Feats
These are mostly the feats in the original Starfarer's Handbook. I have attempted to update them to use Pathfinder RPG conventions. This is a work in progress. Some of the feats seemed better suited as Campaign Traits so they have been moved to that section.
ARMOR PROFICIENCY (POWERED) [GENERAL]
You are proficient with powered armor. See Equipment for more details on powered armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), and Technical Proficiency.
Benefit: When you wear a type of armor you’re proficient with, the armor check penalty applies only to Acrobatics, Athletics, Stealth, Sleight of Hand, and Pilot checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters and paladins have this feat for free.
AUTOFIRE [COMBAT]
You are trained to fire accurate bursts with an automatic weapon.
Prerequisites: Point Blank Shot, Precise Shot, Rapid Shot, Martial Weapon Proficiency, Technical Proficiency, Dex 13+.
Benefit: When firing an automatic weapon, you hit with an extra shot for every 3 by which your attack roll exceeds the opponent’s AC.
Normal: A character firing a burst from an automatic weapon hits with an extra shot for every 5 by which his attack roll exceeds the opponent’s AC.
COMBAT ACE [COMBAT]
In a dogfight, you can line up and acquire a target with a single fluid maneuver.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: You can make a targeting run and acquire a target as a single move-equivalent action.
Normal: Targeting run and acquire target are both move-equivalent actions.
Special: You cannot use this feat with a vehicle that is size category Colossal or larger.
CRACK SHOT [COMBAT]
You are skilled at making well-placed shots at targets behind cover.
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When you make a ranged attack against an opponent behind cover, the target’s cover bonus to AC is halved.
HACKER [GENERAL]
You are skilled at breaking codes and cracking computer systems.
Prerequisite: Technical Proficiency.
Benefit: You get a +2 bonus on all Computer Use and Cryptography checks.
IMPLANT SPELLWARE [ITEM CREATION]
You can modify and augment living beings with spellware, such as darkvision and enhanced strength.
Prerequisites: Spellcaster level 5th+, Technical Proficiency.
Benefit: You can create any spellware whose prerequisites you meet. Implanting a spellware enhancement in a patient takes 1 hour for each 1,000 credits in its price and costs half its price in raw materials, supplies, and equipment.
You can also upgrade certain enhancements. Doing so costs half the materials and half the time it would take to implant the spellware in the first place.
Some spellware enhancements cost extra credits as noted in their descriptions. These costs are in addition to those derived from the enhancement’s base price. You must pay this cost to implant or upgrade the spellware.
For more details on spellware, see Magic Items.
ETIQUETTE [GENERAL]
You know how to handle yourself in just about any situation.
Prerequisite: Charisma 13+. Benefit: When making a Diplomacy check, you ignore any circumstance penalties for dealing with those of a different culture. You also gain a +2 circumstance bonus on your Charisma check to alter an NPC’s initial attitude toward you.
EVASIVE PILOTING [GENERAL]
You know how to shake a tail.
Prerequisites: Technical Proficiency, Dex 13+.
Benefit: You get a +4 bonus on your opposed Pilot check when an opponent is attempting a targeting run on your vehicle.
GEARHEAD [GENERAL]
You have an intuitive understanding of how machines work.
Prerequisite: Technical Proficiency.
Benefit: You get a +2 bonus on all Repair and Use Device checks.
GUNNER [COMBAT]
You are trained to fire weapons from a vehicle.
Prerequisite: Technical Proficiency.
Benefit: The penalty on ranged attack rolls for your vehicle’s speed is halved. For example, the penalty on a ranged attack from a vehicle moving at speed 20 would be -3 instead of -6.
GUNNER’S EYE [COMBAT]
You are skilled at acquiring targets in vehicle combat.
Prerequisite: Technical Proficiency.
Benefit: You get a +4 bonus on Use Device checks to acquire targets in vehicle.
IMPROVED FAR SHOT [COMBAT]
You are highly skilled at making accurate attacks at great distance with ranged weapons.
Prerequisites: Point Blank Shot, Far Shot.
Benefit: All penalties due to range are halved. Each full range increment causes a cumulative -1 penalty on your ranged attack rolls.
Normal: Each full range increment causes a cumula-tive -2 penalty on a character’s ranged attack rolls.
IMPROVED SHOT ON THE RUN [GENERAL]
You are skilled at making multiple ranged attacks with firearms while on the move.
Prerequisites: Point Blank Shot, Dex 15+, Dodge, Mobility, Shot on the Run, Technical Proficiency, ability to make multiple ranged attacks with a firearm.
Benefit: You can make multiple ranged attacks with a firearm and still move your base speed. If the attacks are combined with a move action, you can make your attacks at any point during your normal movement. For example, if your speed is 30 feet, you could move 10 feet and take your first attack, move 10 more feet and take your second attack, and then move your final 10 feet. You can’t use this feat if you are in heavy armor (though you can use it in powered armor).
Normal: You must use the full attack action in order to get more than one attack per round.
Special: You only get the benefits of this feat when making ranged attacks with a firearm. You can use the feat whenever you get multiple ranged attacks in a round, such as with a high base attack bonus, the Rapid Shot feat, or the gundancer’s firestorm class ability.
LEAD FOOT [GENERAL]
You are very good at operating a vehicle at high speed.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When piloting a vehicle, you get a +4 bonus on all Pilot checks for acceleration.
PRESSING ATTACK [COMBAT]
You are skilled at seizing every advantage and keeping your opponent on the defensive.
Prerequisite: Combat Reflexes.
Benefit: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
RAM [GENERAL]
You know how to use your vehicle as a weapon.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When you attempt to ram another vehicle, your target does not get a Pilot check for half damage.
RAPTOR’S INSTINCT [GENERAL]
You know how to maneuver your vehicle to line up attacks against an opponent.
Prerequisites: Piloting skill, Technical Proficiency.
Benefit: You get a +4 bonus on Pilot checks to make targeting runs in vehicle combat.
REMOTE OPERATION [GENERAL]
You know how to operate a robot remotely.
Prerequisites: Use Device skill, Technical Proficiency.
Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade, you can control the robot’s actions through a wireless communications link. The robot will do any task you command to the best of its ability. If you make an attack using the robot, you may either use your attack bonus with a -4 penalty or you may simply issue the commands and use the robot’s attack bonus. (See Robots, page 115, for more information.)
SPACE JOCKEY [GENERAL]
You are more at home behind the controls of a star-ship than anywhere else, and you don’t mind getting your hands dirty to keep your craft in tip-top shape.
Prerequisites: Pilot skill, Starship Piloting, Technical Proficiency.
Benefit: You get a +2 bonus on all Pilot, Repair, and Use Device checks involved in the operation of a starship.
STARSHIP PILOTING [GENERAL]
You know how to pilot and operate a starship.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: You do not suffer any penalties on your Pilot checks when operating a starship.
Normal: Characters without this feat suffer a -4 penalty on Pilot checks when attempting to operate a starship.
TEMPERATURE TOLERANCE [GENERAL]
You can withstand a broad range of temperatures and climates.
Prerequisite: Con 13+.
Benefit: You get a +4 bonus on Fortitude saving throws to resist the effects of heat dangers and cold dangers (DMG 86).
TWO-GUN SHOOTING [GENERAL]
You can shoot with both weapons when you have a firearm in each hand. You can make one extra attack each round with the second weapon.
Benefit: Your penalties for firing two weapons are reduced by 2.
Normal: See Firing Two Weapons, page 131.
Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4. These penalties are further reduced if the size category of both weapons is one size category smaller than yours.
VEHICLE DODGE [GENERAL]
You know how to maneuver to avoid attacks.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When piloting a vehicle, you get a +1 dodge bonus on your AC against attacks from one opponent you choose, whether it’s a character, creature, or another vehicle. You can select a new target on any action.
Special: If you choose an opposing vehicle as your target for this feat, the dodge bonus applies to all ranged attacks made from that vehicle. This may include any combination of integral vehicle weapons, mounted weapons, or personal weapons fired by characters on or in the vehicle.
ARMOR PROFICIENCY (POWERED) [GENERAL]
You are proficient with powered armor. See Equipment for more details on powered armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), and Technical Proficiency.
Benefit: When you wear a type of armor you’re proficient with, the armor check penalty applies only to Acrobatics, Athletics, Stealth, Sleight of Hand, and Pilot checks.
Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters and paladins have this feat for free.
AUTOFIRE [COMBAT]
You are trained to fire accurate bursts with an automatic weapon.
Prerequisites: Point Blank Shot, Precise Shot, Rapid Shot, Martial Weapon Proficiency, Technical Proficiency, Dex 13+.
Benefit: When firing an automatic weapon, you hit with an extra shot for every 3 by which your attack roll exceeds the opponent’s AC.
Normal: A character firing a burst from an automatic weapon hits with an extra shot for every 5 by which his attack roll exceeds the opponent’s AC.
COMBAT ACE [COMBAT]
In a dogfight, you can line up and acquire a target with a single fluid maneuver.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: You can make a targeting run and acquire a target as a single move-equivalent action.
Normal: Targeting run and acquire target are both move-equivalent actions.
Special: You cannot use this feat with a vehicle that is size category Colossal or larger.
CRACK SHOT [COMBAT]
You are skilled at making well-placed shots at targets behind cover.
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: When you make a ranged attack against an opponent behind cover, the target’s cover bonus to AC is halved.
HACKER [GENERAL]
You are skilled at breaking codes and cracking computer systems.
Prerequisite: Technical Proficiency.
Benefit: You get a +2 bonus on all Computer Use and Cryptography checks.
IMPLANT SPELLWARE [ITEM CREATION]
You can modify and augment living beings with spellware, such as darkvision and enhanced strength.
Prerequisites: Spellcaster level 5th+, Technical Proficiency.
Benefit: You can create any spellware whose prerequisites you meet. Implanting a spellware enhancement in a patient takes 1 hour for each 1,000 credits in its price and costs half its price in raw materials, supplies, and equipment.
You can also upgrade certain enhancements. Doing so costs half the materials and half the time it would take to implant the spellware in the first place.
Some spellware enhancements cost extra credits as noted in their descriptions. These costs are in addition to those derived from the enhancement’s base price. You must pay this cost to implant or upgrade the spellware.
For more details on spellware, see Magic Items.
ETIQUETTE [GENERAL]
You know how to handle yourself in just about any situation.
Prerequisite: Charisma 13+. Benefit: When making a Diplomacy check, you ignore any circumstance penalties for dealing with those of a different culture. You also gain a +2 circumstance bonus on your Charisma check to alter an NPC’s initial attitude toward you.
EVASIVE PILOTING [GENERAL]
You know how to shake a tail.
Prerequisites: Technical Proficiency, Dex 13+.
Benefit: You get a +4 bonus on your opposed Pilot check when an opponent is attempting a targeting run on your vehicle.
GEARHEAD [GENERAL]
You have an intuitive understanding of how machines work.
Prerequisite: Technical Proficiency.
Benefit: You get a +2 bonus on all Repair and Use Device checks.
GUNNER [COMBAT]
You are trained to fire weapons from a vehicle.
Prerequisite: Technical Proficiency.
Benefit: The penalty on ranged attack rolls for your vehicle’s speed is halved. For example, the penalty on a ranged attack from a vehicle moving at speed 20 would be -3 instead of -6.
GUNNER’S EYE [COMBAT]
You are skilled at acquiring targets in vehicle combat.
Prerequisite: Technical Proficiency.
Benefit: You get a +4 bonus on Use Device checks to acquire targets in vehicle.
IMPROVED FAR SHOT [COMBAT]
You are highly skilled at making accurate attacks at great distance with ranged weapons.
Prerequisites: Point Blank Shot, Far Shot.
Benefit: All penalties due to range are halved. Each full range increment causes a cumulative -1 penalty on your ranged attack rolls.
Normal: Each full range increment causes a cumula-tive -2 penalty on a character’s ranged attack rolls.
IMPROVED SHOT ON THE RUN [GENERAL]
You are skilled at making multiple ranged attacks with firearms while on the move.
Prerequisites: Point Blank Shot, Dex 15+, Dodge, Mobility, Shot on the Run, Technical Proficiency, ability to make multiple ranged attacks with a firearm.
Benefit: You can make multiple ranged attacks with a firearm and still move your base speed. If the attacks are combined with a move action, you can make your attacks at any point during your normal movement. For example, if your speed is 30 feet, you could move 10 feet and take your first attack, move 10 more feet and take your second attack, and then move your final 10 feet. You can’t use this feat if you are in heavy armor (though you can use it in powered armor).
Normal: You must use the full attack action in order to get more than one attack per round.
Special: You only get the benefits of this feat when making ranged attacks with a firearm. You can use the feat whenever you get multiple ranged attacks in a round, such as with a high base attack bonus, the Rapid Shot feat, or the gundancer’s firestorm class ability.
LEAD FOOT [GENERAL]
You are very good at operating a vehicle at high speed.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When piloting a vehicle, you get a +4 bonus on all Pilot checks for acceleration.
PRESSING ATTACK [COMBAT]
You are skilled at seizing every advantage and keeping your opponent on the defensive.
Prerequisite: Combat Reflexes.
Benefit: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
RAM [GENERAL]
You know how to use your vehicle as a weapon.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When you attempt to ram another vehicle, your target does not get a Pilot check for half damage.
RAPTOR’S INSTINCT [GENERAL]
You know how to maneuver your vehicle to line up attacks against an opponent.
Prerequisites: Piloting skill, Technical Proficiency.
Benefit: You get a +4 bonus on Pilot checks to make targeting runs in vehicle combat.
REMOTE OPERATION [GENERAL]
You know how to operate a robot remotely.
Prerequisites: Use Device skill, Technical Proficiency.
Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade, you can control the robot’s actions through a wireless communications link. The robot will do any task you command to the best of its ability. If you make an attack using the robot, you may either use your attack bonus with a -4 penalty or you may simply issue the commands and use the robot’s attack bonus. (See Robots, page 115, for more information.)
SPACE JOCKEY [GENERAL]
You are more at home behind the controls of a star-ship than anywhere else, and you don’t mind getting your hands dirty to keep your craft in tip-top shape.
Prerequisites: Pilot skill, Starship Piloting, Technical Proficiency.
Benefit: You get a +2 bonus on all Pilot, Repair, and Use Device checks involved in the operation of a starship.
STARSHIP PILOTING [GENERAL]
You know how to pilot and operate a starship.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: You do not suffer any penalties on your Pilot checks when operating a starship.
Normal: Characters without this feat suffer a -4 penalty on Pilot checks when attempting to operate a starship.
TEMPERATURE TOLERANCE [GENERAL]
You can withstand a broad range of temperatures and climates.
Prerequisite: Con 13+.
Benefit: You get a +4 bonus on Fortitude saving throws to resist the effects of heat dangers and cold dangers (DMG 86).
TWO-GUN SHOOTING [GENERAL]
You can shoot with both weapons when you have a firearm in each hand. You can make one extra attack each round with the second weapon.
Benefit: Your penalties for firing two weapons are reduced by 2.
Normal: See Firing Two Weapons, page 131.
Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4. These penalties are further reduced if the size category of both weapons is one size category smaller than yours.
VEHICLE DODGE [GENERAL]
You know how to maneuver to avoid attacks.
Prerequisites: Pilot skill, Technical Proficiency.
Benefit: When piloting a vehicle, you get a +1 dodge bonus on your AC against attacks from one opponent you choose, whether it’s a character, creature, or another vehicle. You can select a new target on any action.
Special: If you choose an opposing vehicle as your target for this feat, the dodge bonus applies to all ranged attacks made from that vehicle. This may include any combination of integral vehicle weapons, mounted weapons, or personal weapons fired by characters on or in the vehicle.