Very much a work in progress and feedback sought.
There's one character class, but most things can be boosted through feats: Wound points equal to Con Vitality points 1d4+Con bonus per level Base Attack Bonus level/2 One good save at 2+level/2 and two poor saves at level/3 Defense bonus as a poor save Reputation as a poor save, plus Cha modifier Simple Weapons Proficiency 2 more feats at first level (this is likely to change) 1 feat/level 4+Int bonus skill points/level, minimum 1 (with 4x that at first level) 1 Karma point/level Choose 1 class skill per point of Int. Speak 1 + Int modifier languages, although these can be traded in for 1 skill point each. Speed 10 meters 2 contacts Although its not recommended, at character creation time you can trade your good save in for a poor save and 2 extra feats. You can trade in simple weapons proficiency for another feat, in which case you're only proficient with one of dagger or club. You can trade in 2 of your skill points per level for another feat (in which case you start with 4 x (2 + Int bonus) skill points at first level). Humans get +1 feat, +1 skill point per level, 4 more skill points at 1st level Elves get +2 Dex, +4 Cha, low-light eyes, and the best tables at restaurants, allergic to iron Dwarves get +4 Str, -2 Dex, +2 Con, +2 Wis, low-light eyes, +2 saves vs. Disease, speed 6m, Run x3, allergic to synthetic materials Goblins get +4 Str, +6 Con, -2 Int, -2 Cha, low-light eyes, allergic to sunlight Trolls get +8 Str, -2 Dex, +10 Con, -4 Int, -2 Wis, -4 Cha, 4m threatened area, low-light eyes, Damage Resistance 1/-, Run x3, allergic to sunlight Allergy Severity on 1d6 + largest stat bonus + Magic Rating - Cyber Rating: 2-6 Nuisance, contact annoys 7-8 Mild, -1 on all checks, saves, attack rolls when in contact 9-10 Moderate, As mild, plus cannot recover vitality while in contact. After exposure for hours equal to 3+Con Bonus, must make Fort save vs. DC 12 for Elves and Dwarves, 16 for Goblins, 20 for Trolls, or suffer a Severe reaction until contact is removed. 11+ Severe. As mild, plus takes 1 point of damage every 3+Con bonus minutes in contact, and cannot recover vitality while in contact. Mages may use a Will save instead of Fort, if desired. Note that human mages can have allergies, too (to iron [or possibly synthetics?]). Aging Effects (cumulative) Child 11 -3 to Str and Con, -1 to all others Young adult 15 -1 to all Adult 40 no modifier Middle age 59 -1 to Str, Dex, Con, +1 to Int, Wis, Cha Old 79 -2 to Str, Dex, Con, +1 to Int, Wis, Cha Venerable 80+ -3 to Str, Dex, Con, +1 to Int, Wis, Cha Height Weight Human, Male 1.2m + 2d4 dm 55kg x(1d8+1) Human, Female 1.0m + 2d4 dm 39kg x(1d8+1)
Feats do not stack unless otherwise indicated. Save Prerequisites always refer to base save.
Note that the Mounted feats default to Bikes, with Bike skill as a prereq, but can be taken as a seperate feat with Ride as the prereq, and apply to riding animals.
Advanced Attack: (prereq Improved Attack, must not have Magic feat): Change Base Attack Bonus to 1 x level. Not retroactive.
Armor Proficiency (Light, Medium, Heavy, Powered) prereq for each is all the previous levels. A character who is not proficient suffers the armor check penalty on attack rolls and all skill checks that involve moving, including Ride and Bike (but not Drive).
Adaptive Learner: Can designate one cross-class skill as a class skill. The GM can rule that a specific skill is off-limits for this feature.
Ambidexterity: (prereq Dex 15+) Ignore all penalties for using off hand.
Advanced Martial Arts (prereq Improved Martial Arts, Martial Arts, BAB +6) Deal 3d4 damage and threaten on 18-20 with unarmed attack.
Animal Companion: (prereq Magic) You gain an animal companion with no more hit dice than your own, which advances according to your level.
Archaic Weapon Proficiency. You can make an attack roll with a specified melee weapon normally. You may take this multiple times, choosing a different weapon each time. All bows are considered one weapon for the purpose of this feat, as are all swords.
Automatic Rifle Weapon Proficiency (prereq Rifle Proficiency, +1 BAB), includes Automatic Rifles and Submachine guns.
Blind-fight: Reroll miss chance due to concealment. An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn't lose a Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half.
Buddy: You have a loyal friend whose level is equivalent to 3/4 of (your level + Cha modifier + Reputation + modifiers), but always at least one level lower than you. Stats average 12. He might even sacrifice himself for you. It takes 1d4 months to recruit a new replacement if the old one dies or leaves, unless you're responsible for the death in which case it may take up to a year.
Cleave (prereq Str 13, Power Attack): If you deal a creature enough damage in melee to make it drop you get an immediate, extra melee attack against another creature in the immediate vicinity. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Combat Casting: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Combat Expertise (prereq Int 13): When you use attack or full attack in melee you can take a penalty up to -5 (not exceeding your BAB) to add the same number (up to +5) as a dodge bonus to your Defense. The changes last until your next round.
Combat Reflexes: You may make a number of additional attacks of opportunity equal to your Dex modifier. You may only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.
Contacts: Add 2+Cha bonus contacts. Can be taken multiple times.
Coordinate: Your "Aid another" bonus increases by 1, cannot be used in combat, stacks but not more than 1 per 4 levels.
Crippling Strike (prereq BAB +7, Sneak Attack): Your sneak attack also does 2 points of temporary Str damage.
Damage Reduction (prereq Troll, Fort save +5). Gains damage reduction of 1/- vs. unarmed and weapon attacks. Can be taken multiple times but prereq Fort save is increased by two each time (+7 for 2/-, +9 for 3/-, +11 for 4/-).
Damage Resistance (prereq Advanced Martial Arts, Physical Adept, Fort save +12). Gains damage reduction of 10/magic vs. unarmed and weapon attacks.
Deadshot (prereq Point Blank Shot): You can subtract any amount up to your BAB from your chance to hit with a ranged weapon and add the same amount to damage if you hit. You can only use this within the first range increment for the weapon unless you have a smartgun or sniper scope. You cannot use this with multifire or autofire unless you have a smartgun, but you can use it with Rapid Shot if you have that feat.
Defensive Roll (prereq: Ref save +7). Once per day when you would be reduced to 0 wound points or less by damage in combat, make a Ref Save vs. DC = damage dealt to take half damage. Must be aware of attack and somehow able to avoid it. Cannot use if you would be denied his Dex bonus to Defense. The Evasion feat does not apply to the defensive roll.
Deflect Arrows (prereq Dex 13, Improved Unarmed Strike) You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Bullets and exceptional ranged weapons (such as massive boulders or ranged spell effects) can't be deflected.
Diehard (prereq Endurance): When reduced to between 0 and -Con wound points, instead of becoming unconscious you may continue taking either a single move action or standard action each turn, but not both, and cannot take a full round action. If you perform any standard action or any strenuous action you take 1 point of damage after completing the act, and must make another death check. [May need work.]
Dodge (prereq Dex 13+) During your round designate one opponent and receive a +1 dodge bonus to Defense against his attacks.
Immunity to Disease (prereq Physical Adept or Magic, Fort save +4) Immune to all diseases except for supernatural and magic diseases.
Immunity to Poison (prereq Physical Adept or Magic, Fort save +6) Immune to Poison of all kinds.
Drive-By Attack (prereq Bike 4+, Mounted Combat): When you are mounted and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You do not provoke an attack of opportunity from the opponent that you're attacking.
Endurance: You receive a +4 bonus on any check or save for performing a physical action that extends over a period of time (running, swimming, forced march, starvation, suffocation, thirst, and saves to avoid nonlethal damage from environments). Also, you may sleep in medium armor without becoming fatigued.
Evasion (prereq Ref save +4): No damage on successful Ref save vs. things that normally do half damage on a successful Ref save. Only works in light or no armor.
Exotic Weapon Proficiency (prereq BAB +1). Use a specific exotic weapon (whip, monowhip, chain) with no penalty. A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. You may gain this feat multiple times, applying to a new weapon each time.
Extra Karma: Add 1d4 Karma. Can be taken multiple times.
Extreme Effort (prereq Fort save +3, Take a defense penalty up to level/3 to add the same bonus to melee damage or a strength skill or check, up to level/3 times per day. After use you are fatigued until end of encounter.
Fame: +3 circumstance bonus to Charisma-based skills when GM determines your celebrity would benefit, can't take Infamy. Also applies to the following feats: Buddy, Followers, Inspire Confidence, and Inspire Greatness.
Familiar (prereq Magic). Gain a familiar.
Fanatical Followers (prereq Followers, Cha 15+): All your followers are fanatical and willing to die for you. If their deaths have meaning there is no penalty for further recruitment, and if it was glorious there may even be a bonus to recruitment.
Far Shot (prereq Point Blank Shot): When you use a firearm or projectile weapon its range increment increases by one-half. When you use a thrown weapon, its range increment doubles.
Fast Movement: add 2 meters to Speed, but not if in medium armor or encumbrance or greater.
Favored Enemy: Gain a +2 bonus to damage, and to bluff, listen, sense motive, spot, and survival checks vs. one type of creature, which you must specify when you take this feat. May be taken multiple times, but not more than once per five levels (1,5,10,15,20). Each time taken gains a +2 bonus to a new type of creature, and also adds +2 to the bonus for one type of creature previously chosen. If the type is Humanoid or Outsider, a subtype must be specified.
Find Clues: If you pass within 2 meters of a clue to a crime or other mystery you're entitled to a Search check to notice it as if you were actively looking.
Find Traps: Can use Search to locate traps with DC 21+, can use Disable Device to bypass such traps. If you beat the trap's DC by 10 or more you can study it and bypass without disarming it.
Fingers Crossed: Once/day you can reroll any Driving or Pilot check and take the better of the two rolls. May take multiple times.
Flurry of Blows (prereq Physical Adept) You may make one extra melee attack in a round at your highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity you might make before your next action. You must use the full attack option to strike with a flurry of blows. The extra attack can be made with either your primary weapon or your off hand, with no penalty for off hand use. All attacks gain your Str modifier on damage, not x1/2 or x1.5.
Flyby Attack (prereq Fly speed): When flying, you can take a move action (including a dive) and another partial action at any point during the move. You cannot take a second move action during a round when you make a flyby attack. Normal: Without this feat, you take a partial action either before or after your move.
Followers (prereq 6th level). You have loyal followers based on your leadership score, which is your level + Cha modifier + reputation + modifiers. Take that score and the bonus it would give (e.g. a 16 has a bonus of +3, less than 1 counts as 1/2) and multiply those and divide by 2. You have that many 1st level followers. you have 1/10th that many 2nd level followers (round down). You have half as many (round up) followers at each level above 2nd as at the level before. E.g. for 16, 24 1st level, 2 2nd, 1 3rd. Followers are loyal but not fanatical or suicidal. Those who die or leave are replaced with new recruits within a month. You can take Followers multiple times to get more followers.
The Leader Has a Reputation of Modifier ------------------------------ ------------------- Great prestige +2 Fairness and generosity +1 Special power +1 Failure -1 Aloofness -1 Cruelty -2 Known for unsurpassd megalomania +3 Is an Elf (if willing to accept posers) +2 Has a familiar/animal companion -2 (buddy only) Caused the death of a buddy -2* (buddy only) Has a base of operations +2 (followers only) Moves around a lot -1 (followers only) Caused the death of other followers -1 (followers only) *Cumulative per buddy killed.
Frightful Presence (Cha 15, Intimidate 9+ ranks): can use once per round as a free action. All opponents within 10 meters who have fewer levels than you must make Will save vs. DC 10 plus half your level plus Charisma modifier. An opponent who fails is shaken, suffering -2 penalty to attacks, saves and skill checks equal to 1d6 plus your Cha modifier rounds.
Gang: You belong to a gang. They come when you call and are very loyal. They have average stats. There are (2d6 + Reputation + Cha bonus + modifiers) members at 1st level, and higher levels as for followers. If they get killed, you suck, man.
Great Cleave (prereq Str 13, Power Attack, Cleave, BAB +4): As Cleave, except you have no limit to the number of times you can use it per round.
Great Defense: Add +2 to Class Defense bonus. Stacks with Improved Defense.
Great Fortitude: +2 bonus to all Fort saves.
Great Reflexes: +2 bonus to all Reflex saves.
Great Will: +2 bonus to all Will saves.
Greater Rage (prereq Troll, Rage, BAB +11): Your rage bonuses become +6 Str, +6 Con, +3 morale bonus to Will saves, -2 Defense.
Greater Two-Weapon Fighting (prereq Dex 19, Improved Two-Weapon Fighting, Two Weapon Fighting, BAB +11): You get a third attack with your off-hand weapon, at a -10 penalty.
Greater Weapon Focus (prereq Proficiency and Weapon Focus with selected weapon, BAB +8): You gain a +1 bonus on all attack rolls made with the selected weapon. This can be taken multiple times, each time with a different weapon.
Greater Weapon Specialization (prereq Proficiency, Weapon Focus, Greater Weapon Focus, Weapon Specialization with selected weapon, BAB +12): You gain a +2 bonus on all damage rolls with selected weapon. This can be taken multiple times, each time with a different weapon.
Heavy Weapon Proficiency: Select a specific heavy weapon to be proficient with.
Heroic Surge: Take an extra movement or standard action for one round. May be used Level/4 uses per day, but never more than once/round. [or should it require being taken multiple times?]
High Profile: From now on, you gain 1 Reputation per 2 levels instead of at your previous rate. Does not affect any reputation gained so far.
Improved Attack: Change Base Attack Bonus to 3/4 x level. Not retroactive.
Improved Bull Rush (prereq Str 13, Power Attack): When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Improved Critical (prereq Proficient with weapon, BAB +8) When using the weapon you selected, your threat range is doubled. Can take multiple times, but does not stack. Each time you take the feat, it applies to a new weapon. This effect does not stack with any other effect that expands the threat range of a weapon.
Improved Defense: Change class defense bonus from level/3 to 2+level/2. Stacks with Great Defense.
Improved Deflect Arrows (prereq Dex 13, Deflect Arrows, Martial Arts) You must have at least one hand free (holding nothing) to use this feat. You may deflect additional ranged weapons (not bullets) per round equal to your Dex modifier, in addition to the one granted by the prerequisite Deflect Arrows feat. You can use this feat with the Snatch Arrow feat if you have that also, as long as you have a free hand.
Improved Disarm (prereq (Int 13 and Combat Expertise) OR (Martial Arts, Unarmed Strike, and BAB +4)): You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Improved Evasion (prereq Ref save +6, Evasion): Take only half damage on a failed Ref save. Only works in light or no armor.
Improved Feint (prereq Int 13, Combat Expertise): You can make a Bluff check to feint in combat as a move action, instead of a standard action.
Improved Fortitude (prereq Great Fortitude): Turns Fortitude save from a poor save (level/3) into good save (2+level/2), but does not stack with its prerequisite. So at 5th level you would have a +4 base Fortitude save, but the +2 for Great Fortitude would not add to that.
Improved Grapple (prereq (Dex 13, and Improved Unarmed Strike) OR (Martial Arts, and Unarmed Strike)): You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Improved Initiative: +4 bonus on initiative checks.
Improved Overrun (prereq Str 13+, Power Attack): When you attempt to overrun an opponenet, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponenet. Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Improved Ki Strike (prereq BAB +12, Physical Adept, Ki Strike): Your unarmed attacks are treated as adamantine weapons for the purpose of damage reduction bypassing hardness.
Improved Learning: Increase skill points received each level by +2. Not retroactive, but does apply to the level you buy the feat. You can buy this up to two times. Each time you buy this you also get 2 more class skills.
Improved Martial Arts (prereq Martial Arts, BAB +4) Do 2d4 damage and threaten on 19-20 with unarmed attack.
Improved Precise Shot (prereq Point Blank Shot, Precise Shot, BAB +11): Your ranged attacks ignore the defense bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Improved Reflexes (prereq Great Reflexes): Turns Reflex save from a poor save (level/3) into good save (2+level/2), but does not stack with its prerequisite. So at 5th level you would have a +4 base Reflex save, but the +2 for Great Reflexes would not add to that.
Improved Shield Bash (prereq Shield Proficiency): When you perform a shield bash, you may still apply the shield bonus to your defense.
Improved Sunder (prereq Str 13+, Power Attack): When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by an opponent.
Improved Tactics (prereq Tactics, BAB +10, Diplomacy 6+, Reputation 9+): As tactics, except it only requires a free action to direct a single ally or a standard action for all allies. You can only use Improved Tactics once per round.
Improved Trip (prereq (Int 13+, Combat Expertise) OR (Martial Arts, Unarmed Strike, BAB 4+): You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Improved Two-Weapon Fighting (prereq Dex 17+, Two-Weapon Fighting, BAB +6): In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, at a -5 penalty. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Improved Unarmed Strike: You are considered to be armed even when unarmed-that is, armed opponents do not get attacks of opportunity when you attack them while unarmed. However, you still get an opportunity attack against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or normal damage, at your option.
Improved Uncanny Dodge (prereq Ref save +6, Uncanny Dodge): Cannot be flanked except by attackers who have Improved Uncanny Dodge and are at least 4 levels higher.
Improved Vehicle Evasion (prereq Bike, Drive, Rig, Ride, or Pilot 10+, BAB +12, Vehicle Evasion): Once per round you can make a skill check to reduce the damage against your vehicle. A successful check negates all damage to the vehicle from the attack.
Improved Vitality: (prereq: any one of Cyber, Physical Adept, or Magic) Increase vitality dice one category (d4 ->gt; d6 ->gt; d8 ->gt; d10 ->gt; d12), stacks, not retroactive, but applies to the vitality roll at the level taken as a feat, and all future levels.
Improved Will (prereq Great Will): Turns Will save from a poor save (level/3) into good save (2+level/2), but does not stack with its prerequisite. So at 5th level you would have a +4 base Will save, but the +2 for Great Will would not add to that.
Indominatable Will (prereq Rage, +9 Fort save): Gain +4 bonus to will saves vs. Enchantment while raging. This stacks with the bonus from raging.
Infamy: +3 circumstance bonus to reputation for Bluff, Diplomacy, Gather Info and Intimidate whenever the GM determines your notoriety would be a benefit. In other circumstances it gives a -3 penalty. Can't take Fame. Also applies to the following feats: Buddy, Followers, Inspire Confidence, and Inspire Greatness.
Inspire Confidence (prereq: Cha 13+, Will save +3, 4th level) Once per day you can deliver a stirring speech to inspire confidence in allies. They must listen and observe for a full round, the effect lasts for 3+Cha modifier rounds. You can inspire a number of allies up to half your level, plus Cha mod. An inspired ally gains a +2 morale bonus to saves and a +1 morale bonus to attack and damage rolls. You cannot inspire yourself, only allies. You may take this feat multiple times to get additional uses, up to level/4 times.
Inspire Greatness (prereq: Cha 13+, Will save +6, Inspire Confidence) Once per day you can take a full round action to inspire a single ally, who must listen and observe you for the full round, then gains +2d6 temporary vitality points, +2 competence bonus on attacks, and +2 morale bonus on saves, for 3 + Cha mod rounds. For each 3 levels beyond 9th you can inspire greatness in an additional ally. You cannot inspire yourself, only allies. You may take this feat multiple times to get additional uses, up to level/4 times.
Ki Strike (prereq BAB +3, Improved Unarmed Strike, Physical Adept): Your unarmed attacks are treated as magic weapons for the purpose of damage reduction.
Leadership (prereq BAB +4, Diplomacy 6+, Reputation 3+): By directing the actions of others you can increase their chance of success. As a full round action you can make a Diplomacy check (DC 10 + number of allies to be assisted), success grants a competence bonus equal to your Charisma bonus to their skill checks for one minute (or one task if it takes longer than a minute). All allies must be in sight and voice contact with you and must be able to understand you. (Note that the D&D Leadership feat is now called Followers.)
Leap of the Clouds (prereq Martial Arts, Physical Adept, Ref save +5) Jumping distance not limited according to height. +10 bonus to jump checks.
Low Profile: From now on, you gain 1 Reputation per 5 levels instead of at your previous rate. Does not affect any reputation gained so far.
Lucky: stacks, reroll once/day on a failed ability check, skill check, attack roll or save, must take second roll. Cannot use luck more than once on the same roll.
Magic: Gain ability to cast spells. Concentration, Spellcraft, and Use Magic Device are available as skills. [This still needs a lot of work]
Martial Arts: Do 1d6 damage (1d4 for small character, 1d8 for large) and threaten on a natural 20 with an unarmed attack. Without this feat, you deal 1d3 (1d2 for small) damage and can't inflict a critical hit with an unarmed attack.
Mighty Rage (prereq Troll, Greater Rage, Rage, BAB +20): Your rage bonuses become +8 Str, +8 Con, +4 morale bonus to Will saves, -2 Defense.
Mobility (prereq Dex 13, Dodge): You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of or within a threatened area. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most types of bonuses.
Mounted Combat (prereq Bike 1+) Once per round when your bike is hit in combat, you may make a Bike check to negate the hit. The hit is negated if your Bike check is greater than the attack roll (essentially, the Bike check becomes the bike's Defense if it's higher than the bike's regular Defense).
Mounted Shot (prereq Bike 1+, Mounted Combat): The penalty for using a ranged weapon from a motorcycle is halved: -2 instead of -4 if your bike is taking a double move, and -4 instead of -8 if the your bike is going faster than a double move.
Multiattack (prereq Three or more natural attacks): The creature's secondary attacks with natural weapons suffer only a -2 penalty. Normal: Without this feat, it's a -5 penalty.
Multishot (prereq Point Blank Shot, Rapid Shot, Dex 13+): Reduce penalty when using multifire or autofire by 2 (so the penalty becomes -2 for multifire, -4 for autofire).
Multiweapon Fighting (prereq Dex 13+, three or more hands): Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and 6 with the off hands. Normal: A creature without this feat suffers a -6 penalty to attacks made with its primary hand and a -10 penalty to attacks made with its off hands. (It has one primary hand, and all the others are off hands.) Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Nature's Stride (Magic, Will save +3): You may move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect you. At the GM's option this can instead be taken for other environments, e.g. Urban.
Neck Hairs Rise (prereq Wis 13+) You can make a Wisdom check DC 20 to avoid being surprised.
Obscure Knowledge: Make a check of d20 + level + Int modifier to see if you know some obscure bit of knowledge in your area of interest. Cannot take 10 or 20 or reroll. DC is 10 for Common, 20 Uncommon, 25 Obscure, 30 Extremely obscure.
Opportunist (prereq Ref save +7, BAB +7): Once per round, you can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your attack of opportunity for that round. Even if you have the Combat Reflexes feat you can't use the Opportunist feat more than once per round.
Physical Adept (prereq Martial Arts, Magic): This is required as a prereq for certain other feats.
Pistol Weapon Proficiency: You can use pistols normally.
Point Blank Shot: You get a +1 bonus to attack and damage rolls with ranged weapons at ranges of up to 10 meters.
Power Attack (prereq Str 13) On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action. If you attack with a two-handed weapon or a one-handed weapon wielded in two hands, instead add to damage twice the number subtracted from your attack rolls. You can't add the damage bonus for Power Attack to light weapons (except for unarmed strikes or natural weapons) although the penalty on attack rolls still applies.
Precise Shot (prereq Point Blank Shot): You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
Quick Draw (prereq BAB +1) You can draw a weapon as a free action instead of as a move-equivalent action. You can draw a hidden weapon as a move action instead of a standard action. You can throw weapons at your full normal rate of attacks (like with a bow).
Quick Reload: You can reload most firearms as a move-equivalent action, and revolvers as a standard action. Characters without this feat reload most firearms as standard actions, and revolvers as full-round actions.
Quickness: +3 vitality. Stacks.
Quivering Palm (prereq Advanced Martial Arts, Physical Adept, BAB +11) To use, announce quivering palm attack and make attack roll, if it succeeds and target takes damage, you can attempt to slay target at any time for a number of days equal to your level. As a free action you can will the target to die, and he must make a Fort save vs. DC 10 + half your level + your Wisdom modifier. Can only use on enemies with less hit dice than you and that are not immune to critical hits. Can use once per week.
Rage (prereq Troll, BAB +1): You can rage to get +4 Str, +4 Con, +2 morale bonus to Will saves, -2 Defense for 3+ Con bonus rounds, after which you are fatigued for the rest of the encounter. You can rage no more than 1+level/4 times per day.
Rapid Shot (prereq Dex 13+, Point Blank Shot): You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) is at a -2 penalty. You must use the full attack action to use this feat.
Resist Nature's Lure (prereq Magic, Will Save +4): You gain a +4 bonus to saving throws against the spell-like abilities of fey.
Run: When running, you five times normal speed instead of four times normal speed (or four times if you normally move 3x, three times if you move 2x). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dex bonus to defense.
Rifle Weapon Proficiency (includes Shotguns but not automatic rifles).
Sex Appeal: +3 bonus to Diplomacy and Bluff checks to influence NPCs who would normally be attracted to your gender. If you're a metahuman you get an additional +2 circumstance bonus vs. posers attracted to your gender.
Shield Proficiency: You can use a shield without attack penalties. Normal: A character who is using a shield with which he or she is not proficient suffers the shield's armor check penalty on attack rolls and on all skill rolls that involve moving, including Bike and Ride (but not Drive).
Shot on the Run (prereq Dex 13, Dodge, Mobility, Point Blank Shot, BAB +4): When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Signature Vehicle (Dex 13 and one of Bike, Drive, Panzer, Pilot at 6+). Choose a specific model of vehicle; it gains a +2 dodge bonus to Defense when you drive it.
Signature Weapon (prereqs BAB +4, Weapon Focus, Weapon Specialization). Choose a specific model of weapon. When you're wielding that weapon, you gain a +2 bonus to attack and +1 bonus to damage (combined with the prereq feats that gives you +3 attack and damage with the weapon).
Simple Weapon Proficiency: You make attack rolls with simple weapons normally. Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Skill Affinity: +2 synergy bonus to two related skills, see below for examples. May be taken multiple times with different pairs of skills, but multiple synergy bonuses do not stack with each other.
Skill Focus: +3 bonus to one skill. May be taken multiple times, choosing a different skill each time.
Skill Mastery (prereq 10th level): choose a number of skills equal to Int modifier, may take 10 despite stress and distractions. May be taken multiple times. May not be taken for Use Magic Device.
Slippery Mind (prereq: Will save +3): Get one extra save vs. Enchantment 1 round later
Slow Fall (prereq Martial Arts, Ref save +4). Take damage as if the fall were 8m shorter (2 less dice).
Snatch Arrows (prereq Dex 15, Deflect Arrows, Improved Unarmed Strike): When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
Sneak Attack +1d6 (stacks, cannot exceed half character levels)
Speed Demon: Any vehicle you control has max speed increased by 10%, round down to nearest 2 meter increment.
Spellcasting +1 level (stacks), prereq Magic [Needs Work]
Spirited Charge (prereq Bike 1+, Mounted Combat, Drive-By Attack) When mounted and using the charge action, you deal double damage with a melee weapon.
Spring Attack (prereq Dex 13, Dodge, Mobility, BAB +4): When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack. You can't use this feat in heavy armor (but can in powered armor if you are proficient in it). You must move at least 2m both before and after your attack in order to gain these benefits.
Steely Gaze: +2 bonus on Intimidate checks. Can intimidate as a move-equivalent action. Normally Intimidate is a full-round action.
Still Mind (prereq Martial Arts, Will save +3). Gain +2 bonus to Will saving throws vs. mind-influencing powers, spells and devices.
Stunning Fist (prereq Dex 13, Wis 13, Martial Arts, BAB +8): Declare that you are using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can't act and loses any Dexterity bonus to Defense. Attackers get a +2 bonus on attack rolls against a stunned opponent. You may attempt a stunning attack once per day for every four levels attained, and no more than once per round. Creatures immune to critical hits can't be stunned. Note: Physical Adepts can take this feat without the prereqs, and get one use per level per day, but still no more than once per round.
Swift Tracker (prereq Track, Woodland Stride): May move at normal speed while tracking without taking -5 penalty. Only takes -10 penalty (instead of -20) while moving double speed while tracking.
Tactics (prereq BAB +7, Diplomacy 6+, Reputation 6+) With a standard action you can direct any one ally (not yourself) in range to give a competence bonus on attack OR a dodge bonus to Defense and Reflex saving throws, equal to your Int bonus, for 1d4 + Cha bonus rounds. As a full-round action you can grant the bonus to all allies in range (including yourself) for a number of rounds equal to your Cha bonus. All allies must be in sight and voice contact of you and able to understand you.
Target Bonus: +1 bonus vs. a pre-specified target on attacks, Bluff, Listen, Search, Sense Motive and Spot checks, when using these skills against or tracking this specific target. May be bought multiple times but cannot stack more than level/4 vs. one target. Target must be an individual or a small group (no more than your level in number) that you have studied.
Thousand Faces (prereq Magic, Will Save +8) You gain the supernatural ability to change your appearance at will, as if using the spell alter self.
Timeless Body (prereq Physical Adept or Magic, Fort Save +10) You no longer suffer ability penalties for aging and cannot be magically aged. Any penalties you may have already suffered, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
Tireless Rage (prereq Rage, Fort Save +10): You no longer become fatigued at the end of raging.
Toughness: +3 wound points. Stacks.
Track: You can follow tracks for 1 mile with a successful Survival check.
Trample (prereq Bike/Drive/Ride/Panzer 1+, Mounted Combat): When you attempt to overrun an opponent while mounted, the target may not choose to avoid you. Your mount may make one attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. [May need work.]
Trap Sense (prereq Ref save +3): Gain +1 bonus per 3 levels (rounding down) to Ref save vs. traps and dodge bonus to defense vs. attacks made by traps.
Tribe: As for Gang, but they come from a tribe.
Two-Weapon Defense (prereq Dex 15, Two-Weapon Fighting): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your Defense. When y ou are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two-Weapon Fighting (prereq Dex 15): When fighting with two weapons the penalty for your primary hand is lessened by 2 and the one for your off hand lessens by 6.
Uncanny Dodge (prereq Ref save +4): Retain Dex bonus to Defense even when flatfooted or struck by an invisible attacker.
Vehicle Evasion (prereq Bike, Drive, Rig, Ride, or Pilot 10+, BAB +9): Once per round you can make a skill check to reduce the damage against your vehicle. If your check exceeds the attack roll damage is halved.
Weapon Finesse (prereq BAB +1): With a light weapon, chain, rapier, or whip made for a creature of your size category, you may use your Dex modifier instead of your Str modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (prereq Proficient with weapon, BAB +1): You add +1 to all attack rolls you make using the selected weapon. Note: You can choose "unarmed strike" or "grapple" or "ray" as the weapon for purposes of this feat. You may select this feat multiple times, but must choose a different weapon each time.
Weapon Specialization (prereq Weapon Focus for the same weapon, BAB +4): You add +2 to all damage inflicted with the weapon you selected. You may select this feat multiple times, but must choose a different weapon each time.
Wild Empathy (prereq Wis 11+, Magic): You can improve the attitude of animals, similary to a Diplomacy check, but using 1d20 + level + Cha modifier. Typical domestic animals start at indifferent, while wild animals are usually unfriendly. This is an extraordinary action that typically takes one minute. You and the animal must be able to study each other, within 30 feet. You can also use this on a magical beast with an Intelligence score of 1 or 2, at a -4 penalty on the check.
Whirlwind Attack (prereq Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4): When you perform the full attack action, you can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within reach. When you use this feat, you forfeit any bonus or extra attacks granted by other feats or abilities, such as Cleave.
Wholeness of Body (prereq Martial Arts, Physical Adept, Fort save +8) Can cure self for twice level in vitality points per day. Can divide among multiple uses.
Zero-G Combat (prereq Dex 13+, Tumble 4+) - you suffer no penalty to actions in low or zero gravity. WIthout this feat, most actions in zero G suffer a -4 penalty, and -2 in low gravity.
Acrobatic: +2 synergy bonus on Jump and Tumble checks. Agile: +2 on Balance and Escape Artist Alertness: +2 on Listen and Spot Animal Affinity: +2 on Handle Animal and Ride Athletic: +2 on Climb and Swim Cautious: +2 on Demolitions and Disable Device Deceitful: +2 on Disguise and Forgery checks Deft Hands: +2 on Slight of Hand and Use Rope Diligent: +2 on Appraise and Decipher Script Gearhead: +2 on Computer Use and Repair Investigator: +2 on Gather Information and Search Magical Aptitude: +2 on Spellcraft and Use Magic Device Mimic: +2 on Disguise and Perform(acting) Nature Sense: +2 on Knowledge (nature) and Survival Negotiator: +2 on Diplomacy and Sense Motive Nimble: +2 on Escape Artist and Sleight of Hand Nimble Fingers: +2 on Disable Devices and Open Lock Persuasive: +2 on Bluff and Intimidate Precise Control: +2 on Bike and Drive checks Self-Sufficient: +2 on Survival and Treat Injury Sharp-Eyed: +2 on Search and Sense Motive Stealthy: +2 on Hide and Move Silently Trustworthy: +2 on Diplomacy and Gather Information
Appraise (Int) Balance (Dex*) Bike (Dex, trained only) - drive a motorcycle Bluff (Cha) Climb (Str*) Computer Use (Int) Concentration (Con) Craft (Int) Decipher Script (Int, trained only) Demolitions (Int, trained only) Diplomacy (Cha) Disable Device (Int, trained only) Disguise (Cha) Drive (Dex) - drive cars and boats, but not bikes, note cars have autopilots Escape Artist (Dex) Forgery (Int) Gather Information (Cha) Handle Animal (Cha, trained only) Hide (Dex*) Intimidate (Cha) Jump (Str*) Knowledge (Int, trained only) Listen (Wis) Move Silently (Dex*) Open Lock (Dex, trained only) Perform (Cha) Panzer (Dex, trained only) Pilot (Dex, trained only) - planes, but not Panzers Profession (Wis, trained only) Repair (Int, trained only) Ride (Dex) - Ride animals Search (Wis) Sense Motive (Wis) Sleight of Hand (Dex*, trained only) Speak Language (none, trained only) Spellcraft (Int, trained only) Spot (Wis) Survival (Wis) Swim (Str*) Treat Injury (Wis, trained only) Tumble (Dex*, trained only) Use Magic Device (Cha, trained only) Use Rope (Dex) Considering: Etiquette (Cha) (Street, Corp, Military) Leadership (Cha) Interrogation (Cha) Knowledge (Int) (magical theory) Knowledge (Int) (computer theory) Conjuring (Cha) Sorcery (Int)
Movement Light Medium Heavy Armor or Encumbrance Medium 10m 8m 6m Small 6m 4m 2m
You can ready actions before combat begins, if you get the drop on someone, and can hold the ready for 1 round per point of Wisdom (1 minute for the average person), each round thereafter requires a Concentration check vs. 10+ number of rounds held.
You can make an attack of opportunity with an unarmed attack or melee weapon in your threatened zone, or with a pistol within 4 meters if you have pistol weapon proficiency. Using a pistol does not provoke an attack of opportunity, but using other ranged weapons does.
Touch attacks ignore armor, but do count the character's class bonus to defense.
Attackers can give up their ranged attack to add a +1 synergy bonus each to another attacker's ranged attack, up to +4.
Multifire: As a full attack (full round action) you can get one extra attack with a weapon capable of multifire, but all attacks are at a -4 penalty. This stacks with the Rapid Shot and Multishot feats.
Autofire: As a full attack (full round action) you can get two extra attacks with a weapon capable of autofire, but all attacks are at a -6 penalty. This stacks with the Rapid Shot and Multishot feats.
Armor subtracts from wound damage, it does not add to Defense or affect vitality damage. The Max Dex penalty to armor applies not only to Dex bonus to Defense, but also to Dex bonus to Reflex saves, Dex skills and checks, and Initiative.
You can spend a point of Karma once to add 1d6 to an attack roll, ability or skill check, or save. [This may change.]
When you run out of vitality points further damage is done to wound points. Criticals do wound points (not doubled). If you've lost any wound points you become fatigued (-2 Str and Dex, no charge or run). Each time you take wound points you must make a Fort save vs. DC 5 plus number of wounds lost so far, or be stunned for 2d6 rounds (take no actions, lose your Dex bonus to Defense, attackers get +2 to hit you).
Mooks only have wound points, not vitality, and are fatigued after taking any wound. Any critical hit on a mook drops them to 0 wound points and dying.
At 0 wound points or below you're unconscious and dying, and can take no actions until you get back to 1 wound point or more. Make a Fortitude save with a DC equal to the number of wound points below 0 you are. Failure means you die, success means you lose another wound point, remain unconscious and check again in an hour, with a cumulative +1 to the DC for each hour that has passed. If you succeed by 10 or more or roll a natural 20, you stabilize and no longer need to check. Someone can use Treat Injury at DC 15 or a Trauma Patch to stabilize you, in which case you no longer need to check. If you take any more damage, you must start checking again.
Note that even if you die, if you get to a trauma center before the golden hour is up they may be able to save you.
It takes 8 hours of complete rest (or appropriate drugs) to no longer be fatigued. You recover 1 vitality point per level per hour of rest, and 1 wound point per day of rest (regardless of level). Hospitalization or successful long term care use of Treat Injury vs. DC 15 doubles this rate.
Healing that raises you above 0 wound points makes you regain consciousness, but you're fatigued. If you are fatigued for two different reasons (such as regaining consciousness but having no vitality points) you're exhausted (-6 Str and Dex, move at half speed, no charge or run). Exhaustion is reduced to fatigue by 1 hour of rest.
Dungeon 90 Pulp Hero, Mystic. Scientist (for Decker)
ORIGINS (maybe)
Aristocrat: -2 Str, +2 Cha, +2 origin bonus to Knowledge (high society). Rich.
Cloistered: +2 Wisdom, -2 Cha, Skill Focus Feat, +2 origin bonus to one of Fort, Ref or Will save. Poor.
Cosmopolitan: +2 origin bonus to any of the area-based knowledge skills. +1 origin bonus to diplomacy and sense motive checks. Middle Class.
On the Run: +2 origin bonus to spot, listen and bluff. +1 luck bonus to all saves. Working Class.
Primitive: +2 origin bonus to handle animal. +4 origin bonus to Survival. Free Feat: Weapon Proficiency (Primitive). Destitute.