New Feats

New Feats

  • Nightstone Immunity (Makes you immune to nightstone radiation). Prerequisites: Non-Zendalli or Half-Zendalii, Constitution 14 or more. Effect: Renders the character immune to the effects of nightstone poisoning and nightstone radiation.
  • Tick-Tock Proficiency (Proficiency with clockwork mecks and battle suits), Prerequisites: Intelligence 14 or more, or Dwarf. Effect: Allows the character to operate a Tick-Tock Suit without the -6 penalty to Dexterity. Further, the character may fire both ranged weapons on the Tick-Tock in one round with no penalty.
  • Deck Weapon Proficiency (Proficiency with large-scale ship weapons), Prerequisites: None. Effect: Allows the characters to fire a large-scale cannon or weapon emplacement without incurring the usual -4 penalty.
  • Explosive Expert (Additional damage with explosives, less chance to fluff roll), Intelligence 13 or More. Effect: The character is especially adept at making use of explosives. They gain +2 on Disable Device and Demolitions. Additionally, each explosive they directly plant inflicts +1D6 Damage.
  • Explorer of the Tapestry (Grants knowledge benefits), Prerequisites: Wisdom or Charisma 15 or more. Effect: You are an explorer of great knowledge, having seen a lot that the Tapestry has to offer. You gain +4 Knowledge (The Planes)
  • Navigator (You’re one of the 1 in 10,000 people capable of teleporting a starship), Prerequisites: Wisdom and Charisma 15 or more. Effect: You are capable of transporting yourself and an entire vessel through the Ether as per the Teleport spell. See GM for more details.
  • Ship Spell (Metamagic, you can expand your spells to encompass entire ship), Prerequisites: Ability to cast 5th Level spells. Effect: Spells such as Invisibility or Displacement may be extended over the entire ship that you are currently aboard. Ship Spells take up four slots higher than normal spells.
  • Advent Child (Minor psionic powers at the expanse of ability scores over time), Prerequisites: Must me member of the Advent (Speak to GM)
  • Mechanical Aptitude (Bonuses for Craft skills), Prerequisites: None. Effect: You are adept at working with machines and clockwork devices. You gain +2 (Craft: Engineering) and Disable Device checks.
  • Crack Pilot (1/Day, Reduce the DC for a piloting roll), Prerequisites: Dexterity of 16 or more. Effect: Once per day, you may reduce the DC of any given maneuver by one scale. For instance, you may use it to make a DC 30 maneuver into a DC 25 maneuver.
  • Discombobulate (Use minor magical talent to mess with machinery), Prerequisite: Burst of Inspiration Class Ability. Effect: Once per day, the character may reach forth into the inner workings of any machine up to Huge in size and cease it from functioning. Attended machines (Such as hand-held magnetic resonance weapons) may make a (Fortitude DC 10 = Half Level + Int Mod) to resist this.
  • Ranged Disarm (Self explanatory), Prerequisites: Dexterity 16 or more, Precise Shot, Improved Precise Shot. Effect: Works exactly the same as a normal Improved Disarm but the attack uses Dexterity rather than Strength to determine success.
  • Clustered Shots (Use entire damage of all shots to overcome damage resistance), Prerequisites: Point Blank Shot, Precise Shot, Base Attack +6: Effect: The character may make a singular attack as a full round action against a single target. If all three attacks are successful, they may add the damage of all three shots together to overcome damage resistance. Otherwise, the shots deal damage as normal.
  • Combat Medic (Heal as a quick action), Prerequisites: Heal 5 Ranks, Effect: The character may make use of the Heal Skill as a move action rather than a full round action.
  • Snap Shot (Threaten squares with ranged weapon for attacks of opportunity), Prerequisites: Dexterity 13, Point Blank Shot, Rapid Shot, Base Attack +6, Effect: The character threatens five feet away from him with ranged weapons for the purpose of attacks of opportunity.
  • Improved Snap Shot (More squares), Prerequisites: Dexterity 15, Point Blank Shot, Snap Shot, Base Attack +9, Effect: The character threatens ten feet around him with ranged weapons for the purpose of attacks of opportunity.
  • Greater Snap Shot (Even more squares), Prerequisites: Dexterity 17, Improved Snap Shot, Point Blank Shot, Rapid Shot, Snap Shot, Base Attack +12, Effect: The character threatens ten feet around him with ranged weapons for the purpose of attacks of opportunity.

New Feats

The Forever War Chronicles New_Earth_Man