Feats

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The following are additional feats allowed in Trinity.

Contents

Feat Types and Terms

Some new feat types and terminology are introduced here. They're explained, too.

Types

New feat types.

Background

Background feats can only be taken at 1st level.

Entropic

Entropic feats are to chaos what Psionic feats are to psionics - that is, only characters that can use avaos or similar chaotic effects can take them.

Medical

Medical feats improve on a character's ability with and knowledge of medicine. As such, only characters with the Medicine ability (such as medics) can take Medical feats.

Metajikuu

Metajikuu feats are to time what Metamagic feats are to magic. That is, they allow a chronist to alter his jikuu.

Some metajikuu instruct the user to "increase the activation time of the affected jikuu by one step." When a metajikuu feat does so, it is referring to the following table; take the jikuu's original activation time, and increase it one step.

immediate action => swift action => move action => partial action => standard action => full-round action => 1 round

If the jikuu being manipulated by a metajikuu feat takes 1 round to activate, or uses a different measurement of time (minutes, hours, etc), then it increases that time by 1 unit (so if a jikuu takes 10 minutes, it would take 11 minutes if the metajikuu feat increases the activation time by 1 step, or to 13 minutes if the metajikuu feat increases activation time by 3 steps).

A jikuu that measures its activation time in rounds begins measuring it in minutes when it reaches 10 rounds (so its activation time is then 1 minute). A jikuu that measures its activation time in minutes begins measuring it in hours when it reaches 60 minutes (so its activation time is then 1 hour).

You cannot use a metajikuu feat on a jikuu if its JP cost would increase to greater than your chronist level.

Technical

Technical feats are to technology what Psionic feats are to psionics. That is, only characters that can use technology can take them.

Temporal

Temporal feats are to time what Psionic feats are to psionics - that is, only characters that can use jikuu or similar temporal effects can take them.

Terms

New terms used in feat descriptions.

Region

If a feat lists a region, you must be from that region. If a feat lists multiple regions, you must be from one of the listed regions.

Regions may be a planet, nation, or geographical location. Some may require you to be from a specific geographical location within a specific nation (for instance, the Lowlands of Ashkar are in both Iscali Theocracy and Adren; if a feat simply lists the Lowlands, you may be from either, but it may specify that you must be from the Lowlands and Adren, in which case you must meet all the prerequisites for region), or from a subdivision of that nation (such as specifying being from Teros in the Hofstadt Confederacy).

Feat listing

Feats here are listed alphabetically by category (though feats related to a specific Force are also separated into their own categories), with the feats for which they are prerequisites indented after. The actual feat listing lists them in alphabetical order (so in the list presented here, Greater Armor Focus comes after Armor Focus, but after Genji Heritage in the feat descriptions).

Feat Descriptions

Ardent Prayers [Truespeech]

You have focused on your ability to change the world with prayer, allowing you to affect more powerful creatures with prayers than normal.

Prerequisite: Petitioner level 1st+.

Benefit: You gain a bonus to your absolute limit equal to your petitioner level.

Adrenian Education [Background]

You have been raised in Adren, and gained the benefits of their educational system.

Region: Adren.

Prerequisite: Elf; Half-Elf.

Benefit: You get a +2 bonus on all Knowledge (Arcana) and Spellcraft checks.

You gain the ability to cast arcane spells as though you were an apprentice-level wizard.

Choose one - archer, noble, or wizard. The chosen class is an additional favored class for you.

Special: You can only take this feat at 1st level.

Armor Focus [General]

Choose any specific type of armor, such as chain mail or full plate armor. You are more adept at moving when wearing that armor.

Prerequisites: Proficiency with selected armor.

Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1 if the armor is medium or heavy armor. These benefits apply both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Armor Specialization [General]

Choose one type of armor, such as chain mail, for which you have already selected the Armor Focus feat. You are better at using that armor's natural advantages to protect yourself.

Prerequisites: Proficiency with selected armor, Armor Focus with selected armor, fighter level 4th.

Benefit: When wearing the selected armor, the armor bonus granted to your Armor Class is increased by +2. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the armor bonus, it does not apply to incorporeal or touch attacks. You may also sleep in this armor without becoming fatigued or exhausted, regardless of its armor check penalty. This benefit applies both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Armor Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Avao Focus [Entropic]

Your avaos are particularly strong in chaotic power.

Benefit: Add +1 to all saving throw DCs for your avaos.

Born in the Saddle [Background]

You are from a people or region renowned for their skills with mounts.

Prerequisite: One of the following: region - Dralin; race - Halfling.

Benefit: Ride and Handle Animal are always class skills for you.

If you are from Dralin, you can make Wild Empathy checks in regards to horses. If you are a halfling, you can make Wild Empathy checks in regards to chocobos. These checks are made as though you were a ranger of your class level.

You can take 10 on Ride checks, even in situations in which you cannot normally take 10 on skill checks.

Special: This feat can be used in place of the Ride skill prerequisite of other feats.

You can only take this feat at 1st level.

Broadened Medicine [Medical]

You are knowledgeable in anatomy, and have learned how to treat the wounds of unusual creatures.

Prerequisite: Knowledge (Anatomy) - 7 ranks.

Benefit: Choose any creature type; if you choose Outsider or Humanoid, you must specify a race. You cannot choose a creature type for which Medicine is impossible (see the medic class description).

The chosen creature type or race is an additional Favored Race for you.

Special: You can take this feat more than once. Each time you take it, choose a new creature type or race.

Careful Aim [General]

You take time to ensure that your shots will hit true, but doing so reduces your efficiency.

Prerequisites: Int 13+, Per 13+, Precise Shot.

Benefit: On your action, before making attack rolls for the round, you may choose to add a number from all firearm attack rolls and subtract the same number to all firearm damage rolls. This number may not exceed your base attack bonus. Your attacks still deal at least 1 point of damage.

This bonus on attack rolls and penalty to damage rolls applies until your next action.

Special: A fighter may select Careful Aim as one of his fighter bonus feats.

Chain Jikuu [Metajikuu]

You can cause a jikuu to tug at the timelines of creatures near the original target.

Prerequisite: Any metajikuu feat.

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.

A chained jikuu costs 3 more JP than normal, and increases the activation time by 1 step.

Delay Jikuu [Metajikuu]

You can activate a jikuu in such a way as to make it go off up to 5 rounds after its activation.

Benefit: You can activate a jikuu as a delayed jikuu. A delayed jikuu doesn't activate immediately. When you activate the jikuu, you choose one of three trigger mechanisms: (1) The jikuu activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the jikuu will affect (only jikuu that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the jikuu activates automatically on the fifth round.

Only area and personal jikuu can be delayed.

Any decisions you would make about the delayed jikuu, including attack rolls, designating targets, or determining or shaping an area, are decided when the jikuu is activated. Any effects resolved by those affected by the jikuu, including saving throws, are decided when the delay period ends.

A delayed jikuu can be undone normally during the delay, and can be detected normally in the area or on the target by the use of jikuu or other abilities that can detect temporal effects.

A delayed jikuu costs 1 more JP than normal, and increases the activation time by 1 step.

Devoted Prayers [Truespeech]

You have focused on speaking Truespeech, and are better at it than your peers.

Prerequisite: Petitioner level 1st+.

Benefit: You gain a +2 bonus on Truespeech checks.

Special: You can take this feat multiple times. Each time you take it beyond the first, it provides a +1 bonus (rather than a +2) that stacks.

Exacting Aim [General]

Your eyes are like those of a hawk, allowing you to hit chinks in armor that would otherwise be impassable.

Prerequisite: Per 17+, Precise Shot, Keen Aim, base attack bonus +6.

Benefit: When wielding a firearm with which you are proficient, you may opt to make a single attack as a standard action. If you do, the attack is treated as a ranged touch attack.

Special: A fighter may select Exacting Aim as one of his fighter bonus feats.

Extend Jikuu [Metajikuu]

You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.

Benefit: An extended jikuu lasts twice as long as normal. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.

An extended jikuu costs 1 more JP than normal, and increases the activation time by 1 step.

Extra Active Slot [Entropic]

You are more capable than others in unbinding chaotic effects from their causes.

Prerequisite: Access to lesser avaos.

Benefit: You gain an additional active avao slot for a single grade, up to one lower than the highest grade you can access.

Special: You can take this feat multiple times.

Extra Trigger Slot [Entropic]

You are closer to chaos than others, allowing you to call upon it more often.

Benefit: You gain an additional trigger slot.

Special: You can take this feat multiple times.

Fashion Hourglass [Item Creation (Temporal)]

You can fashion an hourglass, a temporal item that can store jikuu or similar temporal effects.

Prerequisite: Chronist level 1st.

Benefit: You can create an hourglass of any jikuu you know. Fashioning an hourglass takes one day for each 1,000 gp in its base price. The base price of the hourglass is its jikuu level x its chronist level x 25 gp. To fashion an hourglass, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any hourglass that stores a jikuu with a costly material component or an XP cost also carries a commensurate cost. In addition to its costs derived from the base price, you must expend the material component or pay the XP when fashioning the hourglass.

Force Attunement [General]

Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.

Prerequisites: Versed in the Force.

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.

Force Field [General]

Your mere presence alters the manner in which reality functions.

Prerequisite: Versed in the Force.

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.

This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.

Genji Heritage [Background]

You are a descendent of one of the original Genji taught by Konoe Ishikaru. As such, you may be granted access to the training halls of the Genji.

Prerequisite: Clavat.

Benefit: Samurai is an additional favored class for you.

In addition, you gain proficiency with a katana, and you get a +2 bonus on Knowledge (Royalty and Nobility) checks in regards to Colianth.

You may take Weapon Specialization (Katana), Greater Weapon Focus (Katana), and Greater Weapon Specialization (Katana), as though you were a fighter of your class level.

Special: You must have this feat to qualify for the genji prestige class.

You can only take this feat at 1st level.

Greater Armor Focus [General]

Choose any specific type of armor, such as chain mail or full plate armor, for which you have learned the Armor Focus feat. You excel at moving while wearing that armor.

Prerequisites: Proficiency with selected armor, Armor Focus with selected armor.

Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor and that granted by Armor Focus, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1 if the armor is medium or heavy armor. These benefits apply both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Armor Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Greater Armor Specialization [General]

Choose one type of armor, such as chain mail, for which you have already selected the Armor Specialization feat. You are even better at using that armor's natural advantages to protect yourself.

Prerequisites: Proficiency with selected armor, Greater Armor Focus with selected armor, Armor Specialization with the selected armor, fighter level 12th.

Benefit: When wearing the selected armor, the armor bonus granted to your Armor Class is increased by +2; this bonus stacks with the one granted by Armor Specialization. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the armor bonus, it does not apply to incorporeal or touch attacks. This benefit applies both to standard armor and to armors made of special materials, such as mithral or adamantine.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different armor type for which you have learned Greater Armor Focus and Armor Specialization.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Greater Two Guns Blazing [General]

You are a master at fighting with two firearms.

Prerequisite: Dex 19+, Improved Two Guns Blazing, Two Guns Blazing, base attack bonus +11.

Benefit: You get a third attack with your off-hand firearm, albeit at a -10 penalty.

Special: A fighter may select Two Guns Blazing as one of his fighter bonus feats.

Humanoid Weapon [General]

You have, in some manner, trained yourself in the ways of martial hand-to-hand combat. You are as capable in a fight without weapons as others are when armed.

Benefit: You may purchase ranks in the Technique skill. If you are an assassin or ninja, Technique is a now a class skill for you; otherwise, it is a cross-class skill.

Normal: Technique is an exclusive skill. Technique is always a class skill for a karateka; assassins and ninjas without this feat may purchase Technique as though it were a cross-class skill. In addition, lunari always treat Technique as a cross-class skill.

Special: Fighters may take this feat as a bonus feat.

Improved Jikuu [Temporal]

You have greater skill with manipulating time.

Prerequisite: Ability to use jikuu.

Benefit: You gain 2 JP.

Special: You can take this feat multiple times. Each time you do, you get an additional JP for each time you have previously taken this feat.

Improved Two Guns Blazing [General]

You are adept at fighting with two firearms.

Prerequisite: Dex 17+, Two Guns Blazing, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand firearm, you get a second attack with it, albeit at a -5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand firearm.

Special: A fighter may select Improved Two Guns Blazing as one of his fighter bonus feats.

Instinctive Aim [General]

Your reflexes are trained such that you can shoot faster than would seem possible.

Prerequisite: Wis 19+, Precise Shot, Reflexive Aim, Opportunistic Aim, base attack bonus +11.

Benefit: When wielding a firearm with which you are proficient, you can make a single firearm attack as an immediate action. If you do so, you cannot take an attack action on your next turn. You can only use the benefit of this feat when you are not flat-footed.

Special: A fighter may select Improved Reflexive Aim as one of his fighter bonus feats.

Jikuu Focus [Temporal]

You have greater control over time.

Prerequisite: Ability to use jikuu.

Benefit: Increase the saving throw DC of jikuu you use by +1.

Jikuu Knowledge [Temporal]

You have advanced training with jikuu, and know more than would a peer of equal level.

Prerequisite: Ability to use jikuu.

Benefit: You learn one additional jikuu. This jikuu can be of any level you can already use.

Special: You can take this feat multiple times.

Jikuu Mastery [Temporal]

Your mastery with select jikuu allows you to impart their effects on the timeline easier.

Prerequisite: Chronist level 3rd.

Benefit: Choose a number of jikuu you know equal to your Int modifier (minimum 1). The JP cost of all 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 JP cost by 1; or reduce the JP cost of a jikuu already chosen with this feat by another 1 point (minimum 1).

Keen Aim [General]

Your keen eye and steady hand allow you to make shots that most would never be able to make.

Prerequisite: Per 15+, Precise Shot.

Benefit: When you make a firearm attack with a firearm with which you are proficient, you ignore all penalties that would be levied against you due to actions or conditions of the defender (ie, if the defender is prone, you ignore the normal penalties associated with shooting at a prone target).

Special: A fighter may select Keen Aim as one of his fighter bonus feats.

Lethal Aim [General]

By targeting harder to hit areas on your targets, your shots are more lethal.

Prerequisites: Dex 13+, Per 13+, Precise Shot.

Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from all firearm attack rolls and add the same number to all firearm damage rolls. This number may not exceed your base attack bonus.

This penalty on attack rolls and bonus to damage rolls applies until your next action.

Special: A fighter may select Lethal Aim as one of his fighter bonus feats.

Lucky Bastard [General]

You are unusually lucky.

Benefit: Once per game session, you can reroll any one d20 roll. You must declare the reroll before the results of the original roll are determined. Keep the higher of the two results.

Special: You can take this feat more than once. Each time you do, you gain an additional reroll per session.

This feat is not available in games that use the Luck stat.

Monkey Grip [General]

You are able to use larger weapons with ease.

Prerequisite: BAB +1, Str 13+.

Benefit: When you take this feat, choose a two-handed weapon with which you are proficient. You can use that weapon one-handed at no penalty.

Special: A fighter can choose this feat as a bonus feat.

Noninvasive Methods [Medical]

You practice an unusual form of medicine that is less invasive than normal, allowing your patients to recover faster.

Prerequisites: Int or Edu 13+.

Benefit: The additional times per day you can treat someone with Treat Wounds (due to Medical Training) increases by 1.

Special: You can take this feat multiple times; each time you do, the prerequisite increases by 2 points. Each time you take it, you can treat someone with Treat Wounds an additional time each day.

Opportunistic Aim [General]

You can get off a shot at targets when they leave themselves open, even at great range.

Prerequisite: Wis 15+, Precise Shot.

Benefit: If you are wielding a firearm with which you are proficient, you can use it to make attacks of opportunity out to it's range increment. You can only make attempt to make one such attack each round, regardless of how many attacks of opportunity you can make in a round; even if you miss, it counts as though you had made an attack of opportunity that round.

You provoke attacks of opportunity when using this feat, even if you normally do not provoke attacks of opportunity for using firearms in threatened squares.

Special: A fighter may select Opportunistic Aim as one of his fighter bonus feats.

Opportunity Jikuu [Metajikuu]

You can activate a jikuu as an attack of opportunity.

Benefit: When you make an attack of opportunity, you can use any jikuu you know with a range of touch, if you have at least one hand free.

Activating a jikuu in this manner is also an immediate action; if you do not have any immediate actions remaining, you cannot use this feat.

You cannot use this feat with a touch jikuu whose activation time is more than 1 full-round action (if you can reduce a given jikuu's activation time by other means, such as with an item or other metajikuu feat, that will allow you to use the jikuu in conjunction with this feat).

An opportune jikuu costs 6 more JP than normal.

Patient Offense [General]

You patiently watch for your opponents to leave openings in their defense, allowing you a sure strike.

Prerequisites: Improved Initiative.

Benefit: You may, as a swift action, reduce your initiative on the next round by 4. If you do, you gain a +2 circumstance bonus on all attack rolls until your next turn.

Perfect Aim [General]

You never miss.

Prerequisite: Per 19+, Precise Shot, Keen Aim, Exacting Aim, base attack bonus +11.

Benefit: When wielding a firearm with which you are proficient, you may take a full-round action to make a single firearm attack as though you had rolled a 20. Making an attack roll in this manner does not threaten a critical, nor is it an automatic hit.

Special: A fighter may select Perfect Aim as one of his fighter bonus feats.

Quick Operator [Medical]

When time is of the essence, you can cut corners in your practice, resulting in faster but less effective healing.

Prerequisites: Dex 15+.

Benefit: When making a Treat Wounds attempt, you can attempt to finish the procedure in less time. For each round you take off of the normal time required (10 rounds), you suffer a -2 penalty to your Medicine check; you cannot reduce the time to less than one full-round action.

In addition, if you reduce the time required by the Treat Wounds ability by at least five rounds (to 5 rounds or less), you halve your medic level for purposes of how much damage you heal.

Quick to React [General]

You are capable of thinking well and fast on your feet.

Prerequisite: Improved Initiative.

Benefit: While in combat, you can opt to not take an action (in essence, specifically expending a specified action) to improve your initiative on all future rounds.

The benefit of doing so is based upon the action you spend.

Swift: +1
Move: +2
Partial: +3
Standard: +4

You can only expend partial actions to improve your initiative if you have been granted additional partial actions by another effect.

If you opt to expend your swift action in this manner, you cannot take an immediate action until the beginning of your next turn.

Quicken Jikuu [Metajikuu]

You can accelerate the activation of a jikuu, allowing you to manipulate the timestream in the blink of an eye - but doing so is incredibly draining.

Benefit: You can activate a jikuu as a swift action. A jikuu with an activation time of more than 1 full-round action cannot be quickened. Activating a jikuu affected by this feat does not provoke an attack of opportunity.

A quickened jikuu costs 4 more JP than normal.

Quicksheath [General]

You are just as quick to sheath a weapon as you are to pull it out.

Prerequisite: Quick Draw.

Benefit: You can sheath a weapon as a free action.

Special: Fighters may take this feat as a bonus fighter feat.

Race Specialization [Medical]

Your anatomical knowledge of one specific race is amazing.

Prerequisite: Favored Race ability, Knowledge (Anatomy) - 6 ranks.

Benefit: Choose one of your Favored Races. When you make a Medicine check on a patient of that race, you get a +2 bonus.

Special: You can take this feat multiple times. Each time you do, it applies to a different Favored Race.

Rapid Assault [General]

You can throw caution to the wind, attacking rapidly.

Prerequisites: Improved Initiative.

Benefit: You may, as a swift action, improve your initiative on the next round by 4. If you do, you suffer a -3 circumstance bonus to AC until your next turn.

Reflexive Aim [General]

Your reflexes are trained such that you can shoot faster than most.

Prerequisite: Wis 17+, Precise Shot, Opportunistic Aim, base attack bonus +6.

Benefit: When wielding a firearm with which you are proficient, you can make a single firearm attack as a swift action. If you do so, you cannot take an attack action on your next turn.

Special: A fighter may select Reflexive Aim as one of his fighter bonus feats.

Repeat Jikuu [Metajikuu]

You can activate a jikuu, altering it in such a way as to cause it to occur again on your next turn.

Prerequisite: Any metajikuu feat.

Benefit: A repeated jikuu is automatically activated 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.

A repeated jikuu costs 3 more JP than normal.

Shield Focus [General]

Choose one type of shield: buckler, light, heavy, or tower. You are more skilled at keeping the shield's weight from interfering with you movement.

Prerequisites: Proficiency with selected shield.

Benefit: While wielding the selected shield, the armor check penalty applied to your skills as a result of that shield is reduced by 1. This reduction stacks with that granted by a masterwork shield, but cannot reduce the total armor check penalty below 0. You may ready a shield for which you have learned Shield Focus as a free action. These benefits apply both to standard shields and to shields made of special materials, such as mithral or darkwood.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Shield Deflection [General]

Choose one type of shield with which you have learned Shield Focus. You have mastered using that shield to bat away attacks that normally need only touch you.

Prerequisites: Dex 13+, proficiency with selected shield, Shield Focus with selected shield, Dodge.

Benefit: When wielding the selected shield, you may add the shield bonus to your Touch Armor Class. Include any increases to the shield bonus from feats or magical enhancement.

Normal: Touch and ranged touch attacks ignore shield bonuses to Armor Class.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Shield Specialization [General]

Choose one type of shield, such as bucklers, for which you have already selected the Shield Focus feat. You are better at blocking attacks with that type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus with selected shield, fighter level 4th.

Benefit: While wielding the selected shield, the shield bonus granted to your Armor Class is increased by +2. This bonus requires activity on your part, and thus the increase is lost whenever you are denied your Dexterity bonus to Armor Class. Because it is an increase in the shield bonus, it does not apply to incorporeal or touch attacks. This benefit applies both to standard shields and to shields made of special materials, such as mithral or darkwood.

Special: You may take this feat multiple times; its effects do not stack. Each time you select it, this feat applies to a different shield type for which you have learned Shield Focus.

Fighters may take this feat as a bonus fighter feat.

Notice: This feat is not my own work, and originally appears here.

Talented Medic [Medical]

You have exceptional skill in the field of medicine.

Prerequisite: Knowledge (Anatomy) - 4 ranks.

Benefit: You get a +1 bonus on all Medicine checks.

Special: You can take this feat multiple times; each time you do, the prerequisite increases by 2 ranks. Its effects stack.

Timely Defense [General]

You can sacrifice speed for defense.

Prerequisites: Improved Initiative.

Benefit: You may, as a swift action, reduce your initiative on the next round by 4. If you do, you gain a +2 dodge bonus to AC until your next turn.

Temporal Call [Temporal]

Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.

Prerequisite: 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, as per the table below.

1 round => full-round action => standard action => partial action => move action => swift action => immediate action

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.

Transdimensional Jikuu [Metajikuu]

You can activate a jikuu that transcends space, affecting coexistent planes and extradimensional spaces whose entrances fall in the jikuu's area.

Benefit: A transdimensional jikuu has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the jikuu's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole.

You must be able to perceive a creature to target it with a transdimensional jikuu, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

A transdimensional jikuu costs 1 more JP than normal.

Twin Jikuu [Metajikuu]

You can simultaneously use a jikuu twice.

Prerequisite: Any metajikuu feat.

Benefit: Activating 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.

A twinned jikuu costs 4 more JP than normal.

Two Guns Blazing [General]

You can fight with a firearm in each hand. You can make one extra attack each round with the second firearm.

Prerequisite: Dex 13+.

Benefit: Your penalties for attack rolls for fighting with two firearms are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: When wielding two firearms, you suffer the penalties for attacking with two weapons. The Two Weapon Fighting feat or its improvements do not modify your ability to fight effectively with two firearms.

Special: A fighter may select Two Guns Blazing as one of his fighter bonus feats.

Versed in the Force [General]

You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.

Benefit: Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat.

Special: You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD).

Notice: This feat overrides practiced spellcaster and similar feats.

Wastelander [Background]

You are from a region that has been inundated with radiation, and have survived where others would succumb to radiation poisoning.

Region: Rusting Sands; Ganymede.

Benefit: You get a +4 bonus on saving throws against radiation, such as that produced by phazon or nuclear weapons.

You get a +2 bonus on Survival checks made in deserts and on Ganymede.

You get a +2 inherent bonus to your Constitution score.

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

Widen Jikuu [Metajikuu]

You can alter the spatial aspects of a jikuu, affecting a larger area than normal.

Benefit: You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area increase by 100%.

A widened jikuu costs 3 more JP than normal, and increases the activation time by 1 step.

Jikuu that do not have an area of one of these four sorts are not affected by this feat.