| 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 proficiency. |
No penalty to attack rolls while wearing heavy armor.
|
| Armor Proficiency, Powered†© |
Str 13; BAB +5; Light & Heavy Armor proficiency. |
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 proficiency; 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 proficiency. |
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 proficiency. |
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 proficiency; 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 proficiency. |
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 proficiency. |
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.
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| Veiled Threat† |
Intimidate 1 rank; Cha 15. |
Intimidated foe doesn’t become hostile.
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| Versatile Fighting†© |
Character level 5th; Adaptive Fighting. |
Spend RP to use Adaptive Fighting more often in a day.
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| Versatile Focus†© |
Weapon Focus (any). |
+1 bonus to attack rolls with all weapon types you are proficient with.
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| Versatile Specialization†© |
Character level 3rd; Weapon Specialization. |
Deal extra damage with all weapon types you are proficient with.
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| Wary Withdrawal†© |
Dex 13; Wis 13; Mobility. |
You know how to withdraw with great caution.
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| Weapon Proficiency, Melee, Basic†© |
— |
No penalty to attacks with basic melee weapons.
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| Weapon Proficiency, Melee, Advanced†© |
Basic Melee Weapons proficiency. |
No penalty to attacks with advanced melee weapons.
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| Weapon Proficiency, Small Arm†© |
— |
No penalty to attacks with small arms.
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| Weapon Proficiency, Longarm†© |
Small Arms proficiency. |
No penalty to attacks with longarms.
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| Weapon Proficiency, Sniper†© |
— |
No penalty to attacks with sniper weapons.
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| Weapon Proficiency, Heavy†© |
Str 13; Small Arms & Longarms proficiency. |
No penalty to attacks with heavy weapons.
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| Weapon Proficiency, Special†© |
Basic Melee Weapons or Small Arms proficiency. |
No penalty to attacks with one special weapon.
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| Weapon Focus†© |
Selected weapon type proficiency. |
+1 bonus to attack rolls with selected weapon type.
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| Weapon Specialization†© |
Selected weapon type proficiency; Character level 3rd. |
Deal extra damage with selected weapon type.
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