D20 Mechanic: Feats

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Feats, as they are in Trinity.

Note that, in general, pages that have feats relevant to their content - such as classes - will list the feats that are most directly pertinent to them. This page exists as a repository for all feats throughout the wiki, as well as more general feats that are not listed elsewhere.

This page is intended to be the primary source of feats for Trinity. If another page - or outside source - conflicts with what is listed here, this page has precedence.

Table

Feats
Name Type Description
Adaptive Combatant Initiative You gain innate compress based on how many [Initiative] feats you have.
Advanced Study Martial Add two maneuvers to your maneuvers known list.
Armor Proficiency General Gain proficiency in one armor type.
Chain Jikuu Metajikuu You can cause a jikuu to tug at the timelines of creatures near the original target.
Combat Mastery General Improve your BAB by +1, to a max of your character level.
Craft Accessories Item Creation You can make accessories.
Craft Armor Item Creation You can make armor.
Craft Arms Item Creation You can make weapons.
Craft Consumables Item Creation You can make consumables.
Craft Utility Items Item Creation You can make utility items.
Durable General You gain two healing surges.
Dual Wield General You can fight with two weapons at once.
Dual Wield Mastery General You have mastered the art of fighting with two weapons.
Extend Jikuu Metajikuu Your jikuu last longer than normal.
Extra Aim Tokens Martial Increase the max size of your aim token pool by +2.
Extra Art Psionic Upgrade one science to an art.
Extra Attunement Item Creation You gain an additional attunement slot.
Extra Devotion Psionic You gain an additional devotion.
Extra Readied Maneuver Martial Gain an additional readied maneuver slot.
Extra Science Psionic Upgrade one devotion to a science.
Extraordinary Talent Epic Gain an additional talent.
Focused Mind Psionic Gain a +2 bonus on manifestation checks for one discipline.
Force Attunement General Improve your Force resistances by +2.
Force Field General Your Force resistances extend in a field around you.
Great Fortitude General Improve your Fortitude defense by +2.
Hard Determination General Improve your Determination defense by +2.
Improved Dual Wield General Your ability to fight with two weapons is impressive.
Improved Initiative Initiative +4 feat bonus to your Initiative.
Iron Will General Improve your Will defense by +2.

 

Feat Descriptions

This section has feat descriptions for all the feats allowed in Trinity. In general, do not take feats from outside sources before getting approval from the DM.

 

ADAPTIVE COMBATANT [Initiative]
Your ability to react to changes on the battlefield is incredible.
Prerequisites: Any two [Initiative] feats.
Benefit: You gain innate compress equal to the number of Initiative feats you have taken, to a maximum of one-quarter your level, rounded down. (If you would lose a status effect with the innate flag, you immediately regain it. A character with the compress status increases their Initiative by the listed amount at the end of each round.)

 

ADVANCED STUDY [Martial]
You've delved deeper into your martial learning to find new skills.
Benefit: You may select two maneuvers from your class's list and add them to your known maneuvers.
Special: You may select this feat multiple times.

 

ARMOR PROFICIENCY [General]
You have learned how to fight and move in another type of armor.
Benefit: Choose an armor type you are not proficient with. You gain proficiency with that armor type.
Special: If you take a level in a class that grants proficiency with the armor type you selected with this feat, you can immediately retrain this feat.

 

CHAIN JIKUU [Metajikuu]
You can cause a jikuu to tug at the timelines of creatures near the original target.
Prerequisites: Chronist.
Benefit: Any jikuu that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to one-half your chronist level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
If the chained jikuu deals damage, the secondary targets each take half as much damage as the primary target (rounded down), and can attempt Reflex saves for half damage (whether the jikuu allows the original target a saving throw or not). For jikuu that don't deal damage, the save DCs against arcing effects are reduced by 4.
Cost: 3 quanta, and increases the shaping time by 1 step.

 

COMBAT MASTERY [General]
You fight to win.
Benefit: Your BAB increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.

 

CRAFT ACCESSORIES [Item Creation]
You have unlocked the secrets of crafting items of power.
Prerequisites: Spark.
Benefit: You can create accessories that are Force aligned, of any Force for which you have a spark level. You can also desynthesize accessories into materia.
To enhance an item in this fashion, the original item must be masterwork. The process takes 1 day, and requires materials equal to one-half the cost of the item: if the item you want to create is Common, then you only require simple reagents that can be purchased through the gold economy, but anything beyond that requires reagents within the mox economy (such as myrrh, materia, mox, souls, or other exotic commodities).
You cannot use this feat to create Mythic or Artifact items.

 

CRAFT ARMOR [Item Creation]
You have unlocked the secrets of crafting items of power.
Prerequisites: Spark.
Benefit: You can create armor and shields that are Force aligned, of any Force for which you have a spark level. You can also desynthesize armor and shields into materia.
To enhance an item in this fashion, the original item must be masterwork. The process takes 1 day, and requires materials equal to one-half the cost of the item: if the item you want to create is Common, then you only require simple reagents that can be purchased through the gold economy, but anything beyond that requires reagents within the mox economy (such as myrrh, materia, mox, souls, or other exotic commodities).
You cannot use this feat to create Mythic or Artifact items.

 

CRAFT ARMS [Item Creation]
You have unlocked the secrets of crafting items of power.
Prerequisites: Spark.
Benefit: You can create weapons, implements, and tools that are Force aligned, of any Force for which you have a spark level. You can also desynthesize weapons, implements, and tools into materia.
To enhance an item in this fashion, the original item must be masterwork. The process takes 1 day, and requires materials equal to one-half the cost of the item: if the item you want to create is Common, then you only require simple reagents that can be purchased through the gold economy, but anything beyond that requires reagents within the mox economy (such as myrrh, materia, mox, souls, or other exotic commodities).
You cannot use this feat to create Mythic or Artifact items.

 

CRAFT CONSUMABLES [Item Creation]
You have unlocked the secrets of crafting items of power.
Prerequisites: Spark.
Benefit: You can create consumables that are Force aligned, of any Force for which you have a spark level.
The process takes 1 hour, and requires materials equal to one-half the cost of the item: if the item you want to create is Common or Uncommon, then you only require simple reagents that can be purchased through the gold economy, but anything beyond that requires reagents within the mox economy (such as myrrh, materia, mox, souls, or other exotic commodities).

 

CRAFT UTILITY ITEMS [Item Creation]
You have unlocked the secrets of crafting items of power.
Prerequisites: Spark.
Benefit: You can create utility items that are Force aligned, of any Force for which you have a spark level.
The process takes 1 day, and requires materials equal to one-half the cost of the item: if the item you want to create is Common, then you only require simple reagents that can be purchased through the gold economy, but anything beyond that requires reagents within the mox economy (such as myrrh, materia, mox, souls, or other exotic commodities).
You cannot use this feat to create Mythic or Artifact items.

 

DUAL WIELD [General]
You can fight with two weapons at once.
Benefit: When you make a physical attack while wielding two weapons, you must declare which weapon is the primary weapon and which is the secondary. You use the primary weapon's attack bonuses and damage potency. If you hit, your attack only benefits from the properties of your primary weapon; you use the worse of the two weapon's speeds to determine any changes to your Initiative. In addition, when you declare your attack action, choose one of the following:
You gain a +2 feat bonus to the attack roll.
If you hit, you gain a +1 feat bonus to your damage potency. This feat does not allow you to break the damage cap.
Your attack also gains the benefits of the properties of your secondary weapon.
Special: To benefit from this feat, the target of your attack must be within range of both of your weapons.
This feat can also be used to use both ends of a double weapon; in that case, you designate one "head" as the primary, and the other as the secondary.

 

DUAL WIELD MASTERY [General]
You have mastered the art of fighting with two weapons.
Prerequisites: Dual Wield, Improved Dual Wield.
Benefit: When you wield two weapons, you can select three options from the list of options for Dual Wield.

 

DURABLE [General]
You're tougher than you look.
Benefit: You gain two additional healing surges.

 

EXTEND JIKUU [Metajikuu]
You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.
Prerequisites: Chronist.
Benefit: An extended jikuu increases its duration by one step. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Cost: 1 quanta.

 

EXTRA AIM TOKENS [Martial]
You have learned how to increase your ability to retain your aim on a quarry.
Benefit: Select an initiator class that uses aim tokens that you have levels in. The size of your aim token pool increases by +2.
Special: You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class. If applied to the same class, increase the bonus by the number of times you have previously taken this feat and applied it to that class.

 

EXTRA ART [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one art.
Benefit: You can upgrade one science you know to an art.

 

EXTRA ATTUNEMENT [Item Creation]
The might of your personal presence allows you to command more items at once.
Benefit: You gain an additional attunement slot.
Special: You can take this feat multiple times. Its effects stack.

 

EXTRA DEVOTION [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester.
Benefit: You gain an additional devotion known.

 

EXTRA READIED MANEUVER [Martial]
You have learned how to increase your ability to maintain martial forms in your mind.
Benefit: Select a martial maneuver using class that you possess one or more levels in. You may ready an additional martial maneuver from your maneuvers known from that class.
Special: You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class.

 

EXTRA SCIENCE [Psionic]
You have more knowledge of psionics than your experience would suggest.
Prerequisites: Manifester, ability to manifest at least one science.
Benefit: You can upgrade one devotion you know to a science.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

FOCUSED MIND [Psionic]
You are more readily able to manifest your powers.
Prerequisites: Manifester.
Benefit: Choose one psionic discipline you can access. You gain a +2 insight bonus on Manifestation checks for that discipline.
Special: You can take this feat multiple times. Each time you do, you can select the same discipline, improving your insight bonus; or you can select another discipline you can access.

 

FORCE ATTUNEMENT [General]
Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.
Benefit: Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a watcher against a mage with this feat would register the mage as being two levels higher than he really is).
Special: You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.

 

FORCE FIELD [General]
Your mere presence alters the manner in which reality functions.
Benefit: Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
Special: You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.

 

GREAT FORTITUDE [General]
You're built like a truck.
Benefit: You gain a +2 feat bonus to your Fortitude. You can take this feat multiple times; its effect stacks.

 

HARD DETERMINATION [General]
When the going gets tough, you keep going.
Benefit: You gain a +2 feat bonus to your Determination. You can take this feat multiple times; its effect stacks.

 

IMPROVED DUAL WIELD [General]
Your ability to fight with two weapons is impressive.
Prerequisites: Dual Wield.
Benefit: When you wield two weapons, you can select two options from the list of options for Dual Wield.

 

IMPROVED INITIATIVE [Initiative]
You are quicker to react to danger than others.
Benefit: You gain a +4 feat bonus to Initiative checks.

 

IRON WILL [General]
You are more resistant to mental effects.
Benefit: You gain a +2 feat bonus to your Will. You can take this feat multiple times; its effect stacks.

 

JIKUU FOCUS [Temporal]
Your manipulations of time and space are harder to resist.
Prerequisites: Chronist.
Benefit: Choose a temporal sphere you can access. You gain a +2 feat bonus on temporal attacks with jikuu of that path. You can take this feat multiple times; each time you do, select a sphere you can access for which you have not taken this feat.

 

JIKUU KNOWLEDGE [Temporal]
You have investigated the mysteries of time deeper than your peers.
Prerequisites: Chronist.
Benefit: You gain knowledge of two additional jikuu of any quanta cost you can access, of any sphere you can access.

 

JIKUU MASTERY [Temporal]
Your familiarity with certain manipulations of time allow you to expend less temporal energy to shape them.
Prerequisites: Chronist, FRC +3.
Benefit: Choose a number of jikuu equal to your Intelligence modifier (min 1). The quanta cost for those jikuu is reduced by 1, to a minimum of 1.
Special: You can take this feat multiple times. Each time you do, you can do one of the following: choose a new set of jikuu, for which you reduce the quanta cost by 1; or reduce the quanta cost of a jikuu already chosen with this feat by another 1 point (minimum 1).

 

JOURNEYMAN [General]
You are a being of many talents.
Benefit: Your SKL increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.

 

LEGACY RELIC [Legacy]
Your personal power transcends your time on the mortal coil: your legacy becomes manifest in one of your most cherished possessions.
Prerequisites: Character level 10th+.
Benefit: You can choose to designate an item as a signature item, or allow the DM to choose one for you, which becomes your "legacy item." That item becomes infused with a portion of your personal essence, becoming a mythic item. The item is assigned properties and powers the DM believes are appropriate to your character; while you can have some input on this process, the DM will largely be in control to ensure there is at least some semblance of balance in the result, while still being reflective of the power of the item in question and of your character.
While you live and are an active adventurer, no other creature can attune to your legacy item. It can be stolen, lost, or otherwise misplaced; if you decide to permanently give up on searching for the item, you can retrain this feat, but once you have made that decision, you cannot change your mind later.
Special: This feat is not a normal feat, requiring significant DM interaction and is, to some degree, meta. Some characters may get more use out of this feat than others. If you are unhappy with the results, this feat allows for slight alterations (after all, as your character grows and changes, it is sensible that your legacy may, as well); if you are significantly unhappy, however, you can freely abandon the legacy item at any time and retrain this feat. If you do so, you cannot change your mind later.

 

LEGACY TEACHINGS [Legacy]
Your personal power transcends your time on the mortal coil: your legacy becomes manifest in new methods that you have yourself devised.
Prerequisites: Character level 10th+.
Benefit: You can choose to create at least one new maneuver, spell, power, device, prayer, nihil, gift, jikuu, avao, or meme; the maximum number of such abilities you can create is equal to the number of real-world months you have played the character, to the best estimate of the DM (if you continue playing the character after this feat is taken, you can create one such additional ability for every real-world month played). You are responsible for creating the first draft of these abilities, which the DM will review and modify as necessary to ensure balance, while still being reflective of the original intent of the abilities and of your character.
While you live and are an active adventurer, other characters and NPCs cannot learn these abilities. If you are forced by some means to lose access to these abilities, you can regain knowledge of them - if not use - with an appropriate amount of training. Once you are no longer an active adventurer, knowledge of these abilities disseminates throughout the setting over time, but will retain their association with your character.
Special: This feat is not a normal feat, requiring significant DM interaction and is, to some degree, meta. Some characters may get more use out of this feat than others. If you are unhappy with the results, this feat allows for slight alterations (after all, as your character grows and changes, it is sensible that your legacy may, as well); if you are significantly unhappy, however, you can freely abandon the legacy teachings at any time and retrain this feat. If you do so, you cannot change your mind later.

 

LIGHTNING RECOVERY [Martial]
With a flash of insight, you retain the knowledge of a martial maneuver you've just used.
Benefit: As a free action, after you've use a martial strike, counter, boost, tactic, or command, you may instantly recover that maneuver. You may do this once per encounter.
Special: You may select this feat multiple times, gaining multiple uses per encounter.

 

LIGHTNING REFLEXES [General]
You're really good at zigging and zagging.
Benefit: You gain a +2 feat bonus to your Reflex. You can take this feat multiple times; its effect stacks.

 

LIGHTNING SWAP [Martial]
Your speed is legendary, allowing you to switch weapons at a frightening pace.
Prerequisites: Quick Draw, Dex 15, BAB +5.
Benefit: You may draw or put away a weapon as a free action. You cannot make more weapon swaps per round than your Dexterity modifier.

 

MARTIAL CHARGE [Martial]
You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack.
Prerequisites: BAB +3.
Benefits: You may initiate a strike maneuver instead of making an attack at the end of a charge.

 

MONKEY GRIP [General]
You've trained to hold a particular sort of two-handed weapon in just one.
Benefit: Choose a melee weapon with which you are proficient. You can wield two-handed variations of that weapon as though they were one-handed; this does not reduce the weapon's damage potency.
Special: You can take this feat multiple times. Each time you do, choose a new melee weapon with which you are proficient.

 

MULTIATTACK [General]
You are more skilled at using your many natural weapons.
Prerequisites: Three or more natural attacks.
Benefit: Your secondary attacks with natural weapons take only a -2 penalty.
Normal: Without this feat, your secondary attacks with natural weapons take a -5 penalty.

 

OPPORTUNITY POWER [Metapsionic]
You can make opportunity attacks empowered by your psionic abilities.
Prerequisites: Manifester.
Benefit: When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action. If it has a power descriptor, such as [Biofeedback], it counts as concentration on that power for your next turn.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Cost: 6 PP.

 

PATIENT OFFENSE [Initiative]
You bide your time in combat, waiting for the perfect moment to strike.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your Initiative up to your BAB. If you do, you gain half that amount, rounded down, as a bonus to all attack rolls.
You must choose to use this feat before making an attack roll, and its effects last until your next turn.
This penalty is applied to your Initiative before "fluid initiative" is calculated.

 

PERSISTENT POWER [Metapsionic]
You invest significant psionic energy into your powers, making avoiding them significantly more difficult.
Prerequisites: Manifester.
Benefit: Whenever a creature targeted by a persistent power or within its area succeeds on its saving throw against the power, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the power, as if it had failed its first saving throw. Powers that do not require a saving throw to resist or lessen the power's effect cannot be used with this feat.
Cost: 4 PP.

 

POWER ATTACK [Combat]
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, BAB +1.
Benefit: You can choose to take a -1 penalty on all melee attack rolls to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

 

POWER FOCUS [Psionic]
Your powers are more powerful than your experience would suggest.
Prerequisites: Manifester.
Benefit: Choose a psionic discipline you can access. You gain a +2 feat bonus on psionic attacks with powers of that discipline. You can take this feat multiple times; each time you do, select a discipline you can access for which you have not taken this feat.

 

POWERFUL ATTUNEMENT [Item Creation]
The might of your personal presence allows you to invest more power into your items.
Prerequisites: Your attunement bonus must be at least +1.
Benefit: Increase your attunement bonus by +1.
Special: You can take this feat multiple times. Its effects stack.

 

POWERFUL MIND [Psionic]
You have a stronger mind than most.
Prerequisites: Manifester.
Benefit: Gain 3 PP. You can take this feat multiple times; its effect stacks.

 

QUANTUM ATTUNEMENT [Temporal]
Your attunement with quanta improves, improving your access to your personal timeline.
Prerequisites: Chronist.
Benefit: You gain a +1 feat bonus to your quanta die. You can take this feat multiple times; its effect stacks.

 

QUICK DRAW [General]
You can draw weapons faster than most.
Prerequisites: BAB +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon 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).
You can also use this feat to quickly draw alchemical items, potions, scrolls, wands, or items of similar such size, provided they are in a holster, bandolier, or other readily-accessible holder.

 

QUICK TO REACT [Initiative]
You can quickly assess the shifting tides of combat.
Prerequisites: Improved Initiative.
Benefit: You can spend an action on your turn to improve your Initiative. You can spend a swift action to get a +1 bonus, a move action for a +2 bonus, or a standard for a +4 bonus. You can spend any of these actions as you see fit; expending actions in this manner is a free action.
This bonus is applied to your Initiative before "fluid initiative" is calculated.

 

QUICKEN JIKUU [Metajikuu]
By expending a significant amount of temporal energy, you can shape a jikuu in considerably less time than normal.
Prerequisites: Chronist.
Benefit: A quickened jikuu has its activation time reduced by two steps, to a minimum of immediate.
Cost: 4 quanta.

 

RAPID ASSAULT [Initiative]
You throw caution to the wind, attacking rapidly without concern for defense.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your AC up to your BAB. If you do, you gain half that amount, rounded down, as a bonus to your Initiative. The penalty to your AC lasts until the beginning of your next turn.
This bonus is applied to your Initiative before "fluid initiative" is calculated.

 

RAPID SHAPING [Temporal]
Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.
Prerequisites: Jikuu Mastery.
Benefit: Choose a jikuu you have selected at least once with Jikuu Mastery. The activation time for that jikuu is reduced one step: from 1 round to 1 full action, from 1 full action to 1 standard, from standard to move, from move to swift, or from swift to immediate.
You cannot reduce the activation time for a jikuu below 1 immediate action.
If the activation time for the chosen jikuu is more than 1 round, it is reduced by 1 round.
If the activation time for the jikuu is measured in minutes, then it is reduced by 1 minute. If the activation time of the jikuu is 1 minute, it is now measured in rounds (ie, 10 rounds).
Special: You can take this feat multiple times. Each time you do, you can do one of the following: choose a new jikuu previously chosen with Jikuu Mastery, for which you can reduce the activation time by one step; or reduce the activation time of a jikuu already chosen with this feat by another step.

 

REPEAT JIKUU [Metajikuu]
You twist and fold the temporal energy of a jikuu, causing it to shape itself again on your next turn.
Prerequisites: Chronist.
Benefit: A repeated jikuu is automatically shaped again at the beginning of your next turn. No matter where you might have moved since your last turn, the second jikuu originates from the same location and affects the same area as the original jikuu. If the original jikuu designates a ranged target, the repeated jikuu affects the same target if it is within 30 feet of its original position; otherwise, the second jikuu fails.
Touch range jikuu cannot be affected by this feat.
Cost: 3 quanta.

 

TECHNOLOGIST [Technological]
Student or no, you have an innate grasp of technology, and take to the usage of devices with ease.
Prerequisites: Lore (Technology) - 1 rank.
Benefit: You can attune to devices, as though they were Force items. When you attune to a device, it becomes locked to that attunement slot, and if you lose your attunement to that device (willingly, forcefully, or otherwise), the attunement slot is not freed until after your next long rest.
When a device to which you are attuned malfunctions, you can repair it to functioning order with 5 minutes of work.

 

TIMELY DEFENSE [Initiative]
You sacrifice speed for defense.
Prerequisites: BAB +2, Improved Initiative.
Benefit: As a non-action on your turn, you can choose to suffer a penalty to your Initiative up to your BAB. If you do, you gain half that amount, rounded down, as a feat bonus to your Defenses, which lasts until the beginning of your next turn.
This penalty is applied to your Initiative before "fluid initiative" is calculated.

 

TOUGHNESS [General]
You're significantly more durable than your frame suggests.
Benefit: You gain 5 additional hit points, plus an additional 2 hit points for each level after first. You can take this feat multiple times; its effect stacks.

 

TWIN JIKUU [Metajikuu]
When shaping a jikuu, you can expend additional temporal energy to shape it twice simultaneously.
Prerequisites: Chronist.
Benefit: Shaping a twinned jikuu causes the jikuu to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you make about the jikuu (including target and area), are applied to both jikuu, with affected creatures receiving all the effects of each jikuu individually (including getting two saving throws, if applicable).
A jikuu whose effects wouldn't stack if it was activated twice under normal circumstances will create redundant effects if successfully twinned.
Cost: 8 quanta.

 

UNCONDITIONAL POWER [Metapsionic]
You can manifest powers even while disabled.
Prerequisites: Manifester.
Benefit: You can manifest an unconditional power normally when under the effects of amnesia, dazed, confusion, nauseated, shaken, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Cost: 8 PP.

 

VERSED IN THE FORCE [General]
Your knowledge of the Forces is expansive, as is your ability to wield them.
Benefit: Your FRC increases by +1, but cannot increase to greater than your character level. You can take this feat multiple times; its effect stacks.

 

VICTORIOUS RECOVERY [Martial]
You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver.
Benefit: Once per encounter, you may recover maneuvers equal to your initiator modifier when you reduce an opponent to zero or less hit points (your initiator modifier is the modifier for the ability score you chose for your Combat Style class feature).

 

WEAPON FOCUS [General]
You are particularly adept at fighting with a weapon.
Benefit: Choose one or two weapons with which you are proficient. If you choose one weapon, you gain a +2 feat bonus to attack rolls with that weapon; if you choose two, you gain a +1 feat bonus to attack rolls with those weapons. You can take this feat multiple times; each time you do, you apply it to a different weapon for which you have proficiency, or to a weapon for which you have already chosen this feat (the maximum bonus this feat provides is +2).

 

WEAPON SPECIALIZATION [General]
You know exactly where the pointy end goes.
Prerequisites: Weapon Focus.
Benefit: Choose a weapon for which you have taken Weapon Focus, and have at least a +2 feat bonus to attack rolls due to that feat. You gain a +1 feat bonus to that weapon's damage potency. You can take this feat multiple times; each time you do, you apply it to a different weapon for which you have taken Weapon Focus.

 

WIDEN JIKUU [Metajikuu]
You can alter the spatial aspects of a jikuu, affecting a larger area than normal.
Prerequisites: Chronist.
Benefit: You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area are doubled.
Jikuu that do not have an area of one of these four sorts are not affected by this feat.
Cost: 2 quanta.