Races Shipsheet NPC Builder birth
Combat feat Racial feats General feats
Feat | Prerequisites | Benefit | Source |
---|---|---|---|
Con 13 | Recover more quickly during an 8-hour rest | COM | |
Key ability score 19, caster level 7 | Select three additional spells known; cast one of them once a day | COM | |
Three or more combat feats | Once per day as a move action, gain the benefit of a combat feat you don’t have | Core | |
Adaptive Fighting, character level 5th. | Spend RP to use Adaptive Fighting more often in a day | COM | |
Int 19, Engineering 10 ranks | Temporarily create low-level armor upgrades | COM | |
Str 15 | Grip your weapon with more hands to move foes farther with combat maneuvers | COM | |
Cha 15. | Shout a warning to your allies, causing them to stop being flat-footed | COM | |
Four or more natural arms. | Faster to complete physical task | COM | |
- | When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage | COM | |
- | If you fail the Perception check to act in the surprise round, you can still take a full defense action | COM | |
Computers 3 ranks, Intimidate 3 ranks | Disrupt devices, causing targets to become shaken for 1 round or more | Core | |
Diplomacy 5 ranks, Intimidate 5 ranks | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more | Core | |
Constructed racial trait or construct type. | You extend your natural reach by 10ft. | COM | |
Engineering 1 rank | Create your own fragile cover | Core | |
- | No penalty to attacks with basic melee weapons | Core | |
Basic Melee Weapon Proficiency | No penalty to attacks with advanced melee weapons | Core | |
Basic Melee Weapon Proficiency or Small Arm Proficiency | No penalty to attacks with one special weapon | Core | |
- | Reroll miss chances from concealment | Core | |
- | Your critical hits with slashing attacks make foes dazzled | COM | |
- | Add a +2 bonus to an adjacent ally’s AC as a reaction | Core | |
Bodyguard, natural reach of 10 feet or more | Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature | COM | |
Bodyguard | Take the damage of a successful attack against an adjacent ally | Core | |
Str 13, base attack bonus +1 | Make an additional melee attack if the first one hits | Core | |
Str 13, Cleave, base attack bonus +4 | Make an additional melee attack after each melee attack that hits | Core | |
Athletics 5 ranks | Gain a climb speed equal to your base speed | Core | |
Ability to cast 2nd-level spells | +2 bonus to AC and saves against attacks of opportunity when casting spells | Core | |
Wis 15, character level 5th, no mystic levels | Gain the ability to cast minor mystic spells | Core | |
Wis 11, character level 5th | Reroll your initiative check and automatically win ties | COM | |
Dex 11, proficiency with grenades | Time your release of a grenade to increase its effectiveness | COM | |
Base attack bonus +1 | Allies gain a +1 bonus to ranged attacks against foes you threaten | Core | |
Wis 15, Bluff 5 ranks, Mysticism 5 ranks. | Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds | COM | |
Base attack bonus +1 | Take a -2 penalty to weapon attacks to deal extra damage | Core | |
Cha 19, Bluff 10 ranks. | Make an attack or effect sound so impressive that foes have a harder time defending against it | COM | |
Dex 19, Acrobatics 10 ranks | Attempt an Acrobatics check in place of a Reflex save or to dodge an attack | COM | |
Base attack bonus +8 | Spend 1 Resolve Point to attempt to avoid a ranged attack | Core | |
Deflect Projectiles, base attack bonus +16 | Spend 1 Resolve Point to attempt to redirect a ranged attack | Core | |
- | You can spend Resolve Points to stabilize and to stay in the fight in the same round | Core | |
Con 15. | Stabilize when you have no Hit Points or Resolve Points left | COM | |
Con 11 | +2 enhancement bonus to saves against disease | COM | |
Con 17, Disease Adaptation. | Recover from diseases much more swiftly | COM | |
Base attack bonus +10, Mysticism 10 ranks | Spend 1 Resolve Point to make a melee attack act as dispel magic | COM | |
Base Reflex save bonus +2 | Fall prone in an adjacent square to roll a Reflex save twice | Core | |
Eternal hope or ecstatic joy racial trait, character level 5th. | Spend RP to reroll 2 failed special effect | COM | |
- | Use Bluff to create a distraction so that your allies can hide | Core | |
Four or more arms. | Draw, reload, or sheathe two weapons with the same action | COM | |
Weapon Focus (small arms), proficiency with small arms. | Expend double the normal ammunition to gain bonuses to attack and damage with a small arm | COM | |
- | When you are tripped, you can attempt to trip an adjacent foe | Core | |
Perception as a class skill | Use the echo of sonic attacks to better sense your surroundings | COM | |
Character level 5th, communalism racial trait. | Use communalism more time as a reaction | COM | |
Base attack bonus +4 | Gain damage reduction or energy resistance | Core | |
Con 13 | Gain immunity to a number of environmental and weather effects | COM | |
Character level 5th | Gain 2 additional Resolve Points | Core | |
Base attack bonus +1 | Reduce penalty due to range increments | Core | |
Bluff 5 ranks | Baffle a potential foe, causing it to be surprised when combat begins | Core | |
- | Increase your base speed | Core | |
Blindsense | Temporarily gain blindsight with a limited range | COM | |
Computers 1 rank, four or more hands. | Use 2 hack kit to reduce time by half | COM | |
Intimidate 3 ranks | Intimidate your foes when you inject them | COM | |
Cha 15, Intimidate 5 ranks, ability to cast spells | Intimidate a foe as a reaction after they fail a save against your spell | COM | |
Base attack bonus +1, 4 or more arms | Make an automatic-Mode attack with multiple small arms | Core | |
Intimidate 5 ranks | Make a foe you hit in melee off-target when attacking anyone other than you | COM | |
Str 11 | Use a grappler to draw your foes closer to you | COM | |
- | +2 bonus to Fortitude saves | Core | |
Great Fortitude, character level 5th | Spend 1 Resolve Point to reroll a Fortitude save | Core | |
- | No penalty to attacks made with grenades | Core | |
Proficiency with grenades | Increase the saving throw DCs of grenades you use | COM | |
Str 11 | Ignore penalties to unarmed attacks when grappled, pinned, or prone | COM | |
Healing channel connection power, mystic level 1st | Expend a spell slot for healing channel to also damage undead | Core | |
Str 13 | You can carry much more than usual | COM | |
Communalism or hive defense racial trait, limited telepathy or telepathy racial trait. | Change the benefit of aid another, covering fire, or harrying fire | COM | |
Base attack bonus +1 | +4 bonus to perform one combat maneuver | Core | |
Improved Combat Maneuver (reposition) | Reposition a foe to throw it and another creature off balance | COM | |
Improved Combat Maneuver (disarm) | Perform a disarm to activate a foe’s grenade | Core | |
Improved Combat Maneuver (trip), base attack bonus +5 | Knock a target prone when you bull rush them into an obstacle | COM | |
Base attack bonus +8 | The DC to resist the critical effects of your critical hits increases by 2 | Core | |
Con 13, character level 10th, energy resistance from a racial trait | Your natural energy resistance is more pronounced | COM | |
- | Use Bluff to feint as a move action | Core | |
Improved Feint, base attack bonus +6 | Foes you feint against are flat-footed for 1 round | Core | |
- | +4 bonus to initiative checks | Core | |
Acrobatics 1 rank, Kip-Up feat or moxie racial trait | Spend 1RP to stand from prone as pasrt of another full round action. | COM | |
- | Deal more damage and threaten squares with unarmed strikes | Core | |
Weapons with the explode special property create difficult terrain | COM | ||
- | +2 bonus to Will saves | Core | |
Iron Will, character level 5th | Spend 1 Resolve Point to reroll a Will save | Core | |
Piloting 3 ranks | Boost your charge attacks with jets to move farther | COM | |
- | Move faster when running, double height and distance when jumping | Core | |
Acrobatics 1 rank | Stand from prone as a swift action | Core | |
Con 13 | Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage | COM | |
- | No penalty to attack rolls while wearing light armor | Core | |
Str 13, Light Armor Proficiency | No penalty to attack rolls while wearing heavy armor | Core | |
Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5 | No penalty to attack rolls while wearing powered armor | Core | |
- | +2 bonus to Reflex saves | Core | |
Lightning Reflexes, character level 5th | Spend 1 Resolve Point to reroll a Reflex save | Core | |
Str 17 | Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone | COM | |
- | Your critical hits with piercing weapons cause foes to be fatigued | COM | |
Base attack bonus +6 | Increase reach of melee attacks by 5 feet until the end of your turn | Core | |
Four or more arms. | Gain +2 KAC against combat maneuvers | COM | |
- | Gain +2 to lie with Mask | COM | |
Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks | Craft items in half the normal time | Core | |
Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank | Treat deadly wounds more quickly, and provide long-term care without a medical lab | Core | |
Base attack bonus +11 | On a critical hit, cause further attacks against a foe to target EAC | COM | |
Construct type, constructed racial trait, exocortex, or head slot augmentation | +2 insight bonus to skill checks to identify creatures and recall knowledge | COM | |
Key ability score 15, caster level 4th, 4 levels in a class with a class spell list | Gain an additional 0-level spell known | COM | |
Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list | Gain an additional 1st-level spell known | COM | |
Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list. | Gain an additional 2nd-level spell known | COM | |
Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list | Gain an additional 3rd-level spell known | COM | |
Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list | Gain an additional 4th-level spell known | COM | |
Cha 11 | Cast a 0-level spell as a Spell-Like ability 3/day | Core | |
Cha 13, Minor Psychic Power, character level 4th | Cast a 1st-level spell as a Spell-Like ability 1/day | Core | |
Cha 15, Minor Psychic Power, Psychic Power, character level 7th | Cast a 2nd-level spell as a Spell-Like ability 1/day | Core | |
Dex 13 | +4 bonus to AC against attacks of opportunity from movement | Core | |
Key ability score 15, Dex 15, Mobility, caster level 4th | Cast a spell at any point during movement | Core | |
Dex 15, Mobility, base attack bonus +4 | Make a ranged attack at any point during movement | Core | |
Dex 15, Mobility, Shot on the Run, base attack bonus +6 | Make a single ranged attack when withdrawing | Core | |
Dex 15, Mobility or trick attack | Take guarded step as a reaction when a foe misses you with melee attack | Core | |
Dex 17, Mobility or trick attack class feature, Sidestep | Reduce penalties from Sidestep | Core | |
Dex 15, Mobility, base attack bonus +4 | Move before and after a melee attack | Core | |
Str 11, Athletics 5 ranks | On a melee critical hit, move 5 feet | COM | |
Dimorphic or driftborn racial trait, character level 9th. | Gain on of your racial trait | COM | |
- | Reduce the penalty for full attacks when using multiple small arms or operative melee weapons | Core | |
Ability to cast spells | Melee and ranged attacks count as magic | Core | |
Character level 3rd, constructed racial trait or construct type. | Gain a special benefit with a Nanite upgrade | COM | |
Dex 15 | Ignore 20 feet of difficult terrain when you move | Core | |
Ability to cast augury | Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP | COM | |
- | +2 bonus to a melee attack against a target you damaged with a ranged attack | Core | |
Base attack bonus +12 | Reduce enemy’s DR and energy resistance against your weapons by 5 | Core | |
Ability to cast 4th-level spells | Reduce enemy’s DR and energy resistance against your spells by 5 | Core | |
Str 11 | Reroll checks for engineer crew actions in starship combat and engineering checks to repair items | COM | |
Str 15 | Reduce the distance your thrown weapons travel when they miss | COM | |
Con 11 | Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure | COM | |
Con 17, Poison Adaptation. | Recover from poisons more swiftly | COM | |
Con 13 | Gain extra Hit Points from magical healing | COM | |
Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait. | You can use the chosen Profession skill to attempt skill tasks associated with one of the two skills associated with your chosen Profession. | COM | |
Skittermander or ysoki | Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions | COM | |
Base attack bonus +1 | Draw a weapon as a swift action | Core | |
Medicine 3 ranks. | Administer serums as a standard action instead of a full action | COM | |
Cha 15, character level 5th, no levels in witchwarper | Gain the ability to cast minor witchwarper spells | COM | |
Shirren | +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects | COM | |
Proficiency with grenades, base attack bonus +7 | Bounce a grenade off a wall to reach difficult spots | COM | |
Worship a deity of an alignment within one step of your own (Core Rulebook 25). | Treat your attacks as having your deity’s alignment | COM | |
Racial bonus to Dexterity, size Small. | You gain the compression universal creature rule | COM | |
Scurry , Acrobatics 10 ranks, racial bonus to Dexterity, size Small. | you enter the space of a larger foe. | COM | |
- | Gain proficiency with shields | COM | |
Proficiency with shields. | Spent 1 Resolve Point as a reaction to reduce damage from area effects | COM | |
- | +3 insight bonus to one skill | Core | |
- | Gain two new class skills or a +2 insight bonus to those skills | Core | |
Piloting 5 ranks | Make jetpacks, Vehicles, and Starships go faster | Core | |
- | Your critical hits with bludgeoning weapons knock down your foes | COM | |
Dex 15, base attack bonus +6 | +3 bonus to AC against attacks of opportunity when making ranged attacks | Core | |
- | No penalty to attacks with small arms | Core | |
Small Arm Proficiency | No penalty to attacks with longarms | Core | |
Str 13, Longarm Proficiency, Small Arm Proficiency | No penalty to attacks with heavy weapons | Core | |
Basic Melee Weapon Proficiency or Small Arm Proficiency | No penalty to attacks with one special weapon | Core | |
- | No penalty to attacks with sniper weapons | Core | |
Con 15 | Become harder to move, and use a reaction to avoid being knocked prone | COM | |
Limited telepathy or telepathy. | +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies | COM | |
Any racial trait or feat that grants a d20 reroll, character level 5th. | Spend 1 RP and you reroll twice instead of once | COM | |
- | When you successfully feint, your foe takes a –1 penalty to saves against your next spell | COM | |
Ability to cast spells, character level 3rd | DCs of spells you cast increase | Core | |
- | +2 bonus to caster level checks to overcome SR | Core | |
Spell Penetration | Additional +2 bonus to caster level checks to overcome SR | Core | |
Unable to cast spells or use spell-Like abilities | +2 insight bonus to saving throws against spells and Spell-Like abilities | Core | |
Mysticism 3 ranks. | Grant an ally a +2 insight bonus against a spell as a reaction | COM | |
Base attack bonus +1 | Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble | Core | |
- | Make an attack of opportunity to stop a foe’s movement | Core | |
Stand Still | +4 bonus to melee attacks with Stand Still | Core | |
Base attack bonus +1 | Take a guarded step as a reaction to an adjacent foe moving | Core | |
Dex 13, Step Up, base attack bonus +6 | Make an attack of opportunity as part of Step Up | Core | |
Base attack bonus +1, proficiency with heavy weapons | Provide covering fire or harrying fire in an area | Core | |
Self-sufficient racial trait. | Provide fod and water for 5 people | COM | |
Base attack bonus +1 | Ready an action to make a melee attack against a foe with reach | Core | |
Athletics 5 ranks | Gain a swim speed equal to your base speed | Core | |
Cha 11 | Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher | COM | |
Life Science 5 ranks. | Grant additional Hit Points to a particular creature with a customized serum of healing | COM | |
Int 15, character level 5th, no levels in technomancer | Gain the ability to cast minor technomancer spells | Core | |
Intimidate 3 ranks; limited telepathy or telepathy | Create a distressing telepathic scream that causes foes to become shaken | COM | |
Intimidating racial trait. | Add duration to demoralize | COM | |
- | If you have a free hand, you take 1d6 less damage from falling, don’t fall prone from falling, and gain benefits in zero-g maneuvering | COM | |
Dex 13 | You can charge through one ally’s space | COM | |
Large size or larger. | You are not entangled when squeezing | COM | |
- | +1 Stamina Point per character level and other bonuses | Core | |
Bluff 5 ranks | Trick an attacker into shooting at another enemy adjacent to you | Core | |
Cha 15, Intimidate 1 rank | Intimidated foe doesn’t become hostile | Core | |
Proficiency with selected weapon type | +1 bonus to attack rolls with selected weapon type | Core | |
Weapon Focus | +1 bonus to attack rolls with all weapon types you are proficient with | Core | |
Character level 3rd, proficiency with selected weapon type | Deal extra damage with selected weapon type | Core | |
Weapon Specialization, character level 3rd | Deal extra damage with all weapon types you are proficient with | Core |