Feats List
Contents
Feat Descriptions
This chapter presents feats in a short table format. If the feat comes with a power, its entry will list the power box for that power. Some feats have additional requirements to take the feat. If you ever lose a prerequisite for a feat, you can't use that feat thereafter and lose any bonuses that feat confers (for example, a character with the Augmented Anima feat whose Intelligence drops below 2 no longer adds 1 to her anima damage). If this entry is absent, the feat has no prerequisites.
Occasionally, special rules or clarifications apply to a feat. This entry specifies whether you can take the same feat multiple times and any provisions that apply if you do so. It also can indicate any other requirement for using the feat that is not a prerequisite (for example, wielding a specific weapon type).
2 | You may take this feat up to this many times with stacking effects. |
† | You may take this feat multiple times; each time it applies to something different. |
‡ | You may take this feat any number of times; its effects stack. |
* | Some special rules govern the use of this feat. |
Feat Name | Effect | Prereq |
Additional Arms4* | You may carry an additional weapon and switch to it as a free action | Etecoon or Infested Terran |
Alertness | Do not grant CM when surprised, +2 to perception | - |
Ancient Memory | You may slot an additional daily power | Chozo or Luminoth |
Armor Training2 | Get training in the next tier of armor | - |
Augmented Anima | Add +1 to anima damage | Int 2 |
Augmented Armor† | Choose a damage type. You gain 5 to that defense | tier 2 armor or better |
Augmented Psi | Add +1 to psionic damage | Wis 2 |
Augmented Void | Add +1 to void damage | Con 2 |
Bio-Organic Weaponry | You may change your attack type to anima as a minor action | trained in biology |
Canny | Add 3 to Perception and Tactics checks | trained in both |
Combat Reflexes | May make an additional opportunity attack or reaction ability use per round | Dex 2 |
Concussive Shots | Your explosive damage pushes targets 1 sq | explosive proficiency |
Durable | Increase healing surges by 2 | - |
Empower Heal | On your turn, before you attack, you may subtract 1 from your CM to spend a healing surge or let an ally spend a healing surge. (this can make your CM 0, but not less; you may do this any number of times, like Power Attack from D&D3.0) | Wis 3 |
Empower Range* | On your turn, before you attack, you may subtract 1 from your CM to add 5 to an attack’s range. (this can make your CM 0, but not less; you may do this any number of times, like Power Attack from D&D3.0) | Str 3 |
Empower Resist | On your turn, before you attack, you may subtract 1 from your CM to add 5 to either your psi or anima defense until your next turn. (this can make your CM 0, but not less; you may do this any number of times, like Power Attack from D&D3.0) | Int 3 |
Empower Shift | On your turn, before you attack, you may subtract 1 from your CM to shift 1 square. (this can make your CM 0, but not less; you may do this any number of times, like Power Attack from D&D3.0) | Dex 3 |
Escape Artist | Escape grabs as a minor action, +2 to Acrobatics | trained in acrobatics |
Expert Aid | You cannot fail to aid another when you would use a trained skill | recon, soldier, tactician, medic |
Eye for Exploits | As a minor action, you may make a tactics check against the target's Biology (if using natural armor) or Engineering (otherwise). On success, you learn the target's defense values | sniper, spoiler, demo, trapper |
Fast Runner | Add +2 to speed when you charge or run (normally +0 and +2) | Con 2 |
First, Do No Harm | May have an ally spend a healing surge in place of own | trained in heal |
Gentle Touch | Extend explosive weapon range by 2 sq | Dex 2 |
Good Grip | You may wield heavy weapons. This does not remove the prerequisite. | inability to wield heavy weapons |
Grenadier* | Increase blast radius by 1 on explosive weapons | Dex 2 |
Heavy Grasp | Extend pierce weapon range by 5 sq | Str 2 |
I Never Die! | When you reach 0 hp for the first time in a combat, you may use your second wind | soldier, spoiler, medic, or trapper |
Jock | Add 3 to Athletics and Endurance checks | trained in both |
Mitigator | Add 2 to damage dealt with attacks at CM 1 | - |
Opportunist | Add 2 to damage dealt with attacks at CM 3 or higher | pierce proficiency |
Paroxysician | Enemies must beat 12 to save versus your effects | - |
Powerful Charge | Add +2 to damage on a charge, and 2 sq pushed to bull rush | melee proficiency |
Quick Reaction | May slot an additional reaction ability | Combat Reflexes |
Randomize Damage | You may subtract 1 from your CM to add two dice to your damage | demo |
Scion of Dexterity | Some of your powers use your dexterity score in place of other numbers | demo, recon, sniper, tactician |
Scion of Intelligence | Some of your powers use your intelligence score in place of other numbers | medic, recon, soldier, tactician |
Scion of Strength | Some of your powers use your strength score in place of other numbers | medic, soldier, spoiler, trapper |
Scion of Wisdom | Some of your powers use your wisdom score in place of other numbers | demo, sniper, spoiler, trapper |
Shamanic | Add 3 to Heal and Lore checks | trained in both |
Skill training† | Get trained in a skill | - |
Spread | Once per encounter, you may change the area for a power to burst 2 | recon, sniper, tactician, demo |
Steel Will | You do not become slowed and dazed from acting while exhausted. | - |
Studied† | Add 2 to any two skills | trained in both |
Subtlety | Add 3 to Persuasion and Skulduggery checks | trained in both |
Super Science | Add 3 to Biology and Engineering checks | trained in both |
Surge Happy | Increase healing surges by 3 | Terran or Pathomorph |
Toughness‡ | Gain an additional 5 hp and lp | - |
Empower Defense | On your turn, before you attack, you may subtract 1 from your CM to add 5 to either your pierce or explosive defense until your next turn. (this can make your CM 0, but not less; you may do this any number of times, like Power Attack from D&D3.0) | Con 3 |
Two Gun* | Wield as many light weapons as you can hold | Combat Reflexes |
Way of Adun | Add +1 to psionic damage and void damage | Protoss or Shakuran |
Weapon Proficiency† | Get training in pierce, explosive, melee, anima, psionic, or void weapons | - |
Weaponer‡ | Increase die size one step on pierce weapons | Str 2 |
Yours and Mine | Whenever you give an order, you may change the damage type of the attack to that of your weapon. | tactician |
As you advance in level, you gain a number of benefits that improve your capabilities, called feats. Typically, a feat doesn't give you a new ability, but instead improves something you're already able to do. A feat might provide a bonus to a skill check, grant a bonus to one of your resistance scores, or allow you to ignore a particular restriction or penalty in certain situations. Some feats allow you to use skills in different ways, augment the effects of your powers, or improve your species traits.
Choosing Feats
When you create a 1st-level character, you select one feat (if you're terran, you have an additional feat at 1st level, so you start with two feats). You gain an additional feat at every even-numbered level. When you choose a feat, you must meet the feat's prerequisites. This can be corequisite or concurrent with the choosing of the feat (for example, a character who ascends to level 6 may both increase her dexterity to 2 and select the Combat Reflexes feat).
Generally, you can't take the same feat more than once, and most of the time you wouldn't want to. A few feats, however, specify that you can take them multiple times. This means either that the effects stack, or the effects apply independently each time. This information is in the feat description itself.
How Feats Work
Many feats give you small, static bonuses to one of the numbers on your character sheet. Bonuses usually have a type, and bonuses of the same type do not stack with one another. Some of these apply in any situation. These are defined as feat bonuses. If you have two feat bonuses that apply to the same number, only the higher bonus applies—the bonuses do not add together. A bonus that's untyped (such as one expresses as simply a "+2 bonus") usually applies only in certain situations. These situational bonuses reward particular combat tactics. Untyped bonuses stack with themselves. Bonuses of different types also stack. For more details, see "Bonuses and Penalties" (Chapter 9).
Types of Feats
A few types of feats have special rules that apply to all feats of the same category.
Class or Role Feats
Class feats help characters of a specific class improve their class features and powers. Role feats help characters more fully realize their primary or secondary role.
Species Feats
Racial feats are only available to characters of a specific species. They build on the innate talents of each species and help you create a character who feels like an ideal representative of your race. A feat that lists a species as a prerequisite is a species feat.
Empower Feats
Each feat called "Empower ___" modifies what you can do with your Combat Multiplier during your turn other than attack. Combat Multiplier is the centerpiece of tactics, and has many rules dedicated to it. Each of these feats lets you willingly lower this number during your turn to get some benefit which either simply happens right away or lasts a listed amount of time (usually until your next turn). These represent your ability to use tactics and positioning to your advantage in ways other than killing.