Talents & Feats
Feats
[sblock=Health Feats]
Diehard
You can remain conscious after attacks that would fell others.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative 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 can take either a single move or standard action each turn, but not both, and you cannot take a full round action. 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 free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat that is reduced to between –1 and –9 hit points is unconscious and dying.
Shock Resistant
You are unlikely to die from a single attack.
Prerequisite: Diehard
Benefit: Your character does not need to make a Fortitude save to resist death from massive damage.
Normal: You need to make a Fortitude save at DC 15 to avoid instant death when you take 50 points of damage from a single attack.
Toughness
You are tougher than noraml.
Benefit: You gain 2 bonus hit points plus one additional hit point per level or hit die that you have.
Special: This character can't take this feat more than once.
Will to Live
You have to motivation, drive and will to keep in top physical form.
Prerequisite: Con 13, Great Fortitude, Endurance, Toughness
Benefit: You gain a +2 bonus on Fortitude saves, and any other roll to all effects that endangers your life. In addition, for every point of Constitution modifier you have, you increase the age required to reach the Venerable age category by two years. You then recalculate your middle age (two-thirds venerable) and middle age (half venerable).
For example Korbin (a hero in a PL5 game) has a 16 Constitution; therefore he does not become Middle-Aged until his 38th birthday, doesn't become Old until his 57th birthday and doesn't become Venerable until his 76th birthday.
Persistent Old Bugger
You refuse to let death take you until you can squeeze every last ounce of life out of your body.
Prerequisite: Will To Live, Diehard, Shock Resistant
Benefit: You gain a +3 bonus on Fortitude saves, and any other roll to all effects that endangers your life; this stacks with the bonus gained from Will To Live. In addition you gain two additional dice to add to your maximum age roll.[/sblock][sblock=Occupation Feats]
Moonlighter
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.[/sblock][sblock=Reputation Feats]
Famous
Wherever you go there are groupies that want to meet you and the paparazzi to document your activities.
Prerequisite: Reputation +10
Benefit: You live the high life and enjoy it. Whatever you do, wherever you go you are recognized and are put ahead of the crowd. You are able to get into ticketed events without a ticket, get a table at an overcrowded restaurant without a reservation and travel first class. Almost anything you want that is normally available to the white collar working class you can have at no loss to your wealth score.
Low Profile
You're 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 two points.
Special: This feat can be taken multiple times. Its effects stack.
Renown
You have a better chance of being recognized.
Benefit: Your reputation bonus increases by +2
Special: This feat can be taken multiple times. Its effects stack.[/sblock][sblock=Skill Feats]
Cross-Training
You are fanatically dedicated to improving some aspects of yourself, while being willing to let other aspects atrophy.
Benefit: Raise two different ability scores permanently by +1 each and lower one ability score permanently by –2.
Expert Advice
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, 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.
Hard-Eyed
With a gun in your hand, you have an especially dangerous aspect.
Prerequisites: Charisma 13, Intimidate 4 ranks.
Benefit: You gain a +5 circumstance bonus on Intimidate checks when aiming a firearm at the target of your check. The target must be within 30 feet, and must be able to see you (and your firearm). The target does not have to be flat-footed. This bonus does not stack with the +2 circumstance
bonus your GM might grant for threatening the target with a gun, but it can stack with other circumstance bonuses.
Normal: Circumstances such as holding a gun on a flat-footed opponent normally grant a +2 circumstance bonus.
Open Minded
You are naturally able to reroute your memory and skill expertise.
Benefit: You immediately gain 5 skill points and may spend them as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: This feat can be taken multiple times. Its effects stack.
Talented
You’re extraordinarily gifted in the use of one skill.
Benefit: Choose one skill for which you possess at least one primary ability score at 13+ and for which you possess at least two ranks. The chosen skill is always considered a class skill for you. Further you gain one extra rank in the chosen skill at no skill point cost and your maximum rank with the skill is increased by 1 (e.g. if this is the skills first maximum rank increase, you may purchase up to 5 ranks at first level, up to 6 skill ranks at 2nd level, up to 7 ranks at 3rd level, etc.). This effect stacks with the Unlocked Potential feat.
Special: You may only choose this feat once.
Unlocked Potential
You have incredible potential for improvement with one of your skills.
Benefit: Choose one of your class skills. Your maximum rank with the skill is increased by 3 (e.g. if this is the skills first maximum rank increase you may purchase up to seven ranks at 1st level, up to 8 ranks at 2nd level, up to 9 ranks at 3rd level, etc.). This effect stacks with the talented feat.
Special: You may choose this feat multiple times, each time increasing your maximum rank with one skill by 3. You may apply this feat to each individual skill no more than 2 times.[/sblock][sblock=Wealth Feats]
Filthy Rich
You have more money than you ever dreamed you would have.
Prerequisite: Wealth +20
Benefit: The character’s Wealth bonus increases by +10. Also, you are able to requition or acquire items in half the noraml amount of time if the Purchase DC is equal to half your Wealth.
Wealthy
You are particularly wealthy.
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.[/sblock]