Feat Name Prerequisite Bonus  
  Acrobatics - +2 Jump and Tumble  
  Advanced Martial Arts Martial Arts, Improved Martial Arts, base attack bonus +8 3d4 unarmed damage, critical 18-20  
  Alertness - +2 Listen and Spot  
  Ambidexterity Dex 15 Ignore the -4 penalty for using your off hand  
  Animal Affinity - +2 Handle Animal and Ride  
  Armor Proficiency (powered) - Use powered armor of weight classes you are proficient in.  
  Armor Proficiency (light) -    
  Armor Proficiency (medium) Armor Proficiency (light)     
  Armor Proficiency (heavy) Armor Proficiency (light), Armor Proficiency (medium)    
  Athletic - +2 Climb and Swim  
  Barter - +5 diplomacy to buy or sell  
  Blind-Fight - In melee combat reroll misses if due to concealment  
  Bomb Squad 4 ranks demolitions ranks, 4 disable device ranks If disarming, +6 demolitions, +2 concentration  
  Cautious - +2 Demolitions and Disable Device  
  Cleave Str 13, Power Attack When a targets wounds are reduced to 0 by a melee attack you may take another melee attack at an adjacent opponent  
  Combat Expertise Int 13 May take a penalty of up to -5 on your attack and add it to your defense  
  Combat Reflexes - You may take attacks of opportunity up to your dex modifier  
  Defensive Martial Arts Martial Arts +2 dodge bonus to defense  
  Dodge Dex 13 +1 dodge bonus to defense  
  ECM Specialist 5 computer use ranks Your ECM extends an additional two hexes  
  Endurance -    
  Evasion Dex 13, base attack bonus +3 When you would be allowed a reflex save to 1/2 damage take no damage on success  
  Exotic Weapon Proficiency * base attack bonus +1 +3 to reputation  
  Fame - +2 diplomacy and intimidate  
  Far Shot Point Blank Shot 1.5 x ranged weapon range  
  Favor Cha 15 Call in a favor from a contact 1/week per two levels. Favor DC set by GM depending on favor scope  
  Frightful Presence Cha 15, Intimidate 9 ranks Lower level opponents within 25ft make a will save DC=10+lvl+cha, if failed is shaken for 1d6 rounds  
  Gear head - +2 Computer Use and Repair  
  Great Cleave Str 13, Power Attack, Cleave As cleave but unlimited times per round  
  Great Fortitude - +2 to Fortitude saves  
  Headstrong - +1 Will saves and +2 Intimidate  
  Heart Cha 13 once per day gain your Cha bonus to one die roll  
  Heroic Surge - Take an additional move action. 1-4=1, 5-8=2, 9-12=3, 13-16=4, 17-20=5  
  Illicit Barter - +5 diplomacy to buy or sell stolen items  
  Improved Bull Rush Str 13, Power Attack Do not provoke an attack of opportunity for bull rushing  
  Improved Critical * Proficient with the weapon, base attack bonus +8 Increase critical threat range by 1 20 becomes 19-20  
  Improved Disarm Int 13, Combat Expertise Do not provoke an attack of opportunity for disarming  
  Improved Initiative - +4 bonus on initiative  
  Improved Jink 10 ranks in pilot, Jink When moving at flank speed take away attack bonus to add to defense up to -10  
  Improved Jump Specialist Jump Specialist 180ft/6hexes  
  Improved Martial Arts Martial Arts, base attack bonus +4 2d4 unarmed damage, critical 19-20  
  Improved Trip Int 13, Combat Expertise If you make a successful trip attempt you get to take another attack on opponent  
  Improved Two-Weapon Fighting Two-Weapon Fighting, Ambidexterity, base attack bonus +4 Gain a second attack with your off hand at -5  
  Infamy - +3 to reputation  
  Influence - +2 to reputation and favor checks  
  Inspire 4 perform(oratory) ranks DC 15, Allies gain +1 attack & damage, and +2 to saving throws, 1/day per 4 levels effects last 5 rounds  
  Inspire Greatness 14 perform(oratory) ranks, Inspire Ally gains +(2d6) temp vitality, +2 attack, +2 saving throws lasts for 5 rounds  
  Instant mastery Int 15, base attack bonus +2 Gain 4 skill points to an int based skill that currently has no ranks in it  
  Iron Will - +2 Will saves  
  Jink 8 pilot ranks, Vehicle Pilot or Mech Pilot When moving at flank speed take away attack bonus to add to defense up to -5  
  Jump Specialist base attack bonus +1 No longer have to make the DC 25 pilot check to use a jump pack, 60ft/2hexes  
  Jury-Rig - +2 to repair checks made to temporary repair. Increases by +2 at 6th, 9th, 13th  
  Kick Start 8 repair ranks once per day change a failed repair/jury-rig into a success  
  Lightning Reflexes - +2 Reflex saves  
  Lucky - 1/day per five levels  
  Martial Arts - 1d4 unarmed damage, unarmed attacks do not provoke attack of opportunity  
  Mech-Jack 8 pilot ranks When piloting a stolen mech, +10 pilot, -5 attack, run at twice normal run speed  
  Mimic - +2 Disguise and Entertain  
  Mobility Dex 13, Dodge +4 dodge bonus to defense against attacks of opportunity  
  Multi-Shot Dex 13, Point Blank Shot, Rapid Shot Reduce penalty for using a fully automatic weapon to -2  
  Nimble - +2 Escape Artist and Sleight of Hand   
  Persuasive - +2 Bluff and Intimidate   
  Point Blank Shot - +1 to attacking targets inside 30ft with a ranged weapon  
  Power Attack Str 13 You may subtract a number from your melee attack to add to your damage cannot exceed  base attack bonus  
  Precise Shot Point Blank Shot When shooting into melee combat do not take the -4  
  Quick Draw base attack bonus +1 Draw weapon as a free action, not a move action  
  Quickness ** - +3 vitality points  
  Rapid Shot Dex 13, Point Blank Shot You may take an additional attack at your highest base attack all attacks suffer -2  
  Rugged - +1 Fort +2 Survival  
  Run - Your run five times your base and not four  
  Sharp-Eyed - +2 Search and Sense Motive  
  Shot on the Run Dex 13, Point Blank Shot, Dodge, Mobility You can move before and after a ranged attack  
  Skill Emphasis * - +3 to desired skill  
  Skill Mastery * skill emphasis(chosen skill) You may take a 10 on one chosen skill when it would otherwise not be possible  
  Sneak Attack Can only be taken every three levels (2d6) damage when target is denied dex bonus or flanked max(6d6)  
  Sniper Shot base attack bonus +6 Ranged: When target is unaware of you. Either +4 to attack or a called shot at -4  
  Spacer - +2 Astro gate and Pilot  
  Spring Attack Dex 13, Dodge, Mobility, base attack +4 You can move before and after a melee attack  
  Stamina Con 13 You recover vitality twice as fast as normal  
  Steady - +1 Reflex +2 Balance  
  Stealthy - +2 Hide and Move Silently  
  Stopping Demolitions 4 repair ranks, 8 demolitions ranks, base attack +3 +6 to Demolitions against a mech or vehicle to stop it  
  Sudden Strike base attack bonus +6 Melee: When target is unaware of you. Either +4 to attack or a called shot at -2  
  Sunder Str 13, Power Attack When you strike at a weapon in combat you do not provoke an attack of opportunity  
  Surgery Treat Injury 4 ranks ***  
  Survival base attack bonus +3 +2 to survival checks made, increases by +2 at 10th and 18th levels  
  TAG. Specialist base attack bonus +3 When using TAG +6 hide +2 attack. For every round hidden -2 hide, +1 attack   
  Toughness ** - +3 Wounds  
  Track - You can follow trails  
  Trick - +2 Bluff and Gather Info.  
  Trustworthy - +2 Diplomacy and Gather Information  
  Two-Weapon Fighting - Penalty for two-weapon fighting are lessened by 2  
  Uncanny Dodge Dex 13 You are not denied your dex  
  Uncanny Dodge Improved Uncanny Dodge You can not be flanked  
  Weapon Finesse * Proficient with the weapon, base attack bonus +1 Use dex rather than str to hit in melee with light  
  Weapon Focus Proficient with the weapon, base attack bonus +1 +1 to attack with chosen weapon  
  Weapon Group Proficiency * -    
  Whirlwind Attack Dex 13, Int 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4 You can give up your full round attack to make one attack against all opponents within 5ft  
  Zero-G Training Dex 13, Tumble 4 ranks Not penalty for actions in zero or low gravity. Normally -4 in zero-g and -2 in low