Feats (Starfinder): Difference between revisions

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Created page with "{| class="sortable zebra" |- !Name !!Prerequisite !!Description |- |[https://aonsrd.com/FeatDisplay.aspx?ItemName=Accelerated_Recovery Accelerated Recovery•] ||Con 13 ||Reco..."
 
 
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!Name !!Prerequisite !!Description
!Name !!Prerequisite !!Description
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Accelerated_Recovery Accelerated Recovery•] ||Con 13 ||Recover more quickly during an 8-hour rest
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Accelerated%20Recovery Accelerated Recovery]† ||Con 13. ||Recover more quickly during an 8-hour rest.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive_Casting Adaptive Casting•] ||Caster level  7th; Key ability score 19 ||Select three additional spells known; cast one of them once a day
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Add%20Leverage Add Leverage]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 15. ||Grip your weapon with more hands to move foes farther with combat maneuvers.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive_Fighting Adaptive Fighting*•] ||Three or more combat feats ||Once per day as a move action, gain the benefit of a combat feat you don’t have
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Advance%20Warning Advance Warning]†{{abbr|<sup>©</sup>|Combat feat}} ||Cha 15. ||Shout a warning to your allies, causing them to stop being flat-footed.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive_Resistance Adaptive Resistance] ||Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait ||Your training enables you to adapt and evolve formidable temporary defenses.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=All%20Hands%20on%20Deck All Hands on Deck]† ||Four or more arms. ||Many hands make light work.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive_Upgrade Adaptive Upgrade•] ||Int 19, Engineering 10 ranks ||Temporarily create low-level armor upgrades
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ambuscade Ambuscade]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Add_Leverage Add Leverage*•] ||Str 15 ||Grip your weapon with more hands to move foes farther with combat maneuvers
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ambush%20Awareness Ambush Awareness]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||If you fail the Perception check to act in the surprise round, you can still take a full defense action.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Advance_Warning Advance Warning*•] ||Cha 15 ||Shout a warning to your allies, causing them to stop being flat-footed
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Antagonize Antagonize]† ||Intimidate & Diplomacy 5 ranks. ||Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Advanced_Melee_Weapon_Proficiency Advanced Melee Weapon Proficiency*•] ||Proficiency in basic melee weapons ||No penalty to attacks with advanced melee weapons
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Apt%20Mentor Apt Mentor]† ||Life Science or Physical Science 5 ranks. ||Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Agile_Casting Agile Casting•] ||Caster level  4th; Key ability score 15, Dex 15, Mobility ||Cast a spell at any point during movement
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Arm%20Extensions Arm Extensions]† ||{{abbr|Construct|Type}} or {{abbr|Constructed|Racial trait}}. ||You have special devices installed into your arms that allow you to extend them great distances.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=All_Hands_on_Deck All Hands on Deck•] ||Four or more arms ||Many hands make light work
|data-sort-value="Armor Proficiency 0"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shield%20Proficiency Armor Proficiency, Shield]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Gain proficiency with shields.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ambuscade Ambuscade*•] ||— ||When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage
|data-sort-value="Armor Proficiency 1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Light%20Armor%20Proficiency Armor Proficiency, Light]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||No penalty to attack rolls while wearing light armor.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ambush_Awareness Ambush Awareness*•] ||— ||If you fail the Perception check to act in the surprise round, you can still take a full defense action
|data-sort-value="Armor Proficiency 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Heavy%20Armor%20Proficiency Armor Proficiency, Heavy]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 13; Light Armor prof. ||No penalty to attack rolls while wearing heavy armor.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Amplified_Glitch Amplified Glitch*•] ||3 ranks Computers & Intimidate ||Disrupt devices, causing targets to become shaken for 1 round or more
|data-sort-value="Armor Proficiency 3"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Powered%20Armored%20Proficiency Armor Proficiency, Powered]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 13; {{abbr|BAB|Base Attack Bonus}} +5; Light & Heavy Armor prof. ||No penalty to attack rolls while wearing powered armor.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Antagonize Antagonize•] ||5 ranks Diplomacy & Intimidate ||Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more
|[[#Adaptive Upgrade|Armor Upgrade, Adaptive]]† ||Engineering 10 ranks; Int 19. ||Temporarily create low-level armor upgrades.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Apt_Mentor Apt Mentor•] ||5 ranks Life Science or Physical Science ||Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication.
|[[#Barricade|Barricade]]†{{abbr|<sup>©</sup>|Combat feat}} ||Engineering 1 rank. ||Create your own fragile cover.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Arm_Extensions Arm Extensions•] ||Constructed racial trait or construct type ||You have special devices installed into your arms that allow you to extend them great distances
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blind-Fight Blind-Fight]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Reroll miss chances from concealment.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Barricade Barricade*•] ||1 rank Engineering ||Create your own fragile cover
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blood%20in%20Their%20Eyes Blood in Their Eyes]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Your critical hits with slashing attacks make foes dazzled.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Basic_Melee_Weapon_Proficiency Basic Melee Weapon Proficiency*•] ||— ||No penalty to attacks with basic melee weapons
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blood%20of%20the%20Spider Blood of the Spider]† ||A Spell-like ability racial trait. ||Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blind-Fight Blind-Fight*•] ||— ||Reroll miss chances from concealment
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Bodyguard Bodyguard]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Add a +2 bonus to an adjacent ally’s AC as a reaction.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blood_in_Their_Eyes Blood in Their Eyes*•] ||— ||Your critical hits with slashing attacks make foes dazzled
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Bud%20Drone Bud Drone] ||Drone class feature; Adaptation or {{abbr|Early Stage Adaptation|Racial trait}}. ||You have used your unique biology to bud off a biological drone you can more easily integrate with.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Blood_of_the_Spider Blood of the Spider•] ||Racial trait that grants a spell-like ability ||Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive%20Casting Casting, Adaptive]† ||Caster level  7th; Key ability score 19. ||Select three additional spells known; cast one of them once a day.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Bodyguard Bodyguard*•] ||— ||Add a +2 bonus to an adjacent ally’s AC as a reaction
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Agile%20Casting Casting, Agile]† ||Caster level  4th; Key ability score 15; Dex 15, Mobility. ||Cast a spell at any point during movement.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Bud_Drone Bud Drone] ||Drone class feature, adaptation or early stage adaptation racial trait ||You have used your unique biology to bud off a biological drone you can more easily integrate with.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Combat%20Casting Casting, Combat]†{{abbr|<sup>⚔️</sup>|Combat feat}} ||Ability to cast 2nd-level spells. ||+2 bonus to AC and saves against attacks of opportunity when casting spells.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cleave Cleave*•] ||Str 13, base attack bonus +1 ||Make an additional melee attack if the first one hits
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cleave Cleave]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 13; {{abbr|BAB|Base Attack Bonus}} +1. ||Make an additional melee attack if the first one hits.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Climbing_Master Climbing Master•] ||5 ranks Athletics ||Gain a climb speed equal to your base speed
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Climbing%20Master Climbing Master]† ||Athletics 5 ranks. ||Gain a climb speed equal to your base speed.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Close_Combat Close Combat*•] ||Base attack bonus +1 ||Gain a +2 bonus to AC against ranged attacks when are in melee combat
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Close%20Combat Close Combat]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}} +1. ||Gain a +2 bonus to AC against ranged attacks when are in melee combat.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Combat_Casting Combat Casting*•] ||Ability to cast 2nd-level spells ||+2 bonus to AC and saves against attacks of opportunity when casting spells
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Combat%20Maneuver Combat Maneuver, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||+4 bonus to perform one combat maneuver.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Complex_Adaptation Complex Adaptation] ||5 ranks Life Science; early stage adaptation racial trait ||With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Complex%20Adaptation Complex Adaptation] ||Life Science 5 ranks; {{abbr|Early Stage Adaptation|Racial trait}}. ||With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Connection_Inkling Connection Inkling•] ||Character level  5th; Wis 15, no levels in mystic ||Gain the ability to cast minor mystic spells
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enhanced%20Communalism Communalism, Enhanced] ||Character level  5th; {{abbr|Communalism|Racial trait}}. ||You’re able to benefit from your allies’ presence more often.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Constant Alert Constant Alert*•] ||Character level  5th; Wis 11 ||Reroll your initiative check and automatically win ties
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Connection%20Inkling Connection Inkling]† ||Character level  5th; Wis 15; No levels in mystic. ||Gain the ability to cast minor mystic spells.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cook Grenade Cook Grenade*•] ||Dex 11, proficiency with grenades ||Time your release of a grenade to increase its effectiveness
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Constant%20Alert Constant Alert]†{{abbr|<sup>©</sup>|Combat feat}} ||Character level  5th; Wis 11. ||Reroll your initiative check and automatically win ties.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Coordinated Shot Coordinated Shot*•] ||Base attack bonus  +1 ||Allies gain a +1 bonus to ranged attacks against foes you threaten
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cook%20Grenade Cook Grenade]†{{abbr|<sup>©</sup>|Combat feat}} ||Grenades prof.; Dex 11. ||Time your release of a grenade to increase its effectiveness.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Corruption’s Gift <img src="images\PathfinderSocietySymbolN.gif" title="Corruption’s Gift is legal, but can only be selected by PCs who earn a corruption manifestation via a Chronicle sheet." style="margin:3px 3px 0px 3px;  Corruption’s Gift] ||One or more <a style="text-decoration:underline" href="Rules.aspx?Name=Corruptions&amp;Category=Afflictions corruption manifestations] ||You have embraced your corruption.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Coordinated%20Shot Coordinated Shot]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Allies gain a +1 bonus to ranged attacks against foes you threaten.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cosmic Truth Cosmic Truth•] ||5 ranks Bluff & Mysticism; Wis 15 ||Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Corruption’s%20Gift Corruption’s Gift]† ||One or more {{abbr|Corruptions Manifestations|Earned via a Chronicle sheet.}}. ||You have embraced your corruption.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Craven Ploy Craven Ploy*•] ||Cha 13 ||When the going gets tough, you hide behind allies.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Cosmic%20Truth Cosmic Truth]† ||Mysticism & Bluff 5 ranks; Wis 15. ||Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deadly Aim Deadly Aim*•] ||Base attack bonus  +1 ||Take a −2 penalty to weapon attacks to deal extra damage
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Craven%20Ploy Craven Ploy]†{{abbr|<sup>©</sup>|Combat feat}} ||Cha 13. ||When the going gets tough, you hide behind allies.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deadly Boast Deadly Boast•] ||data-sort-valu="6 ranks B"|10 ranks Bluff; Cha 19 ||Make an attack or effect sound so impressive that foes have a harder time defending against it
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Critical Critical, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +8. ||The DC to resist the critical effects of your critical hits increases by 2.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Defensive Roll Defensive Roll*] ||Dex 19, Acrobatics 10 ranks ||Attempt an Acrobatics check in place of a Reflex save or to dodge an attack
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deadly%20Aim Deadly Aim]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Take a −2 penalty to weapon attacks to deal extra damage.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Defensive Striker Defensive Striker*•] ||Dex 13, base attack bonus +1, armor training trait ||You were born to fight your enemies, and nobody does it better.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deadly%20Boast Deadly Boast]† ||data-sort-valu="6 ranks B"|10 ranks Bluff; Cha 19. ||Make an attack or effect sound so impressive that foes have a harder time defending against it.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deflect Projectiles Deflect Projectiles*•] ||Base attack bonus  +8 ||Spend 1 Resolve Point to attempt to avoid a ranged attack
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Defensive%20Roll Defensive Roll]{{abbr|<sup>©</sup>|Combat feat}} ||Dex 19, Acrobatics 10 ranks. ||Attempt an Acrobatics check in place of a Reflex save or to dodge an attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diehard Diehard•] ||— ||You can spend Resolve Points to stabilize and to stay in the fight in the same round
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Defensive%20Striker Defensive Striker]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 13; {{abbr|BAB|Base Attack Bonus}} +1; {{abbr|Armor Training|Trait, Feat, etc.}}. ||You were born to fight your enemies, and nobody does it better.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diligent Searcher Diligent Searcher] ||1 rank Perception ||Your ordered mind allows you to thoroughly search an area in less time.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Deflect%20Projectiles Deflect Projectiles]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +8. ||Spend 1 Resolve Point to attempt to avoid a ranged attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dire Straits Dire Straits*•] ||Con 15 ||Stabilize when you have no Hit Points or Resolve Points left
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Demoralize Demoralize, Improved]† ||&mdash; ||You are skilled at quickly demoralizing your foes.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Disease Adaptation Disease Adaptation•] ||Con 11 ||+2 enhancement bonus to saves against disease
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diehard Diehard]† ||&mdash; ||You can spend Resolve Points to stabilize and to stay in the fight in the same round.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Disease Rejection Disease Rejection•] ||Con 17, Disease Adaptation ||Recover from diseases much more swiftly
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diligent%20Searcher Diligent Searcher] ||Perception 1 rank. ||Your ordered mind allows you to thoroughly search an area in less time.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dispelling Strike Dispelling Strike•] ||data-sort-valu="6 ranks M"|10 ranks Mysticism; Base attack bonus +10 ||Spend 1 Resolve Point to make a melee attack act as <i>dispel magic</i>
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dire%20Straits Dire Straits]†{{abbr|<sup>©</sup>|Combat feat}} ||Con 15. ||Stabilize when you have no Hit Points or Resolve Points left.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dive for Cover Dive for Cover*•] ||Base Reflex save bonus +2 ||Fall prone in an adjacent square to roll a Reflex save twice
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Disease%20Adaptation Disease Adaptation]† ||Con 11. ||+2 enhancement bonus to saves against disease.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diverse Conditioning Diverse Conditioning] ||Character level  5th; eternal hope or ecstatic joy racial trait ||Your broad experience has made you better at avoiding danger
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Disease%20Rejection Disease Rejection]† ||Con 17; Disease Adaptation. ||Recover from diseases much more swiftly.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diversion Diversion•] ||— ||Use Bluff to create a distraction so that your allies can hide
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dispelling%20Strike Dispelling Strike]† ||data-sort-valu="6 ranks M"|10 ranks Mysticism; {{abbr|BAB|Base Attack Bonus}} +10. ||Spend 1 Resolve Point to make a melee attack act as <i>dispel magic</i>.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Divine Blessing Divine Blessing•] ||Worship a deity of an alignment within one step of your own alignment ||Gain a boon from your patron deity
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Dive%20for%20Cover Dive for Cover]†{{abbr|<sup>©</sup>|Combat feat}} ||Base Reflex save bonus +2. ||Fall prone in an adjacent square to roll a Reflex save twice.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Double Draw Double Draw*•] ||Four or more arms ||Your limbs allow you to manipulate multiple weapons
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diverse%20Conditioning Diverse Conditioning] ||Character level  5th; {{abbr|Eternal Hope|Racial trait}} or {{abbr|Ecstatic Joy|Racial trait}}. ||Your broad experience has made you better at avoiding danger.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Double Tap Double Tap*•] ||Weapon Focus (small arms), proficiency with small arms ||Expend double the normal ammunition to gain bonuses to attack and damage with a small arm
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Diversion Diversion]† ||&mdash; ||Use Bluff to create a distraction so that your allies can hide.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Drag Down Drag Down*•] ||— ||When you are tripped, you can attempt to trip an adjacent foe
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Divine%20Blessing Divine Blessing]† ||Worship a deity of an alignment within one step of your own alignment. ||Gain a boon from your patron deity.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Echolocation Attack Echolocation Attack•] ||Perception as a class skill ||Use the echo of sonic attacks to better sense your surroundings
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Double%20Draw Double Draw]†{{abbr|<sup>©</sup>|Combat feat}} ||Four or more arms. ||Your limbs allow you to manipulate multiple weapons.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Eldritch Lore Eldritch Lore•] ||Caster level 10th; Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore ||Gain an additional 2nd-level spell known
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Double%20Tap Double Tap]†{{abbr|<sup>©</sup>|Combat feat}} ||Weapon Focus (small arms); Small Arms prof. ||Expend double the normal ammunition to gain bonuses to attack and damage with a small arm.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enclose Serums Enclose Serums] ||Adaptation or early stage adaptation racial trait, or ooze type ||Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Drag%20Down Drag Down]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||When you are tripped, you can attempt to trip an adjacent foe.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enhanced Communalism Enhanced Communalism] ||Character level  5th, communalism racial trait ||You’re able to benefit from your allies’ presence more often
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Echolocation%20Attack Echolocation Attack]† ||Perception as a class skill. ||Use the echo of sonic attacks to better sense your surroundings.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enhanced Resistance Enhanced Resistance•] ||Base attack bonus +4 ||Gain damage reduction or energy resistance
|data-sort-value="Eldritch Lore 04"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Minor%20Eldritch%20Lore Eldritch Lore, Minor]† ||Caster level 4th; Key ability score 15. ||Gain an additional 0-level spell known.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Environmental Adaptation Environmental Adaptation•] ||Con 13 ||Gain immunity to a number of environmental and weather effects
|data-sort-value="Eldritch Lore 07"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lesser%20Eldritch%20Lore Eldritch Lore, Lesser]† ||Caster level  7th; Key ability score 17, Minor Eldritch Lore. ||Gain an additional 1st-level spell known.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Extended Telepathy Extended Telepathy•] ||Limited telepathy ||Increase the range of your telepathy
|data-sort-value="Eldritch Lore 10"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Eldritch%20Lore Eldritch Lore]† ||Caster level 10th; Key ability score 19, Lesser Eldritch Lore. ||Gain an additional 2nd-level spell known.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Extra Resolve Extra Resolve•] ||Character level 5th ||Gain 2 additional Resolve Points
|data-sort-value="Eldritch Lore 13"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater%20Eldritch%20Lore Eldritch Lore, Greater]† ||Caster level 13th; Key ability score 21, Eldritch Lore. ||Gain an additional 3rd-level spell known.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Far Shot Far Shot*•] ||Base attack bonus  +1 ||Reduce penalty due to range increments
|data-sort-value="Eldritch Lore 16"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Major%20Eldritch%20Lore Eldritch Lore, Major]† ||Caster level 16th; Key ability score 23, Greater Eldritch Lore. ||Gain an additional 4th-level spell known.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fast Talk Fast Talk•] ||5 ranks Bluff ||Baffle a potential foe, causing it to be surprised when combat begins
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enclose%20Serums Enclose Serums] ||Adaptation, {{abbr|Early Stage Adaptation|Racial trait}}, or {{abbr|Ooze|Type}}. ||Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fighting Balance Fighting Balance•] ||— ||You know how to fight while off-balance or prone.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Environmental%20Adaptation Environmental Adaptation]† ||Con 13. ||Gain immunity to a number of environmental and weather effects.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fleet Fleet*•] ||— ||Increase your base speed
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Extra%20Resolve Extra Resolve]† ||Character level  5th. ||Gain 2 additional Resolve Points.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Focused Sense Focused Sense•] ||Blindsense ||Temporarily gain blindsight with a limited range
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Far%20Shot Far Shot]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Reduce penalty due to range increments.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Focused Spellcaster Focused Spellcaster*•] ||Ability to cast 4th-level spells; Combat Casting ||Spend a resolve point to successfully cast a spell after you take damage during the casting
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fast%20Talk Fast Talk]† ||Bluff 5 ranks. ||Baffle a potential foe, causing it to be surprised when combat begins.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fouling Reposition Fouling Reposition*•] ||Improved Combat Maneuver (reposition) ||Reposition a foe to throw it and another creature off balance
|data-sort-value="Feint 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Feint Feint, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Use Bluff to feint as a move action.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Four-Handed Hacker Four-Handed Hacker•] ||1 rank Computers; four or more hands ||When you hack a computer, it’s a two-front war
|data-sort-value="Feint 3"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater%20Feint Feint, Greater]†{{abbr|<sup>©</sup>|Combat feat}} ||Improved Feint; {{abbr|BAB|Base Attack Bonus}} +6. ||Foes you feint against are flat-footed for 1 round.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Frightening Injection Frightening Injection•] ||3 ranks Intimidate ||Intimidate your foes when you inject them
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fighting%20Balance Fighting Balance]† ||&mdash; ||You know how to fight while off-balance or prone.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Frightful Display Frightful Display•] ||5 ranks Intimidate; Cha 15; ability to cast spells ||Intimidate a foe as a reaction after they fail a save against your spell
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive%20Fighting Fighting, Adaptive]†{{abbr|<sup>©</sup>|Combat feat}} ||Three or more combat feats. ||Once per day as a move action, gain the benefit of a combat feat you don’t have.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fusillade Fusillade*•] ||Base attack bonus  +1, four or more arms ||Make an automatic-mode attack with multiple small arms
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fleet Fleet]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Increase your base speed.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grab Attention Grab Attention*•] ||5 ranks Intimidate ||Make a foe you hit in melee off-target when attacking anyone other than you
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Focused%20Sense Focused Sense]† ||Blindsense. ||Temporarily gain blindsight with a limited range.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grappler Pull Grappler Pull*•] ||Str 11 ||Use a grappler to draw your foes closer to you
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Focused%20Spellcaster Focused Spellcaster]†{{abbr|<sup>©</sup>|Combat feat}} ||Ability to cast 4th-level spells; {{abbr|Combat Casting|Feat}}. ||Spend a resolve point to successfully cast a spell after you take damage during the casting.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Great Cleave Great Cleave*•] ||Str 13, Cleave, base attack bonus +4 ||Make an additional melee attack after each melee attack that hits
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fouling%20Reposition Fouling Reposition]†{{abbr|<sup>©</sup>|Combat feat}} ||Improved Combat Maneuver (reposition). ||Reposition a foe to throw it and another creature off balance.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Great Fortitude Great Fortitude•] ||— ||+2 bonus to Fortitude saves
|[[#Four-Handed Hacker|Four-Handed Hacker]]† ||Computers 1 rank; Implanted hacking kit or 4+ hands. ||When you hack a computer, it’s a two-front war.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater Eldritch Lore Greater Eldritch Lore•] ||Caster level 13th; Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore ||Gain an additional 3rd-level spell known
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Frightening%20Injection Frightening Injection]† ||Intimidate 3 ranks. ||Intimidate your foes when you inject them.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater Feint Greater Feint*•] ||Improved Feint, base attack bonus +6 ||Foes you feint against are flat-footed for 1 round
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Frightful%20Display Frightful Display]† ||Intimidate 5 ranks; Cha 15; ability to cast spells. ||Intimidate a foe as a reaction after they fail a save against your spell.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater Shadow Infusion Greater Shadow Infusion] ||Character level 13th; Improved Shadow Infusion, Shadow Infusion ||The energy of the Shadow Plane suffuses your body, mind, and spirit.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Fusillade Fusillade]†{{abbr|<sup>©</sup>|Combat feat}} ||Four or more arms; {{abbr|BAB|Base Attack Bonus}} +1 ||Make an automatic-mode attack with multiple small arms.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater Spell Penetration Greater Spell Penetration•] ||Spell Penetration ||Additional +2 bonus to caster level checks to overcome SR
|[[#Amplified Glitch|Glitch, Amplified]]†{{abbr|<sup>©</sup>|Combat feat}} ||Computers & Intimidate 3 ranks. ||Disrupt devices, causing targets to become shaken for 1 round or more.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grenade Mastery Grenade Mastery*•] ||Proficiency with grenades ||Increase the saving throw DCs of grenades you use
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grab%20Attention Grab Attention]†{{abbr|<sup>©</sup>|Combat feat}} ||Intimidate 5 ranks. ||Make a foe you hit in melee off-target when attacking anyone other than you.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grenade Proficiency Grenade Proficiency*•] ||— ||No penalty to attacks made with grenades
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grappler%20Pull Grappler Pull]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 11. ||Use a grappler to draw your foes closer to you.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ground Fighting Ground Fighting*•] ||Str 11 ||Ignore penalties to unarmed attacks when grappled, pinned, or prone
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Great%20Cleave Great Cleave]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 13, Cleave; {{abbr|BAB|Base Attack Bonus}} +4. ||Make an additional melee attack after each melee attack that hits.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Harm Undead Harm Undead•] ||Healing channel connection power, mystic level 1st ||Expend a spell slot for healing channel to also damage undead
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Great%20Fortitude Great Fortitude]† ||&mdash; ||+2 bonus to Fortitude saves.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Hauler Hauler•] ||Str 13 ||You can carry much more than usual
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Great%20Fortitude Great Fortitude, Improved]† ||Character level  5th; Great Fortitude. ||Spend 1 Resolve Point to reroll a Fortitude save.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Heavy Armor Proficiency Heavy Armor Proficiency*•] ||Str 13, proficiency in light armor ||No penalty to attack rolls while wearing heavy armor
|data-sort-value="Grenade 1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grenade%20Proficiency Grenade Proficiency]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||No penalty to attacks made with grenades.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Heavy Weapon Proficiency Heavy Weapon Proficiency*•] ||Str 13, proficiency in small arms and longarms ||No penalty to attacks with heavy weapons
|data-sort-value="Grenade 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Grenade%20Mastery Grenade Mastery]†{{abbr|<sup>©</sup>|Combat feat}} ||Grenades prof. ||Increase the saving throw DCs of grenades you use.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Helpful Telepath Helpful Telepath•] ||Limited telepathy or telepathy; communalism or hive defense racial trait ||You’re able to provide uncanny support to your allies
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ground%20Fighting Ground Fighting]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 11. ||Ignore penalties to unarmed attacks when grappled, pinned, or prone.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Combat Maneuver Improved Combat Maneuver*•] ||Base attack bonus  +1 ||+4 bonus to perform one combat maneuver
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Harm%20Undead Harm Undead]† ||Healing channel connection power; Mystic level 1st. ||Expend a spell slot for healing channel to also damage undead.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Critical Improved Critical*•] ||Base attack bonus  +8 ||The DC to resist the critical effects of your critical hits increases by 2
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Hauler Hauler]† ||Str 13. ||You can carry much more than usual.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Demoralize Improved Demoralize•] ||— ||You are skilled at quickly demoralizing your foes.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=In%20Harm’s%20Way In Harm’s Way]†{{abbr|<sup>©</sup>|Combat feat}} ||Bodyguard. ||Take the damage of a successful attack against an adjacent ally.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Energy Resistance Improved Energy Resistance•] ||Character level 10th; Con 13, energy resistance from a racial trait ||Your natural energy resistance is more pronounced
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Indirect%20Retreat Indirect Retreat]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 13; Mobility. ||You can run through winding corridors and weave your way through grasping claws without pause.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Feint Improved Feint*•] ||— ||Use Bluff to feint as a move action
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Initiative Initiative, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||+4 bonus to initiative checks.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Great Fortitude Improved Great Fortitude•] ||Character level 5th; Great Fortitude ||Spend 1 Resolve Point to reroll a Fortitude save
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Instant%20Crater Instant Crater]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}} +5. ||Weapons with the explode special property create difficult terrain.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Initiative Improved Initiative*•] ||— ||+4 bonus to initiative checks
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Intuit%20Relationships Intuit Relationships] ||Perception & Sense Motive 1 rank. ||You can quickly sense relationships between others and use that knowledge to manipulate them.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Iron Will Improved Iron Will•] ||Character level  5th; Iron Will ||Spend 1 Resolve Point to reroll a Will save
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Iron%20Will Iron Will]† ||&mdash; ||+2 bonus to Will saves.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Kip-Up Improved Kip-Up•] ||1 rank Acrobatics; Kip-Up feat or moxie racial trait ||You can stand from prone in a blink of an eye
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Iron%20Will Iron Will, Improved]† ||Character level  5th; Iron Will. ||Spend 1 Resolve Point to reroll a Will save.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Lightning Reflexes Improved Lightning Reflexes•] ||Character level  5th; Lightning Reflexes ||Spend 1 Resolve Point to reroll a Reflex save
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Jet%20Charge Jet Charge]†{{abbr|<sup>©</sup>|Combat feat}} ||Piloting 3 ranks. ||Boost your charge attacks with jets to move farther.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Shadow Infusion Improved Shadow Infusion] ||Character level  7th; Shadow Infusion ||Your connection to the Shadow Plane has grown stronger.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Jet%20Dash Jet Dash]† ||&mdash; ||Move faster when running, double height and distance when jumping.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Sidestep Improved Sidestep*•] ||Dex 17, Mobility or trick attack class feature, Sidestep ||Reduce penalties from Sidestep
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Kasathan%20Battle%20Dance Kasathan Battle Dance]†{{abbr|<sup>©</sup>|Combat feat}} ||Prerequisites: Dex 13, Mobility or trick attack. ||Avoid all attacks of opportunity when you withdraw.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Spell-Like Ability Improved Spell-Like Ability•] ||Character level  4th; at least one spell-like ability that is a level-0 or 1st-level spell ||You have focused on honing your innate magical talents.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Kip%20Up Kip Up]†{{abbr|<sup>©</sup>|Combat feat}} ||Acrobatics 1 rank. ||Stand from prone as a swift action.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Stand Still Improved Stand Still*•] ||Stand Still ||+4 bonus to melee attacks with Stand Still
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Kip-Up Kip-Up, Improved]† ||Acrobatics 1 rank; {{abbr|Kip-Up|Feat}} or {{abbr|Moxie|Racial trait}}. ||You can stand from prone in a blink of an eye.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved Unarmed Strike Improved Unarmed Strike*•] ||— ||Deal more damage and threaten squares with unarmed strikes
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Laugh%20at%20Danger Laugh at Danger]†{{abbr|<sup>©</sup>|Combat feat}} ||Con 13. ||Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=In Harm’s Way In Harm’s Way*•] ||Bodyguard ||Take the damage of a successful attack against an adjacent ally
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lightning%20Reflexes Lightning Reflexes]† ||&mdash; ||+2 bonus to Reflex saves.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Indirect Retreat Indirect Retreat*•] ||Dex 13, Mobility ||You can run through winding corridors and weave your way through grasping claws without pause.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Lightning%20Reflexes Lightning Reflexes, Improved]† ||Character level  5th; Lightning Reflexes. ||Spend 1 Resolve Point to reroll a Reflex save.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Instant Crater Instant Crater*•] ||Base attack bonus  +5 ||Weapons with the explode special property create difficult terrain
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Living%20Ladder Living Ladder]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 17. ||Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Intuit Relationships Intuit Relationships] ||1 rank Perception & Sense Motive ||You can quickly sense relationships between others and use that knowledge to manipulate them.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lung%20Puncture Lung Puncture]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Your critical hits with piercing weapons cause foes to be fatigued.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Iron Will Iron Will•] ||— ||+2 bonus to Will saves
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lunge Lunge]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +6. ||Increase reach of melee attacks by 5 feet until the end of your turn.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Jet Charge Jet Charge*•] ||3 ranks Piloting ||Boost your charge attacks with jets to move farther
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Many-Handed%20Master Many-Handed Master]†{{abbr|<sup>©</sup>|Combat feat}} ||Four or more arms. ||You use your many limbs to counter combat maneuvers.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Jet Dash Jet Dash•] ||— ||Move faster when running, double height and distance when jumping
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Masked%20Visage Masked Visage]† ||&mdash; ||With your face concealed, you can be inscrutable.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Kasathan Battle Dance Kasathan Battle Dance*•] ||Prerequisites: Dex 13, Mobility or trick attack ||Avoid all attacks of opportunity when you withdraw
|[[#Master Crafter|Master Crafter]]† ||Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. ||Craft items in half the normal time.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Kip Up Kip Up*•] ||1 rank Acrobatics ||Stand from prone as a swift action
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Medical%20Expert Medical Expert]† ||Life Science, Medicine, & Physical Science 1 rank. ||Treat deadly wounds more quickly, and provide long-term care without a medical lab.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Laugh at Danger Laugh at Danger*•] ||Con 13 ||Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Melt%20Defenses Melt Defenses]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}} +11. ||On a critical hit, cause further attacks against a foe to target EAC.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lesser Eldritch Lore Lesser Eldritch Lore•] ||Caster level  7th; Key ability score 17, Minor Eldritch Lore ||Gain an additional 1st-level spell known
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Memorable%20Coercer Memorable Coercer] ||Intimidate 1 rank. ||You know how to use coercion to change people’s minds without suffering the consequences.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Light Armor Proficiency Light Armor Proficiency*•] ||— ||No penalty to attack rolls while wearing light armor
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Memory%20Access Memory Access]† ||{{abbr|Construct|Type}}, {{abbr|Constructed|Racial trait}}, Exocortex, or {{abbr|Head Slot|Augmentation}}. ||+2 insight bonus to skill checks to identify creatures and recall knowledge.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lightning Reflexes Lightning Reflexes•] ||— ||+2 bonus to Reflex saves
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Mobility Mobility]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 13. ||+4 bonus to AC against attacks of opportunity from movement.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Living Ladder Living Ladder*•] ||Str 17 ||Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Momentous%20Attack Momentous Attack]†{{abbr|<sup>©</sup>|Combat feat}} ||Athletics 5 ranks; Str 11. ||On a melee critical hit, move 5 feet.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Longarm Proficiency Longarm Proficiency*•] ||Proficiency in small arms ||No penalty to attacks with longarms
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Multifaceted%20Nature Multifaceted Nature] ||Character level  9th; {{abbr|Dimorphic|Racial trait}} or {{abbr|Driftborn|Racial trait}}. ||Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lung Puncture Lung Puncture*•] ||— ||Your critical hits with piercing weapons cause foes to be fatigued
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Multi-Weapon%20Fighting Multi-Weapon Fighting]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Reduce the penalty for full attacks when using multiple small arms or operative melee weapons.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Lunge Lunge*•] ||Base attack bonus  +6 ||Increase reach of melee attacks by 5 feet until the end of your turn
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Mystic%20Strike Mystic Strike]†{{abbr|<sup>©</sup>|Combat feat}} ||Ability to cast spells. ||Melee and ranged attacks count as magic.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Major Eldritch Lore Major Eldritch Lore•] ||Caster level 16th; Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore ||Gain an additional 4th-level spell known
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Nanite%20Integration Nanite Integration]† ||{{abbr|Construct|Type}} or {{abbr|Constructed|Racial trait}}; Character level 3rd ||Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Major Psychic Power Major Psychic Power•] ||Character level  7th; Cha 15, Minor Psychic Power, Psychic Power ||Cast a 2nd-level spell as a spell-like ability 1/day
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Nimble%20Moves Nimble Moves]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15. ||Ignore 20 feet of difficult terrain when you move.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Major Stage Magic Major Stage Magic•] ||Character level  7th; Cha 15, Minor Stage Magic, Stage Magic ||Gain a 2nd-level spell-like ability
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Opening%20Volley Opening Volley]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||+2 bonus to a melee attack against a target you damaged with a ranged attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Many-Handed Master Many-Handed Master*•] ||Four or more arms ||You use your many limbs to counter combat maneuvers
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Oracular%20Gift Oracular Gift]† ||Ability to cast ''augury''. ||Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Masked Visage Masked Visage•] ||— ||With your face concealed, you can be inscrutable
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Parting%20Shot Parting Shot]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15; Mobility, or Shot on the Run; {{abbr|BAB|Base Attack Bonus}} +6. ||Make a single ranged attack when withdrawing.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Master Crafter Master Crafter•] ||5 ranks Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession ||Craft items in half the normal time
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Penetrating%20Attack Penetrating Attack]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}} +12. ||Reduce enemy's DR and energy resistance against your weapons by 5.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Medical Expert Medical Expert•] ||1 rank Life Science, Medicine, & Physical Science ||Treat deadly wounds more quickly, and provide long-term care without a medical lab
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Penetrating%20Spell Penetrating Spell]† ||Ability to cast 4th-level spells. ||Reduce enemy's DR and energy resistance against your spells by 5.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Melt Defenses Melt Defenses*•] ||Base attack bonus +11 ||On a critical hit, cause further attacks against a foe to target EAC
|[[#Percussive Maintenance|Percussive Maintenance]]† ||Str 11. ||Reroll checks for engineer crew actions in starship combat and engineering checks to repair items.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Memorable Coercer Memorable Coercer] ||1 rank Intimidate ||You know how to use coercion to change people’s minds without suffering the consequences.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Periastra%20Training Periastra Training] ||Mysticism 5 ranks; Cha 13; {{abbr|Stellar Mode|Class feature}}. ||Gain the benefit of a full attunement with only 1 or 2 attunement points.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Memory Access Memory Access•] ||Construct type, constructed racial trait, exocortex, or head slot augmentation ||+2 insight bonus to skill checks to identify creatures and recall knowledge
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Pinpoint%20Hurler Pinpoint Hurler]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 15. ||Reduce the distance your thrown weapons travel when they miss.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Minor Eldritch Lore Minor Eldritch Lore•] ||Caster level  4th; Key ability score 15 ||Gain an additional 0-level spell known
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison%20Adaptation Poison Adaptation]† ||Con 11. ||Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Minor Psychic Power Minor Psychic Power•] ||Cha 11 ||Cast a 0-level spell as a spell-like ability 3/day
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison%20Rejection%20(COM) Poison Rejection (COM)]† ||Con 17; Poison Adaptation. ||Recover from poisons more swiftly.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Minor Stage Magic Minor Stage Magic•] ||Cha 11 ||Gain a 0-level spell-like ability
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison%20Rejection%20(NS) Poison Rejection (NS)]† ||Racial trait with “poison” or “slime” in the name. ||You’ve mastered a method of using your bodily fluids to negate poison and venom.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Mobility Mobility*•] ||Dex 13 ||+4 bonus to AC against attacks of opportunity from movement
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Polymorph%20Adept Polymorph Adept]† ||You know the ''polymorph'' spell as a 3rd-level spell or higher. ||Change the form of your polymorph spell.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Momentous Attack Momentous Attack*•] ||5 ranks Athletics; Str 11 ||On a melee critical hit, move 5 feet
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Positive%20Conduit Positive Conduit]† ||Con 13. ||Gain extra Hit Points from magical healing.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Multifaceted Nature Multifaceted Nature] ||Character level  9th; dimorphic or driftborn racial trait ||Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Profession%20Mastery Profession Mastery] ||Profession 1 rank; Cha, Int, or Wis 13 (any); {{abbr|Cultural Fascination|Racial trait}}. ||Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Multi-Weapon Fighting Multi-Weapon Fighting*•] ||— ||Reduce the penalty for full attacks when using multiple small arms or operative melee weapons
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Protective%20Fur Protective Fur]† ||Skittermander or ysoki. ||Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Mystic Strike Mystic Strike*•] ||Ability to cast spells ||Melee and ranged attacks count as magic
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Protector%20of%20Kahlannal Protector of Kahlannal]† ||Anassanoi; Any non-chaotic and non-evil alignment. ||You have a unique psychic bond with your own Protector chariot.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Nanite Integration Nanite Integration•] ||Character level  3rd, constructed racial trait or construct type ||Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats
|[[#Psychic Insight|Psychic Insight]]† ||[Limited] Telepathy. ||Telepathic contact gives you social insight.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Nimble Moves Nimble Moves*•] ||Dex 15 ||Ignore 20 feet of difficult terrain when you move
|data-sort-value="Psychic Power 1"|[[#Psychic Power, Minor|Psychic Power, Minor]]† ||Cha 11. ||Cast a 0-level spell as a spell-like ability 3/day.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Opening Volley Opening Volley*•] ||— ||+2 bonus to a melee attack against a target you damaged with a ranged attack
|data-sort-value="Psychic Power 2"|[[#Psychic Power|Psychic Power]]† ||Character level  4th; Cha 13, Minor Psychic Power. ||Cast a 1st-level spell as a spell-like ability 1/day.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Oracular Gift Oracular Gift•] ||Ability to cast ''augury'' ||Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP
|data-sort-value="Psychic Power 3"|[[#Psychic Power, Major|Psychic Power, Major]]† ||Character level  7th; Cha 15, Psychic Power. ||Cast a 2nd-level spell as a spell-like ability 1/day.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Parting Shot Parting Shot*•] ||Dex 15, Mobility, Shot on the Run, base attack bonus +6 ||Make a single ranged attack when withdrawing
|[[#Psychic Sense|Psychic Sense]]† ||[Limited] Telepathy. ||You can sense nearby creatures using your telepathy.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Penetrating Attack Penetrating Attack*•] ||Base attack bonus +12 ||Reduce enemy's DR and energy resistance against your weapons by 5
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Pull%20the%20Pin Pull the Pin]†{{abbr|<sup>©</sup>|Combat feat}} ||Improved Combat Maneuver (disarm). ||Perform a disarm to activate a foe’s grenade.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Penetrating Spell Penetrating Spell•] ||Ability to cast 4th-level spells ||Reduce enemy's DR and energy resistance against your spells by 5
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Quick%20Draw Quick Draw]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Draw a weapon as a swift action.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Percussive Maintenance Percussive Maintenance•] ||Str 11 ||Reroll checks for engineer crew actions in starship combat and engineering checks to repair items
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Quicker%20Trickler Quicker Trickler]† ||Medicine 3 ranks. ||Administer serums as a standard action instead of a full action.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Periastra Training Periastra Training] ||5 ranks Mysticism; Cha 13; ''stellar mode'' class feature ||Gain the benefit of a full attunement with only 1 or 2 attunement points
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reality%20Glimmer Reality Glimmer]† ||Character level  5th; Cha 15; No levels in witchwarper. ||Gain the ability to cast minor witchwarper spells.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Pinpoint Hurler Pinpoint Hurler*•] ||Str 15 ||Reduce the distance your thrown weapons travel when they miss
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reflect%20Projectiles Reflect Projectiles]†{{abbr|<sup>©</sup>|Combat feat}} ||Deflect Projectiles; {{abbr|BAB|Base Attack Bonus}} +16. ||Spend 1 Resolve Point to attempt to redirect a ranged attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison Adaptation Poison Adaptation•] ||Con 11 ||Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reject%20Chains Reject Chains]† ||Shirren. ||+2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison Rejection (COM) Poison Rejection (COM)•] ||Con 17, Poison Adaptation ||Recover from poisons more swiftly
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Relocate%20Vitals Relocate Vitals] ||{{abbr|Early Stage Adaptation|Racial trait}}. ||In times of danger, you can alter your body to protect your most vulnerable organs.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Poison Rejection (NS) Poison Rejection (NS)•] ||Racial trait with “poison” or “slime” in the name ||You’ve mastered a method of using your bodily fluids to negate poison and venom.
|data-sort-value="Resistance 1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Enhanced%20Resistance Resistance, Enhanced]† ||{{abbr|BAB|Base Attack Bonus}}  +4. ||Gain damage reduction or energy resistance.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Polymorph Adept Polymorph Adept•] ||You know the ''polymorph'' spell as a 3rd-level spell or higher ||Change the form of your polymorph spell
|data-sort-value="Resistance 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Adaptive%20Resistance Resistance, Adaptive] ||Enhanced Resistance; {{abbr|BAB|Base Attack Bonus}} +4; {{abbr|Early Stage Adaptation|Racial trait}}. ||Your training enables you to adapt and evolve formidable temporary defenses.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Positive Conduit Positive Conduit•] ||Con 13 ||Gain extra Hit Points from magical healing
|data-sort-value="Resistance 3"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Energy%20Resistance Resistance, Improved Energy]† ||Character level 10th; Con 13; Energy Resistance. ||Your natural energy resistance is more pronounced.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Powered Armored Proficiency Powered Armored Proficiency*•] ||Str 13, base attack bonus +5, proficiency in light and heavy armor ||No penalty to attack rolls while wearing powered armor
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ricochet%20Grenade Ricochet Grenade]†{{abbr|<sup>©</sup>|Combat feat}} ||Grenades prof.; {{abbr|BAB|Base Attack Bonus}} +7. ||Bounce a grenade off a wall to reach difficult spo.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Profession Mastery Profession Mastery] ||1 rank Profession (any); Cha, Int, or Wis 13; cultural fascination racial trait ||Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sacred%20Strike Sacred Strike]†{{abbr|<sup>©</sup>|Combat feat}} ||Worship a deity of an alignment within one step of your own. ||Treat your attacks as having your deity’s alignment.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Protective Fur Protective Fur•] ||Skittermander or ysoki ||Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Scurry Scurry]† ||Racial bonus to Dexterity; {{abbr|Small|Size}}. ||Your small size affords you superior tactical positioning.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Protector of Kahlannal <img src="images\PathfinderSocietySymbolN.gif" title="The Protector of Halannal is only allowed to anassanoi PCs" style="margin:3px 3px 0px 3px;  Protector of Kahlannal] ||Anassanoi, any non-chaotic and non-evil alignment ||You have a unique psychic bond with your own Protector chariot.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sense%20Assumptions Sense Assumptions] ||Sense Motive 1 rank. ||You can easily intuit a person’s preconceptions.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Psychic Insight Psychic Insight•] ||Limited telepathy or telepathy ||Telepathic contact gives you social insight.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shadow%20Infusion Shadow Infusion] ||Strong connection to Shadow Plane. ||After enduring contact with the Shadow Plane, you have become infused with its energies.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Psychic Power Psychic Power•] ||Character level  4th; Cha 13, Minor Psychic Power ||Cast a 1st-level spell as a spell-like ability 1/day
|data-sort-value="Shadow Infusion 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Shadow%20Infusion Shadow Infusion, Improved] ||Character level  7th; Shadow Infusion. ||Your connection to the Shadow Plane has grown stronger.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Psychic Sense Psychic Sense•] ||Limited telepathy or telepathy ||You can sense nearby creatures using your telepathy.
|data-sort-value="Shadow Infusion 3"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater%20Shadow%20Infusion Shadow Infusion, Greater] ||Character level 13th; Improved Shadow Infusion. ||The energy of the Shadow Plane suffuses your body, mind, and spirit.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Pull the Pin Pull the Pin*•] ||Improved Combat Maneuver (disarm) ||Perform a disarm to activate a foe’s grenade
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shelter%20Ally Shelter Ally]†{{abbr|<sup>©</sup>|Combat feat}} ||Bodyguard; Natural reach ≥ 10′. ||Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Quick Draw Quick Draw*•] ||Base attack bonus  +1 ||Draw a weapon as a swift action
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shield%20Block Shield Block]†{{abbr|<sup>©</sup>|Combat feat}} ||Shields prof. ||Spent 1 Resolve Point as a reaction to reduce damage from area effects.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Quicker Trickler Quicker Trickler•] ||3 ranks Medicine ||Administer serums as a standard action instead of a full action
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shot%20on%20the%20Run Shot on the Run]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15 or Mobility; {{abbr|BAB|Base Attack Bonus}} +4. ||Make a ranged attack at any point during movement.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reality Glimmer Reality Glimmer•] ||Character level  5th; Cha 15, no levels in witchwarper ||Gain the ability to cast minor witchwarper spells
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sidestep Sidestep]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15; Mobility or {{abbr|Trick Attack|Class feature}}. ||Take guarded step as a reaction when a foe misses you with melee attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reflect Projectiles Reflect Projectiles*•] ||Deflect Projectiles, base attack bonus +16 ||Spend 1 Resolve Point to attempt to redirect a ranged attack
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Sidestep Sidestep, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 17, Mobility or {{abbr|Trick Attack|Class feature}}; Sidestep. ||Reduce penalties from Sidestep.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Reject Chains Reject Chains•] ||Shirren ||+2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Skill%20Focus Skill Focus]† ||&mdash; ||+3 insight bonus to one skill.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Relocate Vitals Relocate Vitals] ||Early stage adaptation racial trait ||In times of danger, you can alter your body to protect your most vulnerable organs.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Skill%20Synergy Skill Synergy]† ||&mdash; ||Gain two new class skills or a +2 insight bonus to those skills.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Ricochet Grenade Ricochet Grenade*•] ||Proficiency with grenades, base attack bonus +7 ||Bounce a grenade off a wall to reach difficult spo
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sky%20Jockey Sky Jockey]† ||Piloting 5 ranks. ||Make jetpacks, vehicles, and starships go faster.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sacred Strike Sacred Strike*•] ||Worship a deity of an alignment within one step of your own ||Treat your attacks as having your deity’s alignment
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Slam%20Down Slam Down]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Your critical hits with bludgeoning weapons knock down your foes.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Scurry Scurry•] ||Racial bonus to Dexterity, size Small ||Your small size affords you superior tactical positioning
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Slippery%20Shooter Slippery Shooter]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15; {{abbr|BAB|Base Attack Bonus}} +6. ||+3 bonus to AC against attacks of opportunity when making ranged attacks.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sense Assumptions Sense Assumptions] ||1 rank Sense Motive ||You can easily intuit a person’s preconceptions.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Solid%20Stance Solid Stance]†{{abbr|<sup>©</sup>|Combat feat}} ||Con 15. ||Become harder to move, and use a reaction to avoid being knocked prone.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shadow Infusion Shadow Infusion] ||Strong connection to Shadow Plane ||After enduring contact with the Shadow Plane, you have become infused with its energies.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell%20Feint Spell Feint]† ||&mdash; ||When you successfully feint, your foe takes a –1 penalty to saves against your next spell.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shelter Ally Shelter Ally*•] ||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
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell%20Focus Spell Focus]† ||Character level  3rd; ability to cast spells. ||DCs of spells you cast increase.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shield Block Shield Block*•] ||Proficiency with shields ||Spent 1 Resolve Point as a reaction to reduce damage from area effects
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell%20Penetration Spell Penetration]† ||&mdash; ||+2 bonus to caster level checks to overcome SR.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shield Proficiency Shield Proficiency*•] ||— ||Gain proficiency with shields
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Greater%20Spell%20Penetration Spell Penetration, Greater]† ||Spell Penetration. ||Additional +2 bonus to caster level checks to overcome SR.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Shot on the Run Shot on the Run*•] ||Dex 15, Mobility, base attack bonus +4 ||Make a ranged attack at any point during movement
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Spell-Like%20Ability Spell-Like Ability, Improved]† ||Character level  4th; at least one 0 or 1st-level spell-like ability. ||You have focused on honing your innate magical talents.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sidestep Sidestep*•] ||Dex 15, Mobility or trick attack class feature ||Take guarded step as a reaction when a foe misses you with melee attack
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spellbane Spellbane]† ||Unable to cast spells or use spell-like abilities. ||+2 insight bonus to saving throws against spells and spell-like abilities.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Skill Focus Skill Focus•] ||— ||+3 insight bonus to one skill
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spellguard Spellguard]† ||Mysticism 3 ranks. ||Grant an ally a +2 insight bonus against a spell as a reaction.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Skill Synergy Skill Synergy•] ||— ||Gain two new class skills or a +2 insight bonus to those skills
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spot%20of%20Luck Spot of Luck]† ||Character level  5th; any Racial trait or Feat that grants a d20 reroll. ||When escaping tight spots, you defy the odds.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sky Jockey Sky Jockey•] ||5 ranks Piloting ||Make jetpacks, vehicles, and starships go faster
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spring%20Attack Spring Attack]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 15; Mobility; {{abbr|BAB|Base Attack Bonus}} +4. ||Move before and after a melee attack.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Slam Down Slam Down*•] ||— ||Your critical hits with bludgeoning weapons knock down your foes
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spry%20Cover Spry Cover]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Slippery Shooter Slippery Shooter*•] ||Dex 15, base attack bonus +6 ||+3 bonus to AC against attacks of opportunity when making ranged attacks
|[[#Squox Companion|Squox Companion]] ||You own a trained [[squox]] that has an attitude of friendly or helpful toward you. ||Your pet [[squox]] aids you to the best of its ability.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Small Arm Proficiency Small Arm Proficiency*•] ||— ||No penalty to attacks with small arms
|data-sort-value="Stage Magic 1"|[[#Stage Magic, Minor|Stage Magic, Minor]]† ||Cha 11. ||Gain a 0-level spell-like ability.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sniper Weapon Proficiency Sniper Weapon Proficiency*•] ||— ||No penalty to attacks with sniper weapons
|data-sort-value="Stage Magic 2"|[[#Stage Magic|Stage Magic]]† ||Character level  4th; Cha 13, Minor Stage Magic. ||Gain a 1st-level spell-like ability.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Solid Stance Solid Stance*•] ||Con 15 ||Become harder to move, and use a reaction to avoid being knocked prone
|data-sort-value="Stage Magic 3"|[[#Stage Magic, Major|Stage Magic, Major]]† ||Character level  7th; Cha 15, Stage Magic. ||Gain a 2nd-level spell-like ability.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Soothing Telepathy Soothing Telepathy•] ||Limited telepathy or telepathy ||+2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Stand%20Still Stand Still]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Make an attack of opportunity to stop a foe’s movement.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Special Weapon Proficiency Special Weapon Proficiency*•] ||Proficiency in basic melee weapons or small arms (see below) ||No penalty to attacks with one special weapon
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Stand%20Still Stand Still, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||Stand Still. ||+4 bonus to melee attacks with Stand Still.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell Feint Spell Feint•] ||— ||When you successfully feint, your foe takes a –1 penalty to saves against your next spell
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Startled%20Scream Startled Scream]† ||&mdash; ||When something bad is about to go down, you scream to let everyone know.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell Focus Spell Focus•] ||Character level  3rd; ability to cast spells ||DCs of spells you cast increase
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Steady%20Footing Steady Footing]† ||More than two legs or similar limbs. ||You use your multiple legs to your advantage.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spell Penetration Spell Penetration•] ||— ||+2 bonus to caster level checks to overcome SR
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Steel%20Nerves Steel Nerves]† ||Character level  3rd; Wis 13. ||You retain your reason when you’re scared.
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|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spellbane Spellbane•] ||Unable to cast spells or use spell-like abilities ||+2 insight bonus to saving throws against spells and spell-like abilities
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Step%20Up Step Up]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1. ||Take a guarded step as a reaction to an adjacent foe moving.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spellguard Spellguard•] ||3 ranks Mysticism ||Grant an ally a +2 insight bonus against a spell as a reaction
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Step%20Up%20and%20Strike Step Up and Strike]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 13; Step Up; {{abbr|BAB|Base Attack Bonus}} +6. ||Make an attack of opportunity as part of Step Up.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spot of Luck Spot of Luck•] ||Character level 5th; any racial trait or feat that grants a d20 reroll ||When escaping tight spots, you defy the odds
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Strike%20Back Strike Back]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}} +1. ||Ready an action to make a melee attack against a foe with reach.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spring Attack Spring Attack*•] ||Dex 15, Mobility, base attack bonus +4 ||Move before and after a melee attack
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Suppressive%20Fire Suppressive Fire]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|BAB|Base Attack Bonus}}  +1; Heavy Weapons prof. ||Provide covering fire or harrying fire in an area.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Spry Cover Spry Cover*•] ||Base attack bonus  +1 ||Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Survivalist Survivalist]† ||{{abbr|Self-sufficient|Racial trait}}. ||You know how to live off the land.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Squox Companion Squox Companion] ||You own a trained squox that has an attitude of friendly or helpful toward you ||Your pet squox aids you to the best of its ability
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Swimming%20Master Swimming Master]† ||Athletics 5 ranks. ||Gain a swim speed equal to your base speed.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Stage Magic Stage Magic•] ||Character level  4th; Cha 13, Minor Stage Magic ||Gain a 1st-level spell-like ability
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tactful%20Advisor Tactful Advisor]† ||Cha 11. ||Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Stand Still Stand Still*•] ||— ||Make an attack of opportunity to stop a foe’s movement
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tailored%20Serum Tailored Serum]† ||Life Science 5 ranks. ||Grant additional Hit Points to a particular creature with a customized <i>serum of healing</i>.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Startled Scream Startled Scream•] ||— ||When something bad is about to go down, you scream to let everyone know.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Technomantic%20Dabbler Technomantic Dabbler]† ||Character level  5th; Int 15; No levels in technomancer. ||Gain the ability to cast minor technomancer spells.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Steady Footing Steady Footing•] ||More than two legs or similar limbs ||You use your multiple legs to your advantage.
|[[#Helpful Telepath|Telepath, Helpful]]† ||[Limited] Telepathy; {{abbr|Communalism|Racial trait}} or {{abbr|Hive Defense|Racial trait}}. ||You’re able to provide uncanny support to your allies.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Steel Nerves Steel Nerves•] ||Character level  3rd; Wis 13 ||You retain your reason when you’re scared.
|[[#Telepathic Scream|Telepathic Scream]]† ||[Limited] Telepathy; 3 ranks Intimidate. ||Create a distressing telepathic scream that causes foes to become shaken.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Step Up and Strike Step Up and Strike*•] ||Dex 13, Step Up, base attack bonus +6 ||Make an attack of opportunity as part of Step Up
|[[#Telepathic Spy|Telepathic Spy]]† ||[Limited] Telepathy. ||Your telepathy is sensitive enough to detect similar psychic communication nearby.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Step Up Step Up*•] ||Base attack bonus  +1 ||Take a guarded step as a reaction to an adjacent foe moving
|[[#Extended Telepathy|Telepathy, Extended]]† ||[Limited] Telepathy. ||Increase the range of your telepathy.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Strike Back Strike Back*•] ||Base attack bonus  +1 ||Ready an action to make a melee attack against a foe with reach
|[[#Soothing Telepathy|Telepathy, Soothing]]† ||[Limited] Telepathy. ||+2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Suppressive Fire Suppressive Fire*•] ||Base attack bonus  +1, proficiency with heavy weapons ||Provide covering fire or harrying fire in an area
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Terrifying%20Presence Terrifying Presence]†{{abbr|<sup>©</sup>|Combat feat}} ||{{abbr|Intimidating|Racial trait}}. ||Your fearsome displays instill fear longer.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Survivalist Survivalist•] ||Self-sufficient racial trait ||You know how to live off the land
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Three-Point%20Stance Three-Point Stance]† ||&mdash; ||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.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Swimming Master Swimming Master•] ||5 ranks Athletics ||Gain a swim speed equal to your base speed
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Through%20the%20Lines Through the Lines]† ||Dex 13. ||You can charge through one ally’s space.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tactful Advisor Tactful Advisor•] ||Cha 11 ||Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tight%20Fit Tight Fit]† ||{{abbr|Large|Size}} or larger. ||You are not entangled when squeezing.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tailored Serum Tailored Serum•] ||5 ranks Life Science ||Grant additional Hit Points to a particular creature with a customized <i>serum of healing</i>
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Toughness Toughness]† ||&mdash; ||+1 Stamina Point per character level and other bonuses.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Technomantic Dabbler Technomantic Dabbler•] ||Character level  5th; Int 15, no levels in technomancer ||Gain the ability to cast minor technomancer spells
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tripping%20Rush Tripping Rush]†{{abbr|<sup>©</sup>|Combat feat}} ||Improved Combat Maneuver (trip); {{abbr|BAB|Base Attack Bonus}} +5. ||Knock a target prone when you bull rush them into an obstacle.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Telepathic Scream Telepathic Scream•] ||3 ranks Intimidate; limited telepathy or telepathy ||Create a distressing telepathic scream that causes foes to become shaken
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Improved%20Unarmed%20Strike Unarmed Strike, Improved]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||Deal more damage and threaten squares with unarmed strikes.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Telepathic Spy <img src="images\PathfinderSocietySymbolN.gif" title="The Telepathic Spy feat requires a Will save to resist." style="margin:3px 3px 0px 3px; Telepathic Spy] ||Limited telepathy or telepathy ||Your telepathy is sensitive enough to detect similar psychic communication nearby.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Underfoot Underfoot]† ||Scurry, Acrobatics 10 ranks; Racial bonus to Dexterity; {{abbr|Small|Size}}. ||You use your small size against larger foes.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Terrifying Presence Terrifying Presence*•] ||Intimidating racial trait ||Your fearsome displays instill fear longer
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Unfriendly%20Fire Unfriendly Fire]†{{abbr|<sup>©</sup>|Combat feat}} ||Bluff 5 ranks. ||Trick an attacker into shooting at another enemy adjacent to you.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Three-Point Stance Three-Point Stance•] ||— ||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
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Veiled%20Threat Veiled Threat]† ||Intimidate 1 rank; Cha 15. ||Intimidated foe doesn’t become hostile.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Through the Lines Through the Lines•] ||Dex 13 ||You can charge through one ally’s space
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile%20Fighting Versatile Fighting]†{{abbr|<sup>©</sup>|Combat feat}} ||Character level  5th; Adaptive Fighting. ||Spend RP to use Adaptive Fighting more often in a day.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tight Fit Tight Fit•] ||Large size or larger ||You are not entangled when squeezing
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile%20Focus Versatile Focus]†{{abbr|<sup>©</sup>|Combat feat}} ||Weapon Focus (any). ||+1 bonus to attack rolls with all weapon types you are proficient with.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Toughness Toughness•] ||— ||+1 Stamina Point per character level and other bonuses
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile%20Specialization Versatile Specialization]†{{abbr|<sup>©</sup>|Combat feat}} ||Character level 3rd; Weapon Specialization. ||Deal extra damage with all weapon types you are proficient with.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Tripping Rush Tripping Rush*•] ||Improved Combat Maneuver (trip), base attack bonus +5 ||Knock a target prone when you bull rush them into an obstacle
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Wary%20Withdrawal Wary Withdrawal]†{{abbr|<sup>©</sup>|Combat feat}} ||Dex 13; Wis 13; Mobility. ||You know how to withdraw with great caution.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Underfoot Underfoot•] ||Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small ||You use your small size against larger foes
|data-sort-value="Weapon Proficiency, Melee 1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Basic%20Melee%20Weapon%20Proficiency Weapon Proficiency, Melee, Basic]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||No penalty to attacks with basic melee weapons.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Unfriendly Fire Unfriendly Fire*•] ||5 ranks Bluff ||Trick an attacker into shooting at another enemy adjacent to you
|data-sort-value="Weapon Proficiency, Melee 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Advanced%20Melee%20Weapon%20Proficiency Weapon Proficiency, Melee, Advanced]†{{abbr|<sup>©</sup>|Combat feat}} ||Basic Melee Weapons prof. ||No penalty to attacks with advanced melee weapons.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Veiled Threat Veiled Threat•] ||1 rank Intimidate; Cha 15 ||Intimidated foe doesn’t become hostile
|data-sort-value="Weapon Proficiency, Range 1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Small%20Arm%20Proficiency Weapon Proficiency, Small Arm]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||No penalty to attacks with small arms.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile Fighting Versatile Fighting*•] ||Character level  5th; adaptive Fighting ||Spend RP to use Adaptive Fighting more often in a day
|data-sort-value="Weapon Proficiency, Range 2"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Longarm%20Proficiency Weapon Proficiency, Longarm]†{{abbr|<sup>©</sup>|Combat feat}} ||Small Arms prof. ||No penalty to attacks with longarms.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile Focus Versatile Focus*•] ||Weapon Focus (any) ||+1 bonus to attack rolls with all weapon types you are proficient with
|data-sort-value="Weapon Proficiency, Range 3"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Sniper%20Weapon%20Proficiency Weapon Proficiency, Sniper]†{{abbr|<sup>©</sup>|Combat feat}} ||&mdash; ||No penalty to attacks with sniper weapons.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Versatile Specialization Versatile Specialization*•] ||Character level  3rd; Weapon Specialization ||Deal extra damage with all weapon types you are proficient with
|data-sort-value="Weapon Proficiency, Range 4"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Heavy%20Weapon%20Proficiency Weapon Proficiency, Heavy]†{{abbr|<sup>©</sup>|Combat feat}} ||Str 13; Small Arms & Longarms prof. ||No penalty to attacks with heavy weapons.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Wary Withdrawal Wary Withdrawal*•] ||Dex 13, Wis 13, Mobility ||You know how to withdraw with great caution.
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Special%20Weapon%20Proficiency Weapon Proficiency, Special]†{{abbr|<sup>©</sup>|Combat feat}} ||Basic Melee Weapons or Small Arms prof. ||No penalty to attacks with one special weapon.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Weapon Focus Weapon Focus*•] ||Proficiency with selected weapon type ||+1 bonus to attack rolls with selected weapon type
|data-sort-value="Weapon Spec1"|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Weapon%20Focus Weapon Focus]†{{abbr|<sup>©</sup>|Combat feat}} ||Selected weapon type prof. ||+1 bonus to attack rolls with selected weapon type.
|-
|-
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Weapon Specialization Weapon Specialization*•] ||Character level 3rd, proficiency with selected weapon type ||Deal extra damage with selected weapon type
|[https://aonsrd.com/FeatDisplay.aspx?ItemName=Weapon%20Specialization Weapon Specialization]†{{abbr|<sup>©</sup>|Combat feat}} ||Selected weapon type prof.; Character level 3rd. ||Deal extra damage with selected weapon type.
|}
|}
{{toc}}
==Miscellaneous==
===Squox Companion===
{{hatnote|''Alien Archive 2'', p.119}}
Your [[squox]] is a well-trained companion.
'''Prerequisites:''' You own a trained squox that has an attitude of friendly or helpful toward you.
'''Benefit:''' You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks.
Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead.
In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check).
==Telepathic==
===Extended Telepathy===
{{hatnote|''Pact Worlds'', p.191}}
You have expanded your latent telepathic powers.
'''Prerequisites:''' Limited telepathy racial trait.
'''Benefit:''' Increase the range of your limited telepathy by 30 feet.
'''Special:''' If you are a phrenic adept or have the Major Psychic Power feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don’t share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Mysticism check (DC = 15 + 1½ × the creature’s CR). On a failed check, you can’t try to communicate telepathically with that creature again for 24 hours.
===Helpful Telepath===
{{hatnote|''Character Operations Manual'', p.25}}
You’re able to provide uncanny support to your allies.
'''Prerequisites:''' Communalism or hive defense racial trait, limited telepathy or telepathy racial trait.
'''Benefit:''' When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy.
Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.
;Aid Another: Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
;Covering Fire: Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
;Harrying Fire: Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.
===Psychic Insight===
{{hatnote|''Starfinder #13: Fire Starters'', p.44}}
Telepathic contact gives you social insight.
'''Prerequisites:''' Limited telepathy or telepathy.
'''Benefit:''' You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.
===Psychic Sense===
{{hatnote|''Starfinder #13: Fire Starters'', p.44}}
You can sense nearby creatures using your telepathy.
'''Prerequisites:''' Limited telepathy or telepathy.
'''Benefit:''' You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy.
===Soothing Telepathy===
{{hatnote|''Character Operations Manual'', p.118}}
Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies.
'''Prerequisites:''' Limited telepathy or telepathy.
'''Benefit:''' You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.
===Telepathic Scream===
{{hatnote|''Character Operations Manual'', p.118}}
You can create a distressing telepathic scream to unnerve nearby creatures.
'''Prerequisites:''' Intimidate 3 ranks; limited telepathy or telepathy.
'''Benefit:''' As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1½ × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
===Telepathic Spy===
{{hatnote|''Starfinder #13: Fire Starters'', p.44}}
Your telepathy is sensitive enough to detect similar psychic communication nearby.
'''Prerequisites:''' Limited telepathy or telepathy.
'''Benefit:''' When a creature within range of your telepathy uses telepathy, receives telepathic communication (such as ''telepathic message''), or employs a mind-reading effect (such as the ''detect thoughts'' spell), you notice the attempt with a successful DC 20 Sense Motive check. If you succeed by 5 or more, you glean three pieces of information about the communication, such as the identity of its source, its general nature, the emotional state of the sender or the recipient, and so on. If you succeed by 10 or more, you can listen in on the communication by concentrating each round (a standard action) to maintain your eavesdropping. However, although unaware of your spying, the subject can attempt a saving throw (DC = 10 + half your level + your Charisma modifier) to prevent it. Succeeding by 5 or more at this save also alerts the subject to your snooping.
==Spell-like==
===Blood of the Spider===
{{hatnote|''Near Space'', p.130}}
Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
'''Prerequisites:''' Racial trait that grants a spell-like ability.
'''Benefit:''' You can use spider climb once per day as a spell-like ability, using your character level as the caster level.
===Improved Spell-Like Ability===
{{hatnote|''Near Space'', p.131}}
You have focused on honing your innate magical talents.
'''Prerequisites:''' At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th.
'''Benefit:''' Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day.
'''Special:''' You can select this feat more than once. Each time you can either choose the same spell-like ability or pick a different one.
===Psychic Power, Minor===
{{hatmaote|''Starfinder Core Rulebook'', p.160}}
You have a minor natural psychic ability.
'''Prerequisites:''' Cha 11.
'''Benefit:''' Select one of the following 0-level spells: dancing lights, psychokinetic hand, telekinetic projectile, or telepathic message. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.
'''Special:'' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
===Psychic Power===
{{hatmaote|''Starfinder Core Rulebook'', p.160}}
You have a natural psychic ability.
'''Prerequisites:''' Cha 13, Minor Psychic Power, character level 4th.
'''Benefit:''' Select one of the following 1st-level spells: comprehend languages, detect thoughts, or mind link. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
'''Special:''' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
===Psychic Power, Major===
{{hatmaote|''Starfinder Core Rulebook'', p.159}}
You have a significant natural psychic ability.
'''Prerequisites:''' Cha 15, Minor Psychic Power, Psychic Power, character level 7th.
'''Benefit:''' Select one of the following 2nd-level spells: augury or status. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.
===Stage Magic, Minor===
{{hatnote|''Pact Worlds'', p.191}}
Entertainers and icons from entertainment houses such as the Hamisfore Theatorium on Absalom Station to Eox’s Halls of the Living understand the importance of showmanship. From a famous mentor or through your own inventiveness, you have developed a minor magical trick to entertain or distract.
'''Prerequisites:''' Cha 11.
'''Benefit:''' Select one of the following 0-level spells: dancing lights, ghost sound, or token spell. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
'''Special:''' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
===Stage Magic===
{{hatnote|''Pact Worlds'', p.191}}
You have learned new magical tricks to deceive or entertain.
'''Prerequisites:''' Cha 13, Minor Stage Magic, character level 4th.
'''Benefit:''' Select one of the following 1st-level spells: disguise self, holographic image, or unseen servant. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.
'''Normal:''' You can select this feat more than once. Each time you do, you must choose a different spell from the list.
===Stage Magic, Major===
{{hatnote|''Pact Worlds'', p.191}}
You wield illusions that misdirect, deceive, or entertain an audience.
'''Prerequisites:''' Cha 15, Minor Stage Magic, Stage Magic, character level 7th.
'''Benefit:''' Select one of the following 2nd-level spells: holographic image, invisibility, or mirror image. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. If you select holographic image with this feat and you have already selected holographic image with the Stage Magic feat, you can replace the spell selected with Stage Magic with another spell listed in the Stage Magic feat.
==Skill==
===Skill Focus===
{{hatnote|''Core Rulebook'', p.}}
You are particularly adept at a certain skill.
'''Benefit:''' Choose a skill. You gain a {{abbr|+3 bonus|Untyped (not insight) per both d20 v.3.5 and Pathfinder SRDs.}} to checks involving the chosen skill. {{abbr|If you have 10 or more ranks in that skill, this bonus increases to +6.|Per the Pathfinder SRD.}}
'''Special:''' You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.
===Skill Synergy===
{{hatnote|''Core Rulebook'', p.}}
You understand how two skills work well together.
'''Benefit:''' Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.
'''Special:''' You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.
==Technical==
===Adaptive Upgrade===
{{hatnote|''Character Operations Manual'', p.112}}
You have adjusted one of your armor upgrades to give yourself a few more options.
'''Prerequisites:''' Int 19, Engineering 10 ranks.
'''Benefit:''' Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost.
Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest.
Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat.
===Amplified Glitch (Combat)<span id="Amplified Glitch"></span>===
{{hatnote|''Starfinder Core Rulebook'', p.155}}
You can create sudden distractions with technological devices.
'''Prerequisites:''' Computers 3 ranks, Intimidate 3 ranks.
'''Benefit:''' As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1½ × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.
Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.
===Barricade (Combat)<span id="Barricade"></span>===
{{hatnote|''Starfinder Core Rulebook'', p.155}}
You are adept at creating quick, temporary cover.
'''Prerequisites:''' Engineering 1 rank.
'''Benefit:''' As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.
The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).
===Four-Handed Hacker===
{{hatnote|''Character Operations Manual'', p.21}}
When you hack a computer, it’s a two-front war.
'''Prerequisites:''' Computers 1 rank, four or more hands.
'''Benefit:''' When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time.
===Master Crafter===
{{hatnote|''Starfinder Core Rulebook'', p.159}}
You can construct things more quickly than most.
'''Prerequisites:''' Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.
'''Benefit:''' Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time.
'''Special:''' You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.
===Percussive Maintenance===
{{hatnote|''Character Operations Manual'', p.117}}
You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work.
'''Prerequisites:''' Str 11.
'''Benefit:''' Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat.
==Caster==
*Adaptive Casting• Key ability score 19; Caster level 7. Select three additional spells known, cast one of them once a day.
*Agile Casting• Key ability score 15; Dex 15; Mobility; Caster level 4th. Cast a spell at any point during movement.
*Combat Casting*• Ability to cast 2nd-level spells. +2 bonus to AC and saves against attacks of opportunity when casting spells.
*Eldritch Lore, Minor• Caster level 4th; Key ability score 15. Gain an additional 0-level spell known.
*Eldritch Lore, Lesser• Caster level 7th; Key ability score 17; Minor Eldritch Lore. Gain an additional 1st-level spell known.
*Eldritch Lore• Caster level 10th; Key ability score 19; Lesser Eldritch Lore. Gain an additional 2nd-level spell known.
*Eldritch Lore, Greater• Caster level 13th; Key ability score 21; Eldritch Lore. Gain an additional 3rd-level spell known.
*Eldritch Lore, Major• Caster level 16th; Key ability score 23; Greater Eldritch Lore. Gain an additional 4th-level spell known.
*Focused Spellcaster*• Combat Casting; Ability to cast 4th-level spells. Spend a resolve point to successfully cast a spell after you take damage during the casting.
*Frightful Display• 5 ranks Intimidate; Cha 15; Ability to cast spells. Intimidate a foe as a reaction after they fail a save against your spell.
*Greater Spell Penetration• Spell Penetration. Additional +2 bonus to caster level checks to overcome SR.
*Harm Undead• Healing channel connection power; Mystic level 1st. Expend a spell slot for healing channel to also damage undead.
*Mystic Strike*• Ability to cast spells. Melee and ranged attacks count as magic.
*Penetrating Spell• Ability to cast 4th-level spells. Reduce enemy's DR and energy resistance against your spells by 5.
*Polymorph Adept• You know the polymorph spell as a 3rd-level spell or higher. Change the form of your polymorph spell.
*Spell Feint• — When you successfully feint, your foe takes a –1 penalty to saves against your next spell.
*Spell Focus• Ability to cast spells; Character level 3rd. DCs of spells you cast increase.
*Spell Penetration• — +2 bonus to caster level checks to overcome SR.
*Spellbane• Unable to cast spells or use spell-like abilities. +2 insight bonus to saving throws against spells and spell-like abilities.
*Spellguard• 3 ranks Mysticism. Grant an ally a +2 insight bonus against a spell as a reaction.
;Minor
*Connection Inkling• Wis 15; Character level 5th; No levels in mystic. Gain the ability to cast minor mystic spells.
*Reality Glimmer• Cha 15; Character level 5th; No levels in witchwarper. Gain the ability to cast minor witchwarper spells.
*Technomantic Dabbler• Int 15; Character level 5th; No levels in technomancer. Gain the ability to cast minor technomancer spells.
[[category:Starfinder]]

Latest revision as of 04:15, 17 August 2020

Details (partial)

Name Prerequisite Description
Accelerated Recovery† Con 13. Recover more quickly during an 8-hour rest.
Add Leverage†© Str 15. Grip your weapon with more hands to move foes farther with combat maneuvers.
Advance Warning†© Cha 15. Shout a warning to your allies, causing them to stop being flat-footed.
All Hands on Deck† Four or more arms. Many hands make light work.
Ambuscade†© — When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage.
Ambush Awareness†© — If you fail the Perception check to act in the surprise round, you can still take a full defense action.
Antagonize† Intimidate & Diplomacy 5 ranks. Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more.
Apt Mentor† Life Science or Physical Science 5 ranks. Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication.
Arm Extensions† Construct or Constructed. You have special devices installed into your arms that allow you to extend them great distances.
Armor Proficiency, Shield†© — Gain proficiency with shields.
Armor Proficiency, Light†© — No penalty to attack rolls while wearing light armor.
Armor Proficiency, Heavy†© Str 13; Light Armor prof. No penalty to attack rolls while wearing heavy armor.
Armor Proficiency, Powered†© Str 13; BAB +5; Light & Heavy Armor prof. No penalty to attack rolls while wearing powered armor.
Armor Upgrade, Adaptive† Engineering 10 ranks; Int 19. Temporarily create low-level armor upgrades.
Barricade†© Engineering 1 rank. Create your own fragile cover.
Blind-Fight†© — Reroll miss chances from concealment.
Blood in Their Eyes†© — Your critical hits with slashing attacks make foes dazzled.
Blood of the Spider† A Spell-like ability racial trait. Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
Bodyguard†© — Add a +2 bonus to an adjacent ally’s AC as a reaction.
Bud Drone Drone class feature; Adaptation or Early Stage Adaptation. You have used your unique biology to bud off a biological drone you can more easily integrate with.
Casting, Adaptive† Caster level 7th; Key ability score 19. Select three additional spells known; cast one of them once a day.
Casting, Agile† Caster level 4th; Key ability score 15; Dex 15, Mobility. Cast a spell at any point during movement.
Casting, Combat†⚔️ Ability to cast 2nd-level spells. +2 bonus to AC and saves against attacks of opportunity when casting spells.
Cleave†© Str 13; BAB +1. Make an additional melee attack if the first one hits.
Climbing Master† Athletics 5 ranks. Gain a climb speed equal to your base speed.
Close Combat†© BAB +1. Gain a +2 bonus to AC against ranged attacks when are in melee combat.
Combat Maneuver, Improved†© BAB +1. +4 bonus to perform one combat maneuver.
Complex Adaptation Life Science 5 ranks; Early Stage Adaptation. With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects.
Communalism, Enhanced Character level 5th; Communalism. You’re able to benefit from your allies’ presence more often.
Connection Inkling† Character level 5th; Wis 15; No levels in mystic. Gain the ability to cast minor mystic spells.
Constant Alert†© Character level 5th; Wis 11. Reroll your initiative check and automatically win ties.
Cook Grenade†© Grenades prof.; Dex 11. Time your release of a grenade to increase its effectiveness.
Coordinated Shot†© BAB +1. Allies gain a +1 bonus to ranged attacks against foes you threaten.
Corruption’s Gift† One or more Corruptions Manifestations. You have embraced your corruption.
Cosmic Truth† Mysticism & Bluff 5 ranks; Wis 15. Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds.
Craven Ploy†© Cha 13. When the going gets tough, you hide behind allies.
Critical, Improved†© BAB +8. The DC to resist the critical effects of your critical hits increases by 2.
Deadly Aim†© BAB +1. Take a −2 penalty to weapon attacks to deal extra damage.
Deadly Boast† 10 ranks Bluff; Cha 19. Make an attack or effect sound so impressive that foes have a harder time defending against it.
Defensive Roll© Dex 19, Acrobatics 10 ranks. Attempt an Acrobatics check in place of a Reflex save or to dodge an attack.
Defensive Striker†© Dex 13; BAB +1; Armor Training. You were born to fight your enemies, and nobody does it better.
Deflect Projectiles†© BAB +8. Spend 1 Resolve Point to attempt to avoid a ranged attack.
Demoralize, Improved† — You are skilled at quickly demoralizing your foes.
Diehard† — You can spend Resolve Points to stabilize and to stay in the fight in the same round.
Diligent Searcher Perception 1 rank. Your ordered mind allows you to thoroughly search an area in less time.
Dire Straits†© Con 15. Stabilize when you have no Hit Points or Resolve Points left.
Disease Adaptation† Con 11. +2 enhancement bonus to saves against disease.
Disease Rejection† Con 17; Disease Adaptation. Recover from diseases much more swiftly.
Dispelling Strike† 10 ranks Mysticism; BAB +10. Spend 1 Resolve Point to make a melee attack act as dispel magic.
Dive for Cover†© Base Reflex save bonus +2. Fall prone in an adjacent square to roll a Reflex save twice.
Diverse Conditioning Character level 5th; Eternal Hope or Ecstatic Joy. Your broad experience has made you better at avoiding danger.
Diversion† — Use Bluff to create a distraction so that your allies can hide.
Divine Blessing† Worship a deity of an alignment within one step of your own alignment. Gain a boon from your patron deity.
Double Draw†© Four or more arms. Your limbs allow you to manipulate multiple weapons.
Double Tap†© Weapon Focus (small arms); Small Arms prof. Expend double the normal ammunition to gain bonuses to attack and damage with a small arm.
Drag Down†© — When you are tripped, you can attempt to trip an adjacent foe.
Echolocation Attack† Perception as a class skill. Use the echo of sonic attacks to better sense your surroundings.
Eldritch Lore, Minor† Caster level 4th; Key ability score 15. Gain an additional 0-level spell known.
Eldritch Lore, Lesser† Caster level 7th; Key ability score 17, Minor Eldritch Lore. Gain an additional 1st-level spell known.
Eldritch Lore† Caster level 10th; Key ability score 19, Lesser Eldritch Lore. Gain an additional 2nd-level spell known.
Eldritch Lore, Greater† Caster level 13th; Key ability score 21, Eldritch Lore. Gain an additional 3rd-level spell known.
Eldritch Lore, Major† Caster level 16th; Key ability score 23, Greater Eldritch Lore. Gain an additional 4th-level spell known.
Enclose Serums Adaptation, Early Stage Adaptation, or Ooze. Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency.
Environmental Adaptation† Con 13. Gain immunity to a number of environmental and weather effects.
Extra Resolve† Character level 5th. Gain 2 additional Resolve Points.
Far Shot†© BAB +1. Reduce penalty due to range increments.
Fast Talk† Bluff 5 ranks. Baffle a potential foe, causing it to be surprised when combat begins.
Feint, Improved†© — Use Bluff to feint as a move action.
Feint, Greater†© Improved Feint; BAB +6. Foes you feint against are flat-footed for 1 round.
Fighting Balance† — You know how to fight while off-balance or prone.
Fighting, Adaptive†© Three or more combat feats. Once per day as a move action, gain the benefit of a combat feat you don’t have.
Fleet†© — Increase your base speed.
Focused Sense† Blindsense. Temporarily gain blindsight with a limited range.
Focused Spellcaster†© Ability to cast 4th-level spells; Combat Casting. Spend a resolve point to successfully cast a spell after you take damage during the casting.
Fouling Reposition†© Improved Combat Maneuver (reposition). Reposition a foe to throw it and another creature off balance.
Four-Handed Hacker† Computers 1 rank; Implanted hacking kit or 4+ hands. When you hack a computer, it’s a two-front war.
Frightening Injection† Intimidate 3 ranks. Intimidate your foes when you inject them.
Frightful Display† Intimidate 5 ranks; Cha 15; ability to cast spells. Intimidate a foe as a reaction after they fail a save against your spell.
Fusillade†© Four or more arms; BAB +1 Make an automatic-mode attack with multiple small arms.
Glitch, Amplified†© Computers & Intimidate 3 ranks. Disrupt devices, causing targets to become shaken for 1 round or more.
Grab Attention†© Intimidate 5 ranks. Make a foe you hit in melee off-target when attacking anyone other than you.
Grappler Pull†© Str 11. Use a grappler to draw your foes closer to you.
Great Cleave†© Str 13, Cleave; BAB +4. Make an additional melee attack after each melee attack that hits.
Great Fortitude† — +2 bonus to Fortitude saves.
Great Fortitude, Improved† Character level 5th; Great Fortitude. Spend 1 Resolve Point to reroll a Fortitude save.
Grenade Proficiency†© — No penalty to attacks made with grenades.
Grenade Mastery†© Grenades prof. Increase the saving throw DCs of grenades you use.
Ground Fighting†© Str 11. Ignore penalties to unarmed attacks when grappled, pinned, or prone.
Harm Undead† Healing channel connection power; Mystic level 1st. Expend a spell slot for healing channel to also damage undead.
Hauler† Str 13. You can carry much more than usual.
In Harm’s Way†© Bodyguard. Take the damage of a successful attack against an adjacent ally.
Indirect Retreat†© Dex 13; Mobility. You can run through winding corridors and weave your way through grasping claws without pause.
Initiative, Improved†© — +4 bonus to initiative checks.
Instant Crater†© BAB +5. Weapons with the explode special property create difficult terrain.
Intuit Relationships Perception & Sense Motive 1 rank. You can quickly sense relationships between others and use that knowledge to manipulate them.
Iron Will† — +2 bonus to Will saves.
Iron Will, Improved† Character level 5th; Iron Will. Spend 1 Resolve Point to reroll a Will save.
Jet Charge†© Piloting 3 ranks. Boost your charge attacks with jets to move farther.
Jet Dash† — Move faster when running, double height and distance when jumping.
Kasathan Battle Dance†© Prerequisites: Dex 13, Mobility or trick attack. Avoid all attacks of opportunity when you withdraw.
Kip Up†© Acrobatics 1 rank. Stand from prone as a swift action.
Kip-Up, Improved† Acrobatics 1 rank; Kip-Up or Moxie. You can stand from prone in a blink of an eye.
Laugh at Danger†© Con 13. Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage.
Lightning Reflexes† — +2 bonus to Reflex saves.
Lightning Reflexes, Improved† Character level 5th; Lightning Reflexes. Spend 1 Resolve Point to reroll a Reflex save.
Living Ladder†© Str 17. Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone.
Lung Puncture†© — Your critical hits with piercing weapons cause foes to be fatigued.
Lunge†© BAB +6. Increase reach of melee attacks by 5 feet until the end of your turn.
Many-Handed Master†© Four or more arms. You use your many limbs to counter combat maneuvers.
Masked Visage† — With your face concealed, you can be inscrutable.
Master Crafter† Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks. Craft items in half the normal time.
Medical Expert† Life Science, Medicine, & Physical Science 1 rank. Treat deadly wounds more quickly, and provide long-term care without a medical lab.
Melt Defenses†© BAB +11. On a critical hit, cause further attacks against a foe to target EAC.
Memorable Coercer Intimidate 1 rank. You know how to use coercion to change people’s minds without suffering the consequences.
Memory Access† Construct, Constructed, Exocortex, or Head Slot. +2 insight bonus to skill checks to identify creatures and recall knowledge.
Mobility†© Dex 13. +4 bonus to AC against attacks of opportunity from movement.
Momentous Attack†© Athletics 5 ranks; Str 11. On a melee critical hit, move 5 feet.
Multifaceted Nature Character level 9th; Dimorphic or Driftborn. Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits.
Multi-Weapon Fighting†© — Reduce the penalty for full attacks when using multiple small arms or operative melee weapons.
Mystic Strike†© Ability to cast spells. Melee and ranged attacks count as magic.
Nanite Integration† Construct or Constructed; Character level 3rd Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats.
Nimble Moves†© Dex 15. Ignore 20 feet of difficult terrain when you move.
Opening Volley†© — +2 bonus to a melee attack against a target you damaged with a ranged attack.
Oracular Gift† Ability to cast augury. Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP.
Parting Shot†© Dex 15; Mobility, or Shot on the Run; BAB +6. Make a single ranged attack when withdrawing.
Penetrating Attack†© BAB +12. Reduce enemy's DR and energy resistance against your weapons by 5.
Penetrating Spell† Ability to cast 4th-level spells. Reduce enemy's DR and energy resistance against your spells by 5.
Percussive Maintenance† Str 11. Reroll checks for engineer crew actions in starship combat and engineering checks to repair items.
Periastra Training Mysticism 5 ranks; Cha 13; Stellar Mode. Gain the benefit of a full attunement with only 1 or 2 attunement points.
Pinpoint Hurler†© Str 15. Reduce the distance your thrown weapons travel when they miss.
Poison Adaptation† Con 11. Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure.
Poison Rejection (COM)† Con 17; Poison Adaptation. Recover from poisons more swiftly.
Poison Rejection (NS)† Racial trait with “poison” or “slime” in the name. You’ve mastered a method of using your bodily fluids to negate poison and venom.
Polymorph Adept† You know the polymorph spell as a 3rd-level spell or higher. Change the form of your polymorph spell.
Positive Conduit† Con 13. Gain extra Hit Points from magical healing.
Profession Mastery Profession 1 rank; Cha, Int, or Wis 13 (any); Cultural Fascination. Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect.
Protective Fur† Skittermander or ysoki. Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions.
Protector of Kahlannal† Anassanoi; Any non-chaotic and non-evil alignment. You have a unique psychic bond with your own Protector chariot.
Psychic Insight† [Limited] Telepathy. Telepathic contact gives you social insight.
Psychic Power, Minor† Cha 11. Cast a 0-level spell as a spell-like ability 3/day.
Psychic Power† Character level 4th; Cha 13, Minor Psychic Power. Cast a 1st-level spell as a spell-like ability 1/day.
Psychic Power, Major† Character level 7th; Cha 15, Psychic Power. Cast a 2nd-level spell as a spell-like ability 1/day.
Psychic Sense† [Limited] Telepathy. You can sense nearby creatures using your telepathy.
Pull the Pin†© Improved Combat Maneuver (disarm). Perform a disarm to activate a foe’s grenade.
Quick Draw†© BAB +1. Draw a weapon as a swift action.
Quicker Trickler† Medicine 3 ranks. Administer serums as a standard action instead of a full action.
Reality Glimmer† Character level 5th; Cha 15; No levels in witchwarper. Gain the ability to cast minor witchwarper spells.
Reflect Projectiles†© Deflect Projectiles; BAB +16. Spend 1 Resolve Point to attempt to redirect a ranged attack.
Reject Chains† Shirren. +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects.
Relocate Vitals Early Stage Adaptation. In times of danger, you can alter your body to protect your most vulnerable organs.
Resistance, Enhanced† BAB +4. Gain damage reduction or energy resistance.
Resistance, Adaptive Enhanced Resistance; BAB +4; Early Stage Adaptation. Your training enables you to adapt and evolve formidable temporary defenses.
Resistance, Improved Energy† Character level 10th; Con 13; Energy Resistance. Your natural energy resistance is more pronounced.
Ricochet Grenade†© Grenades prof.; BAB +7. Bounce a grenade off a wall to reach difficult spo.
Sacred Strike†© Worship a deity of an alignment within one step of your own. Treat your attacks as having your deity’s alignment.
Scurry† Racial bonus to Dexterity; Small. Your small size affords you superior tactical positioning.
Sense Assumptions Sense Motive 1 rank. You can easily intuit a person’s preconceptions.
Shadow Infusion Strong connection to Shadow Plane. After enduring contact with the Shadow Plane, you have become infused with its energies.
Shadow Infusion, Improved Character level 7th; Shadow Infusion. Your connection to the Shadow Plane has grown stronger.
Shadow Infusion, Greater Character level 13th; Improved Shadow Infusion. The energy of the Shadow Plane suffuses your body, mind, and spirit.
Shelter Ally†© Bodyguard; Natural reach ≥ 10′. Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature.
Shield Block†© Shields prof. Spent 1 Resolve Point as a reaction to reduce damage from area effects.
Shot on the Run†© Dex 15 or Mobility; BAB +4. Make a ranged attack at any point during movement.
Sidestep†© Dex 15; Mobility or Trick Attack. Take guarded step as a reaction when a foe misses you with melee attack.
Sidestep, Improved†© Dex 17, Mobility or Trick Attack; Sidestep. Reduce penalties from Sidestep.
Skill Focus† — +3 insight bonus to one skill.
Skill Synergy† — Gain two new class skills or a +2 insight bonus to those skills.
Sky Jockey† Piloting 5 ranks. Make jetpacks, vehicles, and starships go faster.
Slam Down†© — Your critical hits with bludgeoning weapons knock down your foes.
Slippery Shooter†© Dex 15; BAB +6. +3 bonus to AC against attacks of opportunity when making ranged attacks.
Solid Stance†© Con 15. Become harder to move, and use a reaction to avoid being knocked prone.
Spell Feint† — When you successfully feint, your foe takes a –1 penalty to saves against your next spell.
Spell Focus† Character level 3rd; ability to cast spells. DCs of spells you cast increase.
Spell Penetration† — +2 bonus to caster level checks to overcome SR.
Spell Penetration, Greater† Spell Penetration. Additional +2 bonus to caster level checks to overcome SR.
Spell-Like Ability, Improved† Character level 4th; at least one 0 or 1st-level spell-like ability. You have focused on honing your innate magical talents.
Spellbane† Unable to cast spells or use spell-like abilities. +2 insight bonus to saving throws against spells and spell-like abilities.
Spellguard† Mysticism 3 ranks. Grant an ally a +2 insight bonus against a spell as a reaction.
Spot of Luck† Character level 5th; any Racial trait or Feat that grants a d20 reroll. When escaping tight spots, you defy the odds.
Spring Attack†© Dex 15; Mobility; BAB +4. Move before and after a melee attack.
Spry Cover†© BAB +1. Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble.
Squox Companion You own a trained squox that has an attitude of friendly or helpful toward you. Your pet squox aids you to the best of its ability.
Stage Magic, Minor† Cha 11. Gain a 0-level spell-like ability.
Stage Magic† Character level 4th; Cha 13, Minor Stage Magic. Gain a 1st-level spell-like ability.
Stage Magic, Major† Character level 7th; Cha 15, Stage Magic. Gain a 2nd-level spell-like ability.
Stand Still†© — Make an attack of opportunity to stop a foe’s movement.
Stand Still, Improved†© Stand Still. +4 bonus to melee attacks with Stand Still.
Startled Scream† — When something bad is about to go down, you scream to let everyone know.
Steady Footing† More than two legs or similar limbs. You use your multiple legs to your advantage.
Steel Nerves† Character level 3rd; Wis 13. You retain your reason when you’re scared.
Step Up†© BAB +1. Take a guarded step as a reaction to an adjacent foe moving.
Step Up and Strike†© Dex 13; Step Up; BAB +6. Make an attack of opportunity as part of Step Up.
Strike Back†© BAB +1. Ready an action to make a melee attack against a foe with reach.
Suppressive Fire†© BAB +1; Heavy Weapons prof. Provide covering fire or harrying fire in an area.
Survivalist† Self-sufficient. You know how to live off the land.
Swimming Master† Athletics 5 ranks. Gain a swim speed equal to your base speed.
Tactful Advisor† Cha 11. Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher.
Tailored Serum† Life Science 5 ranks. Grant additional Hit Points to a particular creature with a customized serum of healing.
Technomantic Dabbler† Character level 5th; Int 15; No levels in technomancer. Gain the ability to cast minor technomancer spells.
Telepath, Helpful† [Limited] Telepathy; Communalism or Hive Defense. You’re able to provide uncanny support to your allies.
Telepathic Scream† [Limited] Telepathy; 3 ranks Intimidate. Create a distressing telepathic scream that causes foes to become shaken.
Telepathic Spy† [Limited] Telepathy. Your telepathy is sensitive enough to detect similar psychic communication nearby.
Telepathy, Extended† [Limited] Telepathy. Increase the range of your telepathy.
Telepathy, Soothing† [Limited] Telepathy. +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies.
Terrifying Presence†© Intimidating. Your fearsome displays instill fear longer.
Three-Point Stance† — 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.
Through the Lines† Dex 13. You can charge through one ally’s space.
Tight Fit† Large or larger. You are not entangled when squeezing.
Toughness† — +1 Stamina Point per character level and other bonuses.
Tripping Rush†© Improved Combat Maneuver (trip); BAB +5. Knock a target prone when you bull rush them into an obstacle.
Unarmed Strike, Improved†© — Deal more damage and threaten squares with unarmed strikes.
Underfoot† Scurry, Acrobatics 10 ranks; Racial bonus to Dexterity; Small. You use your small size against larger foes.
Unfriendly Fire†© Bluff 5 ranks. Trick an attacker into shooting at another enemy adjacent to you.
Veiled Threat† Intimidate 1 rank; Cha 15. Intimidated foe doesn’t become hostile.
Versatile Fighting†© Character level 5th; Adaptive Fighting. Spend RP to use Adaptive Fighting more often in a day.
Versatile Focus†© Weapon Focus (any). +1 bonus to attack rolls with all weapon types you are proficient with.
Versatile Specialization†© Character level 3rd; Weapon Specialization. Deal extra damage with all weapon types you are proficient with.
Wary Withdrawal†© Dex 13; Wis 13; Mobility. You know how to withdraw with great caution.
Weapon Proficiency, Melee, Basic†© — No penalty to attacks with basic melee weapons.
Weapon Proficiency, Melee, Advanced†© Basic Melee Weapons prof. No penalty to attacks with advanced melee weapons.
Weapon Proficiency, Small Arm†© — No penalty to attacks with small arms.
Weapon Proficiency, Longarm†© Small Arms prof. No penalty to attacks with longarms.
Weapon Proficiency, Sniper†© — No penalty to attacks with sniper weapons.
Weapon Proficiency, Heavy†© Str 13; Small Arms & Longarms prof. No penalty to attacks with heavy weapons.
Weapon Proficiency, Special†© Basic Melee Weapons or Small Arms prof. No penalty to attacks with one special weapon.
Weapon Focus†© Selected weapon type prof. +1 bonus to attack rolls with selected weapon type.
Weapon Specialization†© Selected weapon type prof.; Character level 3rd. Deal extra damage with selected weapon type.

Miscellaneous

Squox Companion

Alien Archive 2, p.119

Your squox is a well-trained companion.

Prerequisites: You own a trained squox that has an attitude of friendly or helpful toward you.

Benefit: You can designate your trained squox as your companion, which obeys your instructions, orders, and suggestions to the best of its ability. It won’t follow a command that would bring significant harm to itself, but it has your interests at heart and does what it can to aid you. While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks.

Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead.

In addition, your adorable companion is distracting. While it is in your space, you gain a +1 insight bonus to Bluff checks to feint. If your squox is in your space or within 10 feet of you, you can instead gain this insight bonus to Bluff checks to create a diversion, which can allow you or your squox to attempt to hide (your choice of which when you attempt the Bluff check).

Telepathic

Extended Telepathy

Pact Worlds, p.191

You have expanded your latent telepathic powers.

Prerequisites: Limited telepathy racial trait.

Benefit: Increase the range of your limited telepathy by 30 feet.

Special: If you are a phrenic adept or have the Major Psychic Power feat and you also have Extended Telepathy, you can try to communicate telepathically with creatures you don’t share a common language with, as long as the creature understands one or more languages. This requires a full action to initiate and a successful Mysticism check (DC = 15 + 1½ × the creature’s CR). On a failed check, you can’t try to communicate telepathically with that creature again for 24 hours.

Helpful Telepath

Character Operations Manual, p.25

You’re able to provide uncanny support to your allies.

Prerequisites: Communalism or hive defense racial trait, limited telepathy or telepathy racial trait.

Benefit: When you use aid another, covering fire, or harrying fire and succeed at your attack roll or skill check, you can forgo granting your ally the usual benefit of that action to instead grant the following benefits, determined by the action you used. Any effect that increases the bonuses provided by these actions doesn’t apply when using this feat. You can use this feat in conjunction with the Suppressive Fire feat, but you must apply the same effect (a circumstance bonus or the benefit described below) to all allies within the chosen area. You can provide these benefits only to allies with whom you can communicate using telepathy or limited telepathy.

Once you’ve used this feat, you can’t do so again until you’ve taken a 10-minute rest to regain Stamina.

Aid Another
Instead of gaining a bonus to a skill check, your ally can roll the check twice and use the higher result.
Covering Fire
Instead of granting a bonus to the ally’s AC, the next opponent to attack the chosen ally must roll the attack roll twice and use the lower result.
Harrying Fire
Instead of gaining a bonus to an attack roll, the next ally to attack the chosen opponent can roll the attack roll twice and use the higher result.

Psychic Insight

Starfinder #13: Fire Starters, p.44

Telepathic contact gives you social insight.

Prerequisites: Limited telepathy or telepathy.

Benefit: You gain a +2 insight bonus to Bluff, Diplomacy, Intimidation, and Sense Motive checks against creatures you are successfully communicating with using your limited telepathy or telepathy.

Psychic Sense

Starfinder #13: Fire Starters, p.44

You can sense nearby creatures using your telepathy.

Prerequisites: Limited telepathy or telepathy.

Benefit: You have blindsense (thought) with a range equal to the range of your limited telepathy or telepathy.

Soothing Telepathy

Character Operations Manual, p.118

Your psychic abilities bolster your mental defenses, and you can extend that strength to nearby allies.

Prerequisites: Limited telepathy or telepathy.

Benefit: You gain a +2 insight bonus to saving throws against mind-affecting effects. Once per day as a reaction, you can grant allies within range of your telepathic communication a +2 insight bonus to saving throws against mind-affecting effects until the end of your next turn.

Telepathic Scream

Character Operations Manual, p.118

You can create a distressing telepathic scream to unnerve nearby creatures.

Prerequisites: Intimidate 3 ranks; limited telepathy or telepathy.

Benefit: As a standard action, you can broadcast a jarring telepathic screech into the minds of nearby enemies. You can use this ability on one target creature per character level, all of which must be within range of your telepathy. If you succeed at an Intimidate check (DC = 15 + 1 per target + 1½ × the CR of the highest CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC. This is a mind-affecting effect. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Telepathic Spy

Starfinder #13: Fire Starters, p.44

Your telepathy is sensitive enough to detect similar psychic communication nearby.

Prerequisites: Limited telepathy or telepathy.

Benefit: When a creature within range of your telepathy uses telepathy, receives telepathic communication (such as telepathic message), or employs a mind-reading effect (such as the detect thoughts spell), you notice the attempt with a successful DC 20 Sense Motive check. If you succeed by 5 or more, you glean three pieces of information about the communication, such as the identity of its source, its general nature, the emotional state of the sender or the recipient, and so on. If you succeed by 10 or more, you can listen in on the communication by concentrating each round (a standard action) to maintain your eavesdropping. However, although unaware of your spying, the subject can attempt a saving throw (DC = 10 + half your level + your Charisma modifier) to prevent it. Succeeding by 5 or more at this save also alerts the subject to your snooping.

Spell-like

Blood of the Spider

Near Space, p.130

Something in your ancestry has strengthened your innate magic and given it an arachnid twist.

Prerequisites: Racial trait that grants a spell-like ability.

Benefit: You can use spider climb once per day as a spell-like ability, using your character level as the caster level.

Improved Spell-Like Ability

Near Space, p.131

You have focused on honing your innate magical talents.

Prerequisites: At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th.

Benefit: Choose one spell-like ability you have that is a 0- or 1st-level spell. Once this choice is made, it cannot be changed. You can use a chosen 0-level spell two additional times per day or the chosen 1st-level spell one additional time per day.

Special: You can select this feat more than once. Each time you can either choose the same spell-like ability or pick a different one.

Psychic Power, Minor

Template:Hatmaote You have a minor natural psychic ability.

Prerequisites: Cha 11.

Benefit: Select one of the following 0-level spells: dancing lights, psychokinetic hand, telekinetic projectile, or telepathic message. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level.

'Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Psychic Power

Template:Hatmaote You have a natural psychic ability.

Prerequisites: Cha 13, Minor Psychic Power, character level 4th.

Benefit: Select one of the following 1st-level spells: comprehend languages, detect thoughts, or mind link. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.

Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Psychic Power, Major

Template:Hatmaote You have a significant natural psychic ability.

Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th.

Benefit: Select one of the following 2nd-level spells: augury or status. You can cast this spell once per day as a spell-like ability, using your character level as your caster level.

Stage Magic, Minor

Pact Worlds, p.191

Entertainers and icons from entertainment houses such as the Hamisfore Theatorium on Absalom Station to Eox’s Halls of the Living understand the importance of showmanship. From a famous mentor or through your own inventiveness, you have developed a minor magical trick to entertain or distract.

Prerequisites: Cha 11.

Benefit: Select one of the following 0-level spells: dancing lights, ghost sound, or token spell. You can cast this spell three times per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.

Special: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Stage Magic

Pact Worlds, p.191

You have learned new magical tricks to deceive or entertain.

Prerequisites: Cha 13, Minor Stage Magic, character level 4th.

Benefit: Select one of the following 1st-level spells: disguise self, holographic image, or unseen servant. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma.

Normal: You can select this feat more than once. Each time you do, you must choose a different spell from the list.

Stage Magic, Major

Pact Worlds, p.191

You wield illusions that misdirect, deceive, or entertain an audience.

Prerequisites: Cha 15, Minor Stage Magic, Stage Magic, character level 7th.

Benefit: Select one of the following 2nd-level spells: holographic image, invisibility, or mirror image. You can cast this spell once per day as a spell-like ability, using your character level as your caster level. The key ability score for this spell is Charisma. If you select holographic image with this feat and you have already selected holographic image with the Stage Magic feat, you can replace the spell selected with Stage Magic with another spell listed in the Stage Magic feat.

Skill

Skill Focus

Core Rulebook, p.

You are particularly adept at a certain skill.

Benefit: Choose a skill. You gain a +3 bonus to checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.

Skill Synergy

Core Rulebook, p.

You understand how two skills work well together.

Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Technical

Adaptive Upgrade

Character Operations Manual, p.112

You have adjusted one of your armor upgrades to give yourself a few more options.

Prerequisites: Int 19, Engineering 10 ranks.

Benefit: Select three armor upgrades, each with an item level no greater than half your ranks in Engineering. If these upgrades require any choices to be made (such as what kind of energy damage they protect against), you must make those choices when you select this feat. With 8 hours of work, you can adapt any armor upgrade of an item level equal to at least half your ranks of Engineering, allowing it to function as one of your three selected upgrades. This upgrade functions only when the upgrade is installed in armor you are wearing. Activating this upgrade requires a move action, after which the upgrade functions as both its normal upgrade and your selected upgrade for 1 minute. If a selected upgrade requires charges, ammunition, or other resources, you must provide them normally; you can add batteries and ammunition to the upgrade as part of the process of adapting it to work with your selected upgrade choices. You can have only one upgrade adapted to be usable with this feat at a time—if you adapt a new upgrade, the adaptations to any previous upgrade are lost.

Once you’ve used your adapted upgrade, you can’t use it again until you’ve regained Stamina Points after a 10-minute rest.

Each time you gain another rank in Engineering, you can change the three upgrades you have selected with this feat.

Amplified Glitch (Combat)

Starfinder Core Rulebook, p.155

You can create sudden distractions with technological devices.

Prerequisites: Computers 3 ranks, Intimidate 3 ranks.

Benefit: As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1½ × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.

Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

Barricade (Combat)

Starfinder Core Rulebook, p.155

You are adept at creating quick, temporary cover.

Prerequisites: Engineering 1 rank.

Benefit: As a move action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover, see page 253.

The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

Four-Handed Hacker

Character Operations Manual, p.21

When you hack a computer, it’s a two-front war.

Prerequisites: Computers 1 rank, four or more hands.

Benefit: When you use the hack system task of Computers, if you have two hacking kits, your hacking attempt takes half the time (minimum 1 full action). You can also add, destroy, disable, remove, or repair a system or module in half the usual time.

Master Crafter

Starfinder Core Rulebook, p.159

You can construct things more quickly than most.

Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.

Benefit: Choose one skill that allows you to craft items in which you have the required number of ranks. When you craft items using that skill, it takes half the normal time.

Special: You can take Master Crafter multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.

Percussive Maintenance

Character Operations Manual, p.117

You excel at the tried-and-true repair technique of delivering a solid whack at just the right spot to get malfunctioning technology to work.

Prerequisites: Str 11.

Benefit: Once per day, you can reroll an Engineering check to repair an item. In addition, you can reroll one engineer crew action per starship combat.

Caster

  • Adaptive Casting• Key ability score 19; Caster level 7. Select three additional spells known, cast one of them once a day.
  • Agile Casting• Key ability score 15; Dex 15; Mobility; Caster level 4th. Cast a spell at any point during movement.
  • Combat Casting*• Ability to cast 2nd-level spells. +2 bonus to AC and saves against attacks of opportunity when casting spells.
  • Eldritch Lore, Minor• Caster level 4th; Key ability score 15. Gain an additional 0-level spell known.
  • Eldritch Lore, Lesser• Caster level 7th; Key ability score 17; Minor Eldritch Lore. Gain an additional 1st-level spell known.
  • Eldritch Lore• Caster level 10th; Key ability score 19; Lesser Eldritch Lore. Gain an additional 2nd-level spell known.
  • Eldritch Lore, Greater• Caster level 13th; Key ability score 21; Eldritch Lore. Gain an additional 3rd-level spell known.
  • Eldritch Lore, Major• Caster level 16th; Key ability score 23; Greater Eldritch Lore. Gain an additional 4th-level spell known.
  • Focused Spellcaster*• Combat Casting; Ability to cast 4th-level spells. Spend a resolve point to successfully cast a spell after you take damage during the casting.
  • Frightful Display• 5 ranks Intimidate; Cha 15; Ability to cast spells. Intimidate a foe as a reaction after they fail a save against your spell.
  • Greater Spell Penetration• Spell Penetration. Additional +2 bonus to caster level checks to overcome SR.
  • Harm Undead• Healing channel connection power; Mystic level 1st. Expend a spell slot for healing channel to also damage undead.
  • Mystic Strike*• Ability to cast spells. Melee and ranged attacks count as magic.
  • Penetrating Spell• Ability to cast 4th-level spells. Reduce enemy's DR and energy resistance against your spells by 5.
  • Polymorph Adept• You know the polymorph spell as a 3rd-level spell or higher. Change the form of your polymorph spell.
  • Spell Feint• — When you successfully feint, your foe takes a –1 penalty to saves against your next spell.
  • Spell Focus• Ability to cast spells; Character level 3rd. DCs of spells you cast increase.
  • Spell Penetration• — +2 bonus to caster level checks to overcome SR.
  • Spellbane• Unable to cast spells or use spell-like abilities. +2 insight bonus to saving throws against spells and spell-like abilities.
  • Spellguard• 3 ranks Mysticism. Grant an ally a +2 insight bonus against a spell as a reaction.
Minor
  • Connection Inkling• Wis 15; Character level 5th; No levels in mystic. Gain the ability to cast minor mystic spells.
  • Reality Glimmer• Cha 15; Character level 5th; No levels in witchwarper. Gain the ability to cast minor witchwarper spells.
  • Technomantic Dabbler• Int 15; Character level 5th; No levels in technomancer. Gain the ability to cast minor technomancer spells.