Statistics & References: Feats

Dodge
Dodge gives a +1 dodge bonus to the character's defense to all targets.

Toughness
Toughness grants +1 hit point per character level and +3 free hit points. This stacks with any abilities from class levels.

Action Hero
Benefit: The character gains a bonus of five action points to his maximum action point pool.

Confident Charge
Prerequisites: Dex 13+, Wis 13+

Benefit: The character may make a number of 90-degree turns up to his Dex bonus while charging.

Normal: The character may not turn while charging.

Hard-Headed
Prerequisites: Wis 17+ or character level 6+

Benefit: The character reduces all Sanity loss by 25% before taking into account character level. This applies to both successful and unsuccessful Will saves.

Increased Speed
Prerequisites: Run

Benefit: The character's base speed is increased by 10 ft/rd.

Run
Benefit: When running, the character's speed is increased by 25%. Jumping distances are also increased by 25%.

Cleaving Charge
Prerequisites: Str 15+, Cleave, Great Cleave, Power Attack, Base Attack Bonus +4 or better

Benefit: As Great Cleave, except that the character may move five feet between extra attacks. The character may not exceed half their normal speed during the action.

Normal: Great Cleave allows the character to attack continuously against any number of opponents, provided that each attack reduces its target to zero or fewer hit points.

Darting Weapon
Prerequisites: Experties, Base Attack Bonus +1 or better

Benefit: At the start of each round, the character may subtract a number from all melee attacks and add the same value to initiative. This number may not exceed the base attack bonus, and only applies to the given round. This may affect a character's place in the initiative order.

Trail of Blood
Prerequisites: Cleave, Cleaving Charge, Great Cleave, Power Attack

Benefit: The step distance for Cleaving Charge is increased to up to 15 feet.

Autofire Basics
Prerequisites: Advanced Firearms Proficiency, Base Attack Bonus +3 or higher

Benefit: The character's autofire attacks consume only 8 rounds instead of 10. Additionally, the Reflex DC for the character's autofire attacks is increased by +4.

Autofire Mastery
Prerequisites: Autofire Basics, Base Attack Bonus +10 or higher

Benefit: The character's autofire attacks consume only 6 rounds instead of 10. Additionally, the Reflex DC for the character's autofire attacks is increased by +6. This bonus replaces the Autofire Basics bonus.

Beaten Zone
Prerequisites: Strafe, Base Attack Bonus +4 or higher

Benefit: The character's autofire attacks cover an area of eight connected 5ftx5ft squares in any pattern, compared to the normal four squares.

Flamer Basics
Prerequisites: Base Attack Bonus +3 or higher

Benefit: The character is proficient with all flamethrowers even if not explicitly proficient through another feat. Ammunition capacity for flamethrowers in the character's hands is increased by 50%, rounded up (10-shot tank holds 15 shots in the character's hands).

The character may bounce flamethrower streams up to five feet off of line of sight, provided there is no blockage in the target square.

No visible opponent ever receives more than 50% cover versus the character's attacks with a flamethrower. If cover is greater than 50%, it is reduced to 50%.

Flamer Mastery
Prerequisites: Flamer Basics, Base Attack Bonus +10 or higher

Benefit: Flamethrower ammunition capacity is always considered to be twice normal in the character's hands.

The character may bounce flamethrower streams up to ten feet off of line of sight, provided there is no blockage between line of sight and the target square.

No visible opponent ever receives more than 25% cover versus the character's attacks with a flamethrower. If cover is greater than 25%, it is reduced to 25%.

Plunging Fire
Prerequisites: Advanced Firearms Proficiency, Burst Fire, Base Attack Bonus +4 or higher

Benefit: The character may use automatic weapons as indirect-fire weapons, targeting a square within four range increments. Occupants of the target square may make a Reflex save as for normal autofire.

Bullseye
Prerequisites: Precise Shot, Base Attack Bonus +3 or higher

Benefit: When making a single-shot direct-fire ranged attack within two range increments, the character may subract a number from his attack roll and add the same value to his damage roll. This value may not exceed the character's base attack bonus.

Extreme Range
Prerequisites: Far Shot, Base Attack Bonus +3 or higher

Benefit: When using a ranged weapon, the range increment is doubled.

Normal: Far Shot increases range increment by 50%.

Increased Precision
Prerequisites: Extreme Range, Base Attack Bonus +6 or higher

Benefit: The range at which sneak attack and Point Blank Shot bonuses can be made is increased by one range increment.

Special: This feat can be taken up to three times.

Normal: Sneak attack and Point Blank Shot are good within the first range increment only.

Marksman
Prerequisites: Precise Shot, Base Attack Bonus +3 or higher

Benefit: The bonuses to strike for bracing and aiming (normally +2 and +1 respectively) are each increased by +1, to +3 and +2 respectively.

Master Sniper
Prerequisites: Sniper, Base Attack Bonus +18 or higher

Benefit: When firing from a braced position or deliberately aiming, the character's threat range is increased by the bonus the character receives for aiming or bracing (normally +2 for bracing, so threat range increases to 19-20 from Sniper, and 17-20 from bracing).

Perfect Stance
Prerequisites: Base Attack Bonus +1 or higher

Benefit: The character may brace as a free action any time that the character takes the aim action. Additionally, the character may brace even when there is no hard surface against which to brace.

Sharpshooter
Prerequisites: Precise Shot, Base Attack Bonus +3 or higher

Benefit: The character gains a +2 bonus to attack rolls against targets behind partial (but not total) cover.

Sniper
Prerequisites: Increased Precision, Marksman, Sharpshooter, Base Attack Bonus +9 or higher

Benefit: Threat range is increased by 1 when firing a ranged weapon, and any critical-hit threat is automatically converted into a critical hit without confirmation.

Zen Focus
Prerequisites: Wis 13+

Benefit: When attacking an opponent with a ranged attack, concealment bonuses are reduced by half. Cover is unaffected.

Zen Shot
Prerequisites: Zen Focus, Base Attack Bonus +4

Benefit: When attacking an opponent with a ranged attack, concealment bonuses are ignored. Cover is unaffected.

Skill Feats
All of the Skill Mastery feats have a prerequisite of one of the Basic Skill Feats - any feat that grants a bonus to skills (such as Acrobatic, Athletic, Stealthy, and so forth) counts to meet this requirement.

Advanced Skill Mastery
Prerequisite: Basic skill feat, character level (including phantom levels) 6+

Benefit: Choose one basic skill feat. The bonus to skills affected by the feat is increased by +1 over the basic skill feat.

Special: This feat may be taken multiple times, affecting a different base skill feat each time.

Grand Skill Mastery
Prerequisite: Advanced Skill Mastery for chosen skill feat, character level (including phantom levels) 12+

Benefit: Choose one basic skill feat. The bonus to skills affected by the feat is increased by +1 to a net +2 over the basic skill feat. In addition, once per game session, any failed roll on the affected skills may be re-rolled.

Special: This feat may be taken multiple times, affecting a different base skill feat each time.

Perfect Skill Mastery
Prerequisite: Grand Skill Mastery for chosen skill feat, character level (including phantom levels) 18+

Benefit: Choose one basic skill feat. The bonus to skills affected by the feat is increased by +1 to a net +3 over the basic skill feat. In addition, any failed rolls on the skills affected may be re-rolled, up to three times per game session.

Special: This feat may be taken multiple times, affecting a different base skill feat each time.

Talented
Prerequisite: Must be taken at first level. 2+ ranks in chosen skill. Ability associated with chosen skill 13+.

Benefit: Gain one free rank in the chosen skill, raise the maximum ranks allowed in the skill by one, and treat the skill as a class skill at all times.

Special: This feat may only be taken once.

Training
Benefit: Gain 4 skill points.

Special: This feat may be taken multiple times.

Unlocked Potential
Benefit: Choose one class skill. The upper limit for that skill is raised by 3 ranks (so the first time the feat is applied to a given skill, the character may have up to Level+6 ranks in the skill).

Special: This feat may be taken multiple times. It may be applied to the same skill multiple times.