Name |
Prerequisite |
Benefit |
Athletics |
Trained in Swim, Jump, & Climb |
Gain a +3 Athletic bonus on Swim, Jump, & Climb checks. You can also take 10 on these checks while frightened or distressed. |
Animal Affinity |
Ride as a trained skill. |
+3 to Ride skill. You can make a Persuade check to make non-frenzied Animals friendly towards you. |
Caution |
None |
+3 to Mechanics & Stealth Skills. |
Certified Training |
None |
+3 to Mechanics & Use Computer skills. |
Charming |
Trained in Deception & Persuade. |
Gain +5 bonus to Deception & Persuade. |
Conditioning |
Str 13 & Con 13 |
Reroll Str & Con-based skill checks. |
Dreadful Rage |
Rage species trait & BAB +1 |
While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +5. |
Empathy |
None |
+3 to Persuade, Perception, & Treat Injury. |
Extra Rage |
Rage Talent |
You can rage one additional time per day. You can take this feat multiple times, each time gaining an additional time per day. |
Fleet Footed |
None |
You can move, run, & sprint an additional 2, 4, 6, squares respectively. |
Gearhead |
Int 11 |
Once per Encounter, you gain Advantage on your next Use Computer/Mechanics Check. |
Implant Training |
Must possess an Implant |
You are not moved an extra step down the condition track when you would normally be moved down the condition track as a result of an Implant penalty. |
Increase Agility |
Conditioning |
Increase Climb, Swim, & Jump Speeds by 2 squares. |
Linguist |
Int 13 |
You gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}. You can take this feat more than once each time you take it you gain a number of bonus languages equal to 1 plus your Int bonus {minimum of 1}. |
Logic Upgrade: Adaptive Self-Defense |
Droid |
As a reaction, grant yourself a +2 to a Defense of your choosing. |
Logic Upgrade: Tactician |
Droid & BAB +4 |
Grant a +5 bonus to attack with a successful aid another attempt. |
Mobile Charge |
Dex 13, Dodge, & Mobility |
You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. All other rules apply. |
Nimble Moves |
None |
You can move through 2 squares of difficult terrain as though it were normal terrain. |
Toughness |
None |
You gain +1 Hit Point per Hero Lvl. |
Perceptive |
None |
+3 bonus to Perception & Initiative. |
Self Sufficient |
Training in Treat Injury, Survival, & Perception. |
+3 to Treat Injury, Survival, & Perception Skills. |
Skill Focus |
None |
You gain a +5 Focus bonus on skill checks made with one Trained skill of your choice. |
Skill Training |
None |
Choose 1 + (your Intelligence modifier) untrained skills from your list of class skills. You become trained in those skills. |
Shake It Off |
Con 13 & trained in Endurance skill. |
Once per encounter, you can spend two Swift Actions instead of three Actions to move +1 up the Condition Track. |
Vehicular Combat |
Trained in Pilot skill |
Once per round {as a reaction}, when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the negate. |
Weapon Proficiency |
None |
Choose one of the following weapon groups: Melee Weapons, Heavy Weapons, Lightsabers, Pistols, Rifles, and Simple Weapons. You are proficient with all weapons of that particular group. You can gain this feat multiple times to gain proficiency in an additional group. |
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Tacticool Accessorizer: Can use armor upgrades while wearing clothing.
Blinged Out: Can use multiple Weapon Upgrades
Pack Rat: Can equip multiple Equipment pieces.
Dressed to Kill: Can use multiple Armor Upgrades.
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