All characters possess potent abilities that don’t steam from their race, classes, or skills called feats. Your feats can represent virtually any circumstance or quirk that your GM agrees to, including advanced training, an arcane ability gained under peculiar circumstances, a knack picked up in your youth, your heritage, and so on. As long as your GM deems your chosen method of acquisition for a feat reasonable, it’s fair game for your campaign.

Below, feats are divided based on their category (Combat, General, etc.). Sometimes, the site refers to 'tags'. These are markers (like 'Combat') that describe a particular type of feat. Some categories of feats have these tags, while others do not.

Note on Linking: As this site grows, it may become necessary to split the categories into additional subsections (such as A-M and N-Z for a given category) due to the sheer length of the content. While we do not intend to ever 'break' links, be aware that you may occasionally have to update your links in order to continue pointing to the right page.

In addition, as new content is added, the direct links to a given feat will almost certainly change. For this reason, we recommend linking to pages rather than specific feats or other options.

Feat Descriptions

Feat Name: The feat’s name is followed by a basic description of what the feat does. This description is only a explanation of the feat, not the game rules defining how it works.

Prerequisites: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. A feat may have more than one prerequisite. This entry is absent if a feat has no prerequisites.

Benefit: What the feat enables the character (“you” in the feat description) to do. A character cannot select a feat more than once unless it specifically says so. If a character somehow has the same feat more than once, the benefits of these feats do not stack unless indicated otherwise. Unless otherwise noted, the term “level” refers to character level.

Normal: This entry lists the normal rules that apply to a character who does not have the feat. A character with the feat, on the other hand, can overcome these limitations. This information can help players understand why the feat is useful. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Source: The product the feat appeared in when added to this site. This links to the topic page for that feat, and will guide you to other material from the same book as well as a purchase link if you'd like to get a permanent copy of the rules for your group.

General Feats

General Feats don't have any tag and don't fall into any other category. Most General Feats either provide a general benefit suitable for any character, or upgrade racial or class abilities.

Combat Feats

Combat Feats are feats that can be selected as a bonus feat by a soldier (and, potentially, other classes). This designation doesn’t restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites. As the name suggests, Combat Feats focus on things characters can do in combat.

Bioware Feats

Bioware feats don't have a tag, but relate specifically to the use of bioware augmentations.

Cybernetic Feats

Cybernetic feats don't have a tag, but relate specifically to the use of cybernetic augmentations.

Mutant Feats

Mutant feats don't have a tag, but relate specifically to mutants and their mutations.

Nanotech Feats

Nanotech feats don't have a tag, but relate specifically to the use of nanotech augmentations.

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