Feat Table

The following table lists all the feats available in Phoenix, including those that comes from the SRDs (D&D, d20 Modern, and The Psionics Handbook). Feats in bold face are unique to, or altered for, Phoenix. All others are unchanged from the SRDs (either D&D or d20 Modern). Psionic feats are labelled with a P.

Feat Prerequisites Benefit
Action Hero Convert 4PPs to 1AP
Aerobatics Tumble 4 Tumble +4 in the air
Aircraft Operation Pilot 4 No -4 penalty on Pilot checks or attack rolls with selected aircraft
Anti-Vehicle Specialty attack +2 vs. vehicles, damage to vehicles +1d6
Improved Anti-Vehicle Specialty Anti-Vehicle Specialty Additional attack +2 vs. vehicles (total +4), addition +1d6 damage (total +2d6), double critical threat range vs. vehicles
Astrobatics Dex 13, Tumble 4 No attack/skill penalties in zero gravity
Augment Summoning Spell Focus (conjuration) Summoned creatures gain +4 Str, +4 Con
Blind Fight Re-roll miss chance for concealment in mêlée
Blind Shot Wis 13, Blind Fight Re-roll miss chance for concealment with ranged weapons
Brawl unarmed attacks +1, 1d6 NL + Str bonus
Improved Brawl BA +3, Brawl unarmed attacks +2, 1d8 NL + Str bonus
Improved Grapple Dex 13, Brawl grapple checks +4; no attack of opportunity
Agile Wrestling Dex 13, Brawl, Improved Grapple Dexterity bonus to all grapple checks
Break Hold Brawl, Improved Grapple +4 to escape a grapple (Escape Artist or Strength)
Sleeper Hold Str 15, Brawl, Improved Grapple Increasing NL in grapple until unconsciousness
Sucker Punch BA +3, Brawl auto-crit using Brawl against flat-footed target
Improved Sucker Punch BA +6, Brawl, Sucker Punch as Sucker Punch, but crit is x3
Streetfighting BA +2, Brawl +1d4 damage once per round with unarmed attack
Improved Feint BA +2, Int 13, Brawl, Streetfighting Feint in combat as move action
Chaotic Mind Cha 15 People with insight bonuses cannot use them to affect you
Chemical Resistance Con 13 Save vs. drugs and poisons +4
Cloak Dance Stealth 10, Perform (dance) 2 Expend move action for concealment, full-round action for total concealment
Cloakfall Dex 13 Subtract 10 ft. from falling damage when wearing cape/cloak
Combat Casting Concentration +4 to cast or manifest defensively
Improved Combat Casting Combat Casting Additional Concentration +4 (total +8)
Combat Diagnosis Wis 13 Estimate your opponent’s remaining HPs
Combat Driving Drive 5 vehicle-mounted weapon attacks +4 while driving
Combat Expertise Int 13 Trade attack bonus for Defence bonus, maximum +/- 5
Improved Combat Expertise Int 13, Combat Expertise Trade attack bonus for Defence bonus, maximum +/- 10
Awesome Combat Expertise Int 13, Combat Expertise, Improved Combat Expertise Trade attack bonus for Defence bonus, maximum +/- 20
Improved Disarm Int 13, Combat Expertise disarm +4, no attack of opportunity
Turnabout Attack Dex 13, Int 13, Combat Expertise, Improved Disarm Free Attack of Opportunity when you successfully disarm
Improved Trip Int 13, Combat Expertise trip +4; no attack of opportunity
Light Knockback Dex 15, Int 13, Combat Expertise Avoid knocking opponents back
Precise Strike Int 13, Combat Expertise Avoid doing mêlée damage to buildings
Precise Sunder Int 13, Combat Expertise Sunder with ranged and blunt weapons
Combat Martial Arts BA +1 1d4 + Str for HP or NL damage, considered “armed”
Back-Roll Throw BA +2, Combat Martial Arts throw attack +2 vs. failed charge or bull rush
Blinding Strike Dex 13, BA +4, Combat Martial Arts Blind opponent’s with an unarmed strike
Improved Combat Martial Arts BA +4, Combat Martial Arts Unarmed strike threatens critical hit on 19 or 20
Advanced Combat Martial Arts BA +8, Combat Martial Arts, Improved Combat Martial Arts Unarmed strike critical hit deals x3 damage
Improved Unarmed Damage BA +1, Combat Martial Arts Increases unarmed strike damage die/dice
Pressure-Point Attack Dex 13, Combat Martial Arts Attack +1, Defence -2, 1d6 rounds
Crippling Blow Str 13, Dex 15, Combat Martial Arts, Pressure-Point Attack Strength or Dexterity -1
Stunning Fist Dex 13, Wis 13,  BA +8, Combat Martial Arts Unarmed strike stuns opponent
Combat Pilot Pilot 5 attack +2 with vehicle-mounted weapons
Combat Reflexes Attacks of opportunity equal to your Dexterity modifier
Improved Combat Reflexes Dex 21, Combat Reflexes Unlimited attacks of opportunity
Cross Trained Make two cross-class skills class skills
Damage Threshold, Improved Add Con score to current massive damage threshold
Daredevil Driver Drive 5 Drive +4 in situations of immediate risk
Daredevil Pilot Pilot 5 Pilot +4 in situations of immediate risk
Daring Escape +4 to escape a dangerous situation
Deadly Precision Dex 15, BA +8, Sneak Attack Re-roll 1’s on sneak attack damage
Defensive Martial Arts Dodge +2 against mêlée attacks
Combat Throw Defensive Martial Arts Str/Dex checks +2 on trips and grapples
Improved Combat Throw BA +3, Defensive Martial Arts, Combat Throw Free trip attack when opponent misses you
Elusive Target Dex 13, Defensive Martial Arts While you’re in mêlée, ranged attacks -4 against you
Unbalance Opponent BA +6, Defensive Martial Arts Opponent receives no Str bonus to attack, only to damage
Deflect Arrows Defensive Martial Arts Deflect 1 ranged attack per round
Snatch Arrows Defensive Martial Arts, Deflect Arrows Catch a deflected ranged attack
Improved Deflect Arrows Dex 15, Defensive Martial Arts, Deflect Arrows Deflect as many arrows as you have hands
Infinite Deflect Arrows Dex 21, Defensive Martial Arts, Deflect Arrows, Improved Deflect Arrows Deflected an unlimited number of arrows
Dodge Dex 13 Dodge +2 to against designated opponent
Agile Riposte Dex 13, Dodge Attack of opportunity when opponent misses in mêlée
Infighter Dex 13, Dodge Attacks of opportunity against you -2
Mobility Dex 13, Dodge +4 dodge bonus to Defence against some attacks of opportunity
Spring Attack BA +4, Dex 13, Dodge, Mobility Move before and after a mêlée attack
Multi-Spring BA +4, Dex 13, Dodge, Mobility, Spring Attack Multiple spring attacks (requires Bonus Actions)
Whirlwind Attack Dex 13, Int 13, BA +4, Combat Expertise, Dodge, Mobility, Spring Attack One mêlée attack against each opponent within reach
Improved Whirlwind Attack Dex 21, Int 13, BA +4, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack Make a Whirlwind Attack as a standard action
Flyby Attack Dodge, Mobility, ability to fly hit-and-run, in the air
Improved Flyby Attack Dodge, Mobility, Flyby Attack, ability to fly hit-and-run, even better
Drive-By Attack No speed penalty when attacking from a moving vehicle
Endurance +4 on various Constitution/Fortitude checks
Improved Endurance Con 13, Endurance Additional +4 to checks related to Endurance
Diehard Con 13, Endurance Remain conscious at –1 to –9 hp
Resist Fatigue Con 15, Endurance Ignore fatigue effect, once per session
Environmental Combat Specialty BA +1 +1 attack and +1 doge bonus in one, particular environment
Favoured Enemy attack +2, damage +4 vs. one type of creature
Favoured Enemy Focus Favoured Enemy additional +2 (+4 total), double critical threat range
Field Commander Cha 13 Reposition your teammates on the battlefield
Great Fortitude +2 on Fortitude saves
Awesome Fortitude Con 13, Great Fortitude Additional +2 on Fortitude saves (+4 total)
Supreme Fortitude Con 15, Great Fortitude, Awesome Fortitude Additional +2 on Fortitude saves (+6 total)
Frightful Presence Cha 15, Intimidate 9 ranks Foes can become shaken (Will save negates)
Heightened Immune System +4 to Fortitude saves vs. pathogens
Heroic Intervention Dex 13 Switch places with threatened comrade
Heroic Surge Extra move or attack action
Hidden Power +4 Power Points
Holdout Stealth 5 +10 to Stealth objects about your person
Home Turf Advantage +2 to Gather Information, Knowledge (local), and Stealth in your city
Hostile MindP Cha 15 Cause 2d6 damage to attempts to use discipline (telepathy) against you
Hotshot +1 to attack with vehicle-mounted weapons systems
Hover ability to fly hover as a move action
Improvised Throwing, Improved Dex 13, Improvised Weapons Proficiency Ignore Range Increment penalties
Awesome Improvised Throwing Dex 13, Improvised Weapons Proficiency, Improved Improvised Throwing 10 Range Increments (instead of 5)
Supreme Improvised Throwing Dex 13, Improvised Weapons Proficiency, Improved Improvised Throwing, Awesome Improvised Throwing No maximum Range Increments
Improved Counterspell Counterspell with a spell of same school
Improved Critical Range BA +8, Proficiency Double threat range of weapon
Improved Critical Damage BA +8, Proficiency, Improved Critical Range Add x2 to your critical damage
Improved Initiative +4 bonus on initiative checks
Combat Nerves Dex 13, BA +4, Improved Initiative Roll 2d20s for initiative, choose the highest
Dire Charge Dex 21, BA +8, Improved Initiative Make a full attack when charging
Awesome Initiative Dex 13, Improved Initiative Additional +4 to initiative checks (total +8)
Supreme Initiative Dex 15, Improved Initiative, Awesome Initiative Additional +4 to initiative checks (total +12)
Improved Swinging Dex 13 +4 to Tumble and Jump checks related to swinging
Improved Staple +4 on Staple attacks, improved range, increased Strength check DC
Combat Swinging Dex 13, Improved Swinging Retain Dexterity and dodge bonuses while swinging.
InquisitorP Wis 13 Expend psi focus, +10 bonus to Sense Motive check to oppose Bluff
Iron Will +2 on Will saves
Awesome Will Wis 13, Iron Will Additional +2 to Will saves (total +4)
Supreme Will Wis 15, Iron Will, Awesome Will Additional +2 to Will saves (total +6)
Lab Magic Mastery Mystic Spellcasting (3rd-level Spells), Ad: Laboratory +4 competence bonus to Spellcraft while in your laboratory
Last Desperate Trick Extra use of one “once per day/session” special ability
Legendary Climber Dex 21, Climb 20 Ignore speed penalties for climbing
Lethal Hurling Str 15, Dex 13, BA +2, Proficiency +2 to damage with thrown weapons
Light-Footed Dex 13 Stand up from prone as a free action
Lightning Reflexes +2 on Reflex saves
Awesome Reflexes Dex 13, Lightning Reflexes Additional +2 to Reflex saves (total +4)
Supreme Reflexes Dex 15, Lightning Reflexes, Awesome Reflexes Additional +2 to Reflex saves (total +6)
Low Profile Reduce Reputation by 3
Low-Light Vision Double range of sight in low-light conditions
Mastercraft Int 13, Craft (any) 5 equipment bonus +1; weapons attack +1; armour/shields Max Dex/Equipment Penalty +1
Improved Mastercraft Int 15, Craft (any) 5, Mastercraft equipment bonus +2; weapons attack/damage +1; armour/shields Max Dex/Equip Penalty +2, defence +1
Awesome Mastercraft Int 17, Craft (any) 5, Mastercraft, Improved Mastercraft equipment +3; weapons attack/damage +2; armour/shields Max Dex/Equip Penalty +3, defence +2
Supreme Mastercraft Int 19, Craft (any) 5, Mastercraft, Improved Mastercraft, Advanced Mastercraft equipment bonus +4; weapons attack/damage +3; armour/shields Max Dex/Equip Penalty +4 and defence +4
Mental LeapP Str 13, Jump 5 Expend psi focus, +10 bonus to Jump check
Merciful Mauler No penalty for using mêlée weapons to cause NL
Mercy Blow Non-lethal coup de grace
Mighty Smashing Str 17 x2 damage against objects
Awesome Smashing Str 17 x3 damage against objects
Supreme Smashing Str 17 x4 damage against objects
Mounted Combat Ride 1 Negate hits to the mount with a Ride check
Mounted Shot Mounted Combat Half penalty for ranged attacks while mounted
Ride-By Attack Mounted Combat Move before and after a mounted charge
Spirited Charge Mounted Combat, Ride-By Attack Double damage with mounted charge
Trample Mounted Combat Target cannot avoid mounted overrun
Narrow MindP Wis 13 +4 bonus to Concentration checks to become psionically focused
Origin Resistance +2 to Save vs. 1 Origin
Improved Origin Resistance Origin Resistance DR 4 vs. 1 Origin
Point-Blank Shot +2 competence bonus on ranged attack and damage within 30 ft.
Double Tap Point-Blank Shot -2 on attack, +1 die damage
Hail of Bullets Point-Blank Shot, Rapid Shot, Double Tap Burst fire with revolvers and semi-automatic pistols
Far Shot Point-Blank Shot Increase unmodified Range Increments by +50% (+100% thrown)
Dead Aim Wis 13, Point-Blank Shot, Far Shot +4 on ranged attack if full round spent aiming
Precise Shot Point-Blank Shot No –4 penalty for shooting into mêlée
Improved Precise Shot Point-Blank Shot, Precise Shot Ignore cover/concealment short of total cover/total concealment
Deadeye BA +11, Dex 19, Blank Shot, Precise Shot, Improved Precise Shot Add Dexterity modifier to ranged attacks (max equals character level)
Combat Shot Point-Blank Shot, Precise Shot You do not provoke attacks of opportunity for firing guns in mêlée
Grazing Shot Dex 13, Blank Shot, Precise Shot NL with firearms
Sharpshooter Point-Blank Shot, Far Shot, Precise Shot +2 competence bonus to attack with firearms from more than 30 feet
Sniper Sneak Attack, Blank Shot, Precise Shot, Sharpshooter Sneak attack with a rifle and a scope
Skip Shot Dex 13, Point-Blank Shot, Precise Shot Ignore cover, -2 on attack, -1 die damage
Rapid Shot Dex 13, Point-Blank Shot One extra ranged attack each round, -2 to all attacks
Manyshot Dex 17, BA +6, Point-Blank Shot, Rapid Shot One extra ranged attack sequence each round, additional -2 (total -4)
Greater Manyshot Dex 17, BA +6, Point-Blank Shot, Rapid Shot, Manyshot Make manyshot attacks against separate targets
Gun Fu Dex 19, BA +21, Point-Blank Shot, Rapid Shot, Manyshot, Greater Manyshot You get a number of attacks equal to your Dexterity bonus  when Two-Weapon fighting with guns
Shot on the Run Dex 13, BA +4, Dodge, Mobility, Point-Blank Shot Move before and after ranged attack
Sliding Shot Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run Slide half your move during a full attack action
Blazing Charge Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run Firearms charge attack, victims potentially shaken
Mixed Two-Weapon Fighting Dex 15, Point-Blank Shot Wield a mêlée and a ranged weapon, simultaneously.
Power Attack Str 13 Trade attack bonus for damage (up to your base attack bonus)
Cleave Str 13, Power Attack Extra mêéattack after dropping target
Great Cleave BA +4, Str 13, Power Attack, Cleave No limit to cleave attacks each round
Improved Bull Rush Str 13, Power Attack +4 on bull rush attempts; no attack of opportunity
Improved Knockback Str 17, Power Attack +4 to knockbacks
Awesome Knockback Str 19, Power Attack, Improved Knockback +4 to knockbacks (total +8)
Supreme Knockback Str 21, Power Attack, Improved Knockback, Awesome Knockback Additional +4 to knockbacks (total +12)
Distance Knockback Str 17, Power Attack, Improved Knockback Knockback distance is equal to knockback damage
Improved Overrun Str 13, Power Attack +4 on overrun attempts; no attack of opportunity
Improved Sunder Str 13, Power Attack +4 on sunder attempts; no attack of opportunity
Tackle Str 13, Power Attack Unarmed strike, trip, and grapple as one action
Power Focus +2 on save DC to resist one power
Improved Power Focus Power Focus Additional +2 to DC to resist one power (total +4)
Greater Power Focus Power Focus, Improved Power Focus Additional +2 to DC to resist one power (total +6)
Power Penetration +2 on checks to defeat resistances
Improved Power Penetration Power Penetration Additional +2 to checks to defeat resistances (total +4)
Proficiency: Armour Add armour bonus to Defence and  no armour penalty on attack rolls
Armour Focus Proficiency: Armour Armour Penalty and Max Dex +1
Armour Specialization Proficiency: Armour, Armour Focus Penalty and Max Dex +1 (+2 total), Armour Bonus by +1
Arcane Armour Mastery Proficiency: Armour Spell Failure when wearing armour reduces by 10%
Proficiency: Armour (Powered) Proficiency: Armour Add armour bonus to Defence, no armour penalty on attack rolls
Proficiency: Firearms Proficient with firearms, no penalty on attack rolls
Burst Fire Wis 13, Proficiency: Firearms -4 on attack, +2 dice damage
Proficiency: Firearms (exotic) Proficiency: Firearms Proficient in a class of exotic firearms
Strafe Proficiency: Firearms On auto-fire, affect four 5-foot squares
Proficiency: Shields Add Shield bonus to defence, no penalty on attack rolls
Shield Focus Shield Proficiency +1 to Defence when using a shield
Shield Specialization Shield Proficiency, Shield Focus Additional +1 to Defence when using a shield, -1 to armour penalty
Improved Shield Bash Shield Proficiency Retain shield bonus to Defence when shield bashing
Proficiency: Weapon (exotic) Proficient with one exotic mêlée weapon, no penalty on attack rolls
Entangle Dex 13, Exotic Weapon (chain or whip) Equip. bonus +3 to Trip/Grapple
Improved Entangle Dex 13, Exotic Weapon (chain or whip), Entangle Use whips to entangle, victims are at -4 to attack, -6 to Defence
Third Hand Dex 13, Exotic Weapon (chain or whip), Entangle Ignore shields/cover with chain/whip
Sidewinder Dex 13, Exotic Weapon (chain or whip) Use a rope- or chain-based weapon to keep from falling and/or flip disarmed objects into your free hand
Proficiency: Weapons (mélêe) Proficient with mêlée weapons, no penalty on attack rolls
Proficiency: Weapons (ranged) Proficient with ranged and thrown weapons , no penalty on attack rolls
Improvised Weapons Proficiency: Weapons (mêlée) or (ranged) use everyday objects as weapons
Over-Sized Weapons Proficiency: Weapons (mêlée) or (ranged) use two-handed weapons one-handed
Prone Fighting, Improved BA +1 -1 to mêlée attacks and +1 to ranged attacks when you are prone
Psicrystal AffinityP Psionic Manifestation Create a psicrystal
Improved PsicrystalP Psionic Manifestation, Psicrystal Affinity Implant a second personality fragment into a psicrystal
Psicrystal ContainmentP Psionic Manifestation (2nd Level), Psycrystal Affinity Focus your psicrystal and use it in place of expending your own focus
Psionic EndowmentP Expend psi focus, +1 to DC against your psi-powers
Greater Psionic EndowmentP Psionic Endowment Expend psi focus, another +1 to DC against your psi-powers (total +2)
Psionic MeditationP Wis 13, Concentration 7 Take a move action to become psionically focused
Quick Draw BA +1 Draw weapon as free action
Quick Change Don a costume in 1 fewer rounds
Quick Sheath BA +1 Sheath or holster weapon as free action
Rapid Reload BA +1 Reload firearm as free or move action
Renown +3 Reputation bonus
Resistant Powers one power +4 to Fortitude saves to resist Metapowers
Improved Resistant Powers one power, Resistant Powers additional +4 to Fortitude saves to resist Metapowers (total +8)
Awesome Resistant Powers one power, Resistant Powers, Improved Resistant Powers additional +4 to Fortitude saves to resist Metapowers (total +12)
Supreme Resistant Powers one power, Resistant Powers, Improved Resistant Powers, Supreme Resistant Powers additional +4 to Fortitude saves to resist Metapowers (total +16)
Run Run at x5, +4 Jump checks with running start
Fast Move Dex 13, Run +10 feet to your Speed
Sprint Run Bonus to your Speed equal to your Strength or Dexterity modifier
Scepticism Wis 13 +4 to save vs. hallucinations, illusions, etc.
Improved Scepticism Wis 13, Scepticism Additional +4 to save vs. hallucinations, illusions, etc. (total +8)
Screeching Halt Drive 5 +4 to Drive checks made to come to an immediate stop
Skill Aptitude Maximum ranks in one class skill becomes level +6
Snatch Size Huge or larger Grapple opponents any time you hit
Sneak Attack, Dexterous Dex 13, BA +1, Sneak Attack Apply Dexterity modifier to damage with sneak attacks
Speed of ThoughtP Wis 13 +10 feet to speed when psi-focused and not wearing heavy armour
Spell Focus +1 on save DCs against specific school of magic
Greater Spell Focus Spell Focus Additional +1 on save DCs against specific school of magic (total +2)
Stand Still Str 13 Give up attack of opportunity to keep foe in place
Standing Jump Str 13, Jump 5 Making long/high jumps without a running start
Super Strike Str 17 or Dex 17 Mêlée attack becomes Super
Super Style Cha 13 +2 to Charisma-based check, once per session per Charisma modifier
Surface Vehicle Operation Drive 4 No -4 penalty on Drive checks or attacks rolls with selected  vehicle
Control Anything Drive 4, Pilot 4 Operate any vehicle of any kind untrained
Surgery Treat Injury 4 No -4 penalty for performing surgery
Swift Power-Point Recovery Recover 1 PP per hour, or 2PP per hour of rest
Team Breaker BA +4, Dex 13, Int 13, Combat Reflexes Attack of opportunity against someone aiding another or being aided
Team Player Aid Attack/Defence +4 (instead of +2); +6 with multiple Team Players
Improved Team Player Team Player Aid Attack/Defence as a Swift action
Awesome Team Player Team Player, Improved Team Player Aid Attack and Defence as one Swift action
Supreme Team Player Team Player, Improved Team Player, Awesome Team Player Aid Attack/Defence grants additional +2 per five points you beat the DC
Toughness +5 HPs
Hard to Kill Con 13, Toughness Die at -15HPs, 20% chance of stabilizing per round
Swift Healing Con 13, Toughness Heal a number of HPs per day equal to your Constitution modifier
Track Use Survival skill to track
Two-Weapon Fighting Dex 15 Two-weapon fighting penalties lower by 2 (dominant) and 6 (off-hands)
Two-Weapon Defence Dex 15, Two-Weapon Fighting Off-hand weapon grants +2 shield bonus to Defence
Improved Two-Weapon Fighting Dex 17, BA +6, Two-Weapon Fighting Gain iterative attacks with your off-hand weapon(s)
Unshakable +4 vs. fear, horror, demoralization
Fearless Wis 13, Unshakable Additional +4 vs. fear, horror, demoralization (+8 total)
Up the WallsP Wis 13 Run up a vertical surface as part of a move action when psi-focused
Vehicle Dodge Dex 13, Drive 5 ranks +2 dodge bonus to Defence when you’re driving
Improved Vehicle Dodge Dex 13, Drive 5 ranks, Vehicle Dodge Additional +2 dodge bonus to Defence when you’re driving (total +4)
Force Stop Dex 13, Drive 5 ranks, Vehicle Dodge Force a surface vehicle to stop
Vehicle Focus Drive 5 +1 to checks and Defence on a specific vehicle
Greater Vehicle Focus Drive 5, Vehicle Focus Additional +1 to checks and Defence on a specific vehicle (total +2)
Wariness Wis 13, Observe 5 ranks Trade standard action for +2 to all Saves
Weapon Finesse BA +1 Use Dex mod instead of Str mod on attack rolls
Weapon Familiarity BA +1, Proficiency (mêlée or ranged) your non-proficient penalty is only -2
Weapon Focus BA +1, Proficiency +1 to attack and +2 damage with focused weapon
Improved Weapon Focus BA +4, Proficiency, Weapon Focus Additional +1 to attack, +2 damage with focused weapon (total +2/+4)
Awesome Weapon Focus BA +8, Proficiency, Weapon Focus, Improved Weapon Focus Additional +1 to attack, +2 damage with focused weapon (total +3/+6)
Supreme Weapon Focus BA +12, Proficiency, Weapon Focus, Improved Weapon Focus, Awesome Weapon Focus Additional +1 to attack, +2 damage with focused weapon (total +4/+8)
Weapon Parry BA +4, Proficiency, Weapon Focus Shield bonus +2 when wielding focused weapon (mêlée only)
Weapon Speed BA +4, Proficiency, Weapon Focus Initiative bonus +8 when wielding focused weapon
Will to Live +4 to resist instant death effects, either mundane or super
Mystical Item-Creation Feats
Scribe Scroll Spellcasting (1st Level), a Laboratory Scribe mystic scrolls
Brew Potion Spellcasting (2rd Level), a Laboratory Brew mystic potions
Craft Mystical Armaments Spellcasting (3rd Level), a Laboratory Craft mystic weapons and armour
Craft Wand Spellcasting (3rd Level), a Laboratory Craft mystic wands
Psionic Item-Creation Feats
Craft Psi-Stone Psionic Manifestation (1st Level) You can imprint crystals with psi-powers
Craft Cognizance Crystal Psionic Manifestation (2nd Level) You can infuse crystals with Power Points
Craft Psionic Armaments Psionic Manifestation (3rd Level) You can create psionically-enhanced arms and armour
Craft Dorje Psionic Manifestation (3rd Level) You can imprint crystals with multiple psi-powers
Supertech Item-Creation Feats
Invent Superchemicals Int 17, Supertech Invention (power) You can invent Superchemicals
Invent Super Gear Int 17, Supertech Invention (power) You can invent Supertech tools
Invent Super Armaments Int 17, Supertech Invention (power), Invent Super Equipment You can invent Supertech weapons and armour
Invent Doohicky Int 19, Supertech Invention (power), Invent Super Equipment You can invent Doohickies
Invent Ray Gun Int 21, Supertech Invention (power), Invent Super Equipment, Invent Doohicky You can invent Ray Guns with up to 20CPs
Improved Ray Gun Int 21, Supertech Invention (power), Invent Super Equipment, Invent Doohicky, Invent Ray Gun You can invent Ray Guns with more than 20CPs
Invent Gizmo Int 23, Supertech Invention (power), Invent Super Equipment, Invent Doohicky, Invent Ray Gun You can invent Gizmos
Metamagic Feats
Improved Counter-Spell Counter-spell 1 school of spells at 1 level higher
Empower Spell Increase spell’s variable, numeric effects by 50%; cost +2 levels
Enlarge Spell Double spell’s range; cost +1 level
Eschew Materials Ignore mundane material components; cost +1 level
Extend Spell Double spell’s duration; cost +1 level
Heighten Spell Cast spells as higher level; cost equals level of increase
Maximize Spell Maximize spell’s variable numeric effects; cost +3 levels
Natural Spell Cast spells in animal form
Quicken Spell Case a spell as a free action; cost +4 levels
Silent Spell Cast spells without verbal components; cost +1 level
Still Spell Cast spells without somatic components; cost +1 level
Widen Spell Double spell’s area; cost +3 levels
Metapsionic Feats
Burrowing Psi Psi-power goes through walls/barriers; cost +2 levels
Chain Psi Psi-power hits target, chains to additional targets; cost +4 levels
Delay Psi Psi-power goes off later; cost +1 levels
Empower Psi Increase psi-power’s variable numeric effects by 50%; cost +2 levels
Enlarge Psi Double psi-power’s range; cost +1 level
Extend Psi Double psi-power’s duration; cost +1 level
Maximize Psi Maximize psi-power’s variable numeric effects; cost +3 levels
Opportunity Psi
Make psionically-enhanced attacks of opportunity; cost +4 levels
Quicken Psi Manifest a psi-power as a free action; cost +4 levels
Split Psionic Ray Any other psionic feat Attack two targets with a single ray; cost +2 levels
Twin Psi Manifest same psi-power twice, simultaneously; cost doubles
Unconditional Psi Manifest psi-power even when disabled; cost +4 levels
Widen Psi Double psi-power’s area; cost +3 levels
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