3rd Party Approved Feats

Anything marked with "**Playtest**" may be revoked at any time, any characters that took the removed content will be compensated accordingly.

## Feats

### Powerful Throwing

The feat Powerful Throwing is available from the linked page with the following changes.

**Benefit**: You can use your Strength modifier for both your attack and damage rolls with thrown weapons that do not target Touch AC. When attempting to target Touch AC, such as with Alchemist bombs or alchemical weapons (acid flasks, alchemist's fire, etc.), the user still uses their Dexterity modifier for attack rolls.

### Quick Sheath

This may not be used on 2 handed weapons.

## Racial Feats (Playtest)

### Brutal Bite (Combat)

You are adept at tearing into your prey with a mouthful of vicious teeth.

**Prerequisites**: Furious Focus, Lizardfolk.

**Benefit**: Your bite attack adds 1-½ times your Strength modifier to damage rolls. This increases any bonus to damage from the Power Attack feat by half (+50%).

### Burst of Speed

You can surprise prey with your quickness at the beginning of combat.

**Prerequisites**: Lizardfolk.

**Benefit**: During the surprise round or first round of combat, you may move up to triple your speed if you charge a surprised or flat-footed creature.

### Cold Demeanor

Your thoughts are reptilian in nature and hard for mammals to understand.

**Prerequisites**: Lizardfolk

**Benefit**: Any Sense Motive skill checks made regarding you take a -3 penalty  unless the creature possesses the reptilian subtype, this penalty increases to -6 at 10 HD. This does not include Sense Motive checks made to resist a feint in combat, but does include checks made to determine if you are enchanted, or to discern secret messages you attempt to transmit.

### Jump Attack (Combat)

You can jump on opponents and knock them around

**Prerequisites**: Acrobatic, Leaping Legs, Lizardfolk.

**Benefit**: If you successfully jump at least 20 feet horizontally or 5 feet vertically when making a charge attack, you may leap through the air to land on an opponent. If the charge attack hits, you may make a free bull rush or overrun combat maneuver against the opponent. This does not draw an attack of opportunity. You gain a +1 circumstance bonus to your CMB on the maneuver for every additional 10 feet of horizontal or 5 feet of vertical distance you jump as part of the charge.

### Leaping Legs

Your powerful legs can launch you great distances.

**Prerequisites**: Acrobatic, Lizardfolk.

**Benefit**: You always count as having a running start when making Acrobatics checks to jump in addition, the DC for all acrobatics checks to jump is halved.

### Still Swimmer

You can swim through water without leaving ripples or signs of your passage.

**Prerequisites**: Stealthy, swim speed, Lizardfolk.

**Benefit**: While swimming, you may reduce the penalty for using stealth while moving by 5 and may make a stealth check while running or charging at a -20 penalty (this number includes the penalty reduction from this trait).

### Constructs’ Bane

**Prerequisite**(s): Gearforged

Your unique situation has given you key insight to the weaknesses of other constructs.

**Benefit**(s): You gain a +2 bonus on Knowledge (Arcana) checks related to constructs, and treat Knowledge (Arcana) as a class skill. You gain a +1 bonus on attack and damage rolls when made against constructs.

**Special**: These bonuses stack with the Favored Enemy class feature.

### Gorgeous Gearforged

**Prerequisite**(s): Gearforged

You’ve invested quite heavily into your appearance, and it shows.

**Benefit**(s): You gain a +2 bonus to all Diplomacy and Bluff checks, and must invest 2,500 GP into upgrading your appearance as part of this feat. Your form changes aesthetically to reflect your new, impressive appearance.

### Self-Mechanic

**Prerequisite**(s): Gearforged

You’ve made it a point to become self-sufficient.

**Benefit**(s): You gain temporary hit points equal to your HD that last for 24 hours or until your next maintenance period following each successful maintenance period. You no longer need to perform your maintenance over six consecutive hours, though you must still devote a total of six hours each day to this task nonetheless. These temporary hit points do not stack with other sources of temporary hit points.