Feats (Starfinder)

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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.
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 proficiency. No penalty to attacks with advanced melee weapons.
Weapon Proficiency, Small Arm†© — No penalty to attacks with small arms.
Weapon Proficiency, Longarm†© Small Arms proficiency. No penalty to attacks with longarms.
Weapon Proficiency, Sniper†© — No penalty to attacks with sniper weapons.
Weapon Proficiency, Heavy†© Str 13; Small Arms & Longarms proficiency. No penalty to attacks with heavy weapons.
Weapon Proficiency, Special†© Basic Melee Weapons or Small Arms proficiency. No penalty to attacks with one special weapon.
Weapon Focus†© Selected weapon type proficiency. +1 bonus to attack rolls with selected weapon type.
Weapon Specialization†© Selected weapon type proficiency; Character level 3rd. Deal extra damage with selected weapon type.