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Index > Feats > General Feats

General Feats

Armor Proficiency (Heavy):

Prerequisites: Armor Proficiency (Medium)

You are proficient in all types of heavy armour, and do not take penalties to your attack rolls from wearing any form of heavy armour.

Armor Proficiency (Light):

You are proficient in all types of light armour, and do not take penalties to your attack rolls from wearing any form of light armour.

Armor Proficiency (Medium):

Prerequisites: Armor Proficiency (Light)

You are proficient in all types of medium armour, and do not take penalties to your attack rolls from wearing any form of medium armour.

Battlefield Medicine:

Prerequisites: Emergency Medicine

Healing abilities you possess which require multiple rounds to perform have the time required to perform them reduced to a quarter of their original time, to the minimum of a full round action.

Battlefield Repairs:

Prerequisites: Emergency Repairs

The time needed to use your Field Repairs ability is reduced to a quarter of the usual time (2 full rounds)

Controlled Breathing:

When using a space suit, the life support endurance of your suit is increased by 50%.

Diehard:

Prerequisites: Endurance

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.

Dodge:

Prerequisites: Dex 13

You gain a +1 bonus to your dodge AC. You gain an additional +4 bonus to your dodge AC against attacks of oppotunity provoked by moving out of or within a threatened area. This feat counts as both Dodge and Mobility for the purposes of filling prerequisites.

Emergency Medicine:

Healing abilities you possess which require multiple rounds to perform have the time required to perform them reduced to half of their original time, to the minimum of a full round action.

Emergency Repairs:

Prerequisites: Field Repairs

Using your Field Repairs takes half the normal amount of time.

Endurance:

You may sleep in light or medium armor without becoming fatigued. You gain 2 resistance to fire and cold damage. 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.

Extra Focus:

Prerequisites: Focus Pool

Increase the maximum size of your Focus Pool by 4 tokens. This feat may be taken multiple times.

Extra Localized Stimulants:

Prerequisites: Localized Stimulants class ability

You gain an additional effect type of your choice that you may choose to apply when using your Localized Stimulants ability.

Field Dressings:

Prerequisites: 1 rank Heal, 1 rank Knowledge (Medicine)

You are well practiced at patching up injuries. With a minute of uninterrupted work, you may grant a target 1d6 temporary hit points. Make a Knowledge (Medicine) check, these hit points last for a number of hours equal to the result and may not take the target above it's normal hit point maximum. This requires a First Aid Kit, and expends a use of it. If you gain bonuses to this ability from multiple sources, they stack.

Field Repairs:

Prerequisites: 1 rank Repair, 1 rank Knowledge (Engines), 1 rank Knowledge (Weapons), 1 rank Knowledge (Electronics)

You know how to keep a piece of equipment functioning for as long as possible, often using nothing more then duct tape or other field expedient fixes. With a minute of uninterrupted work, you may grant a target item 1d6 temporary hit points. Make a Knowledge (Engines, Electronics, or Weapons - depending on the item. DM's discretion) check, these hit points last for a number of hours equal to the result and may not take the target above it's normal hit point maximum. This may require duct tape or other materials, at the DM's discretion. You may only take this feat once, but if you gain it as an ability from multiple sources (such as levels in different classes or different feats that provide bonuses) the bonuses stack.

Fleet:

Increase your base speed by 5 feet per round.

Great Fortitude:

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

Greater Field Dressings:

Prerequisites: Improved Field Dressings

When you use your Field Dressings Ability, you grant an additional 1d6 temporary hit points.

Greater Field Repairs:

Prerequisites: Improved Field Repairs

When you use your Field Repairs Ability, you grant an additional 1d6 temporary hit points.

Healing Touch:

When you used an ability that heals or grants someone temporary hit points, increase that amount by 1d6.

Improved Field Dressings:

Prerequisites: Field Dressings

When you use your Field Dressings Ability, you grant an additional 1d6 temporary hit points.

Improved Field Repairs:

Prerequisites: Field Repairs

When you use your Field Repairs ability, you grant an additional 1d6 temporary hit points.

Improved Initiative:

You get a +4 bonus on initiative checks.

Improved Iron Lungs:

Prerequisites: Iron Lungs

The player has had extensive practise in working in vacuum, and is able to hold his breath for twice as long as usual.

Instant Focus:

Prerequisites: Focus Pool, Rapid Focus

When generating a Focus Token on a target, you may do so in a quarter of the normal amount of time, to a minimum of a move action.

Iron Lungs:

You automatically pass you will save to exhale when exposed to explosive decompression.

Iron Will:

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

Lasting Stimulants:

Prerequisites: Localized Stimulants class ability

The duration of your Localized Stimulants is increased to 10 minutes per level.

Lightning Reflexes:

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

Logical Focus:

Prerequisites: Focus Pool

Your Focus Pool, and any bonuses granted by your Focus abilities, use your Intelligence modifier instead of your wisdom modifier.

Quick Draw:

Prerequisites: Base attack bonus +1

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Quick Feet:

Add your dexterity modifier to your base speed.

Rapid Focus:

Prerequisites: Focus Pool

When generating a Focus Token on a target, you may do so in half the normal amount of time, to a minimum of a standard action.

Run :

When running, you move five times your normal speed instead of the normal four times your normal speed. If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Acrobatics check for the jump. While running, you retain your Dexterity bonus to AC.

Skill Focus:

Choose a skill. 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. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Social Mastery:

Prerequisites: Social Focus

Select a Social Focus ability that you have. When you use this ability, you may expend a Focus token to double the bonus your ability would grant. You may select this feat multiple times, each time it applies to a different ability.

Toughness:

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).