Feat Descriptions
Technology Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum BAB, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Feat Name | Prerequisites | Benefits |
---|---|---|
Airship Battle Run (Combat) | Dexterity 13, Airship Dodge feat, Airship Mobility feat | When using an attack action with an airship ranged weapon, you can move both before and after the attack, provided that the total distance does not exceed the airship’s movement. Moving in this way does not provoke an attack of opportunity from the defender you are attacking (though it can provoke attacks of opportunity from other nearby airships, as normal). |
Airship Dodge (Combat) | Dexterity 13, Pilot 6 ranks, Airship Operation feat | When piloting an airship, you apply a +1 dodge bonus to your airship’s AC. |
Airship Feint (Combat) | Pilot 9 ranks, Airship Operation feat | When piloting an airship, you can make a Bluff check in airship combat as a move action. In addition, you receive a +2 bonus on Bluff checks made to feint in airship combat. See the expanded Bluff skill description for details. |
Airship Gunnery (Combat) | — | You do not take a penalty on Attack rolls when firing an airship weapon. |
Airship Mobility (Combat) | Dexterity 13, Airship Dodge feat | When piloting an airship, you apply a +4 dodge bonus to your airship’s AC against attacks of opportunity caused when you out of or within an airship’s threatened area. Any condition that makes your lose your Dexterity bonus to AC also makes you lose your dodge bonuses. Dodge bonuses (such as this one and the dodge bonus granted by the Airship Dodge feat) stack with each other, unlike most types of bonuses. |
Airship Operation | — | You gain Pilot and Navigate as class skills you obtained this feat. When operating an airship, you take no penalty on Pilot checks made when operating the airship, and you also gain a +1 dodge bonus to your airship’s AC per 5 ranks of your Pilot skill. |
Builder | — | You gain a +2 bonus on all Craft skill checks and can make checks with those skills untrained. |
Cybertech Savant | — | Your Constitution and Intelligence score are considered four points higher for purposes of determining how many implantations of cybertech you can have. |
Drive-By Attack (Combat) | Drive 1 rank | If you are the operator of the vehicle or Magitek and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your vehicle or Magitek do not provoke an attack of opportunity from the opponent that you attack. |
Evasive Action (Combat) | Drive 1 rank | Once per round, when your vehicle or Magitek is hit in combat, you may attempt a Drive check (as an immediate action) to lessen the damage dealt. If the check result exceeds the attack roll, the damage is reduced by half (rounded down, minimum of 1 point of damage). |
Exotic Weapon Proficiency (Advanced Firearms) (Combat) | Exotic Weapon Proficiency (Simple Firearms) | You can fire any firearm on autofire without penalty (provided, of course, that it has an autofire setting). In addition, you are familiarize with certain advanced firearm weaponry. |
Exotic Weapon Proficiency (Artillery Firearms) (Combat) | Exotic Weapon Proficiency (Simple Firearms), Exotic Weapon Proficiency (Advanced Firearms) | You can use any of the exotic firearms without penalty. |
Exotic Weapon Proficiency (Simple Firearms) (Combat) | Base attack bonus +1 | You make attack rolls with the weapon normally. |
Exotic Weapon Proficiency (Gun Arms) (Combat) | Base attack bonus +1 | You make attack rolls with the weapon normally. |
Gear Head | — | You gain a +2 bonus on Craft (electronic, mechanical, and structural). If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. |
Gun Arm Expertise (Combat) | Exotic Weapon Proficiency (Gun Arms) | When you use the full-attack action, you may fire your gun arm as an additional attack against the same target if you have successfully hit with a melee attack using the gun arm during the round, using the same BAB with a -5 penalty without provoking attacks of opportunity. |
Magitek Blade (Combat) | Drive 3 ranks, Evasive Action and Drive-By Attack feats | When you use the Drive-By Attack feat, if your attack hits, you can also make an attack against a target adjacent to your original target. You take a –5 penalty on this additional attack, which does not benefit from any effects of a charge. |
Magitek Charge (Combat) | Drive 5 ranks, Evasive Action and Drive-By Attack feats | When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally’s space. |
Magitek Operation | — | You gain Drive as a class skills when you obtained this feat. You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with magitek controls. You can move normally in a magitek and generally perform any action as if you weren’t inside a magitek, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed. |
Magitek Skirmisher (Combat) | Drive 14 ranks, Evasive Action feat | If your mount moves its speed or less, you can still take a full-attack action. |
Megaton Punch (Combat) | Base attack bonus +6, Magitek Operation feat | You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage. |
Operator | — | You get a +2 bonus on Drive and Pilot skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. |
Technologist | — | You gain a +2 bonus to Knowledge (Technology) and Craft (Electronic). If you have 10 or more ranks in these skills, the bonus increases to +4. |
Vehicle Dodge (Combat) | Drive 3 ranks | When operating a vehicle, the character's vehicle and everyone aboard, receives a +2 dodge bonus to AC. |
Vehicle Expert (Combat) | Drive 5 ranks, Dex 15 | You can add your Dexterity modifier to all vehicle base stats including the vehicle's AC. |
Vehicle Operation | — | You gain Drive as a class skill when you obtained this feat. You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with vehicle controls. You can move normally in a vehicle and generally perform any action as if you weren’t inside a vehicle, subject to the obvious limitations of size. |
Vehicle Specialization | Drive 1 rank | You gain a +4 bonus to Drive skill checks in one make/model of vehicle. If you have 10 or more ranks in Drive, the bonus increases to +8. |