New FeatsPower of Cybernetics includes a number of new feats. Not all of these are designed solely for use by activators. Some are designed for just about anyone.
Table: FeatsGeneral Feats | Prerequisites | Benefit |
Awesome Blast | Str 13, Dex 17, Point Blank Shot, base attack bonus +6 | Point blank attack knocks opponent away and prone |
Autofire Proficiency | Base attack bonus +1 | Become proficient with autofire attacks |
Spread Fire | Base attack bonus +6, Autofire Proficiency | Autofire attacks can affect a 10 foot radius |
Burst Fire | Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 | Fire two or more bullets simultaneously |
Chromed Up | Con 15 | Graft sacrifices are halved and you can have an extra graft |
Combat Martial Arts | Dex 13, Improved Unarmed Strike | Use Dex instead of Str on unarmed damage rolls, grapple checks, and trip attempts |
Defensive Shot | Tumble 1 rank, Point Blank Shot | Ranged attacks don't provoke AoOs with a DC 15 Tumble check |
Gun Kata | Improved Unarmed Strike, flurry of blows | Treat firearms as monk weapons |
Improved Aid Another | Int 13, Combat Expertise | Aid another as part of a full attack and with a +4 bonus |
Improved Suppressing Fire | Point Blank Shot | Lay down suppressing fire as part of a full attack and with a +4 bonus |
Nanogun Focus | Proficiency with martial ranged weapons, base attack bonus +1 | Reload nanoguns faster and gain a +1 bonus on attack rolls |
Pinpoint Shot | Precise Shot | Negate size modifiers for ranged attacks |
Quick Aim | Base attack bonus +1, Precise Shot | Aim as a swift action |
Rapid Reload | Weapon Proficiency with firearm | Reload firearm more quickly |
Sniper | Base attack bonus +3, Spot 6 ranks, Far Shot or Precise Shot | Aimed attacks are 5 increments closer and +10 to confirm crits |
Cybernetic Feats | Prerequisites | Benefit |
Access Greater Socket | Activator level 12th, lesser socket access | Gain access to a greater socket |
Access Least Socket | Activator level 3rd, ability to activate a module | Gain access to a least socket |
Access Lesser Socket | Activator level 6th, least socket access | Gain access to a lesser socket |
Activate Module | -- | Activate a chosen module, become an activator |
Battlemaster | See text | Dreadnought and warblade levels stack |
Cyber-Scoundrel | See text | Cyberneticist and rogue levels stack |
Cybernetic Body | -- | Gain +2 hit points for every Cybernetic feat |
Cybernetic Dilettante | See text | Cyberneticist and factotum levels stack |
Energized Mind Blade | See text | Energy warrior and soulknife levels stack |
Energy Claws | Energy beam | Use your energy beam as a pair of claws |
Energy Fangs | Energy beam | Use your energy beam as an energized bite |
Energy Overchanneling | Activator level 3rd, 3 energy | Expend energy to gain a greater amount of temporary energy |
Expanded Socket | Greater socket access, 2 socket attachments | Attach two modules to the same socket |
Extra Energy | -- | Gain 2 energy |
Flight Boosters | Cybot | Fly while energy is allocated to your boosters |
Floating Charge | Least socket access | +1 energy capacity for unattached modules |
Floating Current | Greater socket access, Floating Charge | 1 extra energy for each unattached module |
Heavy Energy Beam | Energy beam, Energy Emitter socket access | Deal +50% bonus damage with two-handed energy beam attacks |
Improved Energy Capacity | Least socket access, 2 modules | One module has +1 energy capacity |
Improved Zoltan Energy Shield | Con 13, zoltan | Partially recharge your energy shield, immune to death and teleportation |
Lithe Energy Beam | Energy beam | Your energy beam weapons are light weapons |
Module Focus | Ability to activate a module | +1 bonus on save DCs on modules with the chosen descriptor |
Greater Module Focus | Ability to activate a module, Module Focus | +2 bonus on save DCs on modules with the chosen descriptor |
Power Armor Mastery | Medium armor proficiency | Powered or energized armor is 1 category lighter and has +1 energy capacity |
Practiced Activator | Computer Use 4 ranks, activator level 1st | Your activator level increases by +4, to a maximum of your total Hit Dice |
Siphon Energy | 3 energy | Gain temporary energy when you kill a cybernetic creature |
Soldier of Fortune | See text | Dreadnought and nord's blade levels stack |
Split Attachment | Lesser socket access, 2 socket attachments | Attach a module to two sockets at once |
Technological Aesthetic | Ability to activate a module | Your modules have an unusual appearance and are hard to identify |
Temporary Craftsmanship | Activator level 3rd, 2 modules | Activate modules as widgets that anyone can use |
Effortless Invention | Activator level 6th, Temporary Craftsmanship | Your widgets can have energy allocated to them |
Pocket Industry | Effortless Invention, Temporary Craftsmanship, socket access | Your widgets can be attached to sockets |
Tinkering Activator | -- | Use Intelligence in place of Constitution for module save DCs |
Item Creation Feats | Prerequisites | Benefit |
Craft Cybernetic Arms and Armor | Activator level 5th | Create cybernetic weapons, armor, and shields |
Craft Cybernetic Construct | Craft Cybernetic Arms and Armor, Craft Cybernetic Item | Create cybernetic constructs |
Craft Cybernetic Item | Activator level 3rd | Create general cybernetic items |
Craft Device | Activator level 1st | Create cybernetic devices |
Cybernetic Grafter | Heal 10 ranks, activator level 5th | Create and apply cybernetic grafts |
System Feats | Prerequisites | Benefit |
Alacritous Reflexes System | -- | Allocate energy to gain a bonus on Reflex saves |
Biotic Fortitude System | -- | Allocate energy to gain a bonus on Fortitude saves |
Cobalt Transference System | Ability to shape a soulmeld and activate a module | Transform energy into essentia and essentia into energy |
Cognition Detection System | Int 13, Concentration 4 ranks | Allocate energy to sense nearby sentient creatures |
Combined Assault System | Base attack bonus +1 | Allocate energy to give allies a bonus on damage rolls when flanking |
Companion Bond System | Handle Animal 2 ranks, animal companion or Wild Cohort | Allocate energy to give a bonus to companion's AC and attacks |
Energized Spellcasting | -- | You can allocate energy to your cybernetic spells, powers, and infusions |
Enhanced Targeting System | Point Blank Shot | Allocate energy to gain a bonus on ranged attack and damage rolls |
Hunter-Killer System | Favored enemy | Allocate energy to gain improved favored enemy bonuses |
Lethality Enhancement System | Poison use | Allocate energy to improve poison and death attack save DCs |
Mastery Multiplier System | -- | Allocate energy to gain a bonus on checks with a skill |
Psychic Resonator System | Wis 13, Concentration 7 ranks, must have a power point reserve | Allocate energy to regain your psionic focus as a swift action |
Recursive Willpower System | -- | Allocate energy to gain a bonus on Will saves |
Sublime Recuperation System | Two martial maneuvers | Allocate energy to recover maneuvers as a swift action |
Superior Smiting System | Ability to smite | Allocate energy to gain additional daily smites |
Systemic Reboot System | Any other system feat | +1 system energy capacity. Allocate energy to reallocate energy among systems a few times per day |
Weakness Spectralizer System | Skirmish, sudden strike, or sneak attack | Allocate energy to gain a bonus on skirmish, sudden strike, and sneak attack damage |
Racial Feats | Prerequisites | Benefit |
Augmentation Mastery | Space pirate | Have any number of graft types, different graft types stack for graft benefits |
Consumptive Salvage | Lanius | Eat metal objects to heal yourself |
Flight Boosters | Cybot | Fly while energy is allocated to your boosters |
Greater Ice Affinity | Phrygisian | Gain an additional +1 to cold effect save DCs |
Nanobot Dissolution | Engi | Dissolve into individual nanobots when you die, reform later |
Self-Repair | Cybot | Gain bonuses when repairing yourself, heal automatically when downed |
Improved Self-Repair | Cybot, Self-Repair | Gain fast healing 1 when below half hit points |
Improved Zoltan Energy Shield | Con 13, zoltan | Partially recharge your energy shield, immune to death and teleportation |
Tactical Feats | Prerequisites | Benefit |
Called Shot | See text | See text |
Gun Fu | See text | See text |
Guns Akimbo | See text | See text |
Hail of Lead | See text | See text |
Sword and Gun | See text | See text |
Cybernetic FeatsCybernetic feats are more closely related to activating and the use of cybernetics. Anyone who meets the prerequisites can select cybernetic feats, although most such feats require a modicum of activating ability to use.
Taking a cybernetic feat grants a character the cybernetic subtype. This subtype has no effect in and of itself, but it denotes a character as having cybernetic abilities. Some effects function differently when used on cybernetic characters.
Access Greater Socket [Cybernetic]Prerequisite: Activator level 12th, access to a Lesser socket.
Benefit: When you select this feat, choose any one Greater socket (Helmet, Shielding, or Support). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.
Access Least Socket [Cybernetic]Prerequisite: Activator level 3rd, ability to activate a module.
Benefit: When you select this feat, choose any one Least socket (Feet, Hands, or Visor). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.
Access Lesser Socket [Cybernetic]Prerequisite: Activator level 6th, access to a Least socket.
Benefit: When you select this feat, choose any one Lesser socket (Arms, Back, or Utility). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.
Activate Module [Cybernetic]Benefit: When you select this feat, choose one module. This can be any module, even one not on your class's module list if you are already an activator. You gain the ability to activate that module. This does not count against your limited number of active modules. If you were not already an activator, you become one and gain an activator level (your total levels among all activating classes + 1/2 your levels in non-activating classes, minimum 1st).
Normal: You can only activate modules from your class's module list.
Special: You can take this feat multiple times. Each time, you must select a different module.
Augmentation Mastery [Racial]Prerequisite: Space pirate, augmentation affinity racial trait.
Benefit: You can have any number of types of grafts without penalty. In addition, you can use the total number of grafts that you have, maximum 5, in place of the number of grafts you have a of a specific type when determining the benefits you gain for having multiple grafts of the that type, as long as you have at least one graft of that type. For example, if you had two cybernetic grafts and one draconic graft, you would gain DR 2/magic and a +2 bonus on saving throws against poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain, as though you had three cybernetic grafts and three draconic grafts.
Awesome Blast [General]Prerequisite: Str 13, Dex 17, Point Blank Shot, base attack bonus +6.
Benefit: As a standard action, you may choose to make a single ranged attack with a two-handed firearm or a one-handed firearm wielded in two hands and deliver an awesome blast. If you hit a corporeal opponent smaller than yourself and no further away than half of your ranged weapon's range increment with an awesome blast, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Autofire Proficiency [General]Prerequisite: Base attack bonus +1.
Benefit: You do not suffer the normal -4 penalty on autofire attack rolls. The penalty you suffer on your attack roll with the Burst Fire feat (should you have it or otherwise be able to use it) is reduced by 4 (minimum -0).
Normal: Autofire attacks impose a -4 penalty on attack rolls.
Special: A fighter may select Autofire Proficiency as one of his fighter bonus feats.
Battlemaster [Cybernetic]Prerequisite: Battle clarity, combat intuition, and weapon aptitude class features.
Benefit: Your dreadnought and warblade levels stack to determine your activator level, your energy pool, your initiator level, and the maximum bonus you can receive from your combat intuition and battle clarity abilities.
Normal: You only add half your dreadnought level to your warblade initiator level and only half your warblade level to your activator level.
Burst Fire [General]Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two rounds of ammunition at a single opponent within 30 feet. Both rounds use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional round to this attack, to a maximum of four rounds at a base attack bonus of +16. However, each round after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three rounds and -8 for four). Damage reduction and other resistances apply separately against each round fired. You must have enough ammunition loaded to fire at once.
Special: Regardless of the number of rounds you fire, you apply precision-based damage only once. If you score a critical hit, only the first round fired deals critical damage; all others deal regular damage.
Special: A fighter may select Burst Fire as one of his fighter bonus feats.
Special: A 6th-level ranger who has chosen the archery combat style can choose to gain Burst Fire in place of the Manyshot feat, subject to the normal limitations of combat style bonus feats.
Special: Burst Fire counts as the Manyshot feat for the purpose of qualifying for and using other feats, prestige classes, and other options. Where an effect references arrows with Manyshot, treat it as rounds of ammunition when using it with Burst Fire.
Special: The Autofire Proficiency feat reduces the penalty on your attack rolls by 4.
Called Shot [Tactical]Prerequisites: Base attack bonus +6, Spot 9 ranks, Precise Shot, Sniper.
Benefits: This feat allows the use of three tactical maneuvers, each of which requires that you make an aimed ranged attack. You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
- Crippling Shot: You take a -4 penalty on your ranged attack roll. If your attack hits and deals damage, in addition to the attack's normal effects, your target's movement is slowed as though it had stepped on caltrops.
- Deadly Shot: You can take a penalty on your ranged attack roll up to your base attack bonus. You gain a bonus on your ranged weapon damage roll equal to twice the penalty you took on the attack roll.
- Harrying Shot: You can perform a disarm or sunder attempt using your ranged attack. You can perform a sunder attempt with a projectile that deals piercing damage, but your attack deals one quarter damage before applying hardness, rather than the normal half for a ranged attack.
Special: A fighter can select Called Shot as one of his fighter bonus feats.
Chromed Up [General]Prerequisite: Con 15.
Benefit: You pay only half the normal graft sacrifice, rounded down, for grafts you receive. If you've received any grafts in the past, this applies retroactively.
In addition, you can have one more graft that normal (a total of 6 grafts). Choose a graft location. You can have up to two grafts in that location. You cannot combine a graft that replaces a body part with another graft that replaces or augments that same body part, but you can combine multiple grafts that augment the same body part or that augment or replace different body parts linked to the same graft location.
Normal: You can have a maximum of 5 grafts, and no more than one graft in each graft location.
Combat Martial Arts [General]Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You can use your Dexterity modifier in place of your Strength modifier on weapon damage rolls, grapple checks, and trip attempts made with unarmed strikes.
Special: A monk may select Combat Martial Arts as a bonus feat at 1st level.
Special: Combat Martial Arts counts as the Weapon Finesse feat for the purpose of qualifying for and using other feats, prestige classes, and other options. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to unarmed strikes.
Consumptive Salvage [Racial]Prerequisite: Lanius, metallic sustenance racial trait.
Benefit: You have an unusual metabolism, even for a lanius. When you consume significant metal deposits, your metabolic processes accelerate rapidly, to the point of healing wounds in a matter of minutes. When you consume a metallic object, in addition to gaining sustenance from it, you gain fast healing 1. This fast healing lasts for 1 round for every 15 gp of the object's market price. If you consume additional metallic objects while this fast healing is still ongoing, the duration stacks. Some time over the next 24 hours, you excrete waste materials worth one-third of the consumed objects' total market price. These waste materials lack any additional nutritional value to a lanius.
Craft Cybernetic Arms and Armor [Cybernetic, Item Creation]Prerequisite: Activator level 5th.
Benefit: You can create any cybernetic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its cybernetic features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken cybernetic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Craft Cybernetic Construct [Cybernetic, Item Creation]Prerequisite: Craft Cybernetic Arms and Armor, Craft Cybernetic Item.
Benefit: You can create any cybernetic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must spend 1/25 of its price in XP and use up raw materials costing one-half of this price.
You can repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage repaired. You must be able to create the construct in order to repair it this way.
A newly created construct has average hit points for its Hit Dice.
Craft Cybernetic Item [Cybernetic, Item Creation]Prerequisite: Activator level 3rd.
Benefit: You can create any general cybernetic item whose prerequisites you meet. Creating a cybernetic item takes one day for each 1,000 gp in the price of its cybernetic features. To create a cybernetic item, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
You can also mend a broken cybernetic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some cybernetic items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Craft Device [Cybernetic, Item Creation]Prerequisite: Activator level 1st.
Benefit: You can create a device of any module that you can activate, keyed to any socket you have access to. Creating a device takes one day for each 1,000 gp in its base price. The base price of a device is its activator level × its socket multiplier × 25 gp. To create a device, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Cyber-Scoundrel [Cybernetic]Prerequisite: Technical knowledge class feature, sneak attack +2d6.
Benefit: Your cyberneticist and rogue levels stack to determine your activator level, your energy pool, your sneak attack damage, and your technical knowledge modifier.
Normal: You only add half your rogue level to your activator level.
Cybernetic Body [Cybernetic]Benefit: You gain 2 additional hit points for every cybernetic or system feat you have, including this one. This counts both feats you already have and new feats you gain later.
Cybernetic Dilettante [Cybernetic]Prerequisite: Arcane dilettante, inspiration, and technical knowledge class features.
Benefit: Your cyberneticist and factotum levels stack to determine your activator level, your energy pool, your total inspiration points, your arcane dilettante caster level and spells per day (but not spell level), and your technical knowledge modifier.
Normal: You only add half your factotum level to your activator level.
Cybernetic Grafter [Cybernetic, Item Creation]Prerequisite: Heal 10 ranks, activator level 5th.
Benefit: You can create cybernetic grafts and apply them to other creatures or to yourself. Creating a cybernetic graft takes one day for each 1,000 gp in its price. To create a graft, you must spend 1/25 of the graft's price in XP and use up raw materials costing half this price.
Defensive Shot [General]Prerequisite: Tumble 1 rank, Point Blank Shot.
Benefit: Whenever you make a ranged attack, you can make a DC 15 Tumble check. If you succeed, you do not provoke an attack of opportunity. If you fail, you suffer a -4 penalty on your attack roll. The DC of this check increases by 2 for each attack beyond the first for which you attempt this during the same round.
Special: A fighter may select Defensive Shot as one of his fighter bonus feats.
Special: A monk may select Defensive Shot as a bonus feat at 2nd level.
Effortless Invention [Cybernetic, Item Creation] (contributed by Amechra)
You have gotten better at rapidly tinkering up Widgets.Prerequisite: Activator level 6th, Temporary Craftsmanship.
Benefit: Your widgets are energy receptacles. Only the character currently using a widget has access to it as an energy receptacle. You are always considered to have access to your widgets, even when others are using them, although you may only allocate or deallocate energy to or from your widget while you are using it. Otherwise, you cannot change your energy allocation.
Energized Mind Blade [Cybernetic, Psionic]Prerequisite: Energy beam, mind blade, and throw mind blade class features, access to the Energy Emitter socket.
Benefit: You can treat your energy beam as your mind blade. Your energy warrior and soulknife levels stack to determine your activator level, your energy pool, your psychic strike damage, and your mind blade enhancement ability (even if you do not yet have some of these abilities).
Normal: You only add half your soulknife level to your activator level.
Alternate version for use with
my invoking rewrite.
Energized Mind Blade [Cybernetic, Psionic]
Prerequisite: Energy beam, mind blade, and psychic might class features, access to the Energy Emitter socket.
Benefit: You can treat your energy beam as your mind blade. Your energy warrior and soulknife levels stack to determine your activator level, your energy pool, your manifester level, and your blade of power ability (even if you do not yet have some of these abilities).
Normal: You only add half your soulknife level to your activator level.
Energy Claws [Cybernetic]Prerequisite: Energy beam.
Benefit: You can project your energy beam in a new form, as a set of claws. The claws commonly manifest as a spiky energy field around the backs of your hands, starting just above your wrist and extending past your fingertips, although this does not impede your ability to hold objects, use hand-slot items, or otherwise use your hands. As claws, your energy beam functions as a pair of claw natural weapons, with 1d4 base damage for a Medium creature (if you are larger or smaller, your claw will deal appropriately more or less damage). Despite being natural weapons, your energy claws are still considered masterwork weapons, so you retain the +1 enhancement bonus on attack rolls with your energy claws.
Projecting a pair of energy claws takes the same action as drawing a single manufactured weapon. You can project energy claws alongside other natural weapon energy beam forms.
Energy Fangs [Cybernetic]Prerequisite: Energy beam.
Benefit: You can project your energy beam in a new form, as a set of fangs. The fangs commonly manifest as a jagged mask of energy around your face, although this does not impede your ability to see, speak, use face- and helm-slot items, or otherwise use your head. As fangs, your energy beam functions as a bite natural weapon, with 1d6 base damage for a Medium creature (if you are larger or smaller, your bite will deal appropriately more or less damage). Despite the fact that energy fangs are not held in a hand, you must still have a hand free to project them initially. Despite being a natural weapon, your energy fangs are still considered a masterwork weapon, so you retain the +1 enhancement bonus on attack rolls with your energy fangs.
Projecting energy fangs takes the same action as drawing a manufactured weapon. You can project energy fangs alongside other natural weapon energy beam forms.
Energy Overchanneling [Cybernetic]Prerequisite: Activator level 3rd, must have an energy pool with at least 3 energy.
Benefit: Once per round as a free action, you may expend 1 point of energy to gain an amount of temporary energy equal to twice your energy capacity. Effects that modify your energy capacity only with certain energy receptacles (such as the cyberneticist's attachment focus ability) do not affect how much temporary energy you gain. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). Multiple uses of this ability do not stack.
Expanded Socket [Cybernetic]Prerequisite: Access to a Greater socket, 2 concurrent socket attachments.
Benefit: When you refresh your energy, choose one of your available sockets. That socket can accommodate 1 additional attachment at once.
Normal: Each socket can only have 1 attachment made to it at once.
Extra Energy [Cybernetic]Benefit: You gain 2 additional points of energy.
Flight Boosters [Cybernetic, Racial]Prerequisite: Cybot, boosters racial trait.
Benefit: While you have at least 1 point of energy allocated to your boosters ability, you can use your boosters to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 40 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your boosters automatically attempt to slow your descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
While you have at least 2 points of energy allocated to your boosters ability, you become able to fly at a speed of 40 feet (average maneuverability). You can't fly while carrying a medium or heavy load. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can only fly in this low power state for a maximum of 10 minutes per day. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only maintain your flight for 1 round at a time).
While you have at least 3 points of energy allocated to your boosters ability, your boosters have sufficient power to allow for sustained flight. You can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
The speed bonus granted by your boosters also applies to the glide and fly speeds granted by this feat.
Floating Charge [Cybernetic]Prerequisite: Access to a lesser socket.
Benefit: You grant a +1 enhancement bonus to the energy capacity of your modules that are not attached to any of your sockets.
Floating Current [Cybernetic]Prerequisite: Access to a greater socket, Floating Charge.
Benefit: Your modules that are not attached to any sockets count as having 1 more energy allocated to them than they actually have, to a maximum of their respective energy capacities.
Greater Ice Affinity [Racial]Prerequisite: Phrygisian, ice affinity racial trait.
Benefit: You add an additional +1 to the save DCs of your Cold effects (for a total increase of +2).
Greater Module Focus [Cybernetic]Prerequisite: Ability to activate a module, Module Focus.
Benefit: When you select this feat, choose a descriptor to which you have applied the Module Focus feat. Add +1 to the Difficulty Class for all saving throws against the effects of modules with the descriptor you select. This bonus stacks with the bonus from Module Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different descriptor to which you have applied the Module Focus feat.
Gun Fu [Tactical]Prerequisite: Gun Kata, Improved Unarmed Strike, flurry of blows class feature, Tumble 9 ranks.
Benefit: The Gun Fu feat grants you access to three special tactical maneuvers.
- Guarded Fire: Whenever you make a melee attack with an unarmed strike or a special monk weapon, you do not provoke attacks of opportunity for making ranged attacks with special monk weapons until the beginning of your next turn.
- Redirection: Whenever an opponent provokes an attack of opportunity from you for making a ranged attack, instead of making your attack of opportunity normally, you can attempt to redirect the attack. You can only do this with unarmed strikes and special monk weapons. Make an opposed attack roll. If you succeed, you select the target of the ranged attack, which uses the result of your opponent's attack roll.
- Shielded Barrage: To use this option, you must make a ranged attack with a special monk weapon during the first round. If you fight defensively or take a -3 or greater penalty on attack rolls with the Combat Expertise feat during the second round, the penalty you suffer on melee attack rolls with unarmed strikes and special monk weapons is reduced by 2 (minimum -0).
Special: A monk may select Gun Fu as a bonus feat at 6th level.
Gun Kata [General]Prerequisite: Improved Unarmed Strike, flurry of blows class feature.
Benefit: You can treat firearms and their projectiles as special monk weapons. You can use your base unarmed damage in place of the base damage of your firearm, where beneficial. Additionally, you gain proficiency with all simple firearms.
Special: A monk may select Gun Kata as a bonus feat at 1st level.
Guns Akimbo [Tactical]Prerequisite: Dex 15, base attack bonus +6, Dodge, Mobility, Point Blank Shot, Shot On The Run, Two-Weapon Fighting.
Benefit: The Guns Akimbo feat grants you access to three special tactical maneuvers.
- Fire Two Guns Whilst Jumping Through the Air: When you use your Shot On The Run feat, you can make one ranged attack with each firearm you wield instead of only one attack. The normal penalties for fighting with multiple weapons apply.
- Twin Reload: You can reload a firearm while holding another firearm in your other hand.
- Woo Style: When you make a full attack with only a single firearm while wielding a second firearm, you can make a single attack with the second firearm at a -5 penalty on the attack roll. However, you do not suffer the normal penalties for fighting with multiple weapons.
Special: A fighter may select Guns Akimbo as one of his fighter bonus feats.
Hail of Lead [Tactical]Prerequisite: Base attack bonus +6, Autofire Proficiency.
Benefit: The Hail of Lead feat grants you access to two special tactical maneuvers.
- Strafing Fire: When you make an autofire attack to affect a 5-foot radius burst, you can instead choose to affect any 4 contiguous 5-foot squares. If you would affect a larger radius when making an autofire attack, you instead can affect any 4 contiguous 5-foot squares for every 5 feet of the burst's radius.
- Withering Fire: When you combine autofire with suppressing fire, you can use it to make your enemies more vulnerable instead of less effective. If you do, the penalty from suppressing fire applies to your targets' AC instead of their attack rolls.
Special: A fighter may select Hail of Lead as one of his fighter bonus feats.
Heavy Energy Beam [Cybernetic]Prerequisite: Energy beam, access to the Energy Emitter socket.
Benefit: When you wield a one-handed or heavier energy beam weapon in two or more hands, multiply the bonus damage from bonus damage dice granted by attaching modules to your Energy Emitter socket by 1.5.
Improved Aid Another [General]Prerequisite: Int 13, Combat Expertise.
Benefit: You gain a +4 bonus on attack rolls made to use the aid another action. In addition, you can use the aid another action to grant an ally a bonus on attack rolls or to AC as an attack, instead of as a standard action.
Special: A fighter may select Improved Aid Another as one of his fighter bonus feats.
Improved Energy Capacity [Cybernetic]Prerequisite: Access to a Least socket, ability to activate at least 2 modules.
Benefit: When you refresh your energy, choose one of your active modules. The maximum energy capacity for that module is 1 higher than normal.
Special: You can take this feat multiple times. Its effects do not stack. Each time, you can apply its effects to one additional module at once.
Improved Self-Repair [Racial]Prerequisite: Cybot, easy repair racial trait, Self-Repair.
Benefit: You gain fast healing 1 while at or below half your maximum hit points, allowing you to heal 1 hit point each round.
Improved Suppressing Fire [General]Prerequisite: Point Blank Shot.
Benefit: You gain a +4 bonus on attack rolls made to lay down suppressing fire. In addition, you can lay down suppressing fire as a ranged attack, instead of as a standard action.
Special: A fighter may select Improved Suppressing Fire as one of his fighter bonus feats.
Improved Zoltan Energy Shield [Cybernetic, Racial]Prerequisite: Con 13, zoltan, zoltan energy shield racial trait.
Benefit: While your zoltan energy shield has any hit points of absorption remaining, you are immune to death effects and to teleportation effects for which you are not willing. In addition, you can restore your zoltan energy shield to half its full hit points by focusing uninterrupted for 1 minute.
Lithe Energy Beam [Cybernetic]Prerequisite: Energy beam.
Benefit: You can treat any one-handed forms of your energy beam as light weapons where beneficial.
Module Focus [Cybernetic]Prerequisite: Ability to activate a module.
Benefit: When you select this feat, choose a descriptor. Add +1 to the Difficulty Class for all saving throws against the effects of modules with the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different descriptor.
Nanobot Dissolution [Racial]Prerequisite: Engi.
Benefit: Once per day when you would take damage that would reduce you to 0 hit points or lower, you can make separate yourself among the nanobots that make up your collective consciousness. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into trillions of individual nanobots and vanish. The nanobots also disassemble all your non-organic gear you are holding or carrying. One day later, you reappear at full hit points in a place you know of near to where you dissolved (but no more than 1 mile away), as your component nanobots return together to reform you. The nanobots also reconstruct the equipment they disassembled in the same condition as when you dissolved; even magical properties are retained. While dissolved, you effectively do not exist—you can do nothing, nor can any of your enemies do anything to you.
Nanogun Focus [General]Prerequisite: Base attack bonus +1, proficiency with all martial ranged weapons.
Benefit: You gain a +1 bonus on attack rolls with nanoguns, as though you possessed the Weapon Focus feat. This benefit counts as and does not stack with that of the Weapon Focus feat. In addition, you can reload a nanogun as a free action instead of a move action.
Special: This feat counts as the Weapon Focus and Rapid Reload feats for all nanoguns for the purpose of feats, prestige classes, and other options.
Special: A fighter may select Nanogun Focus as one of his fighter bonus feats.
Pinpoint Shot [General]Prerequisite: Precise Shot.
Benefit: When making a ranged attack, you can treat your size modifier on attack rolls as equal to your target's size modifier to its Armor Class, if beneficial.
Pocket Industry [Cybernetic, Item Creation] (contributed by Amechra)
A breakthrough! Advanced technologies may now be granted to the poor, benighted masses!Prerequisite: Effortless Invention, Temporary Craftsmanship, ability to attach a module to a socket.
Benefit: You can activate widgets that are attached to sockets, as long as those sockets have an equivalent body slot. Modules attached to special sockets that do not have an equivalent body slot, such as the Energy Emitter socket, still cannot be activated as widgets. Modules that are attached to more than one socket also cannot be activated as widgets, only those attached to zero or one socket. An attached widget still counts against the number of concurrent socket attachments you can have at once, and it still fills the socket to which it is attached, even if you are not using it. Widgets made from attached modules grant the benefit of the socket attachment when used, but they do not count against the user's maximum number of concurrent socket attachments, nor do they fill the associated socket. Widgets still cannot otherwise be attached to sockets.
An activated widget attached to a socket is not slotless. It uses the body slot associated with the attached socket.
Power Armor Mastery [Cybernetic]Prerequisite: Medium armor proficiency.
Benefit: While you are wearing armor with which you are proficient that is an energy receptacle, you can treat it as being 1 category lighter than normal where beneficial, to a minimum of light armor. If you can allocate energy to it, its maximum energy capacity is 1 higher than normal.
Practiced Activator [Cybernetic]Prerequisite: Computer Use 4 ranks, activator level 1st.
Benefit: Your activator level increases by +4, to a maximum of your total Hit Dice.
Quick Aim [General]Prerequisites: Base attack bonus +1, Precise Shot.
Benefits: You can choose to aim as a swift action. If your base attack bonus is +6 or higher, you can aim and make a full attack attack against the same target as a full-round action. (Only the first attack in your full attack gets the benefit of aiming, although can can use your swift action to aim with another attack as part of the full attack.)
Normal: Aiming is a standard action. If your base attack bonus is +6 or higher, you can aim and make a single ranged attack against the same target as a full-round action.
Special: A fighter can select Quick Aim as one of his fighter bonus feats.
Rapid Reload [General]Prerequisite: Weapon Proficiency (firearm chosen).
Benefit: The time required for you to reload your chosen type of firearm is reduced to a free action (for firearms that are normally reloaded as a move action) or a move action (for firearms that are normally reloaded as a full-round action). Reloading a firearm still provokes an attack of opportunity. If you have selected this feat for a firearm that is normally reloaded as a move action, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move or a full-round action to reload a firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of firearm.
Special: A fighter may select Rapid Reload as one of his fighter bonus feats.
Note: This feat was originally printed in the Player's Handbook and only applied to crossbows. This is an expansion of the existing feat and does not replace its original applications.
Self-Repair [Racial]Prerequisite: Cybot, easy repair racial trait.
Benefit: You gain a bonus on all Craft checks made to repair yourself equal to 3 plus your character level. In addition, you heal 1 hit point every hour of rest while at 0 or fewer hit points. Finally, if you have "drowned" from immersion in liquids, you can restore yourself to normal functionality as soon as your hit points are raised to 0 or higher.
Normal: A "drowned" cybot requires 24 hours after being raised to 0 hit points or higher to restore itself to normal functionality, or 1 hour if it is the recipient of a Heal or Craft check.
Siphon Energy [Cybernetic]Prerequisite: Must have an energy pool with at least 3 energy.
Benefit: Whenever you kill or destroy an enemy with the cybernetic subtype, you gain 1 point of temporary energy. This temporary energy lasts for 1 round per hit die or level of the creature you killed.
Sniper [General]Prerequisites: Base attack bonus +3, Spot 6 ranks, Far Shot or Precise Shot.
Benefits: When you make an aimed ranged attack, you treat your target as being an additional 4 range increments closer (to a total of 5 increments closer). In addition, you gain a +10 bonus on all critical confirmation rolls for aimed ranged attacks.
Normal: When you make an aimed ranged attack, you treat your target as being 1 range increment closer than it actually is.
Special: A fighter can select Sniper as one of his fighter bonus feats.
Soldier of Fortune [Cybernetic]Prerequisite: Altered fate, combat intuition, and replace fate class features.
Benefit: Your dreadnought and
nord's blade levels stack to determine your activator level, your initiator level, the number of fate dice you have, and the maximum bonus you can receive from your combat intuition ability.
Normal: You only add half your dreadnought level to your nord's blade initiator level and only half your nord's blade level to your activator level.
Split Attachment [Cybernetic]Prerequisite: Access to a Lesser socket, 2 concurrent socket attachments.
Benefit: When you refresh your energy, choose one of your active modules. That module can be attached to one more socket than normal at the same time.
Normal: Each module can be attached to only one socket at a time.
Spread Fire [General]Prerequisite: Base attack bonus +6, Autofire Proficiency.
Benefit: You can choose to make autofire attacks that affect a 10-foot radius burst. This takes as much ammunition as 20 normal attacks.
Normal: Autofire attacks affect a 5-foot radius burst and take as much ammunition as 10 normal attacks.
Special: A fighter may select Spread Fire as one of his fighter bonus feats.
Sword and Gun [Tactical]Prerequisite: Base attack bonus +6, Point Blank Shot, Two-Weapon Fighting.
Benefit: The Sword and Gun feat grants you access to three special tactical maneuvers. Despite the name of this feat, it functions with most melee and ranged weapons, not just swords and firearms.
- Bayonet Charge: When you perform a charge while wielding a melee weapon in your main hand and a ranged weapon in your off hand, you may make a single attack with the ranged weapon against the target of your charge at any point during your movement, in addition to the attack with your melee weapon at the end of the charge. You suffer all of the normal penalties for fighting with two weapons when you do so.
- Break Away: To use this option, you must make a melee attack with a melee weapon during the first round. If you use the withdraw action during the second you, you can make a single attack with a ranged weapon at any point during your movement.
- Close Combat Shot: While wielding a melee weapon in your main hand and a ranged weapon in your off hand, you do not provoke attacks of opportunity for making ranged attacks with your ranged weapon.
Special: A fighter may select Sword and Gun as one of his fighter bonus feats.
Technological Aesthetic [Cybernetic] (contributed by Amechra)
Your technology looks like it stepped right out of the blueprints of your dreams.Prerequisite: Ability to activate a module.
Benefit: When you first take this feat, you may specify an aesthetic for your modules to take on. From this point on, all of your modules take on that aesthetic. For example, if your aesthetic was "Steampunk", and you activated a Power Suit, it could form an imposing suit of armor with gears peeking through the gaps, with steam hissing out of a boiler in the back.
Any Spellcraft checks or Computer Use checks to determine that you are carrying or using a module or to identify what the module is have their DC increased by 10 because of the sharply different aesthetic.
Temporary Craftsmanship [Cybernetic, Item Creation] (contributed by Amechra)
You have discovered how to activate your modules in a way that allows you to lend them to others.Prerequisite: Activator Level 3rd, ability to activate at least 2 modules.
Benefit: Whenever you activate a module, you may activate it as a widget, appearing on your person as a solid, physical item. As long as the widget exists, anyone can pick it up and use it as if it were a slotless cybernetic item with an activator level equal to your own. The widget's user benefits from the widget just like she would if she has activated the module herself. The widget still counts against the number of modules you can have active at once while it remains active, although it does not count against the user's limit of activated modules.
The widget is still subject to effects that suppress or deactivate modules, and is additionally subject to effects which target cybernetic items. If you activate the same module again, the existing widget is deactivated and disappears.
You cannot activate a widget that is attached to a socket, nor can your widgets be attached to sockets. You may not create a widget out of an integrated module. Your widgets are not energy receptacles, and so cannot have energy allocated to them.
Tinkering Activator [Cybernetic]Benefit: You can use your Intelligence modifier in place of your Constitution modifier to determine the save DCs of your modules, if better.