Feats

Droid Craft
FEAT Prerequisite Description
Acrobatic Strike* Trained in Acrobatics Gain +2 bonus on next attack against opponent you tumble past
Advantageous Cover* Trained in Stealth - sneak Take no damage from area attacks when you have cover
Armor Proficiency (heavy)** Armor Proficiency (medium) No penalty on attacks and no armor check penalty while wearing heavy armor
Armor Proficiency (light) none No penalty on attacks and no armor check penalty while wearing light armor
Armor Proficiency (medium)* Armor Proficiency (light) No penalty on attacks and no armor check penalty while wearing medium armor
Autofire Assault* Weapon Focus Decrease autofire penalty and gain bonus damage when you target the same area in consecutive turns
Bantha Rush STR 13, BAB +1 Push opponent 1 square after making successful melee attack
Brink of Death Weapon Focus Attacks that would kill an opponent can instead reduce it to 0 hit points
Burst Fire STR 13, proficient with weapon Take a -5 penalty on autofire attack to gain +2 dice damage
Burst of Speed Trained in Endurance Move twice your speed as a move action but go 1 step down the condition track
Careful Shot* Point Blank Shot, BAB +2 Gain +1 attack bonus when you aim
Charging Fire BAB +4 Make a ranged attack at the end of a charge
Cleave* Power Attack Extra melee attack on a second target (you follow through your first attack and hit a second target)
Combat Reflexes none Gain additional opportunity attacks (you are able to attack anyone that would create an opportunity attack)
Conditioning STR 13, CON 13 you may choose to Re-roll Strength or Constitution based checks (must take re-roll)
Controlled Rage Rage species trait Enter rage as free action and end it at will
Coordinated Attack BAB +2 Automatic success with aid another action at point blank range
Computer Wizard Trained in Use Computer Skills Makes use computer skill checks much quicker than standard (Checks are done one level faster than a standard check would be). Example : In combat if a skill check will take a full-round the wizard only uses a standard action.
Crush* Pin Deal unarmed or claw damage to a pinned opponent
Cybernetic Surgery* Trained in Treat Injury - Cybernetics Install a cybernetic prosthesis onto a living being
Deadeye** Precise Shot, BAB +4 Gain +1 dice of damage when you aim
Deadly Sniper*** Sniper, trained in Stealth - sneak, BAB +6 Gain +2 to attack and +1 die of damage when your target is unaware of you.
Dive for Cover Trained in Athletics Jump for cover as a free action
Dodge Dex 13 Gain +1 to reflex Defense (only usable once per turn)
Double Attack BAB +6, proficient with weapon Make extra attack during a full attack, -5 penalty to all attacks
Dreadful Rage Rage species trait, BAB +1 Rage bonus increased to +4
Droid Savant trained in mechanic droid Nearby droids automatically aid you with computer skill checks giving you a +1 to succeed  (droid must be neutral - friendly.  Hostile droids will still not help)
Droid Hunter none Deal +2 damage to droid enemies, +4 when using an ion weapon
Duel Weapon Mastery I DEX 13, BAB +1 Take -5 penalty to make attacks with two weapons or a double weapon
Duel Weapon Mastery II* Duel Weapon Mastery I, DEX 15, BAB +3 Take -2 penalty to make attacks with two weapons or a double weapon
Duel Weapon Mastery III** Duel Weapon Mastery II, DEX 17, BAB +6 Take no penalty to make attacks with two weapons or a double weapon
Echani Training* Martial Arts I, DEX 13 In unarmed combat increase damage by 1 dice, knock down opponent on critical hit
Exotic Weapon Proficiency BAB +2 Wield an exotic weapon without penalty
Extra Rage Rage species trait Rage one additional time per day
Extra Second Wind* Trained in Endurance,
Second Wind
Gain an additional second wind per day
Far Shot* Point Blank Shot Range penalties reduce, 0 at short, -2 at medium, -5 at long
Fatal Hit STR 13, DEX 13 You automatically kill an opponent you reduce to 0 hit points; perform a coup de grace as a standard action
Favorite Weapon Weapon Focus in that weapon type Sometimes your weapon is your best friend, +1 bonus to attack rolls and +1 damage with selected weapon (only for a specific weapon if weapon is destroyed you will have to spend 1d4 weeks to transfer the feat to a new weapon. *You may not destroy or have the weapon destroyed to transfer to a new weapon.)
Fight Through Pain none Use your Will Defense to determine your damage threshold
Flurry DEX 13 Increase your attack bonus by taking a penalty to Reflex Defense (1 to 1 swap, may not exceed your dex modifier bonus) lasts till your next turn
Force Boon* Force Sensitivity Gain 1 + 1d4 additional Force power Points.
Force Sensitivity Non-droid You can make Use the Force checks and gain access to Force training.
Force Training* Force Sensitivity Allows you to learn Force powers.  When taken you learn the number of Force Powers equal to 1 + your WIS modifier (minimum 1) Additional force powers may be trained.  When you take a feat or are allowed to train a skill you may now train a force power instead if you wish.
* Taking the Force Training feat a second time adds an additional 1 force power point and 1 Force Power.
Grapple Resistance none Gain a +5 to resist Grab and Grapple attacks
Friends in Low Places Trained in Gather Information Reduce the DC check to find a Black Market Dealer by 5 and reduce the Black Market cost by one multiple.
Gear Head Trained in Mechanical skills Makes use mechanical skill checks much quicker than standard (Checks are done one level faster than a standard check would be). Example : In combat if a skill check will take a full-round the gear head only uses a standard action.
Great Cleave** Cleave, BAB +4 May cleave any number of targets within range.
Healer Trained in Treat Injury - First Aid Add + 2 to any healing
Healing Marvel Healer, BAB +4 doubles dice for any healing
Improved Charge* Mobility You can charge without moving in a straight line
Improved Damage Threshold none Damage threshold increases by 5
Improved Defenses none Gain +1 bonus to all defenses
Improved Disarm* Melee Defense Gain +5 bonus on melee attacks to disarm an opponent
Lightning Draw* Quick Draw Draw and fire as a single standard action
Linguist INT 13 Gain bonus languages equal to 1 + your INT modifier (minimum 1)
Mandalorian Training* Charging Fire Gain a +2 bonus on attack rolls when using Charging Fire
Martial Arts I none Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense
Martial Arts II* Martial Arts I, BAB +3 Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense
Martial Arts III** Martial Arts II, BAB +6 Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense
Melee Defense INT 13 Trade BAB on melee attacks for a dodge bonus to Reflex Defense
Mighty Swing STR 13 Spend swift action and movement action to deal extra damage in melee
Military Training none Gain a +1 bonus to attacks when adjacent to an ally
Mobility* Dodge Gain +5 dodge bonus to Reflex Defense against opportunity attacks
Pin BAB +1 Grappled opponent is pinned for 1 round, can't move, and loses its Dexterity bonus to Reflex Defense
Point Blank Shot none Ranged attacks within point blank range gain +1 to attack and damage
Poison Resistance CON 13 You are inherently more resistant to poison, +5 to fort defense against poisons
Power Attack STR 13 Trade BAB for damage on melee attacks
Powerful Charge BAB +1, Medium size or larger Gain +2 bonus on your attack and half your level to damage when charging
Powerful Rage Rage species trait Gain +4 to Strength checks and Strength based skills
Precise Shot* Point Blank Shot You don't take a -5 penalty for shooting into melee
Quick Draw BAB +1 Draw a weapon as a swift action
Rancor Crush** Crush, STR 15 Move an enemy 1 step down the condition track when using the Crush feat
Rapid Shot BAB +1, proficient with weapon Take a -2 penalty on ranged attack rolls to deal +1 die of damage
Rapid Strike BAB +1, proficient with weapon Take a -2 penalty on melee attack rolls to deal +1 die of damage
Recall Trained in a Knowledge Skill Reroll any Knowledge check, keeping the better result
Running Attack DEX 13 Move before and after making an attack (may not exceed movement speed)
Second Wind none If you are reduced to 1/2 your maximum HP you can catch a second wind as a Swift action. This will heal you 1/4 of your full HP or a number of hit-points equal to your constitution score, whichever is greater. You may only use this feat once per day. Other feats or talents may allow you to catch another second wind but only one second wind can be used per encounter.
Shake It Off CON 13, Trained in Endurance Spend 2 swift actions to move +1 step along the condition track
Skill Focus none Gain a +5 competence bonus on skill checks with one trained skill (must choose 1 skill, may be taken multiple times)
Skill Training none You become trained in one class skill (you may train in an already trained skill to gain another +3 bonus in the skill)
Sniper** Precise Shot, BAB +4 Must be aiming, you ignore soft cover when making a ranged attack
Strong in the Force Force Sensitivity Roll d8s instead of d6s when you spend a Force Point
Surgical Expertise Trained in Treat Injury - surgery You can perform surgery in 10 minutes instead of 1 hour
Throw* Trip Throw a grappled opponent up to 1 square beyond your reach and deal damage
Toughness none Gain +1 hit point per character level
Trip BAB +1 Trip an opponent that you've grappled, knocking it prone
Triple Attack* Double Attack, BAB +10 Make a second extra attack during a full attack, -10 penalty to all attacks
Triple Crit BAB +8, proficient with weapon Deal triple damage on a critical hit
Weapon Finesse BAB +1 Use DEX modifier in place of STR on attack rolls with light melee weapons
Weapon Focus Proficiency with weapon +1 bonus to attack rolls with selected weapon (only for a specific weapon. Example: if you choose vibrosword it doesn't transfer to lightsabers) {Advanced Melee, Exotic Weapons, Heavy Weapons, Lightsabers, pistols, rifles, simple weapons, Unarmed Strike}
Weapon Proficiency none Ignore -5 penalty on attack rolls with weapons of a particular type {Advanced Melee, Exotic Weapons, Heavy Weapons, Lightsabers, pistols, rifles, simple weapons, Unarmed Strike}
Whirlwind Attack* Melee Defense, DEX 13, BAB +4 Make a melee area attack against every target within reach
Wicked Strike* Rapid Strike Make a second attack for half damage after hitting with Rapid Strike
Zero Range* Point Blank Shot Gain +1 attack and +1 die of damage against adjacent targets

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