Author Topic: [PoC] Feats  (Read 3210 times)

Offline Garryl

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[PoC] Feats
« on: February 01, 2013, 06:11:16 PM »
New Feats
Power 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: Feats
General FeatsPrerequisitesBenefit
Awesome BlastStr 13, Dex 17, Point Blank Shot, base attack bonus +6Point blank attack knocks opponent away and prone
Autofire ProficiencyBase attack bonus +1Become proficient with autofire attacks
   Spread FireBase attack bonus +6, Autofire ProficiencyAutofire attacks can affect a 10 foot radius
Burst FireDex 17, Point Blank Shot, Rapid Shot, base attack bonus +6Fire two or more bullets simultaneously
Chromed UpCon 15Graft sacrifices are halved and you can have an extra graft
Combat Martial ArtsDex 13, Improved Unarmed StrikeUse Dex instead of Str on unarmed damage rolls, grapple checks, and trip attempts
Defensive ShotTumble 1 rank, Point Blank ShotRanged attacks don't provoke AoOs with a DC 15 Tumble check
Gun KataImproved Unarmed Strike, flurry of blowsTreat firearms as monk weapons
Improved Aid AnotherInt 13, Combat ExpertiseAid another as part of a full attack and with a +4 bonus
Improved Suppressing FirePoint Blank ShotLay down suppressing fire as part of a full attack and with a +4 bonus
Nanogun FocusProficiency with martial ranged weapons, base attack bonus +1Reload nanoguns faster and gain a +1 bonus on attack rolls
Pinpoint ShotPrecise ShotNegate size modifiers for ranged attacks
Quick AimBase attack bonus +1, Precise ShotAim as a swift action
Rapid ReloadWeapon Proficiency with firearmReload firearm more quickly
SniperBase attack bonus +3, Spot 6 ranks, Far Shot or Precise ShotAimed attacks are 5 increments closer and +10 to confirm crits
Cybernetic FeatsPrerequisitesBenefit
Access Greater SocketActivator level 12th, lesser socket accessGain access to a greater socket
Access Least SocketActivator level 3rd, ability to activate a moduleGain access to a least socket
Access Lesser SocketActivator level 6th, least socket accessGain access to a lesser socket
Activate Module--Activate a chosen module, become an activator
BattlemasterSee textDreadnought and warblade levels stack
Cyber-ScoundrelSee textCyberneticist and rogue levels stack
Cybernetic Body--Gain +2 hit points for every Cybernetic feat
Cybernetic DilettanteSee textCyberneticist and factotum levels stack
Energized Mind BladeSee textEnergy warrior and soulknife levels stack
Energy ClawsEnergy beamUse your energy beam as a pair of claws
Energy FangsEnergy beamUse your energy beam as an energized bite
Energy OverchannelingActivator level 3rd, 3 energyExpend energy to gain a greater amount of temporary energy
Expanded SocketGreater socket access, 2 socket attachmentsAttach two modules to the same socket
Extra Energy--Gain 2 energy
Flight BoostersCybotFly while energy is allocated to your boosters
Floating ChargeLeast socket access+1 energy capacity for unattached modules
   Floating CurrentGreater socket access, Floating Charge1 extra energy for each unattached module
Heavy Energy BeamEnergy beam, Energy Emitter socket accessDeal +50% bonus damage with two-handed energy beam attacks
Improved Energy CapacityLeast socket access, 2 modulesOne module has +1 energy capacity
Improved Zoltan Energy ShieldCon 13, zoltanPartially recharge your energy shield, immune to death and teleportation
Lithe Energy BeamEnergy beamYour energy beam weapons are light weapons
Module FocusAbility to activate a module+1 bonus on save DCs on modules with the chosen descriptor
   Greater Module FocusAbility to activate a module, Module Focus+2 bonus on save DCs on modules with the chosen descriptor
Power Armor MasteryMedium armor proficiencyPowered or energized armor is 1 category lighter and has +1 energy capacity
Practiced ActivatorComputer Use 4 ranks, activator level 1stYour activator level increases by +4, to a maximum of your total Hit Dice
Siphon Energy3 energyGain temporary energy when you kill a cybernetic creature
Soldier of FortuneSee textDreadnought and nord's blade levels stack
Split AttachmentLesser socket access, 2 socket attachmentsAttach a module to two sockets at once
Technological AestheticAbility to activate a moduleYour modules have an unusual appearance and are hard to identify
Temporary CraftsmanshipActivator level 3rd, 2 modulesActivate modules as widgets that anyone can use
   Effortless InventionActivator level 6th, Temporary CraftsmanshipYour widgets can have energy allocated to them
      Pocket IndustryEffortless Invention, Temporary Craftsmanship, socket accessYour widgets can be attached to sockets
Tinkering Activator--Use Intelligence in place of Constitution for module save DCs
Item Creation FeatsPrerequisitesBenefit
Craft Cybernetic Arms and ArmorActivator level 5thCreate cybernetic weapons, armor, and shields
Craft Cybernetic ConstructCraft Cybernetic Arms and Armor, Craft Cybernetic ItemCreate cybernetic constructs
Craft Cybernetic ItemActivator level 3rdCreate general cybernetic items
Craft DeviceActivator level 1stCreate cybernetic devices
Cybernetic GrafterHeal 10 ranks, activator level 5thCreate and apply cybernetic grafts
System FeatsPrerequisitesBenefit
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 SystemAbility to shape a soulmeld and activate a moduleTransform energy into essentia and essentia into energy
Cognition Detection SystemInt 13, Concentration 4 ranksAllocate energy to sense nearby sentient creatures
Combined Assault SystemBase attack bonus +1Allocate energy to give allies a bonus on damage rolls when flanking
Companion Bond SystemHandle Animal 2 ranks, animal companion or Wild CohortAllocate 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 SystemPoint Blank ShotAllocate energy to gain a bonus on ranged attack and damage rolls
Hunter-Killer SystemFavored enemyAllocate energy to gain improved favored enemy bonuses
Lethality Enhancement SystemPoison useAllocate 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 SystemWis 13, Concentration 7 ranks, must have a power point reserveAllocate energy to regain your psionic focus as a swift action
Recursive Willpower System--Allocate energy to gain a bonus on Will saves
Sublime Recuperation SystemTwo martial maneuversAllocate energy to recover maneuvers as a swift action
Superior Smiting SystemAbility to smiteAllocate energy to gain additional daily smites
Systemic Reboot SystemAny other system feat+1 system energy capacity. Allocate energy to reallocate energy among systems a few times per day
Weakness Spectralizer SystemSkirmish, sudden strike, or sneak attackAllocate energy to gain a bonus on skirmish, sudden strike, and sneak attack damage
Racial FeatsPrerequisitesBenefit
Augmentation MasterySpace pirateHave any number of graft types, different graft types stack for graft benefits
Consumptive SalvageLaniusEat metal objects to heal yourself
Flight BoostersCybotFly while energy is allocated to your boosters
Greater Ice AffinityPhrygisianGain an additional +1 to cold effect save DCs
Nanobot DissolutionEngiDissolve into individual nanobots when you die, reform later
Self-RepairCybotGain bonuses when repairing yourself, heal automatically when downed
   Improved Self-RepairCybot, Self-RepairGain fast healing 1 when below half hit points
Improved Zoltan Energy ShieldCon 13, zoltanPartially recharge your energy shield, immune to death and teleportation
Tactical FeatsPrerequisitesBenefit
Called ShotSee textSee text
Gun FuSee textSee text
Guns AkimboSee textSee text
Hail of LeadSee textSee text
Sword and GunSee textSee text

Cybernetic Feats
Cybernetic 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.
(click to show/hide)



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.
« Last Edit: June 10, 2020, 08:04:21 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Feats
« Reply #1 on: February 01, 2013, 06:11:37 PM »
System Feats
System feats let you allocate energy to them. Their effects are dependent on the amount of energy allocated to them. Many systems also unlock additional benefits once 3 or more energy has been allocated to them.

Unlike modules, reallocating energy among systems is a slow process. Normally, this can only be done as part of refreshing your energy.

In addition to using energy, most systems also provide 1 point of energy. This energy can be used just like any energy in your energy pool. It is not restricted for use with the system that provided it.

Except where otherwise stated, all system feats are also considered cybernetic feats. Effects that apply to cybernetic feats also apply to system feats. System feats are supernatural abilities, not extraordinary.



Alacritous Reflexes System [System]
Benefit: You can allocate energy to this feat as a system. You gain a +1 insight bonus to all Reflex saves, +1 for each point of energy allocated to this feat. If you have at least 3 points of energy allocated, you gain the ability to move out of the area of dangerous spells and effects as an immediate action. If you succeed on a Reflex save against a spell or effect, you gain the normal benefit for the successful save, and you can choose to move out of the area of the spell or effect. You must take the shortest path available to you, and you can't move farther than your speed. If more than one path of equal distance is available, you can choose which path to use. If no such path is available, the you can't use this ability. This movement provokes attacks of opportunity as normal for movement.

You gain 1 point of energy.
Special: This feat can be used in place of Lightning Reflexes to qualify for a feat, prestige class, or other option.



Biotic Fortitude System [System]
Benefit: You can allocate energy to this feat as a system. You gain a +1 insight bonus to all Fortitude saves, +1 for each point of energy allocated to this feat. If you have at least 3 points of energy allocated, whenever you succeed on your Fortitude save against the primary damage of a poison, you gain immunity to that type of poison for 5 minutes.

You gain 1 point of energy.
Special: This feat can be used in place of Great Fortitude to qualify for a feat, prestige class, or other option.



Cobalt Transference System [Incarnum, System]
Prerequisite: Ability to shape a soulmeld, ability to activate a module.
Benefit: You can allocate energy to this feat as a system. You gain a number of temporary essentia equal to the amount of energy allocated to this feat for as long as the energy is allocated.

Once per day, you can invest essentia into this feat. You gain a number of temporary energy equal to the amount of essentia invested in this feat for as long as the essentia is invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.

You gain 1 point of energy and 1 point of essentia.



Cognition Detection System [System]
Prerequisite: Int 13, Concentration 4 ranks.
Benefit: You can allocate energy to this feat as a system. As a move action, for the next 1 round you can pinpoint the location of all creatures within 5 feet per point of energy allocated to this feat. This is a mind-affecting effect, so mindless creatures and those protected from mind-affecting effects are not detected. While you have at least 3 points of energy allocated to this feat, you also gain telepathy out to 10 feet per point of energy allocated to this feat.

You gain 1 point of energy.



Combined Assault System [System]
Prerequisite: Base Attack Bonus +1.
Benefit: You can allocate energy to this feat as a system. You and any allies that are flanking with you gain an insight bonus equal to the amount of energy allocated to this feat on all damage rolls against targets that you are flanking. If you have at least 3 energy allocated to this feat, you and any allies that are flanking with you also gain an insight bonus equal to the amount of energy allocated on all opposed rolls and checks made as part of bull rush, disarm, grapple, overrun, sunder, and trip attempts relating to opponents that you flank.

You gain 1 point of energy.



Companion Bond System [System]
Prerequisite: Handle Animal 2 ranks, animal companion class feature or Wild Cohort feat.
Benefit: You can allocate energy to this feat as a system. Your animal companion or wild cohort (or both, if you have more than one) gains a +1 deflection bonus to Armor Class per point of energy allocated, and a +1 insight bonus to attack and damage rolls per point of energy allocated against opponents that have attacked you or targeted you with a hostile spell or effect within the current encounter. Your animal companion or wild cohort can only benefit from this effect while they are within 30 feet of you. If you have at least 3 energy allocated to this feat, then you gain a +1 insight bonus to attack and damage rolls per point of energy allocated against opponents that have attacked your companion or targeted your companion with a hostile spell or effect within the current encounter.

You gain 1 point of energy.



Energized Spellcasting [System]
Benefit: You can allocate energy to each of your cybernetic spells, infusions, powers, and similar magical abilities (including spell-like and psi-like abilities) as a system. Whenever you use such an ability with the Cybernetic descriptor, it gains additional benefits based on the amount of energy allocated to it, as detailed by the ability in question.

Each distinct magical ability is considered a distinct energy receptacle for this purpose, which applies to all usages of the same ability. Different magical abilities that are essentially the same but used in a different manner (such a spell-like or metamagic-enhanced versions of the same spell) use the same energy receptacle. For instance, if you allocate energy to your energy spike spell, you will gain the benefits of energy allocation whenever you cast energy spike (whatever the spell slot, class, or spell-like ability you use), when you cast a metamagic-enhanced energy spike, when you manifest psionic energy spike, when you emulate it with a limited wish spell, or even when you mimic it with a shadow evocation spell. Many cybernetic spells and abilities also share their energy allocations with other cybernetic spells, as indicated in their descriptions. Abilities that share energy allocations are considered a single energy receptacle, regardless of how many abilities use the same allocation.

If you have any energy allocated to an infusion with the Cybernetic descriptor, you can use it to infuse creatures with the cybernetic subtype regardless of their type.

You gain 1 point of energy.
Normal: Spells and other magical abilities are not energy receptacles. Infusions can only affect objects and constructs.



Enhanced Targeting System [System]
Prerequisite: Point Blank Shot.
Benefit: You can allocate energy to this feat as a system. You gain a +1 insight bonus to all ranged attack and damage rolls per point of allocated energy. If you have at least 3 energy allocated to this feat, the critical damage multiplier of all of your ranged attacks increases by 1.

You gain 1 point of energy.



Hunter-Killer System [System]
Prerequisite: Favored enemy class feature.
Benefit: You can allocate energy to this feat as a system. You gain an insight bonus equal to the amount of energy allocated to all rolls to which your favored enemy class feature grants bonuses, such as skill checks and damage rolls. If you have at least 3 energy allocated to this feat, then you can cause any successful attack that hits a favored enemy to be considered a critical threat as a free action. You can only use this effect once per encounter for each type of favored enemy.

You gain 1 point of energy.



Lethality Enhancement System [System]
Prerequisite: Poison use class feature.
Benefit: You can allocate energy to this feat as a system. You gain an insight bonus equal to the amount of energy allocated to this feat to the save DC of any poison you use, and to the save DC of your death attack ability, should you possess it.

You gain 1 point of energy.



Mastery Multiplier System [System]
Benefit: Choose a skill. You can allocate energy to this feat as a system. You gain a +2 insight bonus on checks with the chosen skill, +2 per point of allocated energy. If you have at least 3 energy allocated to this feat, you can take 10 on checks with the chosen skill even while threatened or distracted. This does not allow you to take 10 on skills that you could not normally take 10 on, such as Use Magic Device.

You gain 1 point of energy.
Special: This feat can be used in place of Skill Focus to qualify for a feat, prestige class, or other option.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Each instance of this feat counts as a separate energy receptacle.



Psychic Resonator System [Psionic, System]
Prerequisite: Wis 13, Concentration 7 ranks, must have a power point reserve.
Benefit: You can allocate energy to this feat as a system. Once per day per point of energy allocated to this feat, you can attempt to become psionically focused as a swift action that does not provoke attacks of opportunity. If you have at least 3 points of energy allocated to this feat, you can expend your psionic focus as a free action to treat one of your active modules as though it was filled to its energy capacity for 1 round.

You gain 1 point of energy.
Normal: Becoming psionically focused is a full-round action that provokes attacks of opportunity.
Special: You can use this feat in place of the Psionic Meditation feat to qualify for feats, prestige classes, and other special abilities. You can take both this feat and Psionic Meditation.



Recursive Willpower System [System]
Benefit: You can allocate energy to this feat as a system. You gain a +1 insight bonus to all Will saves, +1 for each point of energy allocated to this feat. If you have at least 3 points of energy allocated and you are affected by a charm or compulsion spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

You gain 1 point of energy.
Special: This feat can be used in place of Iron Will to qualify for a feat, prestige class, or other option.



Sublime Recuperation System [System]
Prerequisite: Knowledge of at least two martial maneuvers including at least one strike.
Benefit: You can allocate energy to this feat as a system. Once per day per point of energy allocated, you can recover one of your expended maneuvers as a swift action immediately after initiating a strike. The maneuver that you recover cannot be the strike that you just initiated. If you are granted maneuvers, the recovered maneuver is also immediately granted. As long as you have at least 3 points of energy allocated to this feat, you also gain an insight bonus on weapon damage rolls made as part of strikes equal to the amount of energy allocated to this feat.

You gain 1 point of energy.



Superior Smiting System [System]
Prerequisite: Ability to smite.
Benefit: You can allocate energy to this feat as a system. You can use each of your smite abilities a number of additional times per day equal to the amount of energy allocated to this feat. If you have at least 3 energy allocated to this feat, then you can cause any successful smite that hits to be considered a critical threat as a free action. You can only use this effect once per day against each target.

You gain 1 point of energy.



Systemic Reboot System [System]
Prerequisite: Any other system feat.
Benefit: The energy capacities of all of your systems (including this one) are 1 higher than normal.

You can allocate energy to this feat as a system. Once per day per point of energy allocated, you can reallocate energy to, from, and among your systems as though you had just refreshed your energy. You may not modify the energy allocated to this feat. Activating this effect is a free action as part of reallocating your energy.

You gain 1 point of energy.
Normal: You cannot change the amount of energy allocated to a system except while refreshing your energy.



Weakness Spectralizer System [System]
Prerequisite: Skirmish, sudden strike, or sneak attack class feature.
Benefit: You can allocate energy to this feat as a system. You gain a +2 insight bonus on all damage rolls per point of energy allocated. This damage only applies on attacks that qualify for additional damage from your skirmish, sudden strike, or sneak attack class feature. If you have at least 3 points of energy allocated to this feat, you can treat all attacks that qualify for additional damage from skirmish, sudden strike, or sneak attack as touch attacks for a single round. Activating this effect is a swift action that can be used once per day.

You gain 1 point of energy.
« Last Edit: June 10, 2020, 08:04:11 PM by Garryl »