Feats

Races Shipsheet NPC Builder birth

Combat feat Racial feats General feats

Feat Prerequisites Benefit Source
Con 13 Recover more quickly during an 8-hour restCOM
Key ability score 19, caster level 7 Select three additional spells known; cast one of them once a dayCOM
Three or more combat feats Once per day as a move action, gain the benefit of a combat feat you don’t haveCore
     Adaptive Fighting, character level 5th. Spend RP to use Adaptive Fighting more often in a dayCOM
Int 19, Engineering 10 ranks Temporarily create low-level armor upgradesCOM
Str 15 Grip your weapon with more hands to move foes farther with combat maneuversCOM
Cha 15. Shout a warning to your allies, causing them to stop being flat-footedCOM
Four or more natural arms. Faster to complete physical taskCOM
- When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damageCOM
- If you fail the Perception check to act in the surprise round, you can still take a full defense actionCOM
Computers 3 ranks, Intimidate 3 ranksDisrupt devices, causing targets to become shaken for 1 round or moreCore
Diplomacy 5 ranks, Intimidate 5 ranksAnger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or moreCore
Constructed racial trait or construct type.You extend your natural reach by 10ft. COM
Engineering 1 rankCreate your own fragile coverCore
-No penalty to attacks with basic melee weaponsCore
    Basic Melee Weapon Proficiency No penalty to attacks with advanced melee weaponsCore
    Basic Melee Weapon Proficiency or Small Arm ProficiencyNo penalty to attacks with one special weaponCore
-Reroll miss chances from concealmentCore
- Your critical hits with slashing attacks make foes dazzledCOM
-Add a +2 bonus to an adjacent ally’s AC as a reactionCore
    Bodyguard, natural reach of 10 feet or moreUse Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creatureCOM
     Bodyguard Take the damage of a successful attack against an adjacent allyCore
Str 13, base attack bonus +1Make an additional melee attack if the first one hitsCore
     Str 13, Cleave, base attack bonus +4Make an additional melee attack after each melee attack that hitsCore
Athletics 5 ranksGain a climb speed equal to your base speedCore
Ability to cast 2nd-level spells+2 bonus to AC and saves against attacks of opportunity when casting spellsCore
Wis 15, character level 5th, no mystic levelsGain the ability to cast minor mystic spellsCore
Wis 11, character level 5th Reroll your initiative check and automatically win tiesCOM
Dex 11, proficiency with grenades Time your release of a grenade to increase its effectivenessCOM
Base attack bonus +1Allies gain a +1 bonus to ranged attacks against foes you threatenCore
Wis 15, Bluff 5 ranks, Mysticism 5 ranks. Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 roundsCOM
Base attack bonus +1Take a -2 penalty to weapon attacks to deal extra damageCore
Cha 19, Bluff 10 ranks. Make an attack or effect sound so impressive that foes have a harder time defending against itCOM
Dex 19, Acrobatics 10 ranks Attempt an Acrobatics check in place of a Reflex save or to dodge an attackCOM
Base attack bonus +8Spend 1 Resolve Point to attempt to avoid a ranged attackCore
    Deflect Projectiles, base attack bonus +16Spend 1 Resolve Point to attempt to redirect a ranged attackCore
-You can spend Resolve Points to stabilize and to stay in the fight in the same roundCore
Con 15. Stabilize when you have no Hit Points or Resolve Points leftCOM
Con 11 +2 enhancement bonus to saves against diseaseCOM
     Con 17, Disease Adaptation. Recover from diseases much more swiftlyCOM
Base attack bonus +10, Mysticism 10 ranks Spend 1 Resolve Point to make a melee attack act as dispel magicCOM
Base Reflex save bonus +2Fall prone in an adjacent square to roll a Reflex save twiceCore
Eternal hope or ecstatic joy racial trait, character level 5th.Spend RP to reroll 2 failed special effectCOM
-Use Bluff to create a distraction so that your allies can hideCore
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 armCOM
-When you are tripped, you can attempt to trip an adjacent foeCore
Perception as a class skill Use the echo of sonic attacks to better sense your surroundingsCOM
Character level 5th, communalism racial trait.Use communalism more time as a reaction COM
Base attack bonus +4Gain damage reduction or energy resistanceCore
Con 13Gain immunity to a number of environmental and weather effectsCOM
Character level 5thGain 2 additional Resolve PointsCore
Base attack bonus +1Reduce penalty due to range incrementsCore
Bluff 5 ranksBaffle a potential foe, causing it to be surprised when combat beginsCore
-Increase your base speedCore
BlindsenseTemporarily gain blindsight with a limited rangeCOM
Computers 1 rank, four or more hands.Use 2 hack kit to reduce time by half COM
Intimidate 3 ranksIntimidate your foes when you inject themCOM
Cha 15, Intimidate 5 ranks, ability to cast spellsIntimidate a foe as a reaction after they fail a save against your spellCOM
Base attack bonus +1, 4 or more armsMake an automatic-Mode attack with multiple small armsCore
Intimidate 5 ranksMake a foe you hit in melee off-target when attacking anyone other than youCOM
Str 11Use a grappler to draw your foes closer to youCOM
-+2 bonus to Fortitude savesCore
    Great Fortitude, character level 5thSpend 1 Resolve Point to reroll a Fortitude saveCore
-No penalty to attacks made with grenadesCore
    Proficiency with grenadesIncrease the saving throw DCs of grenades you useCOM
Str 11Ignore penalties to unarmed attacks when grappled, pinned, or proneCOM
Healing channel connection power, mystic level 1stExpend a spell slot for healing channel to also damage undeadCore
Str 13You can carry much more than usualCOM
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 maneuverCore
    Improved Combat Maneuver (reposition)Reposition a foe to throw it and another creature off balanceCOM
    Improved Combat Maneuver (disarm)Perform a disarm to activate a foe’s grenadeCore
    Improved Combat Maneuver (trip), base attack bonus +5Knock a target prone when you bull rush them into an obstacleCOM
Base attack bonus +8The DC to resist the critical effects of your critical hits increases by 2Core
Con 13, character level 10th, energy resistance from a racial traitYour natural energy resistance is more pronouncedCOM
-Use Bluff to feint as a move actionCore
    Improved Feint, base attack bonus +6Foes you feint against are flat-footed for 1 roundCore
-+4 bonus to initiative checksCore
Acrobatics 1 rank, Kip-Up feat or moxie racial traitSpend 1RP to stand from prone as pasrt of another full round action. COM
-Deal more damage and threaten squares with unarmed strikesCore
Weapons with the explode special property create difficult terrainCOM
-+2 bonus to Will savesCore
    Iron Will, character level 5thSpend 1 Resolve Point to reroll a Will saveCore
Piloting 3 ranksBoost your charge attacks with jets to move fartherCOM
-Move faster when running, double height and distance when jumpingCore
Acrobatics 1 rankStand from prone as a swift actionCore
Con 13Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damageCOM
-No penalty to attack rolls while wearing light armorCore
    Str 13, Light Armor ProficiencyNo penalty to attack rolls while wearing heavy armorCore
       Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5No penalty to attack rolls while wearing powered armorCore
-+2 bonus to Reflex savesCore
    Lightning Reflexes, character level 5thSpend 1 Resolve Point to reroll a Reflex saveCore
Str 17Hit an adjacent foe with an unarmed attack to stand and possibly knock them proneCOM
-Your critical hits with piercing weapons cause foes to be fatiguedCOM
Base attack bonus +6Increase reach of melee attacks by 5 feet until the end of your turnCore
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 ranksCraft items in half the normal timeCore
Life Science 1 rank, Medicine 1 rank, Physical Science 1 rankTreat deadly wounds more quickly, and provide long-term care without a medical labCore
Base attack bonus +11On a critical hit, cause further attacks against a foe to target EACCOM
Construct type, constructed racial trait, exocortex, or head slot augmentation+2 insight bonus to skill checks to identify creatures and recall knowledgeCOM
Key ability score 15, caster level 4th, 4 levels in a class with a class spell list Gain an additional 0-level spell knownCOM
     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 knownCOM
        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 knownCOM
           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 knownCOM
              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 knownCOM
Cha 11Cast a 0-level spell as a Spell-Like ability 3/dayCore
    Cha 13, Minor Psychic Power, character level 4thCast a 1st-level spell as a Spell-Like ability 1/dayCore
       Cha 15, Minor Psychic Power, Psychic Power, character level 7thCast a 2nd-level spell as a Spell-Like ability 1/dayCore
Dex 13+4 bonus to AC against attacks of opportunity from movementCore
    Key ability score 15, Dex 15, Mobility, caster level 4thCast a spell at any point during movementCore
    Dex 15, Mobility, base attack bonus +4Make a ranged attack at any point during movementCore
       Dex 15, Mobility, Shot on the Run, base attack bonus +6 Make a single ranged attack when withdrawingCore
    Dex 15, Mobility or trick attackTake guarded step as a reaction when a foe misses you with melee attackCore
       Dex 17, Mobility or trick attack class feature, SidestepReduce penalties from SidestepCore
    Dex 15, Mobility, base attack bonus +4Move before and after a melee attackCore
Str 11, Athletics 5 ranksOn a melee critical hit, move 5 feetCOM
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 weaponsCore
Ability to cast spellsMelee and ranged attacks count as magicCore
Character level 3rd, constructed racial trait or construct type.Gain a special benefit with a Nanite upgradeCOM
Dex 15Ignore 20 feet of difficult terrain when you moveCore
Ability to cast auguryGain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RPCOM
-+2 bonus to a melee attack against a target you damaged with a ranged attackCore
Base attack bonus +12Reduce enemy’s DR and energy resistance against your weapons by 5Core
Ability to cast 4th-level spellsReduce enemy’s DR and energy resistance against your spells by 5Core
Str 11Reroll checks for engineer crew actions in starship combat and engineering checks to repair itemsCOM
Str 15Reduce the distance your thrown weapons travel when they missCOM
Con 11Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposureCOM
    Con 17, Poison Adaptation.Recover from poisons more swiftlyCOM
Con 13Gain extra Hit Points from magical healingCOM
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 ysokiGain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictionsCOM
Base attack bonus +1Draw a weapon as a swift actionCore
Medicine 3 ranks.Administer serums as a standard action instead of a full actionCOM
Cha 15, character level 5th, no levels in witchwarperGain the ability to cast minor witchwarper spellsCOM
Shirren+2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effectsCOM
Proficiency with grenades, base attack bonus +7Bounce a grenade off a wall to reach difficult spotsCOM
Worship a deity of an alignment within one step of your own (Core Rulebook 25).Treat your attacks as having your deity’s alignmentCOM
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 shieldsCOM
    Proficiency with shields.Spent 1 Resolve Point as a reaction to reduce damage from area effectsCOM
-+3 insight bonus to one skillCore
-Gain two new class skills or a +2 insight bonus to those skillsCore
Piloting 5 ranksMake jetpacks, Vehicles, and Starships go fasterCore
-Your critical hits with bludgeoning weapons knock down your foesCOM
Dex 15, base attack bonus +6+3 bonus to AC against attacks of opportunity when making ranged attacksCore
-No penalty to attacks with small armsCore
    Small Arm ProficiencyNo penalty to attacks with longarmsCore
       Str 13, Longarm Proficiency, Small Arm ProficiencyNo penalty to attacks with heavy weaponsCore
    Basic Melee Weapon Proficiency or Small Arm ProficiencyNo penalty to attacks with one special weaponCore
-No penalty to attacks with sniper weaponsCore
Con 15Become harder to move, and use a reaction to avoid being knocked proneCOM
Limited telepathy or telepathy.+2 insight bonus to saves against mind-affecting effects that you can extend to nearby alliesCOM
Any racial trait or feat that grants a d20 reroll, character level 5th.Spend 1 RP and you reroll twice instead of onceCOM
-When you successfully feint, your foe takes a –1 penalty to saves against your next spellCOM
Ability to cast spells, character level 3rdDCs of spells you cast increaseCore
-+2 bonus to caster level checks to overcome SRCore
    Spell PenetrationAdditional +2 bonus to caster level checks to overcome SRCore
Unable to cast spells or use spell-Like abilities+2 insight bonus to saving throws against spells and Spell-Like abilitiesCore
Mysticism 3 ranks.Grant an ally a +2 insight bonus against a spell as a reactionCOM
Base attack bonus +1Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumbleCore
-Make an attack of opportunity to stop a foe’s movementCore
    Stand Still+4 bonus to melee attacks with Stand StillCore
Base attack bonus +1Take a guarded step as a reaction to an adjacent foe movingCore
    Dex 13, Step Up, base attack bonus +6Make an attack of opportunity as part of Step UpCore
Base attack bonus +1, proficiency with heavy weaponsProvide covering fire or harrying fire in an areaCore
Self-sufficient racial trait.Provide fod and water for 5 peopleCOM
Base attack bonus +1Ready an action to make a melee attack against a foe with reachCore
Athletics 5 ranksGain a swim speed equal to your base speedCore
Cha 11Provide an additional +1 enhancement bonus when your aid another check result is 20 or higherCOM
Life Science 5 ranks.Grant additional Hit Points to a particular creature with a customized serum of healingCOM
Int 15, character level 5th, no levels in technomancerGain the ability to cast minor technomancer spellsCore
Intimidate 3 ranks; limited telepathy or telepathyCreate a distressing telepathic scream that causes foes to become shakenCOM
Intimidating racial trait.Add duration to demoralizeCOM
-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 maneuveringCOM
Dex 13You can charge through one ally’s spaceCOM
Large size or larger.You are not entangled when squeezingCOM
-+1 Stamina Point per character level and other bonusesCore
Bluff 5 ranksTrick an attacker into shooting at another enemy adjacent to youCore
Cha 15, Intimidate 1 rankIntimidated foe doesn’t become hostileCore
Proficiency with selected weapon type+1 bonus to attack rolls with selected weapon typeCore
    Weapon Focus+1 bonus to attack rolls with all weapon types you are proficient withCore
Character level 3rd, proficiency with selected weapon typeDeal extra damage with selected weapon typeCore
    Weapon Specialization, character level 3rdDeal extra damage with all weapon types you are proficient withCore
* This is a combat feat and can be selected as a soldier bonus feat.