Prestige Class Feats

Biotic Technique (Force Adept)
Prerequisites: Biotic Training.
Benefit: You learn one biotic (force) technique that, once selected, cannot be changed.

Biotic Secret (Force Disciple)
Prerequisites: Biotic Technique.
Benefit: You learn one biotic (force) secret that, once selected, cannot be changed.

Create Cover (Pathfinder)
Prerequisites: Trained in Survival.
Benefit: As a standard action you can designate a number of squares equal to or less than one-third of your level, all of which must be within 6 squares of you. These squares are considered to be filled with low objects, providing anyone adjacent to the squares with cover against distant attackers. At least one of the squares you designate must be adjacent to you. You can use this ability multiple times per encounter, provided that the total number of squares you designate across all uses never exceeds one-third your level. Thus, if you’re a level 9 character, you can spend one standard action to create 2 squares of cover, and on a subsequent round spend another standard action to create a third square of cover.

Command Cover (Crime Lord or Officer)
Prerequisites: Trained in Deception or Knowledge (Tactics).
Benefit: You gain a + 1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-third your level.

Damage Reduction (Elite Trooper)
Prerequisites: BAB +3; Armor Proficiency (Light).
Benefit: You gain DR 1 while wearing any armor with which you’re proficient, which stacks with the armor’s DR. If you’re proficient with medium armor, this increases to DR 2. If you’re proficient with heavy armor, this increases to DR 3.

Delay Damage (Elite Trooper)
Prerequisites: BAB +3; Armor Proficiency (Light).
Benefit: Once per encounter as a reaction, you can choose to delay the effect of a single attack, ability, or effect used against you. The damage or effect does not take hold until the end of your next turn.

Destructive (Saboteur)
Prerequisites: Trained in Mechanics.
Benefits: You deal double damage to unattended objects and vehicles.

Executive Leadership (Corporate Agent)
Prerequisites: Skill Focus (Knowledge (Bureacracy)).
Benefit: As a swift action, as many times an encounter equal to one-third your level, you can grant an ally within line of sight a temporary boost to their speed, attacks, or defenses. Until the end of their turn they can gain one of the following benefits (your choice): increase base speed by 2 squares, a +2 morale bonus to attack rolls, or a +2 morale bonus to all defenses.

Familiar Foe (Bounty Hunter)
Prerequisites: Trained in Perception and Survival.
Benefit: By observing your enemy in combat, you know how to defeat him more easily. If you spend a full-round action observing an opponent in combat, you gain a bonus on attack rolls against that opponent and a bonus to your Reflex Defense against attacks made by that opponent equal to one-third your level. The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat.

Field-Created Weapon (Military Engineer)
Prerequisites: BAB +3; trained in Mechanics.
Benefit: You are able to scavenge parts from other technological objects and use them to build a limited-use personal-sized weapon. The item you create has only a limited life span , and the parts used to build it are rendered useless afterwards.
As a standard action, you make a Mechanics check (DC 20) to create a melee or ranged weapon of your choice. The base value of the weapon can be no more than 750 credits . Additionally, the weapon grants you (and only you) an equipment bonus on attack rolls equal to one-third your level. You can use this ability only once per encounter, and at the end of the encounter the weapon is destroyed. If the weapon requires ammunition, you create one full clip (at no additional cost) for the weapon at the time you create the weapon. You may only create weapons you are proficient with.
Special: You may take this feat multiple times. Each time you do, the maximum value of the weapons you create increases by 600.

Fugitive (Outlaw)
Prerequisites: Trained in Stealth and Survival.
Benefit: Once per encounter, you can move 1 additional square whenever you use withdraw action, +1 per three levels.

Independent Spirit (Independent Droid)
Prerequisites: Trained in Use Computer; AI or Geth only.
Benefit: Once per encounter, you can grant yourself a morale bonus to any defense score (your choice) as a reaction. This bonus is equal to one-third your level.

Lead Infiltrator (Infiltrator)
Prerequisites: Trained in Perception; Skill Focus (Stealth).
Benefit: You can make a Stealth check for a number of allies within line of sight equal to your Charisma bonus (minimum one), using your check result in place of their Stealth checks. Allies must stay within line of sight to retain this bonus.

Mark (Assassin)
Prerequisites: Trained in Stealth; Sniper.
Benefit: Once per encounter, you can select a single target within line of sight to be your mark. For the duration of the encounter, you add your full level to damage on attacks against your mark instead of half your level. This damage is doubled on a successful critical hit, as normal. If you reduce your mark to 0 hit points, you may place your mark on another target within line of sight as a free action.
As a swift action, you can sacrifice the bonus to render your target flat footed against your next attack made before the end of your turn. Once you sacrifice this bonus, it is lost for the remainder of the encounter.

Master of Movement (Melee Duelist)
Prerequisites: Trained in Acrobatics and Jump.
Benefit: A number of times per encounter equal to one-third your level, you can either ignore the movement penalty for moving through difficult terrain or over low objects on a single move action, or reroll a single Jump or Acrobatics check, taking the better result.

Master Saboteur (Saboteur)
Prerequisites: Skill Focus (Mechanics).
Benefits: You can reroll any Mechanics check to disable a device or handle explosives, using the better result.

Medical Secret (Medic)
Prerequisites: Trained in Knowledge (Life Sciences) and Treat Injury; Surgical Expertise.
Benefit: You select one of the following medical secrets, giving you a bonus when you use a specific application of the Treat Injury skill

  • Improved First Aid: When you use a a medpac to perform first aid with the Treat Injury skill, the creature gains one additional point for every point by which your check exceeds the DC (in addition to any extra hit point gained normally for exceeding the DC).
  • Improved Heal Damage: On a successful surgery attempt to heal damage, the target recovers an additional number of hit points equal to your class level.
  • Improved Long-Term Care: On a successful application of long-term care, the target recovers an additional number of hit points equal to your class level.
  • Improved Perform Surgery: You can attempt a Treat Injury check to perform surgery in half the usual time.
  • Improved Revivify: You can make a Treat Injury check to revivify someone as a standard action instead of a full-round action.
  • Improved Treatment: You can make a Treat Injury check to treat disease or radiation in 1 hour, instead of 8 hours. Also, you can treat up to twice as many patients as normal.
  • Personal Physician: You take no penalties on your skill checks when using the Treat Injury skill on yourself.
    Special: You may take this feat multiple times, selecting a new secret each time.

Networked Mind (Droid Commander)
Prerequisites: Trained in Knowledge (Tactics) and Use Computer; AI or Geth.
Benefit: You can designate one or your droid allies per three levels as being networked with you. A networked droid ally can receive beneficial mind-affecting effects from you. Once you designate a droid ally as the recipient of this benefit, you cannot change the droid beneficiary until after the end of the encounter, and designating a droid to benefit from this class feature is a free action. Additionally, you are considered to have line of sight to a networked droid ally as long as both you and the ally have an active comlink (if the comlinks are subject to communications jamming, you lose this benefit).

No Tools Required (Improviser)
Prerequisites: Trained in Mechanics and Use Computer.
Benefits: You is always considered to be using a tool kit or security kit when attempting Mechanics or Use Computer checks, even when you do not have one.

Quick Sabotage I (Saboteur)
Prerequisites: Trained in Mechanics.
Benefits: You can attempt a Mechanic check to disable a device by using improvised tools even if no security kit is available, and can attempt to disable simple devices as a swift action.

Quick Sabotage II (Saboteur)
Prerequisites: Quick Sabotage I.
Benefits: You can attempt to disable tricky devices as a swift action.

Quick Sabotage III (Saboteur)
Prerequisites: Quick Sabotage II.
Benefits: You can attempt to disable complex devices using two swift actions.

Score (Charlatan)
Prerequisites: Trained in Deception and Perception.
Benefit: If you spend a full round action watching a single target, until the end of the encounter you can reroll all Deception checks made against that target, taking the better result.

Share Talent (Officer)
Prerequisites: Skill Focus (Tactics).
Benefit: Choose a talent that you already possess. This talent must be from the Commando, Inspiration, Influence, or Military Tactics talent trees. Once per day as a standard action, you can impart the benefits of the chosen talent to one or more allies, effectively granting them the talent (even if they don’t meet the prerequisites). An ally must be within 10 squares of you and must be able to see and hear you to gain the talent; once gained, its benefits last until the end of the encounter.
You can share the talent with a number of allies equal to one-third your level. The talent you select for this feat cannot be changed.
Special: You may select this feat multiple times. Each time, you select an additional talent, and can share any one such talent when you use this ability. You also gain an additional use of this ability per day.

Surprise Attack (Vanguard)
Prerequisites: Trained in Perception and Stealth.
Benefit: Whenever you attack a target that is unaware of you or otherwise denied its Dexterity bonus to Reflex Defense, you gain a bonus on your first attack roll in a round against that target equal to one-third your level.

Swindle (Charlatan)
Prerequisites: Trained in Deception and Persuasion.
Benefit: You can substitute Deception checks for Stealth checks made to pick a target’s pocket. A successful check does not mean that you pick the target’s pocket, but rather that you have convinced the target to give you the desired object of his own free will. Generally, a target realizes what he has done at the end of the encounter.

Targeted Suspect (Enforcer)
Prerequisites: Trained in Gather Information and Perception.
Benefit: If you spend a full-round action observing an opponent in combat, you gain a bonus on attack rolls and Deception, Perception, and Persuasion checks equal to one-third your level. These benefits last for the remainder of the encounter. You cannot use this ability until after your opponent has acted during combat.

Tough as Durasteel (Martial Arts Master)
Prerequisites: BAB +3; Martial Arts I; Melee Defense.
Benefit: Whenever you damage a target with an unarmed attack while wearing light or no armor, you gain bonus hit points equal to half your level.

Trusty Sidearm (Gunslinger)
Prerequisites: Point Blank Shot, Precise Shot, Weapon Proficiency (Pistols).
Benefit: You add your full level to damage instead of half your level when wielding a Heavy Pistol or SMG. This damage is doubled on a successful critical hit, as normal.

Unexpected Results: (Saboteur)
Prerequisites: Trained in Deception, Mechanics, and Use Computer.
Benefits: When an enemy making an attack roll against you rolls a natural 1 on an attack roll with an advanced melee or ranged weapon, that weapon is immediately disabled and ceases to function until it has received repairs (through use of the repair object application of the Mechanics skill).

Unflinching (Gladiator)
Prerequisites: BAB +3; Improved Damage Threshold.
Benefit: Once per encounter, you may add half your level to your Fortitude Defense (and damage threshold) or Will Defense until the start of your next turn as a reaction; you choose which defense to apply the bonus to when you use the ability, but you must declare the use of this feature before you know the outcome of the effect targeting you.

Vehicle Dodge (Ace Pilot)
Prerequisites: Vehicular Combat.
Benefit: You apply a dodge bonus to the Reflex Defense of any vehicle you pilot. The dodge bonus is equal to one-third your level, rounded down. Any condition that makes you lose your Dexterity bonus to Reflex Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Veteran Privateer (Master Privateer)
Prerequisites: Trained in Deception.
Benefit: When you make an attack roll, you can gain a +2 competence bonus to that attack roll. You may choose to do this after the roll is made, but before the result is revealed. You can do this a number of times per encounter equal to one-third your level (rounded down).

Prestige Class Feats

Mass Effect: Mercenaries Sasaisen Sasaisen