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Sufficiently Advanced Technology is Compatible with Magic / Re: [MaI] Feats
« on: November 22, 2011, 12:01:37 AM »
Feat Descriptions
Access Greater Hard-point [Suit]
Prerequisites: Con 17, character level 12th, ability to form a Power Suit, access to the Back, Helmet, or Shielding hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Arms or Support. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Access Least Hard-point [Suit]
Prerequisites: Con 13, character level 3rd, ability to form a Power Suit.
Benefits: When you select this feat, choose one of the following hard-points; Feet, Hands, Utility, or Visor. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Access Lesser Hard-point [Suit]
Prerequisites: Con 15, character level 6th, ability to form a Power Suit, access to the Feet, Hands, Utility, or Visor hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Back, Helmet, or Shielding. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Activate Module [Suit]
Prerequisites: Con 13.
Benefits: When you select this feat, choose one module from any class's module list. You gain the ability to activate that module. This does not count against your limited number of active modules.
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.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Adaptable Energy Beam [Suit]
Prerequisites: Energy Beam class feature, ability to attach a module to your Beam Cannon hard-point.
Benefits: Your levels in all other suit-forming classes stack with your Chozo Warrior level to determine the damage of your Energy Beam class feature, and you can form your beam cannon even while using a Power Suit other than the one granted by your Chozo Warrior levels. In addition, whenever your Chozo Warrior level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the damage dealt by your Energy Beam.
Normal: You can only form your beam cannon while using the Power Suit granted by the Chozo Warrior class.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Adaptable Modules [Suit]
Prerequisites: Reattach Module class feature, Improved Energy Capacity (+1, 1 module) class feature.
Benefits: Your Pirate Trooper levels stack with your levels in other suit-forming classes to determine the number of daily uses of your Reattach Module ability and to determine the benefits granted by your Improved Energy Capacity class feature. In addition, whenever your Pirate Trooper level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the number of daily uses of your Reattach Module ability, the benefits of your Improved Energy Capacity class feature, and the benefits of your Extra Attachment class feature (even if you don't have it yet).
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Adaptable Training [Suit]
Prerequisites: Weapon Training class feature, Crossfire class feature.
Benefits: Your Federation Marine levels stack with your levels in other suit-forming classes to determine the armor bonus granted by your Power Suit and the effective Fighter level you have for the purpose of selecting feats. In addition, whenever your Federation Marine level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the effective Fighter level you have for the purpose of selecting feats and your Federation Marine level for the purpose of gaining and using your Crossfire, Improved Crossfire, Greater Crossfire, and Supreme Crossfire abilities.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Alacritous Reflexes System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Reflex saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, 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.
Special: You gain 1 point of energy.
Biotic Fortitude System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Fort saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you automatically succeed on your Fortitude saves against the secondary damage of poisons if you succeeded on the save against the primary damage.
Special: You gain 1 point of energy.
Cobalt Transference System [Incarnum, System]
Prerequisites: Con 13, ability to shape a soulmeld, ability to activate a module.
Benefits: You can invest energy into this feat as a System. You gain a number of temporary essentia equal to the amount of energy invested in this feat for as long as the energy is invested.
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.
Special: You gain 1 point of essentia.
Special: You gain 1 point of energy.
Cognition Detection System [System]
Prerequisites: Con 13, Int 13, Concentration 4 ranks.
Benefits: You can invest energy into this feat as a System. As a move action, you can pinpoint the location of all creatures within 5 feet per point of energy invested in 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 invested into this feat, you also gain telepathy out to 10 feet per point of energy invested in this feat.
Special: You gain 1 point of energy.
Combined Assault System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You and any allies that are flanking with you gain an insight bonus equal to the amount of energy invested in this feat on all damage rolls against targets that you are flanking. If you have at least 3 energy invested in this feat, you and any allies that are flanking with you also gain an insight bonus equal to the amount of energy invested on all Strength, Dexterity, and grapple checks to perform combat maneuvers (such as attempting to trip, bull rush, grapple, or disarm) against opponents that you flank.
Special: You gain 1 point of energy.
Companion Bond System [System]
Prerequisites: Con 13, Animal Companion class feature or Wild Cohort feat.
Benefits: You can invest energy into this feat as a System. Your animal companion or Wild Cohort (or both, if you have more than one) gain a +1 deflection bonus to armor class per point of energy invested, and a +1 insight bonus to attack and damage rolls 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 invested in this feat, then you gain a +1 insight bonus to attack and damage rolls per point of energy invested against opponents that have attacked your companion or targeted your companion with a hostile spell or effect within the current encounter.
Special: You gain 1 point of energy.
Energy Blade [Suit]
Prerequisites: Energy Beam class feature.
Benefits: When you form your beam cannon, you can choose to form it as a beam sword instead. You can use the beam sword as a one-handed manufactured melee weapon that deals slashing damage as per your Energy Beam. You can apply any effects that specifically modify your Energy Beam ability to your beam sword. You are considered proficient with your beam sword. You can still form your beam cannon as normal if you need to make attacks at range, and unforming your energy sword to form your beam cannon (or vice-versa) is only a move action. Note that the beam sword still precludes the use of the hand it is formed in, just like your beam cannon.
Normal: You can form your beam cannon and use it as a one-handed ranged weapon.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Energy Over-channeling [Suit]
Prerequisites: Con 13, must have an energy pool with at least 3 energy.
Benefits: You may take 1 point of temporary energy damage as a swift action to treat any one of your modules as though it had the maximum capacity of energy invested in it, independent of how much is actually invested in it. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). You must have at least one point of energy unassigned in your energy pool to use this ability.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Enhanced Targeting System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all ranged attack and damage rolls per point of invested energy. If you have at least 3 energy invested in this feat, the critical damage multiplier of all of your ranged attacks increases by 1.
Special: You gain 1 point of energy.
Expanded Hard-point [Suit]
Prerequisites: Con 13, ability to attach 2 modules to hard-points.
Benefits: When you attach modules to your hard-points each day, choose one of your available hard-points. That hard-point can accommodate up to 2 attached modules at once, instead of one. In addition, if that hard-point has integrated equipment, it can have up to 1 module attached to it.
Normal: Each hard-point can only have 1 module attached to it at once. You cannot attach modules to hard-points with integrated equipment, only the integrated equipment can be attached to that hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Extra Energy [Suit]
Prerequisites: Con 13, ability to form a Power Suit.
Benefits: You gain 2 additional points of energy.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Form Power Suit [Suit, System]
Prerequisites: Con 13.
Benefits: You gain the ability to form a power suit. While fully formed, your Power Suit grants you a +1 armor bonus to AC. It is not considered to be armor. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 10 lb. If you do not have a suit-former level, you gain one equal to 1/2 your character level, plus any bonuses you gain from other sources, such as most Suit feats, including this one. If you ever gain levels in a suit-former class, you may use this suit-former level in place of your suit-former level in those classes if this is more beneficial.
In addition, you can invest energy into this feat as a System. Your power suit gains a +1 enhancement bonus to its armor bonus for each point of energy you invest. Your suit gains this bonus even if it was formed from other sources, such as suit-former class levels. If you have at least 3 energy invested in this feat, your suit also provides you with DR 3/-.
Normal: Unless you have a suit-former level from some source, your suit-former level is treated as though it was 0.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Special: You gain 1 point of energy.
Harden Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as heavy armor instead of medium armor. The armor bonus that this medium suit grants is increased by 2 compared to forming it as medium armor. It is considered heavy armor with a +3 Max Dex bonus, a -3 Armor Check Penalty, and a 40% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 50 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Hunter-Killer System [System]
Prerequisites: Con 13, favored enemy class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested to all effects to which your favored enemy class feature grants bonuses, such as skill checks and damage rolls. If you have at least 3 energy invested in 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 per type of favored enemy.
Special: You gain 1 point of energy.
Improved Energy Beam [Suit]
Prerequisites: Con 13, Energy Beam class feature, Weapon Focus (Energy Beam).
Benefits: Your Energy Beam attacks deal an additional 1 point of damage per die of base Energy Beam damage and per bonus die of damage that your modules specifically grant to your Energy Beam attacks.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Improved Energy Capacity [Suit]
Prerequisites: Con 13, ability to activate at least 2 modules.
Benefits: When you activate your modules each day, you may choose one of them. The maximum energy capacity for that module is increased by 1.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Lethality Enhancement System [System]
Prerequisites: Con 13, Poison Use class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested in this feat to the save DC of any poison you use employ, and to the save DC of your Death Attack ability, should you possess it.
Special: You gain 1 point of energy.
Lighten Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as light armor instead of medium armor. The armor bonus that this medium suit grants is decreased by 1 compared to forming it as medium armor. It is considered light armor with an unlimited Max Dex bonus and no Armor Check Penalty. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 25 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Phazon Energy Efficiency [Phazon]
Prerequisites: Con 13 and the Phazon subtype.
Benefits: Whenever one of your modules with the Phazon descriptor deals temporary energy damage to you, you may ignore the next point of temporary energy damage that one of your modules with the Phazon descriptor would deal to you. You can only ignore such damage within 1 minute of taking temporary energy damage.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.
Phazon Initiate [Phazon]
Prerequisites: Con 13 and any non-good alignment.
Benefits: You gain Phazon resistance 2 and DR 2/magic. You gain a +2 bonus on saves against effects that would make you sickened. You take a -1 penalty on all Will saves. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Most modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.
Phazon Rage [Phazon]
Prerequisites: Con 13, ability to rage or frenzy or Phazon Surge, Phazon subtype.
Benefits: When you enter a rage or frenzy or Phazon Surge, you can choose to gain 3 points of temporary energy for as long as your rage or frenzy or Phazon Surge lasts. If you do, you take 1 point of temporary energy damage at the end of your rage or frenzy or Phazon Surge.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.
Practiced Suit-former [Suit]
Prerequisites: Con 13, suit-former level 1st.
Benefits: Your suit-former level increases by +4, to a maximum of your total Hit Dice.
Psychic Resonator System [Psionic, System]
Prerequisites: Con 13, Wis 13, Concentration 7 ranks, must have a power point reserve.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested in 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 invested in 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.
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.
Special: You gain 1 point of energy.
Recursive Willpower System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Will saves for each point of energy invested in this feat. If you have at least 3 points of energy invested 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.
Special: You gain 1 point of energy.
Siphon Energy [Suit]
Prerequisites: Con 13, energy pool with at least 3 points of energy.
Benefits: 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.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Split Attachment [Suit]
Prerequisites: Con 13, ability to attach modules to at least 2 hard-points each day.
Benefits: When you attach modules to your hard-points each day, choose one of your active modules. That module can be attached to one more hard-point than normal at the same time.
Normal: Each module can be attached to only one hard-point at a time.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Sublime Recuperation System [System]
Prerequisites: Con 13, knowledge of at least two martial maneuvers including at least one strike.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested, you can recover one of your 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 invested in this feat, you gain the knowledge of a single martial maneuver of a level less than or equal to the amount of energy invested in this feat. You must meet the prerequisites of the maneuver as normal. If you have martial adept levels, this becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter. This maneuver does not count towards fulfilling prerequisites. You can choose a new maneuver whenever you reassign energy to this feat.
Special: You gain 1 point of energy.
Superior Smiting System [System]
Prerequisites: Con 13, ability to smite.
Benefits: You can invest energy into 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 invested in this feat. If you have at least 3 energy invested in 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 per target.
Special: You gain 1 point of energy.
Sysadmin Reboot System [System]
Prerequisites: Con 13, any other System feat.
Benefits: You can invest energy into this feat as a System. Once per day, plus one additional time per point of energy invested, you can add or remove energy from one of your Systems as though you had just reformed your Power Suit. You may not modify the energy invested in this System. Activating this effect is a free action. If you have at least 3 points of energy invested in this feat, the energy capacity of any system that you use this feat's effect on is increased by 1 until you next assign energy to it.
Normal: You cannot change the amount of energy stored in a System for 24 hours, or until you reform your Power Suit.
Special: You gain 1 point of energy.
Toughen Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as light armor.
Benefits: You can form your Power Suit as medium armor instead of light armor. The armor bonus that this medium suit grants is increased by 1 compared to forming it as light armor. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Weakness Spectralizer System [System]
Prerequisites: Con 13 and skirmish, sudden strike, or sneak attack class feature.
Benefits: You can invest energy into this feat as a System. You gain a +2 insight bonus on all damage rolls per point of energy invested. 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 invested in 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.
Special: You gain 1 point of energy.
Widened Beam [Suit]
Your Energy Beam spreads its energy over a larger area, dealing reduced damage but striking more accurately.
Prerequisites: Energy Beam class feature.
Benefits: You can choose to take a penalty on damage rolls up to the total number of dice of damage dealt by your Energy Beam attack, including bonus damage dice granted by modules that specifically enhance your Energy Beam attacks. You gain a bonus on attack rolls with your Energy Beam equal to the damage penalty taken. You can choose how big a penalty to take as a free action before the first attack you make each turn, and the bonuses and penalties last until the beginning of your next turn.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Ideas for more feats
Access Greater Hard-point [Suit]
Prerequisites: Con 17, character level 12th, ability to form a Power Suit, access to the Back, Helmet, or Shielding hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Arms or Support. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Access Least Hard-point [Suit]
Prerequisites: Con 13, character level 3rd, ability to form a Power Suit.
Benefits: When you select this feat, choose one of the following hard-points; Feet, Hands, Utility, or Visor. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Access Lesser Hard-point [Suit]
Prerequisites: Con 15, character level 6th, ability to form a Power Suit, access to the Feet, Hands, Utility, or Visor hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Back, Helmet, or Shielding. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Activate Module [Suit]
Prerequisites: Con 13.
Benefits: When you select this feat, choose one module from any class's module list. You gain the ability to activate that module. This does not count against your limited number of active modules.
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.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Adaptable Energy Beam [Suit]
Prerequisites: Energy Beam class feature, ability to attach a module to your Beam Cannon hard-point.
Benefits: Your levels in all other suit-forming classes stack with your Chozo Warrior level to determine the damage of your Energy Beam class feature, and you can form your beam cannon even while using a Power Suit other than the one granted by your Chozo Warrior levels. In addition, whenever your Chozo Warrior level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the damage dealt by your Energy Beam.
Normal: You can only form your beam cannon while using the Power Suit granted by the Chozo Warrior class.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Adaptable Modules [Suit]
Prerequisites: Reattach Module class feature, Improved Energy Capacity (+1, 1 module) class feature.
Benefits: Your Pirate Trooper levels stack with your levels in other suit-forming classes to determine the number of daily uses of your Reattach Module ability and to determine the benefits granted by your Improved Energy Capacity class feature. In addition, whenever your Pirate Trooper level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the number of daily uses of your Reattach Module ability, the benefits of your Improved Energy Capacity class feature, and the benefits of your Extra Attachment class feature (even if you don't have it yet).
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Adaptable Training [Suit]
Prerequisites: Weapon Training class feature, Crossfire class feature.
Benefits: Your Federation Marine levels stack with your levels in other suit-forming classes to determine the armor bonus granted by your Power Suit and the effective Fighter level you have for the purpose of selecting feats. In addition, whenever your Federation Marine level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the effective Fighter level you have for the purpose of selecting feats and your Federation Marine level for the purpose of gaining and using your Crossfire, Improved Crossfire, Greater Crossfire, and Supreme Crossfire abilities.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.
Alacritous Reflexes System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Reflex saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, 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.
Special: You gain 1 point of energy.
Biotic Fortitude System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Fort saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you automatically succeed on your Fortitude saves against the secondary damage of poisons if you succeeded on the save against the primary damage.
Special: You gain 1 point of energy.
Cobalt Transference System [Incarnum, System]
Prerequisites: Con 13, ability to shape a soulmeld, ability to activate a module.
Benefits: You can invest energy into this feat as a System. You gain a number of temporary essentia equal to the amount of energy invested in this feat for as long as the energy is invested.
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.
Special: You gain 1 point of essentia.
Special: You gain 1 point of energy.
Cognition Detection System [System]
Prerequisites: Con 13, Int 13, Concentration 4 ranks.
Benefits: You can invest energy into this feat as a System. As a move action, you can pinpoint the location of all creatures within 5 feet per point of energy invested in 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 invested into this feat, you also gain telepathy out to 10 feet per point of energy invested in this feat.
Special: You gain 1 point of energy.
Combined Assault System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You and any allies that are flanking with you gain an insight bonus equal to the amount of energy invested in this feat on all damage rolls against targets that you are flanking. If you have at least 3 energy invested in this feat, you and any allies that are flanking with you also gain an insight bonus equal to the amount of energy invested on all Strength, Dexterity, and grapple checks to perform combat maneuvers (such as attempting to trip, bull rush, grapple, or disarm) against opponents that you flank.
Special: You gain 1 point of energy.
Companion Bond System [System]
Prerequisites: Con 13, Animal Companion class feature or Wild Cohort feat.
Benefits: You can invest energy into this feat as a System. Your animal companion or Wild Cohort (or both, if you have more than one) gain a +1 deflection bonus to armor class per point of energy invested, and a +1 insight bonus to attack and damage rolls 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 invested in this feat, then you gain a +1 insight bonus to attack and damage rolls per point of energy invested against opponents that have attacked your companion or targeted your companion with a hostile spell or effect within the current encounter.
Special: You gain 1 point of energy.
Energy Blade [Suit]
Prerequisites: Energy Beam class feature.
Benefits: When you form your beam cannon, you can choose to form it as a beam sword instead. You can use the beam sword as a one-handed manufactured melee weapon that deals slashing damage as per your Energy Beam. You can apply any effects that specifically modify your Energy Beam ability to your beam sword. You are considered proficient with your beam sword. You can still form your beam cannon as normal if you need to make attacks at range, and unforming your energy sword to form your beam cannon (or vice-versa) is only a move action. Note that the beam sword still precludes the use of the hand it is formed in, just like your beam cannon.
Normal: You can form your beam cannon and use it as a one-handed ranged weapon.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Energy Over-channeling [Suit]
Prerequisites: Con 13, must have an energy pool with at least 3 energy.
Benefits: You may take 1 point of temporary energy damage as a swift action to treat any one of your modules as though it had the maximum capacity of energy invested in it, independent of how much is actually invested in it. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). You must have at least one point of energy unassigned in your energy pool to use this ability.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Enhanced Targeting System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all ranged attack and damage rolls per point of invested energy. If you have at least 3 energy invested in this feat, the critical damage multiplier of all of your ranged attacks increases by 1.
Special: You gain 1 point of energy.
Expanded Hard-point [Suit]
Prerequisites: Con 13, ability to attach 2 modules to hard-points.
Benefits: When you attach modules to your hard-points each day, choose one of your available hard-points. That hard-point can accommodate up to 2 attached modules at once, instead of one. In addition, if that hard-point has integrated equipment, it can have up to 1 module attached to it.
Normal: Each hard-point can only have 1 module attached to it at once. You cannot attach modules to hard-points with integrated equipment, only the integrated equipment can be attached to that hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Extra Energy [Suit]
Prerequisites: Con 13, ability to form a Power Suit.
Benefits: You gain 2 additional points of energy.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Form Power Suit [Suit, System]
Prerequisites: Con 13.
Benefits: You gain the ability to form a power suit. While fully formed, your Power Suit grants you a +1 armor bonus to AC. It is not considered to be armor. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 10 lb. If you do not have a suit-former level, you gain one equal to 1/2 your character level, plus any bonuses you gain from other sources, such as most Suit feats, including this one. If you ever gain levels in a suit-former class, you may use this suit-former level in place of your suit-former level in those classes if this is more beneficial.
In addition, you can invest energy into this feat as a System. Your power suit gains a +1 enhancement bonus to its armor bonus for each point of energy you invest. Your suit gains this bonus even if it was formed from other sources, such as suit-former class levels. If you have at least 3 energy invested in this feat, your suit also provides you with DR 3/-.
Normal: Unless you have a suit-former level from some source, your suit-former level is treated as though it was 0.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Special: You gain 1 point of energy.
Harden Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as heavy armor instead of medium armor. The armor bonus that this medium suit grants is increased by 2 compared to forming it as medium armor. It is considered heavy armor with a +3 Max Dex bonus, a -3 Armor Check Penalty, and a 40% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 50 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Hunter-Killer System [System]
Prerequisites: Con 13, favored enemy class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested to all effects to which your favored enemy class feature grants bonuses, such as skill checks and damage rolls. If you have at least 3 energy invested in 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 per type of favored enemy.
Special: You gain 1 point of energy.
Improved Energy Beam [Suit]
Prerequisites: Con 13, Energy Beam class feature, Weapon Focus (Energy Beam).
Benefits: Your Energy Beam attacks deal an additional 1 point of damage per die of base Energy Beam damage and per bonus die of damage that your modules specifically grant to your Energy Beam attacks.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Improved Energy Capacity [Suit]
Prerequisites: Con 13, ability to activate at least 2 modules.
Benefits: When you activate your modules each day, you may choose one of them. The maximum energy capacity for that module is increased by 1.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Lethality Enhancement System [System]
Prerequisites: Con 13, Poison Use class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested in this feat to the save DC of any poison you use employ, and to the save DC of your Death Attack ability, should you possess it.
Special: You gain 1 point of energy.
Lighten Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as light armor instead of medium armor. The armor bonus that this medium suit grants is decreased by 1 compared to forming it as medium armor. It is considered light armor with an unlimited Max Dex bonus and no Armor Check Penalty. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 25 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Phazon Energy Efficiency [Phazon]
Prerequisites: Con 13 and the Phazon subtype.
Benefits: Whenever one of your modules with the Phazon descriptor deals temporary energy damage to you, you may ignore the next point of temporary energy damage that one of your modules with the Phazon descriptor would deal to you. You can only ignore such damage within 1 minute of taking temporary energy damage.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.
Phazon Initiate [Phazon]
Prerequisites: Con 13 and any non-good alignment.
Benefits: You gain Phazon resistance 2 and DR 2/magic. You gain a +2 bonus on saves against effects that would make you sickened. You take a -1 penalty on all Will saves. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Most modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.
Phazon Rage [Phazon]
Prerequisites: Con 13, ability to rage or frenzy or Phazon Surge, Phazon subtype.
Benefits: When you enter a rage or frenzy or Phazon Surge, you can choose to gain 3 points of temporary energy for as long as your rage or frenzy or Phazon Surge lasts. If you do, you take 1 point of temporary energy damage at the end of your rage or frenzy or Phazon Surge.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.
Practiced Suit-former [Suit]
Prerequisites: Con 13, suit-former level 1st.
Benefits: Your suit-former level increases by +4, to a maximum of your total Hit Dice.
Psychic Resonator System [Psionic, System]
Prerequisites: Con 13, Wis 13, Concentration 7 ranks, must have a power point reserve.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested in 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 invested in 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.
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.
Special: You gain 1 point of energy.
Recursive Willpower System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Will saves for each point of energy invested in this feat. If you have at least 3 points of energy invested 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.
Special: You gain 1 point of energy.
Siphon Energy [Suit]
Prerequisites: Con 13, energy pool with at least 3 points of energy.
Benefits: 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.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Split Attachment [Suit]
Prerequisites: Con 13, ability to attach modules to at least 2 hard-points each day.
Benefits: When you attach modules to your hard-points each day, choose one of your active modules. That module can be attached to one more hard-point than normal at the same time.
Normal: Each module can be attached to only one hard-point at a time.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Sublime Recuperation System [System]
Prerequisites: Con 13, knowledge of at least two martial maneuvers including at least one strike.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested, you can recover one of your 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 invested in this feat, you gain the knowledge of a single martial maneuver of a level less than or equal to the amount of energy invested in this feat. You must meet the prerequisites of the maneuver as normal. If you have martial adept levels, this becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter. This maneuver does not count towards fulfilling prerequisites. You can choose a new maneuver whenever you reassign energy to this feat.
Special: You gain 1 point of energy.
Superior Smiting System [System]
Prerequisites: Con 13, ability to smite.
Benefits: You can invest energy into 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 invested in this feat. If you have at least 3 energy invested in 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 per target.
Special: You gain 1 point of energy.
Sysadmin Reboot System [System]
Prerequisites: Con 13, any other System feat.
Benefits: You can invest energy into this feat as a System. Once per day, plus one additional time per point of energy invested, you can add or remove energy from one of your Systems as though you had just reformed your Power Suit. You may not modify the energy invested in this System. Activating this effect is a free action. If you have at least 3 points of energy invested in this feat, the energy capacity of any system that you use this feat's effect on is increased by 1 until you next assign energy to it.
Normal: You cannot change the amount of energy stored in a System for 24 hours, or until you reform your Power Suit.
Special: You gain 1 point of energy.
Toughen Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as light armor.
Benefits: You can form your Power Suit as medium armor instead of light armor. The armor bonus that this medium suit grants is increased by 1 compared to forming it as light armor. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Weakness Spectralizer System [System]
Prerequisites: Con 13 and skirmish, sudden strike, or sneak attack class feature.
Benefits: You can invest energy into this feat as a System. You gain a +2 insight bonus on all damage rolls per point of energy invested. 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 invested in 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.
Special: You gain 1 point of energy.
Widened Beam [Suit]
Your Energy Beam spreads its energy over a larger area, dealing reduced damage but striking more accurately.
Prerequisites: Energy Beam class feature.
Benefits: You can choose to take a penalty on damage rolls up to the total number of dice of damage dealt by your Energy Beam attack, including bonus damage dice granted by modules that specifically enhance your Energy Beam attacks. You gain a bonus on attack rolls with your Energy Beam equal to the damage penalty taken. You can choose how big a penalty to take as a free action before the first attack you make each turn, and the bonuses and penalties last until the beginning of your next turn.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
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