Feats

In addition to the feats presented here, we will also be using the feats from d20 Modern, especially in relation to those involving firearms.

General Feats

Cybernetic Modification
Some of your body has been replaced by cybernetics. For each cybernetic part you take, you lose an amount from your total Fort save equal to the number of device slots it awards to represent your body’s loss of ability to handle foreign threats. Any given part can be modified more than once, and this does not increase the amount of Fort save you lose.
This is a permanent change, and cannot be removed by medical healing or other effects, but may be counteracted by other feats and/or enhancements.
Prerequisites: None
Benefits: Varies, see Cybernetics for more details.

Cybernetic Weapons Proficiency
You are proficient with weapons you have mounted as cybernetic gear. This feat is not required to use cybernetic weapons without penalty, rather, it allows the character to treat any weapon they have mounted as though they were proficient in its use, even if they would normally not be.
Prerequisites: Cybernetic Modification(feat), mounted cybernetic weapon
Benefit: You can use any weapon you have in an external or internal weapon mount without penalty.

Zero-G Training
You can function normally in low gravity or zero gravity.
Prerequisites: Dex 13, Acrobatics 8 Ranks
Benefits: You take no penalties for attacking in zero or low gravity, and do not suffer space sickness. You gain the Fly skill.
Normal: You take a -4 on attack rolls in zero gravity and a -2 in low gravity. In addition, you are subject to the effects of Space Adaptation Syndrome. Movement in Zero-G makes use of the Fly skill and most characters are untrained in it by default.

Planetary Adaptation
Your physiology has been altered by life on a planet with a harsh climate or adversarial conditions.
Benefit: You gain one of the benefits below, depending on your planet or origin.
Barren World: You gain a +4 bonus on Survival Checks, and a +4 bonus on Constituion checks against starvation and thirst.
Cold World: You gain a a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.
Dark World: You gain Darkvision out to 60 feet.
High-G World: You gain a +2 bonus to Strength. Reduce your base height by 6 inches.
Hot World: You gain a a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
Low-G World: You gain a +2 bonus to Dexterity. Increase your base height by 6 inches.
Water World: You gain a +4 bonus to Swim checks and can hold your breath a number of rounds equal to twice your Constitution score.
Special: You may only take this feat once, during character creation.

Spacer
You have a special affinity for spacecraft and space travel.
Benefits: 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 Pilot checks made to fly a spacecraft.

University Education[General]
Prerequisite: Int 11
Benefit: All Knowledge skills are class skills for a character with this feat. In addition, the character gains a +2 competence bonus to three specific Knowledge skills of the character’s choice.

Combat Feats

The majority of the feats from d20 Modern are also available. The Two-Weapon Fighting chain now also applies to ranged weapons that can fire more than once per round, with the usual penalties and benefits.

Armor Proficiency(Power Armor)
Prerequisite: Armor Proficiency(heavy)
Benefit: When the character wears power armor, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is not proficient with power armor suffers an armor check penalty on attack rolls and all skill checks that involve moving, including Ride.

Combat Tinkering
Benefit: You gain a +4 bonus on Concentration checks to avoid being distracted in combat while making Disable Device, Open Lock, or Craft checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check.
Normal: You must make a Concentration check whenever you are damaged or otherwise distracted while attempting to use the Disable Device or Open Lock skills.
The DC to open a lock or disable a device is increased by 20 if you attempt to complete the task in a shorter amount of time.
Special: This feat is particularly useful against encounter traps.

Disarming Shot
Prerequisites: Dex 15, Weapon Focus(Pistol or Rifle), +4 base attack bonus
Benefit: You can make a ranged disarm attempt with a pistol by taking a -4 penalty to your attack roll. You do not provoke an attack of opportunity when making an attempt to disarm in this manner. Also, the larger opponent does not gain a bonus on the opposed roll due to size, and you do not risk being disarmed.

Gunfighter
Prerequisites: Point Blank Shot, Dodge, Weapon Focus(Pistols)
Benefit: You do not provoke an attack of opportunity when attacking an adjacent target with a pistol while in a threatened square.

Gunslinger[General]
Prerequisite: Dex 13, Weapon Focus(Pistols), Quick Draw
Benefit: The character may, on the first round of combat, subtract a number from all her attack rolls and add that number to her Initiative check. This number may not exceed her base attack bonus. Note that even if she doesn’t attack during the first round, the penalty still applies to the first round in which she does attack.

Improved Gunslinging[General]
Prerequisites: Dex 17, Exotic Weapon Proficiency(Pistols),Gunslinger,Quick Draw,Weapon Focus(Pistols)
Benefit: The character’s attack penalty from the Gunslinger feat is halved(rounded down).

Sharpshooter[General]
Prerequisite: Precise Shot, Weapon Focus with ranged weapon
Benefit: The character adds his Dexterity modifier to damage while using a ranged weapon with which he has the Weapon Focus feat.

Psionic Feats

Psionic feats represent a new step in human evolution. Psychics have what is called a ‘Manifestor level’, which works similarly to Caster level. The modifier is Charisma. Feats requiring only Force of Will cast as though they are first level, Strength of Will as though second, and so on.
All psychic abilities take one standard action to use. Psionic powers modeled after spells that have a duration greater than instant are instead changed to last for one round, but may be maintained as a standard action.

Force of Will(Psionic)
You possess a latent psychic strength. You have occasional glimpses of what your powers could be, and others find it difficult to sway you. You gain a +1 Will. Your Manifestor level is half your class level.
In addition, you gain the ability to become Psionically Focused. When doing so, make a DC 25 Concentration check as a full round action that provokes attacks of opportunity. You can use this ability so long as you have a psychic ability available. At any time, you can expend this focus to treat your die roll on a Concentration check as a 15. Additionally, some feats make use of expending your focus to power their abilities.

Minor Telekinesis(Psionic)
Your latent powers have begun to manifest themselves. You can move and manipulate small objects and create some minor effects.
Taking this feat grants you the following powers:
Open/close: Open or close small/light things
Psychic Hand: 5 pound telekinesis
Restrictions: Requires Force of Will(Psionic).

Minor Telepathy(Psionic)
Your latent powers have begun to manifest themselves. You can hear the surface thoughts of others, and in some cases even influence them.
Taking this feat grants you the following powers:
Ghost Sound: Create figment sounds.
Message: Whisper conversation at a distance.
Restrictions: Requires Force of Will(Psionic).

Strength of Will(Psionic)
Your powers develop further. You begin to gain control over more potent abilities and can even alter the space around you in some ways. You gain an additional +1 Will(to a total of +2). Your Manifestor level is your class level.
Restrictions: Requires Force of Will(Psionic), one Minor Psionic feat.

Major Telekinesis(Psionic)
Your telekinetic abilities continue to strengthen with use. The range of your abilities grows, and you find old abilities easier to use.
Taking this feat grants you the following powers:
Hold Portal – Holds door shut
Shield – Invisible disc gives +4 AC
Feather Fall – Object or creature falls more slowly
Restrictions: Requires Force of Will(Psionic), Strength of Will(Psionic), Minor Telekinesis(Psionic).

Major Telepathy(Psionic)
Familiarity with the workings of others’ minds has increased your own abilities. You gain a few new abilities, and old abilities become even easier to use.
Taking this feat grants you the following powers:
Charm Person – Makes one person treat you as a friend
Sleep – Puts 4 HD of creatures to sleep
Disguise Self – Make yourself appear like someone else.
Detect Thoughts – Read surface thoughts.
Restrictions: Requires Force of Will(Psionic), Strength of Will(Psionic), Major Telepathy(Psionic).

Minor Pyrokinesis(Psionic)
Your powers have taken an unusual turn. You find that you can begin creating small flames at will. The first few times were likely accidents, but you’ve got it under control now. Right?
Taking this feat grants you the following powers:
Flare: Dazzles an opponent(-1 attack rolls)
Spark: Create small flame
Burning Hands: 5d4 fire damage in a cone.
Restrictions: Requires Force of Will(Psionic), Strength of Will(Psionic).

Minor Psychic Healing(Psionic)
You begin to understand how the human body works intuitively, and can even affect it for the better in minor ways.
Taking this feat grants you the following powers:
+5 Heal Checks (circumstance)
Stabilize – Cause a dying creature to stabilize
Heal Wounds – Heals 3d8 + 5 damage. Can only be used on a creature once per day.
Calm Emotions – Calms creatures, negates emotion effects
Restrictions: Requires Force of Will(Psionic), Strength of Will(Psionic).

Ease of Concentration(Psionic)
You find maintaining your abilities becoming easier. When you take this feat, you can maintain one psionic power on yourself without spending a standard action to maintain it. It still requires a standard action to cast initially. Using another psionic ability cancels out any previous ability, regardless of this feat.
Restrictions: Requires Force of Will(Psionic), Strength of Will(Psionic).

Psionic Body(Psionic)
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have, including this one. Whenever you take a new psionic feat, you gain 2 more hit points.

Psionic Dodge(Psionic)
Prerequisite: Dex 13, Dodge
Benefit: While psionically focused, you receive a +1 dodge bonus to your Armor Class that stacks with the Dodge feat.

Speed of Thought(Psionic)
Prerequisite: Wis 13
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

Up the Walls(Psionic)
Prerequisite: Wis 13
Benefit: While psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your movement on a horizontal surface, you fall prone and take appropriate fall damage for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement. You are still subject to attacks of opportunity.

Psionic Focus Feats
To use any psionic focus feat, you must expend your psionic focus(see Force of Will) unless otherwise noted.

Mental Leap(Psionic)
Benefit: You gain a +10 bonus on a Jump check.

Psionic Shot(Psionic)
Prerequisite: Point Blank Shot
Benefit: Your ranged attack deals +2d6 points of damage. You must decide whether to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Psionic Weapon(Psionic)
Prerequisite: Str 13
Benefit: Your melee attack deals +2d6 points of damage. You must decide whether to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Feats

Blueshift DeuxExe