add Hide and Move Silently to their list of class skills. Commando Training attacks are modified by Strength or Dexterity (chosen when this Feat is taken).

Compassion

 * Description: You are concerned with the welfare of others and connected to them through the Force.
 * Prerequisite: Force Sensitive, Alter.
 * Effect: +2 to Empathy and Heal Others.

Control [Star Wars Only]

 * Description: You can access your inner force, using it to better utilize the powers of your own body.
 * Prerequisite: Force-Sensitive, Force Level 1.
 * Benefit: You may learn Control-based Force skills. Once this feat is selected, control-based Force skills are considered to be class skills for you. With this feat, you can use the following skills untrained: Force Defense, Force Stealth, and Heal SElf. If the use of a particular skill has a Dark Side Point penalty, you gain a Dark Side Point even though you used the skill untrained.
 * Normal: Without this feat, you can’t learn Alter-based Force skills.
 * Special: A character from any of the Force-using classes can select the feat for free with the Force training class feature, or a force-user can select this feat earlier at the expense of some other feat. If Alter is selected earlier, then no bonus feat is gained when the character reaches the level at which Force training would provide Alter for free.

Concealed Weapon

 * Description: You are never without a weapon, even if you’ve been searched or patted down by the best.
 * Prerequisite: Sleight of Hand skill 4+.
 * Benefit: Whenever you are searched, you gain a +10 competence bonus to your Sleight of Hand checks to conceal one small item or weapon (e.g. a lasgun, a knife, or a wallet). This feat cannot defeat full body mechanical sensors (such as sonar probes or poison snoopers).

Cover Fire

 * Description: You are highly skilled at providing cover fire.
 * Prerequisites: Personal Firearms, Teamwork.
 * Effect: You gain a 50% increase in cover fire bonuses (+3 or Dexterity modifier x1.5 whichever is higher).

Crack Shot

 * Description: When wielding a handheld firearm, you are considered “armed.” You threaten your adjacent areas and can thus make attacks of opportunity against those who leave them.
 * Prerequisite: BAB 1+, Two-Weapon Fighting.
 * Benefit: You threaten a 2-meter area around you in any direction with a pistol, just as with a melee weapon.

Craft (Cybernetics)

 * Description: You can construct cybernetic attachments.
 * Prerequisites: Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.
 * Effect: You can build any of the cybernetic attachments described in Chapter Eleven: Cybernetics. You must first make a Wealth 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, below). 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.

Craft (Epic Magic Arms and Armor)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Epic Rod)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Epic Staff)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Epic Wand)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Epic Wondrous Item)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Magic Arms and Armor)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Rod)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Staff)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Wand)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Craft (Wondrous Item)

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Crippling Strike

 * Description: Your attacks slice through muscle and tendons.
 * Prerequisites: Intelligence 17, Sneak Attack
 * Benefit: When you damage an opponent with a sneak attack (or using First Strike), the target also takes one point of Strength damage.

Cybernetic Surgery
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.
 * Description: You can graft cybernetic attachments onto living tissue as well as safely remove them.
 * Prerequisites: Treat Injury 8 ranks, Surgery.
 * Benefit: 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.

A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
 * Normal: Characters without this feat take a -8 penalty on Treat Injury checks made to perform cybernetic surgery (-4 penalty if they have the Surgery feat).

Cybertaker

 * Description: 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.

Cryptographer

 * Description: You are skilled in electronic and physical methods of keeping secrets secret.
 * Effect: You make Communication Operations skill checks normally to perform Cryptography.
 * Normal: Without this feat, you suffer a –4 penalty to Communications Operation skill checks to perform Cryptography.

Damage Reduction

 * Description: You are so tough you can ignore blows.
 * Prerequisite: Constitution 19
 * Benefit: You gain damage reduction 1/–.
 * Special: You can take this feat multiple times. Each time you do, your damage reduction increases by 1.

Darting Weapon

 * Description: Your melee attacks are incredibly fast.
 * Prerequisite: Combat Expertise, BAB +3.
 * Benefit: At the start of the combat round, you may subtract a number from all melee attack rolls and add the same number to your initiative check. This number may not exceed your base attack bonus, and the effects last until the start of the next round. You may not make ranged attacks this round.

Dead Aim

 * Description: You are capable of lining up deadly shots with ranged weapons.
 * Prerequisite: Wis 13+, Far Shot.
 * Benefit: Before making a ranged attack, you may take a full-round action to line up your shot. This grants you a +2 circumstance bonus on your next attack roll. Once you begin aiming, you can’t move, even to take a 5-foot step, until after you make your next attack, or the benefit of the feat is lost. Also, if your concentration is disrupted or you are attacked before your next action, you lose the benefit of aiming.

Deafening Song

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Deceitful

 * Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

Defense Language Institute

 * Description: You have attended the elite joint military language training course
 * Prerequisite: Int 12+.
 * Skills: All Speak Language and Read/Write Language skills are now considered class skills for you. You gain 2 Speak Language Ranks and 2 Read/Write Language Ranks when this training course is selected (in other words you pick two languages to speak, read, and write).

Defensive Martial Arts

 * Description: You are skilled at avoiding harm due to your martial arts training.
 * Prerequisite: Martial Arts
 * Effect: +2 to Dodge for defense.

Defensive Move

 * Description: You are trained at avoiding ranged attacks by moving or ducking.
 * Prerequisite: Dexterity 13
 * Benefit: You gain a +4 dodge bonus to Defense against all ranged attacks in a round in which you move at least 10 feet, or in any circumstance when you have cover. The Precise Shot feat can negate this Defense bonus, but that feat cannot negate both this bonus and the –4 penalty for firing into melee in a single attack. Thus, a character with this feat fighting in melee against an attacker with Precise Shot forces the opponent to cope with the +4 dodge bonus but not the –4 penalty.
 * Special: A condition that makes you lose your Dexterity modifier to Defense (if any) also makes you lose dodge bonuses. You must be aware of the attack to gain this bonus. Dodge bonuses stack with each other, unlike most other types of bonuses.

Defensive Roll

 * Description: You have a special quickness that sometimes allows you to avoid dangerous blows.
 * Prerequisite: Wisdom 13
 * Benefit: Once per day, when you would be reduced in hit points in combat (from a weapon or other blow, not a spell or special ability) so that you would be staggered, unconscious or dead, you can attempt to roll with the damage. If you make a Reflex save (DC = damage dealt), you take only half the damage from the blow. You must be aware of the attack and able to react to it in order to execute the Defensive Roll — if your Dexterity modifier to Defense is denied, you can’t roll. Since this effect normally would not allow you to make a Reflex save for half damage, the Evasion feat does not apply to the Defensive Roll.

Defensive Stance

 * Description: You are trained at avoiding and blocking blows.
 * Prerequisite: Dexterity 13
 * Benefit: You gain a +1 dodge bonus to Defense against all melee attacks.

Deflect Arrows

 * Prerequisites: Dexterity 13, Improved Unarmed Strike.
 * Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Deft Hands

 * Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

Demolition Expert

 * Description: For characters that like to blow things up, there is nothing better than this feat. Explosives used by this character do more damage and hit more often.
 * Prerequisite: Level 3, 4 ranks in Demolitions
 * Benefit: Grenades and Explosives do 1d6 more damage, +2 on all Demolition skill checks.

Desert Warfare College

 * Description: You have learned how to fight and survive in desert terrain.
 * Skills: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in desert terrain: Balance, Climb, Demolitions (for rigging avalanches, landslides, and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, Survival.

Devastating Critical

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Dexterous Fortitude

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Dextrous Will

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Diehard

 * Prerequisite: Endurance.
 * Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
 * Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

Diligent

 * Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

Diplomatic Immunity

 * Description: You have a certain immunity from legal prosecution for acts committed while on business for your affiliated faction.
 * Prerequisite: Noble Title, Church Ordination, or Guild Commission.
 * Benefit: If you commit a crime while on official business, you cannot be prosecuted for it. You can still be expelled from a fief depending on whom you wronged, but you cannot be imprisoned, fined or sold into slavery for your actions. This includes such acts as espionage or even murder. However, this does not make you immune from the condemnation of your own superiors. If your deed caused a great deal of trouble or loss of political power, you may find your self out of favor or even stripped of rank. Sure, you’ve avoided jail time, but Diplomatic Immunity is not an excuse to act with impunity against your enemies and get away scot-free.

Dire Charge

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Dissipate Energy

 * Prerequisite: Force-Sensitive, Control, Force User 4.
 * Benefit: You may dissipate or perhaps absorb energy damage you would otherwise take because of the environment or attacks. To do so, you make a Fortitude saving throw against a DC equal to 10+ the amount of damage and you gain 1 vitality point for every 2 points of wound damage you would have taken.  If the saving throw fails, the character takes full damage.

Distant Shot

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Divine Heritage

 * Prerequisite: Wisdom 10
 * Description: You have divine spellcasting abilities in your background, such as a saint in your family tree, or you have had a divine experience, revelation, or epiphany which has left you with modest divine abilities.
 * Benefit: Choose three 0-level divine spells (“orisons”). You may cast each of these spells once per day per your divine spellcasting level (minimum 1).
 * Normal: x
 * Special: You may only take this feat as a 1st-level character.

Dodge

 * Prerequisite: Dex 13.
 * Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Double Tap

 * Prerequisite: Dexterity 13, Point Blank Shot.
 * Description: xx
 * 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.
 * Normal: x

Drive-By Attack

 * Description: You are skilled at attacking from a moving vehicle.
 * Benefit: You take no vehicle speed penalty when making an attack while in a moving vehicle. If you are the driver, you can use an attack action to make an attack at any point along the vehicle’s movement.
 * Normal: When attacking from a moving vehicle, you take 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 attack action either before or after the vehicle’s movement.

Dual Strike

 * Description: Your combat teamwork makes you a more dangerous foe.
 * Prerequisite: BAB +3, Combat Reflexes
 * Benefit: If you and an ally both flank an opponent, you gain a +4 bonus on your attack roll.
 * Normal: The standard flanking attack roll bonus is +2.
 * Special: An armsman or duelist may take this as one of their bonus feats.

Educated

 * Description: You are especially skilled at certain fields of study.
 * Benefit: Pick two Knowledge skills. The character gains 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.

Efficient Item Creation

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Electronic Warfare

 * Benefit: Perform Jamming, Signal Interception, and Signal Triangulation with no penalty.

Elusive Target

 * Prerequisite: Dexterity 13, Defensive Martial Arts.
 * Description: xx
 * Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
 * Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.

Endurance

 * Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
 * Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Enemy

 * Description: You have one group that you detest.
 * Effect: You gain +2 to attack and skill checks when combating your Enemy. When you must deal with your enemy peacefully, or when you deal with groups allied with your enemy, you take a –2 to all Charisma based skills.
 * Special: You may take this feat more than once. Each time it applies to a different group or Allegiance.

Energy Resistance

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Enhance Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Environmental Adaptation

 * Description: Your physiology has been altered by life in an environment with a harsh climate or adverse environmental conditions.
 * Benefits: 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.

Epic Dodge

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Endurance

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Expanded Knowledge

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Fortitude

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Inspiration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Leadership

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Legendary Commander

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Prowess

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Psionic Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Reflexes

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Reputation

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Skill Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Speed

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Spell Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Spell Penetration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Spellcasting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Toughness

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Trapfinding

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Weapon Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Weapon Specialization

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Epic Will

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Eschew Materials

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Etiquette

 * Description: You can use your knowledge of proper manners to smooth over social blunders.
 * Prerequisite: Int 13+.
 * Benefit: You may attempt to smooth over bad feelings from a social faux pas and/or vulgar breach of etiquette, committed either by you, you compatriots, or someone you feel sympathy for. You cannot undo the mistake, but you can erase the social stigma from whoever committed the error—thereby avoiding the consequences of such a gaffe.
 * Special: If someone is intentionally trying to cause a social incident (such as provoke a duel), make opposed Diplomacy checks with all relevant modifiers. Those with Etiquette gain a +2 bonus for this check. You can use your Etiquette a number of times per day equal to your Charisma modifier.

Evasive Maneuvers

 * Prerequisite: Combat Pilot
 * Benefit: You make Evasive Maneuvers piloting stunts as a Move action.

Evasion

 * Description: You can avoid even force, magical, supernatural attacks with great agility.
 * Prerequisite: Dexterity 15, Base Ref Save +3
 * Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You can use this feat only if you wear light armor or no armor. You do not gain the benefits of this feat if you are helpless.

Exceptional Deflection

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Extended Life Span

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Exotic Weapon Proficiency

 * Description: Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
 * Prerequisite: Base Attack Bonus +1.
 * Benefit: You make attack rolls with the weapon normally.
 * Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
 * Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Exotic Firearms Proficiency - Mortar/Indirect Fire weapons

 * Description: You understand the basics of indirect fire and can fire them without penalty.
 * Effect: You make attack rolls with the weapon normally.
 * Normal: A character that uses a weapon without being proficient takes a –4 penalty to hit.
 * Special: Characters serving as the crew of an artillery weapon (as opposed to the character firing the weapon), do not need this feat. However, if characters working on a crew also have the Teamwork feat it can substantially reduce the time required to load the weapon, increasing the firing rate.

Exotic Firearms Proficiency - Tank/APC Weapons

 * Description: You are proficient with large vehicle-mounted weapons found on tanks and APCs. This feat replaces the more generic Exotic Firearms Proficiency- Cannon feat.
 * Prerequisite: Drive 5 Ranks, Surface Vehicle Operation (Tracked).
 * Benefit: You make attack rolls with the weapon normally.
 * Normal: A character that uses a weapon without being proficient takes a –4 penalty to hot.

Expert Scrounger

 * Description: You have a knack for finding valuable items in detritus that others have overlooked in previous searches.
 * Prerequisite: Search 8 ranks.
 * Benefit: You gain a +5 bonus on Search checks

Extra Turning

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Eye Gouge

 * Description: You go after your target’s eyes.
 * Prerequisite: Commando Training
 * Effect: The target of this attack suffers normal punch damage, and must make a Fortitude Save (DC 10 + attacker’s Strength  modifier + attacker’s level-the defender’s level) or be Blinded for 1-4 rounds.

Fame

 * Description: You are particularly well well known.
 * Effect: You cannot have both fame and infamy at the same time.

Familiar Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Far Shot

 * Prerequisite: Point Blank Shot.
 * Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Fast Healing

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Fight With Anything

 * Prerequisite: Base attack bonus +4.
 * Description: You are adept at fighting with improvised weapons.
 * Benefit: You take no penalty on attack rolls when using improvised weapons.
 * Normal: You take a –4 penalty when using improved weapons.

Find Clues

 * Description: You have a knack for searching.
 * Prerequisite: 6+ Ranks of Search
 * Benefit: Whenever you pass within 1 meter of a clue, you may make a search roll as though you were actively looking for the clue.

First Strike

 * Description: You are skilled at making attacks that take out opponents quickly.
 * Prerequisite: Dexterity 13
 * Benefit: When you strike a foe who is flat-footed at the beginning of a combat, the attack deals +1d6 points of damage. This damage bonus stacks with Sneak Attack damage and faces the same limitations as Sneak Attack (creatures immune to critical hits and sneak attacks are immune to this ability). You can make ranged attacks using this ability, but only when within 30 Feet (10 Meters) of the target.

Fleet of Foot

 * Description: You are faster than you look.
 * Benefit: You add +10 Ft (03 Meters) to your ground speed.

Force Stop

 * Prerequisite: Drive 4 ranks, Vehicle Expert.
 * Description: xx
 * Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number. After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If the character fails the check, resolve the sideswipe normally.
 * Normal: x

Forced March

 * Description: You have mastered the fine art of hurrying up so you can wait.
 * Prerequisite: Endurance.
 * Benefit: You can Hustle (covering 6 miles per hour overland) for 2 hours before requiring a saving throw to avoid damage, and can engage in forced march movement for 12 hours per day (covering 48 miles) without requiring a save to avoid damage. You gain a +6 on any saving throw to avoid damage from marching or hustling longer than these times (this includes the +4 bonus from the Endurance feat’s bonus, which this feat requires).
 * Normal: Normally a character suffers one point of damage after hustling for 2 hours, and this damage doubles for each hour the character hustles beyond that. When marching, a character normally requires a Fortitude save after 8 hours (DC 10 +1 per hour beyond 8) or the character takes 1-6 points of damage.

Forge Epic Ring

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Forge Ring

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Formation Flying

 * Prerequisite: Combat Pilot, Teamwork
 * Effect: +2 to defense and Clear Your Six for all fighter craft flying in formation.

Frightful Presence

 * Description: Your mere presence is enough to terrify those around you.
 * Prerequisite: Cha 15+, Intimidate 9+ ranks.
 * Benefit: When you use this feat, all opponents within 10 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + your Charisma modifier). An opponent who fails her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + your Charisma modifier. You can use the feat once per round as a free action. A successful save indicates that the opponent is immune to your use of this feat for 24 hours. This feat cannot affect creatures with an Intelligence of 3 or lower. If you have the Renown feat, the Will save’s DC increases by 5.

Great Charisma

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Constitution

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Dexterity

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Fortitude

 * Benefit: You get a +2 bonus on all Fortitude saving throws.

Great Intelligence

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Smiting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Strength

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Great Wisdom

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Greater Spell Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Greater Spell Penetration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Greater Two-Weapon Fighting

 * Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
 * Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Greater Weapon Focus

 * Description: Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
 * Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
 * Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
 * Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization

 * Description: Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
 * Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon.
 * Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).
 * Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Grenadier

 * Description: You are skilled at using grenades and grenade launchers in combat.
 * Prerequisite: Exotic Firearms Proficiency (Grenade Launcher).
 * Effect: You gain a +1 bonus to attack rolls, and +50% range bonus, to all grenade attacks, whether thrown or with a grenade launcher.

Group Inspiration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Guide

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks.
 * Normal: x

Harmless

 * Description: Your innocent demeanor makes stealing from people a little easier.
 * Prerequisite: Charisma 16, level 6, 5 ranks in Sleight of Hand and Move Silently
 * Benefit: +5 bonus on Sleight of Hand skill checks to steal items.

Hawkeye

 * Description: You have extremely sharp and quick eyesight.
 * Effect: You gain a +2 bonus to Spot and Search skill checks.

Heart Punch

 * Description: You strike your target right over the heart, an attack that inflicts a great deal of pain and shock.
 * Prerequisite: Commando Training, Knowledge (Species Anatomy).
 * Effect: This feat raises your punch damage by one die (from 1d6 to 1d8, and so on) when performing this maneuver. The first time this attack is performed in each combat, the target is flat-footed. If the target of this attack is caught flat-footed, he must make a Fortitude save (DC 10 + attacker’s Strength modifier + attacker’s level –defender’s level) or be stunned for 1 round.

Heighten Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

High Angle Flame

 * Description: The wielder increases the range of the flamethrower by making a high angle shot and firing the flame up at an angle of about 45 degrees. The burning fuel then descends onto the target in an arc. In this way, shots can be made p to a range of 50 meters.
 * Prerequisites: Far Shot.
 * Benefit: The wielder can extend the range of the flamethrower to 150 feet.

High-G Maneuvering

 * Description: The character is practiced at moving and fighting effectively in gravity from 1.1 G and higher. Characters with no special training have a hard time moving, much less fighting, in high gravity.
 * Effect: The character operates in these environments with no penalty to Attack or Skill checks, and moves at Full Speed.
 * Normal: Characters without this feat in light gravity take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Projectile weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

Holy Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Home Turf

 * Benefit: +1 to hit; +2 to Gather Information, Hide, Knowledge (streetwise, tactics), Navigate, Spot, and Survival, in your home territory.

Ignore Material Components

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Alignment-Based Casting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Arrow Of Death

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Aura Of Courage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Aura Of Despair

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Bull Rush

 * Prerequisites: Str 13, Power Attack.
 * Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Combat Casting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Combat Expertise

 * Description: You have mastered the art of defense in combat.
 * Prerequisite: Int 13+, Combat Expertise, BAB +6.
 * Benefit: When you use Combat Expertise to improve your Defense, the number you subtract from your attack roll and add to your Defense can be any number that does not exceed your base attack bonus.

Improved Combat Martial Arts

 * Description: You are highly skilled at attacking and dealing damage when unarmed.
 * Prerequisite: BAB +4, Combat Martial Arts
 * Benefit: The character’s threat range on an unarmed strike improves to 19–20.
 * Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.

Improved Combat Reflexes

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Combat Throw

 * Description: You excel at using an opponent’s momentum against them.
 * Prerequisite: Combat Throw, BAB +3, Defensive Martial Arts
 * Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against the opponent. This counts as an attack of opportunity. Attacking unarmed in this way does not provoke an attack of opportunity.
 * Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.

Improved Counterspell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Critical

 * Description: Choose one type of weapon.
 * Prerequisite: Proficient with weapon, base attack bonus +8.
 * Benefit: When using the weapon you selected, your threat range is doubled.
 * Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon.

Improved Darkvision

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Death Attack

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Disarm

 * Prerequisites: Int 13, Combat Expertise.
 * Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
 * Normal: See the normal disarm rules.

Improved Evasion

 * Description: You are remarkably adept at dodging attacks.
 * Prerequisites: Dexterity 17, Evasion, Base Ref Save +6.
 * Benefit: This feat works similar to Evasion, except you take only half damage on a failed Reflex save. You do not gain the benefits of this feat if you are helpless.

Improved Familiar

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Favored Enemy

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Feint

 * Prerequisites: Int 13, Combat Expertise.
 * Benefit: You can make a Bluff check to feint in combat as a move action.
 * Normal: Feinting in combat is a standard action.

Improved Grapple

 * Prerequisites: Dex 13, Improved Unarmed Strike.
 * Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
 * Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Heighten Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Initiative

 * Description: You react faster than normal in combat.
 * Benefit: You get a +4 bonus on initiative checks.

Improved Ki Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Knockout Strike

 * Prerequisite: Brawl, Knockout Punch, base attack bonus +6.
 * Description: xx
 * 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.
 * Normal: x
 * Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

Improved Low-Light Vision

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Manifestations

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Manyshot

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Metamagic

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Metapsionics

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Natural Attack

 * Description: One of your natural attacks deals more damage than normal.
 * Prerequisites: Natural weapon, base attack bonus +4
 * Benefit: Choose one of your natural attack forms, such as claw or bite. The damage for this natural weapon increases by one step, as if your size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Improved Overrun

 * Prerequisites: Str 13, Power Attack.
 * Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
 * Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Precise Shot

 * Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
 * Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
 * Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Shield Bash

 * Prerequisite: Shield Proficiency.
 * Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
 * Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.

Improved Sneak Attack

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Spell Capacity

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Spell Resistance

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Stunning Fist

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Improved Sunder

 * Prerequisites: Str 13, Power Attack.
 * Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
 * Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip

 * Prerequisites: Int 13, Combat Expertise.
 * Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
 * Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Two-Weapon Defense

 * Description: You gain a defensive advantage while fighting with two weapons.
 * Prerequisite: BAB +6, Dex 17+, Two-Weapon Defense, Two-Weapon Fighting
 * Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Defense. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

Improved Two-Weapon Fighting

 * Prerequisites: Dexterity 17, Two-Weapon Fighting, base attack bonus +6.
 * Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.
 * Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Improved Turning

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: xx

Improved Unarmed Strike

 * Description: You are skilled at fighting unarmed.
 * Benefit: You are considered armed even when unarmed; thus, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. You do, though, get attacks of opportunity against opponents who make unarmed attacks on you. In addition, your unarmed strikes deal damage as if you were one size category larger than you are, and they deal lethal damage. (Since most characters are Medium, this means that you deal 1d4 points of lethal damage with an unarmed strike.) You can instead deal nonlethal damage with an attack, if you like.
 * Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you deal nonlethal damage with such an attack.

Improved Uncanny Dodge

 * Description: You can react to opponents on all sides just as easily as to a single opponent.
 * Prerequisites: Dexterity 17, Uncanny Dodge, Base Ref Save +5.
 * Benefit: You can no longer be flanked. This feat denies characters with Sneak Attack the ability to use that feat on you unless they have at least four more Hit Dice than you.

Improved Whirlwind Attack

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Information Network

 * Prerequisites: Leadership
 * Benefit: Followers gain +1 to Gather Information and Spot skill checks.

Instinctive Shot

 * Description: You can take a shot even when surprised.
 * Prerequisite: Wis 13+, Alertness
 * Benefit: When you have a pistol in hand and ready, you can take a partial action to fire even if surprised. However, the target is treated as having total concealment (50% miss chance).

Interrogation

 * Description: You are skilled at getting information from forces friendly or hostile, by a variety of means.
 * Effect: You make Diplomacy, Gather Information, and Intimidate skill checks normally to perform Debriefing, Friendly Interrogation, Plea Bargaining, and Hostile Interrogation.
 * Normal: Characters without this feat suffer a –4 penalty to Diplomacy, Gather Information, and Intimidate skill checks to perform Debriefing, Friendly Interrogation, Plea Bargaining, and Hostile Interrogation.

Intuitive Sense

 * You are difficult to surprise.
 * Benefit: Thanks to your uncanny sense of danger, you do not lose your Dexterity bonus to Defense when you are flat footed or attacked by an invisible or unknown opponent. You are always considered “aware” of all incoming attacks for purposes of Dexterity and dodge bonuses to Defense.


 * Special: You can take this feat a second time. If you do, you cannot be flanked.

Investigator

 * Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

Iron Will

 * Benefit: You get a +2 bonus on all Will saving throws.

Incite Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Infinite Deflection

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Inspire Excellence

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Instant Reload

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Jump School

 * Description: You have volunteered for the honor to jump out of a perfectly good aircraft. Jump School is available to every soldier who meets the physical requirements, and is required for participation in any special operations unit, including the Green Berets and the Rangers.
 * Skills: You add the following skills to your permanent class skill list: Balance, Paradrop, and Tumble. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Jungle/Swamp Warfare College

 * Description: You have learned how to fight and survive in jungle/swamp terrain.
 * Skills: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in jungle/swamp terrain: Balance, Climb, Demolitions (for rigging avalanches, landslides, and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, Survival.

Keen Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Knockout Strike

 * Prerequisite: Brawl, base attack bonus +3.
 * Description: xx
 * 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.
 * Normal: x
 * Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Vorpal Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Lasting Inspiration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Leadership

 * Prerequisite: Character level 6th.
 * Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Score
A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level
The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.

Cohorts earn XP as follows: The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score, see Table: Reputation.

Other modifiers may apply when the character tries to attract a cohort, see Table: Attracting Cohorts.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the modifiers that apply on Table: Attracting Followers.

Legendary Climber

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Legendary Leaper

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Legendary Rider

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Legendary Tracker

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Legendary Wrestler

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Lightning Reflexes

 * Description: Your incredible reflexes allow you to avoid danger.
 * Benefit: You get a +2 bonus on all Reflex saving throws.

Low-G Maneuvering

 * Description: The character is practiced at moving and fighting effectively in gravities from .8 to .1 G. Characters with no special training have a hard time moving, much less fighting, in low gravity.
 * Effect: The character operates in these environments with no penalty to Attack or Skill checks, and moves at Full Speed.
 * Normal: Characters without this feat in light gravity take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Projectile weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

Low Blow

 * Description: You are skilled at striking vital, debilitating areas.
 * Prerequisites: Base Attack Bonus +3.
 * Benefit: As a full-attack action, you can make a single attack roll that deals normal damage. If you damage a humanoid or monstrous humanoid opponent with this attack, the foe must attempt a Fortitude save (DC 10 + half your Hit Dice + your Wisdom bonus). If the save fails, the opponent is dazed for one round. (A dazed creature can take no actions but has no penalty to Defense.)

Lingering Damage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Magical Aptitude

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Magical Heritage

 * Prerequisite: Intelligent 10
 * Description: You have divine spellcasting abilities in your background, such as a saint in your family tree, or you have had a divine experience, revelation, or epiphany which has left you with modest divine abilities.
 * Benefit: May cast cantrips (0-level arcane spells).
 * Normal: x
 * Special: You may only take this feat as a 1st-level character.

Manyshot
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16.
 * Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
 * Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired.
 * Special: Regardless of the number of shots you fire, you apply precision-based damage only once. If you score a critical hit, only the first shot fired deals critical damage; all others deal regular damage.

Marksman

 * Description: You are skilled at long-distance accuracy with one weapon.
 * Prerequisite: Weapon Focus (one ranged weapon), spot 5 Ranks.
 * Effect: You may use up to one-half your Spot skill to offset attack penalties due to range with one ranged weapon (effectively allowing you to ignore one penalty for range per 4 Ranks of Spot). This feat may be taken multiple times. Its effects do not stack. Each time the feat is taken (requiring Weapon Focus to be taken again), it applies to a different weapon.
 * Special: This feat grants you the Marksman badge (see medals for more information on the effects of badges and medals). The Marksman badge is awarded each time you select this feat.

Martial Weapon Proficiency

 * Description: Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
 * Benefit: You make attack rolls with the selected weapon normally.
 * Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
 * Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Master Staff

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Master Wand

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Maximize Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Medical Expert

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Craft (pharmaceutical) checks and Heal/Treat Injury checks.
 * Normal: x
 * Special: Remember that the Craft (pharmaceutical) skill can’t be used untrained.

Meticulous

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Forgery checks and Search checks.
 * Normal: x
 * Special: xx

Military Police Powers

 * Description: You have a limited power to enforce military rules and regulations.
 * Prerequisites: MOS Law-Enforcement.
 * Effect: You have the authority to detain, question, and arrest those who have broken the military regulations of your branch of service.

Mighty Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Mobile Defense

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Mobility
Dodge bonuses stack with each other, unlike most types of bonuses.
 * Prerequisites: Dex 13, Dodge.
 * Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

MOS Administrative
Description: You are trained in human resources and administration duties. Following a recent reorganization of military MOS fields, this MOS also includes the military bands.

Prerequisites: Personal Firearms Proficiency or Officer Candidate School.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following): 
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Computer Use
 * Diplomacy
 * Knowledge (art, business, current events, history, popular culture, tactics)
 * Listen
 * Perform
 * Research
 * Attentive
 * Creative
 * Defense Language Institute
 * Educated
 * Meticulous
 * Studious

MOS Armor
Description: You are trained to operate as either a driver or a crewman on a large wheeled or tracked vehicle.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following):
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Communication Operations
 * Demolitions
 * Disable Device
 * Drive
 * Hide
 * Knowledge (tactics)
 * Knowledge (technology)
 * Navigate
 * Repair.
 * Exotic Firearms Proficiency- Mortar/Indirect Fire Weapons
 * Exotic Firearms Proficiency- Tank/APC Weapons
 * Surface Vehicle Operation (Heavy Wheeled or Tracked)
 * Teamwork

MOS Aviation
Description: You are trained in aviation support techniques, including Air Traffic Control duties. At higher skill levels, you will be trained to construct air traffic control facilities, and to command them.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following):
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Air Traffic Control
 * Communications Operation
 * Craft (Electronic)
 * Craft (Mechanical)
 * Craft (Structural)
 * Knowledge (Technology)
 * Repair.
 * Air Traffic Control Expert
 * Sensor Operator

MOS Combat Engineering
You are trained in combat construction and bridge laying, as well as mine laying and mine removal.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following): 
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Craft (Chemical)
 * Craft (Electronic)
 * Craft (Mechanical)
 * Craft (Structural)
 * Demolitions
 * Disable Device
 * Drive
 * Knowledge (Technology)
 * navigate
 * Repair
 * Search
 * Survival
 * Surface Vehicle Operation (Heavy Earth-movers and Bridge-layers).

MOS Diver
You are trained in underwater repair, demolition, and salvage.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following): 
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Craft (Chemical)
 * Craft (Electronic)
 * Demolitions
 * Disable Device
 * Knowledge (Technology)
 * Profession (Diver)
 * Repair
 * Search
 * Swim
 * Endurance.

MOS Field Artillery
You are trained to fire indirect fire weapons, from the smallest mortar to the largest howitzers. This MOS also covers especially large indirect fire weapons such as ship cannons when used for indirect fire (bombardment).

Benefit: Skills: Choose any two of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following): 
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Craft (structural)
 * Demolitions
 * Disable Device
 * Drive
 * Knowledge (tactics)
 * Hide
 * Repair.
 * Exotic Firearms Proficiency (one indirect fire weapon, cannon, or missile battery)
 * Teamwork.

MOS Infantryman/Rifleman
You are trained to perform offensive and defensive combat operations, including placement and removal of mines, reconnaissance, and leading of combat units.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following):
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Climb
 * Craft (Structural)
 * Demolitions
 * Disable Device
 * Drive
 * Hide
 * Intimidate
 * Knowledge (Tactics)
 * Navigate
 * Search
 * Spot
 * Survival
 * Advanced Firearms Proficiency.

MOS Intelligence
You are trained in information gathering. Depending on your specialty, this could involve using satellites, binoculars, or a bribe slipped under a table. Characters with the MOS Signal Intelligence will have the Signals MOS, as well as the Intelligence MOS, and select either the Cryptography or Electronic Warfare feats.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.) Feat (You are now eligible for one of the following):
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Bluff
 * Communications Operation
 * Computer Use
 * Cryptography
 * Decipher Script
 * Diplomacy
 * Electronic Warfare
 * Forgery, Gather Information
 * Interrogation
 * Intimidate
 * Research
 * Sense Motive
 * Spot
 * Cryptography
 * Electronic Warfare
 * Interrogation.

MOS Law Enforcement
Law Enforcement characters provide security for critical military bases and resources, guard prisoners of war, and act as military police.

Benefit: Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.): Feat (You are now eligible for one of the following): 
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Diplomacy
 * Drive
 * Handle Animal
 * Intimidate
 * Investigate
 * Knowledge (Civics)
 * Sense Motive
 * Spot
 * Alertness

MOS Legal Service
Legal specialists serve as legal advisors to military commanders and staff and serve the Judge Advocate General in legal and administrative matters.
 * Prerequisite: Officer Candidate School
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Bluff
 * Computer Use
 * Diplomacy
 * Gather Information
 * Knowledge (behavioral sciences, business, civics)
 * Research
 * Sense Motive.
 * Feat (You are now eligible for one of the following):
 * Attentive
 * Confident
 * Deceptive
 * Educated
 * Focused
 * MOS Mastery
 * Renown
 * Studious
 * Trustworthy

MOS Maintenance
You perform a vital, if less than glamorous job: the care, maintenance, and repair of the numerous vehicles, tanks, missiles systems, and electronic equipment fielded by the military.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Communication Operations
 * Craft (electronic)
 * Craft (mechanical)
 * Craft (structural)
 * Drive
 * Knowledge (technology)
 * Repair
 * Feat (You are now eligible for one of the following): 
 * Gearhead

MOS Mastery

 * Description: You are especially skilled at your MOS.
 * Prerequisite: Any one MOS
 * Effect: You may select an additional class skill from your MOS skill list. This skill is added to your permanent class skill list. You also gain a morale bonus equal to your Reputation bonus to a single MOS skill you have selected as a class skill. Finally this feat grants you a +1 bonus on promotion checks.
 * Special: You may take this feat multiple times. If this feat is selected multiple times you may apply it to the same MOS (selecting yet another class skill and gaining a bonus to an additional skill) or different MOS. The promotion bonus stacks if it is taken multiple times.

MOS Medical

 * Description: Performs duties as a field medic to combat units, and provides support to nursing and medical staff at military hospitals.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.)
 * Craft (Electronic)
 * Craft (Pharmaceutical)
 * Diplomacy
 * Knowledge (Behavioral Sciences)
 * Knowledge (Technology)
 * NBC
 * Repair
 * Research
 * Treat Injury.
 * Feat (You are now eligible for one of the following): 
 * Medical Expert
 * Surgery (only characters who have attended Officer Candidate School may select surgery for their bonus feats granted by this MOS).

MOS NBC

 * Description: Identifies nuclear, biological and chemical weaponry based on limited data, observations, or effects. The MOS NBC is also in charge of caring for their units NBC equipment, training soldiers in NBC countermeasures and survival, and ensuring that a unit is prepared to operate in a NBC environment.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Craft (Electronic)
 * Craft (Chemical)
 * Diplomacy
 * Disable Device
 * Knowledge (Technology)
 * Repair
 * Research
 * Treat Injury
 * Feat (You are now eligible for one of the following):
 * NBC

MOS Pilot

 * Description: You are trained to pilot various types of aircraft for the following purposes: air superiority, reconnaissance, combined arms, and rescue operations.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Requirements: Officer Candidate School.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Air Traffic Control
 * Craft (Electronics)
 * Craft (Mechanical)
 * Knowledge (Tactics)
 * Pilot
 * Repair.
 * Feat (You are now eligible for one of the following):
 * Combat Pilot

MOS Recruiting And Retention
You are trained to recruit men and women into the armed forces, to convince of them of the value of their continued service, and as a reserve member of this MOS to aid them in their transition back to civilian life when their service is completed.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Bluff
 * Computer Use
 * Diplomacy
 * Knowledge (behavioral sciences, current events, popular culture)
 * Listen
 * Research
 * Sense Motive
 * Feat (You are now eligible for one of the following):
 * Alertness
 * Attentive
 * Confident
 * Deceptive
 * Defense Language Institute
 * Iron Will
 * MOS Mastery
 * NCO School
 * Renown

MOS Religious Service
You are trained to assist the Chaplain’s corps in the performance of their duties.
 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Diplomacy
 * Knowledge (behavioral sciences, history, theology and philosophy)
 * Listen
 * Research
 * Sense Motive
 * Spot
 * Treat Injury
 * Feat (You are now eligible for one of the following):
 * Alertness
 * Attentive
 * Confident
 * Defense Language Institute
 * Iron Will
 * MOS Mastery
 * NCO School
 * Renown
 * Trustworthy

MOS Signals
You are trained to install, maintain, repair, and operate communications systems. Characters wishing to be MOS Signal Intelligence will have this MOS and the Intelligence MOS, and select either the Cryptography or Electronic Warfare feats.


 * Benefit:
 * Level 01: +01 on all Promotion checks until you gain one Rank.
 * Level 02: +02 on all Promotion checks until you gain one Rank; +4 ranks split among the three skills chosen at level 1.
 * Level 03: +03 on all Promotion checks until you gain one Rank; +6 ranks split among the three skills chosen at level 1.
 * Level 04: +04 on all Promotion checks until you gain one Rank; +8 ranks split among the three skills chosen at level 1.
 * Level 05: +05 on all Promotion checks until you gain one Rank; +10 ranks split among the three skills chosen at level 1.
 * Skills: Choose any three of the following as permanent class skills (If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.):
 * Communication Operations
 * Craft (Electronic)
 * Craft (Mechanical)
 * Diplomacy
 * Knowledge (Technology)
 * Repair.
 * Feat (You are now eligible for one of the following):
 * Security Clearance, Secret.

Mountaineer

 * Description: You are an extremely competent climber, including the use of ropes and rigs to assist other climbers.
 * Effect: You gain a +2 bonus to Climb and Use Rope skills.

Mountain Warfare College

 * Description: You have learned how to fight and survive in mountainous terrain.
 * Benefit: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in mountainous terrain: Balance, Climb, Demolitions (for rigging avalanches, landslides, and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, Survival.

Mounted Archery

 * Prerequisites: Drive or Ride 1 rank, Mounted Combat.
 * Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat

 * Prerequisite: Drive or Ride 1 rank.
 * Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)

Multispell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Multiweapon Rend

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Music Of The Gods

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Natural Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Navalship Dodge

 * Description: You are adept at dodging attacks while piloting Navalships.
 * Prerequisite: Dexterity 13, Pilot 6 ranks, Navalship Operation (of the appropriate type).
 * Benefit: When piloting a Navalship of a type with which you are proficient (see the Navalship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy Navalship you designate during your action. You can select a new enemy ship on any action.

Navalship Feint

 * Description: You are skilled at misleading your enemy in Navalship combat.
 * Prerequisite: Pilot 9 ranks, Navalship Operation (of the appropriate type).
 * Benefit: When piloting a ship with which you are proficient (see the Navalship Operation feat), you can make a Bluff check in Navalship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.
 * Normal: Feinting in Navalship combat requires an attack action.

Starship Gunnery

 * Description: You are proficient with Navalship weapon systems.
 * Prerequisite: xx
 * Benefit: You do not take a penalty on attack rolls when firing a Navalship weapon.
 * Normal: Without this feat, you take a –4 non-proficient penalty on attack rolls when firing a Navalship weapon.

Navalship Mobility

 * Description: You are adept at dodging attacks while piloting Navalship.
 * Prerequisite: Dexterity 13, Navalship Dodge.
 * Benefit: When piloting a starship of a type with which you are proficient (see the Navalship 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 Navalship’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 Navalship ship Dodge feat) stack with each other, unlike most types of bonuses.
 * Normal: xx

Navalship Operation

 * Description: Select one of the following types of starships: ultralight, light, medium weight, heavy, or superheavy. You are proficient at operating Navalships of that type.
 * Prerequisite: Pilot 2 ranks.
 * Benefit: When operating a Navalship of the selected type, you take no penalty on Pilot checks made when operating the Navalship, and you also apply your full class bonus to Defense to the ship’s Defense.
 * Normal: Without this feat, you take a –4 non-proficient penalty on Pilot checks made to operate a Navalship, 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 Navalship (ultralight, light, medium weight, heavy, or superheavy).

Navalship Strafe

 * Description: You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.
 * Prerequisite: Navalship Gunnery.
 * Benefit: When using a Navalship’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 Navalship weapon on autofire normally affects a 1,000,000 square foot area.
 * Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of Navalship (ultralight, light, medium weight, heavy, or superheavy).

NBC

 * Description: You are skilled in the diagnosis and treatment of nuclear, biological, and chemical attacks. Characters with this feat also teach courses in the use of basic preventive gear such as gas masks and Geiger counters, and are skilled at disarming weapons that deliver chemical, biological, or nuclear attacks.
 * Effect: You make Spot and Treat Injury skill checks normally to perform NBC operations. Characters with this feat also gain a +2 bonus on Disable Device checks to disarm NBC weapons.
 * Normal: Characters without this feat suffer a –4 penalty to Spot and Treat Injury skill checks to perform NBC operations.

NCO School

 * Description: You have been given instruction in command.
 * Prerequisite: Rank E-5 or higher.
 * Skills: Knowledge (tactics) becomes a class skill for you. If this skill is already a class skill, you receive a +1 competence bonus on checks using that skill.
 * Benefit: All units lead by you in combat (see the Small Unit Combat section for more information) ignore the first morale hit they take, cumulative with the Leadership feat.
 * Feats: Tactician.
 * Special: You receive a +1 bonus on all future Promotion checks. Units trained by you gain 1 XP each month.

Negative Energy Burst

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Negotiator

 * Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

Nimble Fingers

 * Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

Opportunist

 * Description: You excel at taking advantage of your foes’ weaknesses.
 * Prerequisites: Prerequisite: Int 15
 * Benefit: Once per round, you can make an immediate attack of opportunity against an opponent whom another character has just damaged with a melee attack. You get this attack regardless of whether the foe has taken an action that normally would provoke an attack of opportunity. This attack counts as your attack of opportunity for that round. Even a character with Combat Reflexes can’t use Opportunist more than once per round, however.

Officer Candidate School

 * Description: You have graduated from an elite officer-training program.
 * Skills: Knowledge (tactics) becomes a class skill for you. If this skill is already a class skill, you receive a +1 competence bonus on checks using that skill.
 * Benefit: All units lead by you in combat (see the Small Unit Combat section for more information) ignore the first morale hit they take, cumulative with the Leadership feat. Units trained by you receive 1 XP per month.
 * Feats: Tactician
 * Special: Your rank is immediately improved to O-1. Also, you receive a +1 bonus on all future Promotion checks.

Overwhelming Critical

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Paralyzing Blow

 * Description: You can temporarily paralyze an opponent with a hit.
 * Prerequisites: Prerequisite: Base attack bonus +15
 * Benefit: You must use a bludgeoning weapon to take advantage of this feat. As a full-attack action, you can make a single attack roll that deals normal damage. If you damage your opponent, he must make a Fortitude saving throw (DC 10 + half your Hit Dice + your Wisdom bonus). Opponents who fail the save become paralyzed and helpless for one round.

Paratrooper

 * Description: You are an extremely competent parachutist.
 * Prerequisites: Jump School.
 * Benefit: You gain a +2 bonus to Paradrop and Tumble skill checks.

Penetrate Damage Reduction

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Perfect Health

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Perfect Multiweapon Fighting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Perfect Two-Weapon Fighting

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Permanent Emanation

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Persuasive

 * Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

Planar Turning

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Point Blank Shot

 * Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Police Combat Training

 * Prerequisite: Combat Martial Arts
 * Benefits: Considered armed with punching attacks; you do not provoke attacks of opportunity when making grapple or disarm checks; Diplomacy, Intimidate, Sense Motive become permanent class skills.

Polyglot

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Positive Energy Aura

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Power Attack

 * Prerequisite: Str 13.
 * Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
 * Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Power Charge

 * Description: Once you start a charge, you become extremely dangerous.
 * Prerequisites: Strength 13, Power Attack
 * Benefit: When using the charge action, you deal double damage with a melee weapon (including a natural weapon). Only the weapon’s damage doubles, not the bonuses from Strength, magic or other factors.
 * Special: Characters with a base attack bonus of +20 or higher can take this feat a second time and gain an additional +10 bonus on damage rolls when charging (this bonus is not doubled).

Power Knowledge

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Power Throw

 * Prerequisite: Brutal Throw, Power Attack, and Strength 13.
 * Description: You have learned how to hurl weapons to deadly effect.
 * Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.
 * Normal: x

Precise Shot

 * Prerequisite: Point Blank Shot.
 * Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Psicrystal Power

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Psychological Warfare

 * Benefit: You make Intimidate skill checks for Psychological Warfare at no penalty.

Quick Draw

 * Prerequisite: Base attack bonus +1.
 * Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).


 * Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Quicken Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Rad Soaker

 * Prerequisite: Great Fortitude.
 * Description: You are less susceptible to radiation than most people.
 * Benefit: You have a mild form of radiation resistance. You treat an irradiated area or radiation source as one degree weaker for the purpose of determining radiation exposure (severe becomes high, high becomes moderate, moderate becomes low, low becomes mild, and you are unaffected by mild exposure).
 * Normal: The effects of this feat do not stack with the radiation resistance mutation.

Ranged Inspiration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Rapid Inspiration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Rapid Reload

 * Description: Choose a type of (ranged weapon).
 * Prerequisite: Weapon Proficiency (type chosen).
 * Benefit: The time required for you to reload your chosen type of ranged weapon is reduced to a free action (for a man portable weapon) or a move action (for a heavy or crew-served weapon). Reloading still provokes an attack of opportunity. If you have selected this feat for man portable weapons, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.


 * Normal: A character without this feat needs a move action to reload a man portable weapon, or a full-round action to reload a heavy or crew-served weapon.
 * Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of ranged weapon.

Rapid Shot

 * Prerequisites: Dex 13, Point Blank Shot.
 * Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Rapid Strike

 * Description: Choose one type of weapon for which you have already taken the Weapon Focus feat. You can make extra, blindingly fast melee strikes with this weapon.
 * Prerequisites: Dexterity 15, Weapon Focus, Base attack Bonus +3.
 * Benefit: Once per day per level, as part of a full-attack action, you can use the chosen weapon to make an additional attack, with a base attack bonus of half your highest normal base attack bonus. Even if you wield more than one weapon, however, no more than one Rapid Strike is possible in a round.
 * Special: You can take this feat multiple times. Its effects do not stack. Each time, it applies to a new type of weapon.

Reactive Countersong

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Reflect Arrows

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Resistance to Disease

 * Description: You have an innate resistance to illness.
 * Benefit: You gain a +4 bonus on saves against diseases, including supernatural diseases.

Resistance to Force

 * Description: You have an innate resistance to the Force.
 * Benefit: You gain a +2 bonus on saves against force based attacks.
 * Special: This feat also gives you a -2 to using force based attacks.

Resistance to Magic

 * Description: You have an innate resistance to magic.
 * Benefit: You gain a +1 bonus on saves against spells, spell-like abilities, supernatural abilities, magic items and so on.

Resistance to Poison

 * Description: You have an innate resistance to toxins.
 * Benefit: You gain a +4 bonus on saves against poisons, including supernatural poisons.

Ride-By Attack

 * Prerequisites: Drive or Ride 1 rank, Mounted Combat.
 * Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Righteous Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Ruinous Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Run

 * Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
 * Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Scribe Scroll

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Secret Identity

 * Description: You have an alternate identity.
 * Effect: You may split your reputations core between your identities.
 * Special: Additional +2 to the reputation of your public Persona if it has adopted a distinctive look or style of dress.

Security Clearance, Level 01

 * Description: You have a clearance granting access to sensitive information.
 * Prerequisite: Allegiance (Loyalty to Granting Party).
 * Effect: You gain a +2 bonus on checks to requisition information, and are able to requisition information at Secret level or below.
 * Special: This feat is required for many military MOS positions, as well as many civilian jobs dealing with military or government information. Since a private company must pay for the cost of background checks, and since those checks costs tens of thousands of dollars, military characters with an active security clearance gain a +2 wealth bonus when working in the private sector.

Security Clearance, Level 02+

 * Description: You have a clearance granting access to the most sensitive information.
 * Prerequisite: Security Clearance, (The level before the one desired).
 * Effect: You gain a +(2/Level above 2) bonus on checks to requisition information, and are able to requisition information at Top Secret level or below.
 * Special: This feat is required for many military MOS positions, as well as many civilian jobs dealing with military or government information. Since a private company must pay for the cost of background checks, and since those checks costs tens of thousands of dollars, military characters with an active security clearance gain a +(2/Level above 2) wealth bonus when working in the private sector.

S.E.R.E.

 * Description: S.E.R.E. stands for Survival, Evasion, Resistance, and Escape, and is the military training program to prepare soldiers for surviving in hostile territory, withstand interrogation and torture, and escape or survive to reach home. The SERE motto is “return with honor”. Although SERE training is offered to all branches of service (especially special operations forces), many regular Air Force personnel receive this training, since they are at high risk of being shot down behind enemy lines and captured.
 * Benefit: Characters with this training gain a +2 bonus on Hide and Survival checks, and a +2 on all Will saves and level checks to resist intimidation, interrogation, torture, and brainwashing.

Self-Concealment

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Self-Sufficient

 * Benefit: You get a +2 bonus on all Heal checks and Survival checks.

Semiautomatic Weapon Proficiency

 * Prerequisite: Base Attack Bonus +1.
 * Description: You are skilled at using semiautomatic firearms in combat.
 * Benefit: You are not flat-footed using the double tap action.
 * Normal: Characters who use the double tap action are flat-footed for one round.

Sensor Operation

 * Description: You are skilled at operating radar systems.
 * Effect: You make Spot skill checks normally to perform Radar Operation.
 * Normal: Characters without this feat suffer a –4 penalty to Spot skill checks to perform Radar Operation.

Shadow Heritage

 * Prerequisite: Intelligent 10
 * Description: xx
 * Benefit: +1 bonus to one saving throw, low-light vision.
 * Normal: x
 * Special: You may only take this feat as a 1st-level character.

Sharpshooter

 * Description: You are an expert shot with one weapon.
 * Prerequisite: Base Attack Bonus 5+, Weapon Focus (one ranged weapon).
 * Effect: You gain +1 to hit, and +2 damage with the chosen weapon. This bonus stacks with any bonus gained from the Weapon Focus feat or the Weapon Specialization Soldier advanced class ability. This feat may be taken more than once. Its effects do not stack. Each time you take this feat it applies to a different weapon for which you have already taken Weapon Focus.


 * Special: This feat grants you the Sharpshooter badge (see medals for more information on the effects of badges and medals). The Sharpshooter badge is awarded each time you select this feat.

Shattering Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Shrewd Bargainer

 * Prerequisite: Diplomacy 4
 * Description: You are skilled in the art of haggling.
 * Benefit: When bartering goods, you may add your Intelligence modifier (if any) to your Diplomacy check.
 * Normal: x

Shield Proficiency

 * Benefit: You can use a shield and take only the standard penalties.
 * Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Shot On The Run

 * Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
 * Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Silent Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Simple Weapon Proficiency

 * Benefit: You make attack rolls with simple weapons normally.
 * Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. simple weapons. They need not select this feat.

Signaling

 * Description: You are skilled at performing non-electronic methods of communication.
 * Effect: You make Survival skill checks normally to perform Signaling.
 * Normal: Characters without this feat suffer a –4 penalty to Survival skill checks to perform Signaling.
 * Bonus: This feat is a bonus feat for Dedicated heroes.

Skill Focus

 * Benefit: You get a +3 bonus on all checks involving that skill.
 * Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skip Shot

 * Prerequisite: Point Blank Shot, Precise Shot.
 * Description: xx
 * 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.

Sleeper

 * Benefit: Low Profile
 * Normal: +2 Bonus to hide, and move silently.

Smart Combatant

 * Description: You have studied the art of combat thoroughly. Using your brain and expertise with a combination of good reflex, you are able to deal deadly blows to an enemy without having to be as strong as an ape.
 * Prerequisite: Int 16, Dex 16, Base Attack Bonus +6
 * Benefit: The character with this feat may use his Int bonus rather than Str bonus for a melee attack and their Dex bonus in their damage step of an unarmed attack.
 * Normal: The character usually uses Str bonus for attack and damage.
 * Special: If taken a second time the effect applies to all melee attacks.

Smart Defense

 * Description: The mind has been trained to forecast and avoid any impending danger.
 * Prerequisite: Intelligence 18, Dexterity 16
 * Benefit: Add the Int bonus to your defense score.
 * Normal: Only dexterity bonus is added.

Sneak Attack
You can sneak attack only living creatures with discernible anatomies — the GM may rule that some bizarre creatures altered by the Nightmare Wave are not subject to sneak attacks. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
 * Description: You can make damaging strikes on an unprepared opponent.
 * Benefit: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would be denied a Dexterity modifier to Defense (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is +1d6. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. This damage stacks with damage bonuses gained from First Strike. Ranged attacks can count as sneak attacks only if the target is within 33 Ft (10 Meters). With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
 * Special: You can take this feat multiple times. Each time, your sneak attacks deal an additional +1d6 points of damage, but never more than +1d6/two character levels.

Sneak Attack Of Opportunity

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Sniper School

 * Description: Provides the military with stealth, reconnaissance, and highly discriminatory attack capabilities. The motto of the sniper is “one shot, one kill”.
 * Prerequisite: MOS: Infantry/Rifleman
 * Benefit: You receive the following benefit upon taking this feat: +4 to all firearm attacks, with an additional +2 per turn taken to aim with any non-pistol.

Spacer

 * Description: You have a special affinity for spacecraft and space travel.
 * Benefit: You gain a +2 bonus on Computer Use checks made to use onboard spacecraft computer systems, a +2 bonus on Navigate checks when plotting a course through space, and a +2 bonus on all Pilot checks made to fly a spacecraft.

Spectral Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Focus

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Mastery

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Knowledge

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Opportunity

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Penetration

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spell Stowaway

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spellcasting Harrier

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spirited Charge

 * Prerequisites: Drive or Ride 1 rank, Mounted Combat, Ride-By Attack.
 * Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Splinter Cell

 * Prerequisites: Cell
 * Benefit: +2 Investigate DC to find information about parent organization.

Spontaneous Domain Access

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spontaneous Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Spring Attack

 * Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
 * Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Starship Dodge

 * Description: You are adept at dodging attacks while piloting starships.
 * Prerequisite: Dexterity 13, Pilot 6 ranks, Starship Operation (of the appropriate type).
 * Benefit: When piloting a starship of a type with which you are proficient (see the Starship Operation feat), you apply a +1 dodge bonus to your ship’s Defense against attacks from one enemy starship you designate during your action. You can select a new enemy ship on any action.

Starship Feint

 * Description: You are skilled at misleading your enemy in starship combat.
 * Prerequisite: Pilot 9 ranks, Starship Operation (of the appropriate type).
 * Benefit: When piloting a ship with which you are proficient (see the Starship Operation feat), you can make a Bluff check in starship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in starship combat.
 * Normal: Feinting in starship combat requires an attack action.

Starship Gunnery

 * Description: You are proficient with starship weapon systems.
 * Prerequisite: xx
 * Benefit: You do not take a penalty on attack rolls when firing a starship weapon.
 * Normal: Without this feat, you take a –4 non-proficient penalty on attack rolls when firing a starship weapon.

Starship Mobility

 * Description: 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.
 * Normal: xx

Starship Operation

 * Description: Select one of the following types of starships: ultralight, light, medium weight, 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 non-proficient 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, medium weight, heavy, or superheavy).

Starship Strafe

 * Description: 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 1,000,000 square foot area.
 * Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different type of starship (ultralight, light, medium weight, heavy, or superheavy).

Stealthy

 * Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

Still Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Storm Of Throws

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Strafe

 * Prerequisite: Firearms Proficiency, Advanced Firearms Proficiency.
 * Description: xx
 * 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 100 square foot area.

Street Fighter

 * Prerequisite: A way to inflict lethal unarmed attacks, base attack bonus +2.
 * Description: xx
 * 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.
 * Normal: xx

Studious

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Decipher Script checks and Research checks.
 * Normal: xx

Stunning Fist

 * Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
 * Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Sunder

 * Description: You excel at attacking opponents’ weapons, as well as other objects.


 * Prerequisites: Str 13, Power Attack
 * Benefit: When you strike at an object held or carried by an opponent (such as a weapon), you do not provoke an attack of opportunity. You also receive a +4 bonus on any attack roll made to attack an object held or carried by another character.

Superior Initiative

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Surface Vehicle Operation

 * Prerequisite: Drive 4 ranks.
 * Description: Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle. The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multi-crewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
 * Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle 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 attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
 * Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

Surgery

 * Prerequisite: Treat Injury 4 ranks.
 * Description: xx
 * Benefit: The character can use the Heal/Treat Injury skill to perform surgery without penalty.
 * Normal: Characters without this feat take a –4 penalty on Heal/Treat Injury checks made to perform surgery.

Swarm Of Arrows

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Tactician

 * Prerequisites: Int 13+, Cha 13+, Knowledge (Tactics) 5 ranks, Teamwork
 * Benefit: Tactics skill checks apply to 2x Cha modifier allies.

Tactician, Platoon

 * Prerequisites: Int 14+, Tactician, Knowledge (Tactics) 8 ranks
 * Benefit: Lead up to 4 squads; units gain 2x your Int modifier bonus in crew contests.

Tactician, Company

 * Prerequisites: Int 15+, Tactician Platoon, Knowledge (Tactics) 10 ranks
 * Benefit: Lead up to 6 platoons; units gain your Int modifier bonus in crew contests.

Tactician, Battalion

 * Prerequisites: Int 17+, Tactician Company, Knowledge (Tactics) 12 ranks
 * Benefit: Lead up to four companies; units gain your Int modifier bonus in crew contests.

Tactician, Regiment

 * Prerequisites: Int 18+, Tactician Battalion, Knowledge (Tactics) 14 ranks
 * Benefit: Lead up to three battalions; units gain your Int modifier bonus in crew contests.

Tactician, Brigade

 * Prerequisites: Int 19+, Tactician Regiment, Knowledge (Tactics) 16 ranks
 * Benefit: Lead up to two regiments; units gain your Int modifier bonus in crew contests.

Tactician, Division

 * Prerequisites: Int 20+, Tactician Brigade, Knowledge (Tactics) 18 ranks
 * Benefit: Lead up to two divisions; units gain your Int modifier bonus in crew contests.

Tactician, Corps

 * Prerequisites: Int 21+, Tactician Division, Knowledge (Tactics) 20 ranks
 * Benefit: Lead up to four divisions; units gain your Int modifier bonus in crew contests.

Tactician, Army

 * Prerequisites: Int 22+, Tactician Corps, Knowledge (Tactics) 22 ranks
 * Benefit: Lead up to three corps; units gain your Int modifier bonus in crew contests.

Tactician, Army Group

 * Prerequisites: Int 25+, Tactician Army, Knowledge (Tactics) 24 ranks
 * Benefit: Lead up to two armies; units gain your Int modifier bonus in crew contests.

Target Acquisition

 * Prerequisites: Weapon Focus, Sharpshooter, BAB +6
 * Benefit: Gain range increment bonus as a Move action when using a scope.

Tenacious Magic

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Terrifying Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Thrifty Mechanic

 * Prerequisite: Intelligence 13, Repair 8 ranks.
 * Description: xx
 * Benefit: When building, fixing, or modifying equipment (see Making and Fixing Items, page 30), reduce the number of parts used by an amount equal to your Intelligence bonus (to a minimum of 1 part).
 * Normal: x

Thundering Rage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Toughness

 * Benefit: You gain +3 hit points.
 * Special: A character may gain this feat multiple times. Its effects stack.

Tower Shield Proficiency

 * Prerequisite: Shield Proficiency.
 * Benefit: You can use a tower shield and suffer only the standard penalties.
 * Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Track

 * Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.


 * Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
 * Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
 * Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
 * Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.


 * Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

Trample

 * Prerequisites: Ride 1 rank, Mounted Combat.
 * Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Trustworthy

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
 * Normal: x

Trap Sense

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Two-Weapon Defense

 * Prerequisites: Dex 15, Two-Weapon Fighting.
 * Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting

 * Description: You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
 * Prerequisite: Dex 15.
 * Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
 * Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Two-Weapon Rend

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Unbalance Opponent

 * Prerequisite: Defensive Martial Arts, base attack bonus +6.
 * Description: xx
 * 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.
 * Normal: x

Uncanny Accuracy

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Uncanny Dodge

 * Description: You can react to danger before your senses would normally allow you to do so.
 * Prerequisite: Dexterity 15
 * Benefit: You retain your Dexterity bonus to Defense (if any) even if you are caught fl at-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to Defense if you are immobilized.

Undead Mastery

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Unholy Strike

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Urban Tracking

 * Description: 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.

Urban Warfare College

 * Description: You have learned how to fight and survive in urban terrain.
 * Benefit: You gain a +1 bonus to attack rolls, and a +2 bonus to the following skills in urban terrain: Balance, Climb, Demolitions (for rigging avalanches, landslides, and cave-ins), Drive, Hide, Knowledge (Tactics), Spot, Survival.

Vehicle Dodge

 * Prerequisite: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
 * Description: xx
 * 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.
 * Normal: x

Vehicle Expert

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.
 * Normal: x

Voice, The

 * Description: You have not only a way with words but an almost supernaturally compelling voice.
 * Benefit: You gain a +1 competence bonus on Bluff, Diplomacy and Gather Information checks, and a +2 competence bonus on all Perform (oratory) checks.

Voice of Command

 * Prerequisite: Intimidate 5 ranks
 * Benefit: Give Orders as a Move action at no penalty.

War Profiteer

 * Description: By using contacts, savvy and a lack of moral fiber, you use your position in the military to line your pockets (a practice unfortunately as old as war itself). Servicemen in a war zone or businessmen in a country racked by war usually select this feat; however, these are not requirements as evidenced by the number of businessmen of all nationalities profiting from current conflicts in complete safety.
 * Prerequisite: Knowledge (business) 3 ranks
 * Effect: Your wealth bonus increases by +3 or your Reputation modifier whichever is higher. Unlike Windfall this feat does not grant a bonus to profession checks. This feat makes your Reputation infamous to active duty and reserve military personnel who do not possess this feat or an allegiance to avarice or graft. Finally this feat gives you a –2 penalty on Promotion checks.
 * Special: You may take this feat multiple times with both the wealth bonus and the promotion penalty stack.

Weapon Finesse

 * Prerequisite: Base attack bonus +1.
 * Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
 * Special: Natural weapons are always considered light weapons.

Weapon Focus

 * Description: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
 * Prerequisites: Proficiency with selected weapon, base attack bonus +1.
 * Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
 * Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization

 * Description: Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
 * Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon.
 * Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
 * Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Wetshot

 * Description: By switching the nozzle burner off, a flamethrower can fire a stream of thickened fuel at the enemy, which mists as it reaches the end of its trajectory. When the nozzle burner is clicked back on, a subsequent shot can ignite the fuel vapor, creating an intense fireball.
 * Prerequisites: Far Shot.
 * Benefit: The wielder of the M240 must make a touch attack with the flamethrower on the first round. On the second round the wielder spends his action to ignite the fuel. So long as the target is within range, everything between the wielder and target (including the target), bursts into flames, ignoring cover and disallowing any Reflex save. This automatically sets fire to the area and can quickly burn out of control.

Whirlwind Attack

 * Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
 * Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Wild Cohort

 * Prerequisite: xx
 * Description: xx
 * Benefit: Have animal companion like Druid, animal choice is 03 levels lower than Druid.
 * Normal: x

Wild Talent

 * Prerequisite: xx
 * Description: xx
 * Benefit: Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. For effects that depends on manifester level the character is considered 1st level or his or her manifester level, whichever is higher.
 * Normal: x

Widen Aura Of Courage

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Widen Aura Of Despair

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Widen Spell

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x

Windfall

 * Prerequisite: xx
 * Description: xx
 * Benefit: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
 * Normal: x
 * Special: A character can select this feat multiple times. Each time, both of its effects stack.

Wingman

 * Description: Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
 * Prerequisites: Combat Pilot, Formation Flying, Teamwork
 * Benefit: Grant your partner +4 defense bonus; attack missiles fired at your partner as attack of opportunity; +2 to Clear Your Six checks.

Zero-G Training
    
 * Description: You can function normally in low gravity or zero gravity.
 * Prerequisites: De 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.

Zone Of Animation

 * Prerequisite: xx
 * Description: xx
 * Benefit: xx
 * Normal: x