BASIC FEATS

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**ABLE LEARNER [BASIC FEAT]**

You have a great aptitude for learning.

**Benefit:** All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same. This feat does not affect the skill point cost to learn a language or to gain literacy (for an illiterate character).

**Normal:** Cross-class skills cost 2 skill points per rank.

**Special:** This feat may only be taken at 1st level.

**ACROBATIC [BASIC FEAT]**

You have excellent body awareness and coordination.

**Benefit:** You get a +2 bonus on all Jump and Tumble checks.

**ACROBATICS STEPS [BASIC FEAT]**

You can easily move over and through obstacles.

**Prerequisites:** Dex 15, Nimble Moves.

**Benefit:** Whenever you move, you may move through up to 5 meters of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 6 meters of difficult terrain each round).

**ACTION BOOST [BASIC FEAT]**

You have the ability to alter your luck drastically in dire circumstances.

**Benefit:** When you spend an action point, you roll d8s instead of d6s for the action result.

**ACUPRESSURE [BASIC FEAT]**

Your studies of the human body’s vital areas grant you the ability to heal and also the ability to strike your opponent where he is most vulnerable.

**Prerequisite:** Treat Injury 5 ranks

**Effect:** You gain an extra die when healing. You gain a +1d4 hit point bonus when restoring hit points, +1d6 hit point bonus when performing surgery.

**ADVANCED BUILDER [BASIC FEAT]**

**Prerequisite:** Intelligence 13, Builder.

**Benefit:** Choose two of the skills you selected for the Builder feat (if you selected the Builder feat twice, choose any two of the four skills). The character gets an additional +2 bonus on all checks with those skills (for a total +4 bonus).

**Special:** You can select this feat once for every time you selected the Builder feat, applying it to the two skills you didn’t apply it to the first time.

**AGILE ATHLETE [BASIC FEAT]**

You rely on your agility to perform athletic feats, rather than brute strength.

**Prerequisites:** Climb 1 rank, Jump 1 rank.

**Benefit:** When making a Climb or Jump check, you use your Dexterity modifier for the check.

**Normal:** Without this feat, you use your Strength modifier for Climb and Jump checks.

**ALTITUDE ADAPTATION [BASIC FEAT]**

Your body adapts quickly to changes in altitude, preventing you from suffering as much from altitude sickness.

**Prerequisite:** Base Fortitude save bonus +2.

**Benefit:** You gain a +4 bonus on all Fortitude saving throws to avoid the effects of altitude. Additionally, when you determine what effect the altitude has on you, you apply the effect for the next lower category of altitude than the category you are actually in. After you spend a week at a specific altitude, you become acclimated to that altitude and all lower altitudes, and no longer have to make Fortitude saving throws for each 6-hour period to avoid altitude sickness. If you travel to a lower altitude and remain there for a week, you lose your acclimation to the higher altitude and must re-acclimatize, although you always retain the other benefits granted by this feat.

**Special:** This feat grants a +2 bonus on all Survival checks made in high altitude (above 15,000 meters) areas.

**ANIMAL AFFINITY [BASIC FEAT]**

You are good with animals.

**Benefit:** You get a +2 bonus on all Handle Animal checks and Ride checks.

**ARCTIC ADAPTATION [BASIC FEAT]**

You have adapted to the snowbound environment of the arctic reaches.

**Benefit:** You receive a +4 bonus on saving throws against cold effects. You also gain a +1 bonus on all Hide, Move Silently, Search, and Spot checks on the ice and snow.

**ATTENTIVE [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Investigate checks and Sense Motive checks.

**Special:** Remember that the Investigate skill can’t be used untrained.

**BLACK MARKET SURGERY [BASIC FEAT]**

Your cybernetics were installed in a back alley cybershop, providing you with top-of the-line military hardware without the complications of actually belonging to a military or corporate organization.

**Prerequisite:** A contact or interaction with a criminal element or black market arms/equipment dealer, Wealth bonus +18 or higher.

**Benefit:** You may select either the CyberSoldier advanced class without the need to have an affiliation with a specific organization. You must meet all other requirements of the chosen class.

**BORN WEALTHY [BASIC FEAT]**

You have always had more money than others due to your family, either through inheritance, trust-funds, or other means.

**Benefit:** You double your Starting Wealth Bonus, and as an additional windfall you gain an additional +2 to your Income gain from your character Occupation.

**Special:** You must take this feat at character creation.

**BRACHIATION [BASIC FEAT]**

You move through trees like a monkey.

**Prerequisites:** Climb 6 ranks,Jump 6 ranks, Str 13.

**Benefit:** You move through trees at your normal land speed by using your arms to swing from one branch to another. To allow brachiation, the area through which you are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.

**BUILDER [BASIC FEAT]**

**Benefit:** Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.

**Special:** The character can select this feat twice. The second time, the character applies it to the two skills he or she didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

**CAUTIOUS [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Demolitions checks and Disable Device checks.

**Special:** Remember that the Demolitions skill and the Disable Device skill can’t be used untrained.

**CITY SLICKER [BASIC FEAT]**

You are very familiar with city life and the inner workings of your hometown.

**Benefit:** Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.

**Special:** This feat may only be taken at 1st level.

**CLOSED MIND [BASIC FEAT]**

Your mind is better able to resist the mind effecting powers of psionic characters, and creatures.

**Benefit:** You gain a +2 bonus on all saving throws made to resist mind effecting psionic powers or abilities.

**Special:** you may not take or use this feat if you have psionic abilities or powers.

**CODE OF HONOR [BASIC FEAT]**

You have a sterling reputation among the members of a particular organization or group.

**Prerequisites:** At least one allegiance.

**Benefit:** Select one allegiance your character already has formed. You gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks when dealing with characters who have the same allegiance. You gain a –4 circumstance penalty on these same checks when dealing with characters who have the opposed allegiance.

**Special:** You may take this feat multiple times; each time it applies to a different allegiance.

**COLLECTOR [BASIC FEAT]**

You spend so much time and money on one of your hobbies that you have become an expert on the subject.

**Prerequisites:** Knowledge (pop culture) 5 ranks.

**Benefit:** Select a single hobby or pastime (comic books, baseball cards, noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you have an object related to your hobby on hand. You may attempt these checks for items with a purchase TN of 12 or lower.

**Normal:** On-hand Wealth checks can normally only be made for items with a purchase DC of 10 or lower.

**Special:** You must still get your GM’s permission to attempt the Wealth check, and the GM is the final arbiter of the purchase DC for all items.

**COMBAT MEDICAL TRAINING [BASIC FEAT]**

You have had specialized medical training for administering treatment in battlefield conditions.

**Prerequisites:** 2 ranks Craft (Pharmaceutical) skill, 2 ranks Treat Injury skill.

**Effect:** The character gains a +2 Competence bonus on Craft (Pharmaceutical) and Treat Injury skill checks. Additionally a character with this feat may take 10 on Treat Injury skill checks made while in combat or other stressful conditions.

**COMBAT TINKERING [BASIC FEAT]**

You can disarm traps or pick locks quickly and efficiently, even under the pressure of combat.

**Benefit:** You gain a +4 bonus on Concentration checks to avoid being distracted in combat while making Disable Device or Open Lock checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check (see the Quickened Skill Checks sidebar).

**Normal:** You must make a Concentration check whenever you are damaged or otherwise distracted while attempting to use the Disable Device or Open Lock skills. The TN to open a lock or disable a device is increased by 20 if you attempt to complete the task in a shorter amount of time.

**CONFIDENT [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.

**COSMOPOLITAN [BASIC FEAT]**

You’ve been lied to more times than you can count. This history has made you intimately familiar with the deceit, guile, and doublespeak of city folk.

**Benefit:** You gain a +2 bonus on Bluff, Gather Information, and Sense Motive checks.

**Special:** You may select this feat only as a 1st-level character.

**COVER YOUR TRACKS [BASIC FEAT]**

You are good at masking your route, making it difficult for others to track you.

**Prerequisite:** Track.

**Benefit:** Add +5 to the TN to follow your tracks, or +10 if you move at half speed and hide your trail. You gain a +2 bonus on Hide checks.

**Normal:** Characters without this feat can move at half speed and hide their trail, adding +5 to the TN to follow their tracks.

**CRAFT CYBERNETICS [BASIC FEAT]**

You can construct cybernetic attachments.

**Prerequisites:** Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.

**Benefits:** You can build cybernetic attachments. You must first make a Wealth check against the purchase TN of the attachment (to acquire the necessary components), then invest 24 hours in its construction. At the end of that time, you must succeed at a Craft (mechanical) check (TN 30) and a Craft (electrical) check (TN 30).

If both Craft checks succeed, the cybernetic attachment functions properly and can be installed at any time (see the Cybernetic Surgery feat). If either or both checks fail, the attachment’s design is flawed; another 24 hours must be spent fixing the problems, and two new checks must be made at the end of that time.

**Special:** This feat does not allow you to build a cybernetic attachment of a higher Progress Level.

**CREATIVE [BASIC FEAT]**

**Benefit:** Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.

**Special:** A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

**CYBERNETIC COMPATIBILITY [BASIC FEAT]**

You have a natural resistance to the negative effects of taking too many cybernetic attachments.

**Benefit:** If you are forced to take negative levels due to having too many cybernetic attachments, you may make a TN 35 Fortitude check at the time the cybernetic that would normally force a negative level is installed – if the check succeeds you automatically gain the Cybertaker feat as a bonus and the newly-installed cybernetic attachment has no negative effect on you. If the check fails, you gain two negative levels for this one new cybernetic attachment.

**CYBERNETIC SURGERY [BASIC FEAT]**

You can graft cybernetic attachments onto living tissue as well as safely remove them.

**Prerequisites:** Treat Injury 8 ranks, Surgery.

**Benefit:** You can make a Treat Injury check (TN 20) to install or remove a cybernetic attachment. If you do not have a surgery kit or access to a medical facility, you take a –4 penalty on the check. Cybernetic surgery takes 1d4 hours.

The consequences of failure are severe: If your check result fails by 5 or more, the installation or removal of the cybernetic attachment causes undue physical trauma to the patient, who suffers 1d4 points of Constitution damage. If the check result fails by 10 or more, the Constitution damage is treated as Constitution drain instead.

A character who undergoes cybernetic surgery (successful or not) is fatigued for 24 hours. Reduce this time by 2 hours for every point above the TN the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

**Normal:** Characters without this feat take a –8 penalty on Treat Injury checks made to perform cybernetic surgery (–4 penalty if they have the Surgery feat).

**CYBERTAKER [BASIC FEAT]**

You can have more cybernetic attachments than normal without suffering ill effects.

**Benefit:** The maximum number of cybernetic attachments you can have without suffering negative levels increases by 1.

**Special:** You can gain this feat multiple times. Its effects stack.

**DECEITFUL [BASIC FEAT]**

You are skilled at deceiving others, both with the spoken word and with physical disguises.

**Benefit:** You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

**DEEP POCKETS [BASIC FEAT]**

You are able to manage your finances so that buying items is less impactful on your budget.

**Prerequisites:** Profession 4 ranks, Financial Wizard.

**Benefit:** After succeeding at a Wealth check to purchase an object, you may subtract half your Reputation bonus (round down) from the item’s purchase TN for the purpose of determining how much your current Wealth bonus is lowered. For example, a character with a Wealth bonus of +4 and a Reputation bonus of +6 makes a successful Wealth check to buy an item with a purchase TN of 17. Normally this would cause the character’s Wealth bonus to drop by 1d6 + 1 points. (1d6 because 17 is 12 points higher than his current Wealth bonus, and +1 because the purchase TN was higher than 15). When determining Wealth loss, the purchase TN is treated as though it was 14, because half the character’s Reputation bonus of +6 is subtracted from the purchase TN (17 – 3 = 14). This drops the Wealth loss to on 1 point, because 14 is 10 points higher than the character’s current Wealth bonus of +4.

**Normal:** Your current Wealth bonus is normally lowered based on an item’s purchase TN. It is lowered an additional 1 point if the item’s purchase TN is 15 or higher.

**DEFT HANDS [BASIC FEAT]**

You have exceptional manual dexterity.

**Benefit:** You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

**DIEHARD [BASIC FEAT]**

You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death’s door.

**Prerequisite:** Endurance.

**Benefit:** When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

**Normal:** A character without this feat who is reduced to negative hit points is unconscious and dying.

**DIRTY RAT [BASIC FEAT]**

You are quite adept at slipping under a foe’s guard while he’s distracted.

**Prerequisites:** Tumble 4 ranks.

**Benefit:** You gain an additional +1 bonus on attack rolls when flanking an opponent.

**DISCIPLINE [BASIC FEAT]**

Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract.

**Benefit:** You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks.

**EDUCATION [BASIC FEAT]**

You hail from a land where the pen is held in higher regard than the sword. In your youth, you received the benefit of formal schooling of some type.

**Benefit:** You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefit, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill.

**Special:** You may select this feat only as a 1st-level character.

**ENDURANCE [BASIC FEAT]**

Harsh conditions or long exertions do not easily tire you.

**Benefit:** You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

**Normal:** A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

**EXPANDED TALENT [BASIC FEAT]**

**Prerequisite:** 3 levels in the class.

**Benefit:** You may use this feat to gain an additional talent from a class you already have at least 3 levels in.

**Special:** You can take this feat as a class feat even if its not on the class feature feat list though it must be applied to a talent from that class.

**EXPERT ADIVICE [BASIC FEAT]**

You are widely published, and widely known, in an activity or area of knowledge. Choose a single skill for this feat to affect; you may not choose Profession, Knowledge, Read/Write Language, or Speak Language.

**Prerequisites:** At least 1 rank in the skill selected.

**Benefit:** When making checks with the selected skill, you may use your Reputation bonus instead of the usual ability modifier.

**Special:** You can gain this feat multiple times. Each time you take it, you select a different skill.

**EXPERT SCROUNGER [BASIC FEAT]**

You have a knack for finding valuable items in detritus that others have overlooked in previous searches.

**Prerequisite:** Search 8 ranks.

**Benefit:** You gain a +5 bonus on Search checks when scavenging (see page 18).

**EXPERT SWIMMER [BASIC FEAT]**

You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.

**Prerequisite:** Swim 4 ranks, Endurance.

**Benefit:** You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action).

Your natural swim speed increases by 10 feet, if you have a swim speed.

**Normal:** You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.

**EXPLORER [BASIC FEAT]**

Exploring deep space is dangerous work. You are experienced at exploring deep space and new planets. You know how to navigate the stars and survive in new environments.

**Benefit:** The character gets a +2 bonus on all Navigate checks and Survival checks.

**EXTRAORDINARY TRAPSMITH [BASIC FEAT]**

You are an expert at constructing mechanical traps.

**Prerequisite:** Craft (trapmaking) 9 ranks.

**Benefit:** When you determine the cost of raw materials and the time required to create a mechanical trap, reduce the base price by 25%.

**EXTRA RESOLVE [BASIC FEAT]**

Your resolve is stronger than most.

**Prerequisites:** Character level 5th.

**Benefit:** You have 2 additional Action Points in your pool every time you gain a level. This feat can only be taken once.

**FAST MOVEMENT [BASIC FEAT]**

**Benefit:** A character with this feat has a land speed that is faster than the norm for their race by +3 meters. This benefit applies only when they are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the character’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the character’s land speed.

**FAST STEALTH [BASIC FEAT]**

**Prerequisite:** 7 ranks in Hide Skill, 7 ranks in Move Silently

**Benefit:** a character with this feat may move at full speed using the Hide and Move Silently skills without penalty when wearing light or no armor.

**FLEET [BASIC FEAT]**

You are faster than most.

**Benefit:** While you are wearing light or no armor, your base speed increases by 1 meter. You lose the benefits of this feat if you carry a medium or heavy load.

**Special:** You can take this feat multiple times. The effects stack.

**FLEET OF FOOT [BASIC FEAT]**

You run so nimbly that you can turn corners without losing momentum.

**Prerequisites:** Dex 15+, Run.

**Benefit:** When running or charging, you can make a single direction change of 90 degrees or less. You can’t use this feat while wearing medium or heavy armor, or if you’re carrying a load heavier than light.

**Normal:** Without this feat you can run or charge only in a straight line.

**FINANCIAL WIZARD [BASIC FEAT]**

You have a knack for financial matters and a sense for good investments.

**Prerequisites:** Profession (Banking/Accounting) 4 ranks.

**Benefit:** If you succeed while making a Profession check to regain Wealth after reaching a new level, your current Wealth bonus increases by +1. For every 5 points by which you exceed the TN, you gain an additional +2 to your.

**Normal:** Normally you gain only an additional +1 for every 5 points by which you exceed the TN.

**FOCUSED MIND [BASIC FEAT]**

When you have the opportunity to concentrate on a task, you usually do very well at it.

**Prerequisites:** Concentration 2 ranks.

**Benefit:** When you take 10 or take 20 on an Intelligence check or Intelligence-based skill check, you gain a +2 bonus on the check.

**FORESTER [BASIC FEAT]**

You are one with Faerûn’s mighty forests. Few can match your woodcraft or your skill on your chosen battlefield.

**Benefit:** You gain a +1 bonus on Hide, Listen, Move Silently, and Spot checks. When you are in forest terrain, this bonus increases to +3.

**GEARHEAD [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Computer Use checks and Repair checks.

**Special:** Remember that the Computer Use skill and the Repair skill can only be used untrained in certain situations.

**GIFT OF TONGUES [BASIC FEAT]**

You have an intuitive talent for learning languages.

**Benefit:** Your Intelligence is 4 points higher for the purpose of determining how many bonus languages you may start with. You are not limited to the bonus languages of your region. Speak Language is always a class skill for you. You gain a +1 bonus on all Decipher Script and Sense Motive checks.

**Special:** Must be taken at first level.

**GOOD IMPRESSIONS [BASIC FEAT]**

You have the gift of gab that can convince people that you know what you’re talking about (even when you don’t). Before attempting a Bluff check, you may first use this feat to try to improve your chances of success.

**Prerequisites:** Charisma 13.

**Benefit:** Make a check against your Reputation, opposed by the appropriate Knowledge check. If the target does not have any ranks in the appropriate Knowledge skill, it is instead opposed by an Intelligence check. If you are successful, you gain a +4 circumstance bonus on your Bluff check.

**Special:** If you are trying to bluff a group of characters, the one with the highest skill or Intelligence modifier rolls for the entire group.

**GREAT FORTITUDE [BASIC FEAT]**

You are resistant to poisons, diseases, and other maladies.

**Benefit:** You get a +2 bonus on all Fortitude saving throws.

**GUIDE [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Navigate checks and Survival checks.

**HAGGLE [BASIC FEAT]**

You are a shrewd bargainer, able to secure deals that no one else could.

**Prerequisite:** DECEITFUL or TRUSTWORTHY.

**Benefit:** When purchasing or selling equipment, you may attempt a Bluff or Diplomacy check with a DC equal to the item’s purchase DC. If you are successful, you may raise or lower the item’s purchase DC by 1 point.

**HIGH-G MANEUVERING [BASIC FEAT]**

The character is practiced at moving and fighting effectively in gravities from 1.1 G and higher. Characters with no special training have a hard time moving, much less fighting, in high gravity.

**Effect:** The character operates in these environments with no penalty to Attack or Skill checks, and moves at Full Speed.

**Normal:** Characters without this feat in light gravity take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Projectile weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

**IMPLANT FOCUS [BASIC FEAT]**

Choose a specific cybernetic implant, such as a rage implant. You are especially good at using this implant’s ability.

**Prerequisite:** An implanted cybernetic attachment.

**Benefit:** You add +1 to all rolls you make using the selected implant. The specific type of roll depends upon the chosen implant.

**Special:** You can gain this feat multiple times. Each time you take this feat, you must select a different implanted cybernetic attachment.

**IMPROVED COLD ENDURANCE [BASIC FEAT]**

Your training and natural hardiness have improved your natural resistance to cold temperatures.

**Prerequisite:** Base Fortitude save bonus +6, Cold Endurance.

**Benefit:** You gain resistance to cold 5. If you already have resistance to cold, it increases by 5 (maximum resistance to cold 15).

**Special:** You can gain this feat multiple times; its effects stack. You cannot have more than resistance to cold 15 as a result of taking this feat.

**IMPROVED DIVERSION [BASIC FEAT]**

You can create a diversion to hide quickly and with less effort.

**Prerequisite:** Bluff 4 ranks.

**Benefit:** You can use Bluff to create a diversion to hide as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

**Normal:** Without this feat, creating a diversion to hide using the Bluff skill requires a standard action.

**IMPROVED HEAT ENDURANCE [BASIC FEAT]**

You can survive even in the most extreme natural heat conditions.

**Prerequisites:** Base Fortitude save +6, Heat Endurance.

**Benefit:** You gain fire resistance 5.

If you already have fire resistance, it increases by 5. You can exist comfortably in temperatures up to 160° F without having to make Fortitude saves. Your protection against heat is level 3.

**IMPROVED INITIATIVE [BASIC FEAT]**

Your quick reflexes allow you to react rapidly to danger.

**Benefit:** You get a +4 bonus on initiative checks.

**IMPROVED SCENT [BASIC FEAT]**

You can detect and track creatures by smell at greater distances than normal.

**Prerequisite:** Scent ability.

**Benefit:** You can detect approaching enemies and sniff out hidden foes within 20 meters. For strong scents, such as smoke or rotting garbage, double these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

**Normal:** Without this feat, you can detect creatures by smell only within 10 meters.

**IMPROVED SWIMMING [BASIC FEAT]**

You swim faster than you normally could.

**Prerequisite:** Swim 6 ranks.

**Benefit:** You swim at one-half of your land speed as a move-equivalent action or at three-quarters of your land speed as a full-round action.

**Normal:** You swim at one-quarter of your land speed as a move-equivalent action or at one-half of your land speed as a full-round action.

**INTIMIDATING PROWESS [BASIC FEAT]**

Your physical might is intimidating to others.

**Benefit:** Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

**INVESTIGATOR [BASIC FEAT]**

You have a knack for finding information.

**Benefit:** You get a +2 bonus on all Gather Information checks and Search checks.

**IRON WILL [BASIC FEAT]**

You are more resistant to mental effects.

**Benefit:** You get a +2 bonus on all Will saving throws.

**LEAP OF THE HEAVENS [BASIC FEAT]**

Your excellent athletic ability and superior conditioning allow you to make near-superhuman leaps.

**Prerequisite:** Jump 4 ranks.

**Benefit:** When making a Jump check, the TN for the check doesn’t double if you fail to move 6 meters in a straight line prior to jumping, if you do move 6 meters in a straight line before attempting a jump, you gain a +5 competence bonus on your check.

**Normal:** All Jump checks require a 6 meters running start to avoid doubling the TN of the check.

**LEGENDARY CLIMBER [BASIC FEAT]**

You can climb rapidly much more easily than a normal person.

**Prerequisites:** Dex 21, Balance 12 ranks, Climb 24 ranks.

**Benefit:** You can ignore any check penalties applied for accelerated climbing or rapid climbing.

**Normal:** Without this feat, you take a –5 penalty on Climb checks when attempting to cover your full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice your speed in climbing distance in a round.

**LEGENDARY LEAPER [BASIC FEAT]**

You can jump much farther than normal for your size.

**Prerequisite:** Jump 24 ranks.

**Benefit:** The distance of your jumps is not restricted by your height.

**LIGHT FEET [BASIC FEAT]**

You have an incredibly soft step, making it difficult to track or hear you.

**Prerequisites:** Dex 13, Balance 2 ranks, Move Silently 2 ranks.

**Benefit:** You can walk without leaving behind any but the most subtle marks. The Survival TN to track you increases by 5 (or by 10 if you move at half speed to hide your trail; see the Track feat). You ignore any penalties on your Move Silently checks incurred by noisy or very noisy terrain (see the Move Silently skill description).

**LIGHTNING REFLEXES [BASIC FEAT]**

You have faster reflexes than normal.

**Benefit:** You get a +2 bonus on all Reflex saving throws.

**LINGUIST [BASIC FEAT]**

**Prerequisite(s):** Trained to speak in at least three languages.

**Benefit:** The character becomes a master linguist. Whenever the character encounters a new language, either spoken or written, make an Intelligence check to determine if the character can understand it. This check gains a bonus equal to half the character's total level. The check's TN is based on difficulty and obscurity of the language: TN 15 if the language is common; TN 20 if the language is an uncommon or rare; and TN 25 if the language is ancient, unique, or forgotten. Through this feat a character can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.

**LOW-G MANEUVERING [BASIC FEAT]**

The character is practiced at moving and fighting effectively in gravities from .8 to .1 G. Characters with no special training have a hard time moving, much less fighting, in low gravity.

**Effect:** The character operates in these environments with no penalty to Attack or Skill checks, and moves at Full Speed.

**Normal:** Characters without this feat in light gravity take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Projectile weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

**LOW PROFILE [BASIC FEAT]**

You are less famous than others of your class and level, or you wish to maintain a less visible presence than others of your station.

**Benefit:** Reduce your reputation bonus by 3 points.

**Special:** You can’t select both the Low Profile feat and the Renown feat. You’re either famous or you’re not.

**MASTERCRAFTER [BASIC FEAT]**

You are adept at creating mastercraft electronic and mechanical devices (including tools, vehicles, weapons, robot manipulators, and armor).

**Prerequisites:** Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.

**Benefit:** When successfully completed, a mastercraft electronic or mechanical object provides an equipment bonus on skill checks made to use the object (in the case of mastercraft vehicles, this includes Drive or Pilot checks). A mastercraft weapon provides a bonus on attack or damage rolls (your choice). A mastercraft suit of armor improves the armor’s equipment bonus to Defense. In each case, the bonus can be +1, +2, or +3, and no single object can have more than one mastercraft feature. (For instance, you cannot build a mastercraft weapon that gains a bonus on attack rolls and damage rolls.)

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase TN for the object (or its components) + the bonus provided by the mastercraft feature (+1, +2, or +3).

In addition to the Wealth check, you must also pay a cost in experience points equal to 250 × the bonus provided by the mastercraft feature. The experience points must be paid before making the Craft check. If the expenditure of these experience points would drop you below the minimum needed for your current level, then the experience points can’t be paid and you can’t make the mastercraft object until you have sufficient experience points to remain at your current level after the expenditure is made.

Apply the following modifiers to the Craft check DC for mastercraft items:

 Mastercraft (+2)
 Mastercraft (+3)

You can add the mastercraft feature to an existing ordinary object or a lower-grade mastercraft object by making a Wealth check and then making the Craft check as though you were constructing the object from scratch.

**MASTER MANIPULATOR [BASIC FEAT]**

Your words are your weapons. You confuse others with your n, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static.

**Prerequisites:** Cha 13, Diplomacy 9 ranks.

**Benefit:** This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat.

**Captivating Speech:** You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target’s own Diplomacy check or Will save, you can impose a –4 penalty on the target’s Listen, Sense Motive, and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1 + your Cha bonus (if any) as long as they are all Within 6 meters.

**Trap of Words:** If a creature attempts and fails to successfully to use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target’s Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.

**MEDICAL EXPERT [BASIC FEAT]**

**Benefit:** The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.

**Special:** Remember that the Craft (pharmaceutical) skill can’t be used untrained.

**MENTAL RESILIENCY [BASIC FEAT]**

You have a strong will, an open mind, and a greater ability to deal with strange events as they happen.

**Benefit:** you gain +5 bonus Sanity points, and your Maximum Sanity points increases by +5 as well.

**Special:** You may take this feat up to 5 times, and its effects stack.

**MIGHTY LEAPING [BASIC FEAT]**

You have developed your leg muscles and trained yourself to make mighty leaps.

**Prerequisite:** Str 21, Dodge, Mobility, Jump 9 ranks or a racial bonus on Jump checks.

**Benefit:** You gain a +10 competence bonus on Jump checks. If you intentionally jump down from a height, a successful Jump check (TN 15) lets you take damage as if you had fallen 6 meters less than you actually did.

**Normal:** Without this feat, a successful Jump check lets you take damage as if you had fallen 3 meters less than you actually did.

**Special:** A creature with this feat is not limited by its height when jumping.

**MIND OF STILL WATER [BASIC FEAT]**

you have learned to maintain you composure in even some of the most desperate situations, the mental discipline you display is impressive to most people.

**Prerequisite:** Wis 15+, MENTAL RESILIENCE feat.

**Benefit:** You may as a free action spend an Action Point to get a reroll on a Sanity check, however you must accept the second result.

**MIND OVER BODY [BASIC FEAT]**

Your ability damage heals more rapidly.

**Prerequisite:** Con 13.

**Benefit:** You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

**Normal:** You heal ability damage and ability burn damage at a rate of 1 point per day.

**MOONLIGHTER [BASIC FEAT]**

When the 5:00 whistle blew, you headed off to another job.

**Benefit:** Choose a second starting occupation. You must meet all the prerequisites plus other requirements (see below). You gain the listed skills, Reputation bonus increase, and Wealth bonus increase for the occupation. However, you do not gain any bonus feats. In fact, a bonus feat listed for an occupation instead becomes a prerequisite. If the occupation lists several bonus feats and instructs you to

select one, then you must have one of those bonus feats in order to moonlight in that occupation.

**Special:** You may only take this feat as a 1st-level character.

**MOUNTAINEER [BASIC FEAT]**

You are a particularly gifted explorer and mountain climber.

**Benefit:** You get a +2 bonus on all Climb and Survival checks.

**MULTILINGUAL [BASIC FEAT]**

You have an uncanny knack for languages.

**Prerequisites:** Int 15.

**Benefit:** You know three more languages than you normally would. Your choices for these extra tongues are not restricted to your racial or regional list of bonus languages, though you still can’t select secret languages. Furthermore, Speak Language is always a class skill for you, and you receive a +2 bonus on all Decipher Script checks.

**Special:** You can take this feat only as a 1st-level character.

**MUTATION IMMUNITY [BASIC FEAT]**

Your body shrugs off the effects of mutations.

**Prerequisite:** Great Fortitude.

**Benefit:** You are immune to mutations. You never gain mutations or drawbacks.

**Special:** You cannot choose this feat if you already possess a mutation.

**NEGOTIATOR [BASIC FEAT]**

You are good at gauging and swaying attitudes.

**Benefit:** You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

**NIMBLE FINGERS [BASIC FEAT]**

You are adept at manipulating small, delicate objects.

**Benefit:** You get a +2 bonus on all Disable Device checks and Open Lock checks.

**NIMBLE MOVES [BASIC FEAT]**

You can move across a single obstacle with ease.

**Prerequisites:** Dex 13.

**Benefit:** Whenever you move, you may move through 1 meter of difficult terrain each round as if it were normal terrain. This feat allows you to take a 1-meter step into difficult terrain.

**NOBODY’S FOOL [BASIC FEAT]**

You have an uncommon streak of skepticism and common sense, and have a knack for discerning falsehood from truth.

**Prerequisite:** Wis 13.

**Benefit:** You gain a +2 bonus on all Sense Motive checks and Gather Information checks.

**PACK RAT [BASIC FEAT]**

**Prerequisite:** strength11 or higher

**Benefit:** the character with this feat may calculate their carrying capacity as if their Str were 2 points higher.

**PACK MULE [BASIC FEAT]**

**Prerequisite:** strength 13 higher, PACK RAT feat

**Benefit:** the character with this feat may calculate their carrying capacity as if they were 1 size category larger.

**PANIMMUNITY [BASIC FEAT]**

One of the wonders of modern Genetics is the complete eradication of all genetic diseases, and the ability to strengthen the immune system. This has resulted in a marked increase in life span and overall health.

**Benefit:** If the character encounters any normal human disease requiring a Save during the course of an adventure, the character does not have to save, he is immune. Due to the bolstering of the immune system, if the character encounters an exotic disease, even an Alien one, he receives a +4 bonus to his Save.

**PLANETARY ADAPTATION [BASIC FEAT]**

Your physiology has been altered by life on a planet with a harsh climate or adverse environmental conditions.

**Benefit:** You gain one of the benefits listed below, depending on your planet of origin.

**Barren World:** You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.

**Cold World:** You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5.

**Dark World:** You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.

**High-G World:** You gain a +2 bonus to your Strength. Reduce your base height by 6 inches.

**Hot World:** You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.

**Low-G World:** You gain a +2 bonus to your Dexterity. Increase your base height by 6 inches.

**Water World:** You gain a +4 bonus on Swim checks and can hold your breath for a number of rounds equal to twice your Constitution score.

**Special:** You may only take this feat at 1st level. You may select this feat more than once, however, if you get multiple feats at 1st level; each time you choose this feat, you gain a different benefit.

**POKER FACE [BASIC FEAT]**

You naturally hide your feelings, thoughts, and emotions well.

**Prerequisites:** Wisdom 13.

**Benefit:** Anyone attempting to make a Sense Motive check against you gets a –2 circumstance penalty.

**POSITION OF POWER [BASIC FEAT]**

**Benefit:** The character is in some position of power within an organization, like being an officer in a military or a high-rank under a system lord. You can apply your Reputation bonus to any social skill checks to those under you within the same organization. You also have a +4 bonus when requesting additional items.

**RAD SOAKER [BASIC FEAT]**

You are less susceptible to radiation than most people.

**Prerequisite:** Great Fortitude.

**Benefit:** You have a mild form of radiation resistance. You treat an irradiated area or radiation source as one degree weaker for the purpose of determining radiation exposure (severe becomes high, high becomes moderate, moderate becomes low, low becomes mild, and you are unaffected by mild exposure).

**Special:** The effects of this feat do not stack with the radiation resistance mutation.

**RENOWN [BASIC FEAT]**

You have a better chance of being recognized.

**Benefit:** Increase your reputation bonus by 3 points.

**RESIST DISEASE [BASIC FEAT]**

You have developed a natural resistance to diseases.

**Benefit:** You gain a +4 bonus on Fortitude saving throws against diseases.

**ROOF-JUMPER [BASIC FEAT]**

You can make use of the features of the city as handholds and footholds, defying the pull of gravity.

**Prerequisites:** Balance 7 ranks, Jump 7 ranks, Dodge, Mobility, Roofwalker.

**Benefit:** You cannot benefit from more than one maneuver in the same round.

**Death from Above:** You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 6 meters. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra 1d6 points for every 3 meters of distance beyond the first 3 meters; thus, a drop of 3 meters causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall while attacking in this manner.

**Urban Acrobatics:** You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm’s reach of a wall or similar vertical surface, you can move yourself sideways along the wall, traveling up to 1 meter horizontally for every 3 meters you fall. If you accidentally fall, you can move 1 meter horizontally for every 6 meters you fall. You can move up to your full movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate.

**Normal:** Falling characters can move in no direction but down.

**ROOF-WALKER [BASIC FEAT]**

You are adept at moving and fighting on rooftops and ledges.

**Prerequisites:** Balance 5 ranks, Jump 5 ranks, Dodge, Mobility.

**Fleet of Feet:** You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a –5 penalty on your Balance check.

**Graceful Drop:** If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down, you take falling damage as if you had dropped 6 fewer meters than you actually did.

**RUN [BASIC FEAT]**

You are swift of foot.

**Benefit:** When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Defense Class.

**Normal:** You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to DC.

**SAND CAMOUFLAGE [BASIC FEAT]**

You can hide yourself in sand with a moment’s notice.

**Prerequisites:** Hide 5 ranks, Sandskimmer.

**Benefit:** As a standard action, you can quickly camouflage yourself in any area of ash, dust, loose earth, or sand that is at least 1 inch deep. In areas with 1 to 11 inches of appropriate loose soil, you gain a +4 bonus on Hide checks. In areas with 12 inches or more of appropriate loose soil, you instead gain a +10 bonus on Hide checks. You must still have cover or concealment to make a Hide check, as described on.

**SENSE MUTATION [BASIC FEAT]**

You can sense if another creature possesses some form of subtle mutation.

**Prerequisites:** must possess a mutation.

**Benefit:** If you spend a full-round action observing a creature within 10 meters of you, you can determine whether or not it is a mutant. Make a Spot check opposed by the target’s Disguise check. (If the target is not the same species as you, it gets a +5 bonus on its check.) If you win the opposed check, you know whether or not the creature has any mutations, but not the number or types of mutations. If you beat the target’s Disguise check by 5 or more, you can correctly identify all the creature’s cosmetic mutations and drawbacks (but not minor or major mutations). If you beat the check by 10 or more, you correctly identify all the creature’s mutations, including minor and major ones.

**Special:** If you fail the opposed check by 5 or more, you cannot attempt another check against the same creature for 24 hours.

**SHADOW [BASIC FEAT]**

You are good at following someone surreptitiously.

**Benefit:** You gain a +2 competence bonus on Hide and Spot checks made while following a specific person.

**SHREWED BARGAINER [BASIC FEAT]**

You are skilled in the art of haggling.

**Prerequisite:** Diplomacy 4 ranks.

**Benefit:** When bartering goods (see page 23), you may add your Intelligence modifier (if any) to your Diplomacy check.

**SKILL FOCUS [BASIC FEAT]**

Choose a skill. You are particularly adept at that skill.

**Benefit:** You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

**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.

**SKILL TRAINING [BASIC FEAT]**

**Benefit:** You may select any 3 normal skills to become class skills.

**SMOOTH TALK [BASIC FEAT]**

Your people rarely have to draw their weapons to deal with potential adversaries. There are few problems that you can’t talk your way out of.

**Benefit:** You take only a –5 penalty if you attempt a Diplomacy check as a full-round action.

**Normal:** A Diplomacy check usually requires at least 1 minute. You can attempt a rushed Diplomacy check as a full-round action, but you take a –10 penalty.

**Special:** You may select this feat only as a 1st-level character.

**STAGE PRESENCE [BASIC FEAT]**

You shine when the spotlight is on you.

**Prerequisites:** Charisma 13.

**Benefit:** Pick one Perform skill—Perform (stand-up), for example. You may add your Reputation bonus whenever you make a check with that skill.

**Special:** You can take this feat multiple times. Each time it applies to a different category of the Perform skill.

**STAR EMPLOYEE [BASIC FEAT]**

You are a dedicated worker, and people recognize and reward your extra effort.

**Prerequisites:** Reputation bonus +1.

**Benefit:** You gain +1 to your Reputation bonus, +1 to your current Wealth bonus, and can make one skill from your starting occupation’s skill list a permanent class skill.

**STARSHIPS CREATION [BASIC FEAT]**

The character is proficient at creating starships.

**Prerequisites:** Craft (mechanical) 8+, Craft (structural) 8+

**Benefit:** The character may build starships hulls, drives, and facilities. There are still many components of a starship that this feat does not grant the ability to create such as weapons, defense systems and computers. The character must craft the individual elements of the starship such as its hull, drive, and facilities. The character must also purchase the appropriate materials, which cost 50% of the starship component’s price. This skill also allows a character, if he wishes to earn his living as starship builder, to earn a monthly salary of 200cr per point of skill in Profession (starship builder).

**STEADY CONCENTRATION [BASIC FEAT]**

You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.

**Prerequisite:** Concentration 8 ranks.

**Benefit:** You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so.

**Normal:** A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

**STEADY MOUNTAINEER [BASIC FEAT]**

You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you.

**Prerequisite:** Climb 8 ranks and Jump 8 ranks.

**Benefit:** You can always take 10 on Climb and Jump checks, even when conditions would not normally allow you to do so.

**Normal:** A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

**STREET SMART [BASIC FEAT]**

You know how to keep informed, ask questions, and interact with the underworld without raising suspicions.

**Benefit:** You gain a +2 bonus on Gather Information, Intimidate, and Sense Motive checks.

**Special:** You may select this feat only as a 1st-level character.

**STRONG STOMACH [BASIC FEAT]**

You have greater resilience to illness and foul odors than most people.

**Prerequisites:** Con 13, Endurance.

**Benefit:** You reduce the effects of sickening and nausea by one step. You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, you become sickened instead. If an effect or condition would normally sicken you, that effect is negated.

**SURE-FACE [BASIC FEAT]**

You are used to fighting on steep slopes and treacherous surfaces.

**Benefit:** You gain a +2 bonus on Climb and Jump checks. You also ignore hampered movement penalties for ice and steep slopes. If a surface is both steep and icy, you treat it as a ×2 movement cost instead of ×4.

**Normal:** A character moving on ice or on a steep slope counts each square of movement as two squares.

**Special:** You may select this feat only as a 1st-level character.

**SURGERY [BASIC FEAT]**

**Prerequisite:** Treat Injury 4 ranks.

**Benefit:** The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.

**Normal:** Characters without this feat take a -4 penalty on Treat Injury checks made to perform surgery.

**SURGICAL EXPERTISE [BASIC FEAT]**

**Prerequisite:** Trained in Treat Injury

**Benefit:** You can perform Surgery in 10 minutes instead of 1 hour.

**SURVIVOR [BASIC FEAT]**

Your people thrive in places that others find almost uninhabitable, and you know many of the secrets of the wilderness.

**Benefit:** You get a +2 bonus on Fortitude saves and a +2 bonus on Survival checks.

**Special:** You may select this feat only as a 1st-level character.

**SWAMP STALKER [BASIC FEAT]**

You are adapted to a marshy environment.

**Prerequisite:** Marsh terrain.

**Benefit:** You move easily through the sucking bogs and stagnant water of the swamps. You gain a +2 competence bonus on Swim checks and on Strength checks to break free of nets, webs, and similar hindrances. This feat does not grant a bonus on grapple checks.

**SWIFT TRACKER [BASIC FEAT]**

**Prerequisite:** Track, Character Level 8th or higher

**Benefit:** a character with this feat can move at their normal speed while using Survival to follow tracks without taking the normal -5 penalty. they take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

**SWIFT TUMBLER [BASIC FEAT]**

You can flip, twist, and roll with great speed. You might have learned this ability by traversing the city’s rooftops and alleys, or simply by moving through the throng day after day.

**Prerequisite:** Tumble 7 ranks.

**Benefit:** When tumbling, you move at a speed equal to half your base speed +3 meters.

**Normal:** Without this feat, characters move at half speed when tumbling.

**TACTILE TRAPSMITH [BASIC FEAT]**

You can rely on your rapid reflexes and nimble fingers instead of your intellect when searching a room or when disabling a trap.

**Prerequisites:** Trap Sense.

**Benefit:** You add your Dexterity bonus (rather than your Intelligence bonus) on all Search and Disable Device checks. In addition, you receive no penalty on these checks for darkness or blindness.

**TEAMWORK, NON-COMBAT [BASIC FEAT]**

This Feat represents extensive training in teamwork outside of combat. When the character takes this feat, he chooses one group of skills for it to work with, such as medical skills.

**Benefit:** Whenever two or more characters with this feat are working together on the same problem, they each gain a +4 to all skill checks. So two engineers working together to repair an engine, or two doctors operating on the same patient, would each receive the bonus.

**THUG [BASIC FEAT]**

Your people know how to get the jump on the competition and push other people around. While others debate, you act.

**Benefit:** You get a +2 bonus on Initiative checks, and a +2 bonus on Intimidate checks.

**TOUGHNESS [BASIC FEAT]**

You have enhanced physical stamina.

**Benefit:** For purposes of calculating hit points your Cos modifier is considered 2 points higher.

**Special:** This feat can only be taken twice, the effects stack.

**TRACK [BASIC FEAT]**

You can follow the trails of creatures and characters across most types of terrain.

**Benefit:** To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The TN depends on the surface and the prevailing conditions, as given on the table below:

**Very Soft Ground:** Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

**Soft Ground:** Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

**Firm Ground:** Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

**Hard Ground:** Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

**Normal:** Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the TN for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s, but you can’t use Search to follow tracks, even if someone else has already found them.

**Special:** This feat does not allow you to find or follow the tracks made by a subject of a pass without trace feat.

**TRAP MASTER [BASIC FEAT]**

You have studied the funereal architecture and lethal traps of a dozen long-dead cultures. Your familiarity with ancient tombs, vaults, and other such sites has instilled in you an uncanny knack for avoiding traps.

**Prerequisites:** Int 13, trap sense.

**Benefit:** The bonus for your Search check to find a trap increases by +4. In addition, you gain a +2 bonus on all Disable Device checks.

**TRAP SENSITIVITY [BASIC FEAT]**

Your senses are so attuned that you can detect mechanical traps that are close by.

**Prerequisites:** trap sense +2.

**Benefit:** When you pass within 1 meter of a mechanical trap, you are entitled to make a Search check to notice the trap as if you were looking for it.

**Normal:** Without this feat, you must actively search for a trap to find it before it activates.

**TRAP SENSE [BASIC FEAT]**

You can sense nearby traps even if not actively searching for them.

**Prerequisites:** Search 5 ranks, Spot 5 ranks

**Benefit:** If you pass within 1 meter of a trap, you are entitled to a Search check to notice it as if you were actively looking for it.

**TREETOPPER [BASIC FEAT]**

Your people are at home, in the trees and high places, daring falls that paralyze most other folk in abject terror.

**Benefit:** You get a +2 bonus on all Climb checks. You do not lose your Dexterity bonus to Defense Class or give your attacker a +2 bonus when you are attacked while climbing.

**THRIFTY MECHANIC [BASIC FEAT]**

You are adept at using as few parts as possible when building or modifying vehicles or equipment.

**Prerequisites:** Intelligence 13, Repair 8 ranks.

**Benefit:** When building, fixing, or modifying equipment, reduce the number of parts used by an amount equal to your Intelligence bonus (to a minimum of 1 part).

**TRUSTWORTHY [BASIC FEAT]**

Others feel comfortable telling you their secrets.

**Benefit:** You gain a +2 bonus on all Diplomacy and Gather Information checks.

**TUNNEL RUNNER [BASIC FEAT]**

You can move naturally in the cramped quarters of caves and tunnels.

**Benefit:** You ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of your space) or a low space (an area shorter than but at least one-half of your height). You also retain your Dexterity bonus to your Defense Class. If the space is both narrow and low, you function as if only one of those conditions applied.

**Normal:** In a narrow or low space, a creature without this feat is reduced to one-half normal speed and loses its Dexterity bonus to Defense Class. In a space that is both narrow and low, speed is reduced to one-quarter normal.

**ULTRA IMMUNE SYSTEM [BASIC FEAT]**

You are less susceptible to the ravages of poison, disease, and radiation poisoning.

**Prerequisite:** Constitution 16.

**Benefits:** You gain a +2 bonus on Fortitude saving throws to resist poisons, diseases, and radiation sickness. Furthermore, any permanent ability drain inflicted upon you is treated as temporary ability damage instead.

**UNCANNY SCENT [BASIC FEAT]**

You can pinpoint scents at a greater distance.

**Prerequisite:** Scent ability, Improved Scent.

**Benefit:** You can pinpoint the location of a scent when within 6 meters.

**Normal:** You can pinpoint the location of a scent when within 2 meters.

**UNNATURAL WILL [BASIC FEAT]**

You have learned to focus your force of personality and inner strength to stand against fearful circumstances.

**Prerequisites:** Charisma 12, Iron Will.

**Benefit:** Add your Charisma modifier to all Will saves against fear effects. This bonus stacks with any Wisdom bonus you might have to Will saves.

**URBAN STEALTH [BASIC FEAT]**

You are particularly adept at moving quietly and unnoticed through the city.

**Prerequisite:** Knowledge (local) 2 ranks.

**Benefit:** You gain a +3 bonus on Hide and Move Silently checks in a small city or larger community. This bonus applies only when you are outside—trying to hide in a bedroom or office does not benefit from this feat, since your knowledge of urban environments is no help in such confined spaces.

**WEAPONSMITH, PERSONAL [BASIC FEAT]**

The character is skilled enough to make personal weapons

**Prerequisite:** Craft (mechanical) 4+

**Benefit:** The character may make any personal Weapon (see the equipment chapter for more information). The TN of this check is listed on the weapons table. The character must have a Weaponsmith lab (see the Starship Facilities section), or must rent access to one at a space station. The character must also purchase the appropriate materials, which cost 50% of the weapon’s cost, as listed on the equipment table. Weaponsmiths being highly sought after, characters with this feat may command a monthly salary of 100cr per point of skill in Profession (Weaponsmith).

**WEAPONSMITH, SHIP [BASIC FEAT]**

The character is skilled enough to make ship weapons

**Prerequisite:** Craft (mechanical) 8+

**Benefit:** The character may make any ship weapon (see starship construction for more information). The TN of this check is listed on the weapons table. The character must have a Weaponsmith lab (see the Starship Facilities section), or must rent access to one at a space station. The character must also purchase the appropriate materials, which cost 50% of the weapon’s cost, as listed on the weapons table. Starship weaponsmiths being highly sought after, characters with this feat may command a monthly salary of 150cr per point of skill in Profession (Weaponsmith).

**WINDFALL [BASIC FEAT]**

**Benefit:** The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.

**Special:** A character can select this feat multiple times. Each time, both of its effects stack.

**WINTER’S CHILD [BASIC FEAT]**

You are adapted to a cold environment.

**Prerequisite:** Cold terrain.

**Benefit:** As an arctic dweller, you are more hardy. The TN of your Fortitude save to avoid subdual damage from cold is reduced to 10. In addition, you can make a saving throw each minute (TN 10, +1 for each previous check) to resist the effects of hypothermia in very cold water.

**XENOMEDIC [BASIC FEAT]**

You know how to provide safe medical treatment to alien life forms.

**Prerequisites:** Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.

**Benefits:** You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.

**Normal:** Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different type.

**Special:** This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.

**ZERO-G TRAINING [BASIC FEAT]**

You can function normally in low gravity or zero gravity.

**Prerequisites:** Dexterity 13, Tumble 4 ranks.

**Benefits:** You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.

**Normal:** Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.