Feats

New Feats

Bayonet Proficiency
Benefit: You are proficient in fighting with a bayonet mounted on your rifle, and you threaten at 5’ when wielding a rifle fitted with a bayonet.
Special: Fighters have Bayonet Proficiency.

Brawl
Prerequisite: Improved Unarmed Strike
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. This increased damage cannot be lethal damage, you must choose between dealing 1d3 + Strength modifier lethal, or 1d6 + Strength modifier nonlethal.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Deadly Aim
You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.

Double Tap
Prerequisite: Dexterity 13, Point Blank Shot
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

Improved Brawl
Prerequisite: Brawl, base attack bonus +5
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier. It also increases the amount of lethal damage a character can deal when unarmed. The increased damage cannot be lethal damage, you must choose between dealing 1d4 + Strength modifier lethal, or 1d8 + Strength modifier nonlethal.

Melee Shooting
Prerequisite: Dex 13, Point-Blank Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and blaster, heavy blaster or automag, your attacks with the ranged weapon provoke no attacks of opportunity from foes that you threaten with your melee weapon.

Snap Shot
Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Changed Feats

Dodge
Prerequisites: Dexterity 13
Benefit: The character gains a +1 dodge bonus to AC. If the character is flat footed or loses their Dexterity bonus to AC, they also lose any dodge bonus.

Endurance
Prerequisites: Constitution 13
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. They also gain a +1 bonus to all other Fortitude saves.

Power Attack
Prerequisites: Str 13, base attack bonus + 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.

Toughness
You gain +1 hit point per character level.

Feats

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