New Feats

Feats now fall into two categories: Normal (feats from Pathfinder that work exactly as they do normally) and Random Occurrence (Proc Feats). Because of the Gunslinger class in Pathfinder, there are already several firearm feats listed on the OGC website, but there are some slight changes to a few of the feats as they relate to firearms. Thus, there will not be too many more New Normal Feats. Random Occurrence Feats will be detailed below

New Normal Feats

Feat Name Prerequisites Description
Improved Tactical Training Point Blank Shot, Shot on the Run Possibly receive up to 20% cover
Tech Junkie None +2 to any skill check involving the use and/or repair of technology
Wired None +2 to Computer Use or Disable Device while connected via WiFi or cable
Cyber Resilience Toughness All Constitution Costs are halved for Cybernetics
Mending Reach Ability to cast Cure spells and 1 rank of heal Any spell in the Cure Wounds line is now a ranged touch attack instead of touch
Maiming Reach Ability to cast Inflict Wounds spells Any spell in the Inflict Wounds line is now a ranged touch attack instead of touch

Improved Tactical Training

Prerequisites: Point Blank Shot, Shot on the Run
Benefits: You’ve trained yourself to find and move to cover while using ranged weapons (bows and firearms). Make a Perception check DC 20. If you meet the DC of 20, you gain 5% cover (all cover rules apply). For every point you get over the DC of 20, you gain an extra 5% up to 20%. This is done at the beginning of your turn and lasts a number of rounds equal to your Wisdom modifier. At the end of this time, you may roll again, but you must take the new result and the new result will last a number of rounds equal to your Wisdom modifier.

Tech Junkie

Prerequisites: None
Benefits: With this feat you gain +2 to any roll involving the use of electronic devices. Normally this will apply to Computer Use, Disable Device, and Craft: Electronics, but any other skill that can be used creatively involving electronic devices will gain this +2 bonus as well.
Special: This stacks with the feat Wired.

Wired

Prerequisites: None
Benefits: With this feat you gain +2 to Computer Use or Disable device while directly connected (either by WiFi or ethernet cable) by cybernetics to a computer.
Special: This stacks with the feat Tech Junkie.

Cyber Resilience

Prerequisites: Toughness
Benefits: With this feat, all Constitution Costs (CC) for cybernetics are halved, rounded up. Thus if the CC for a cybernetic part is 2, with this feat it is now 1. If the CC cost for a cybernetic part is 5, the CC cost is now 3.

Mending Reach

Prerequisites: The ability to cast any of the Cure Wounds spells and 1 rank of Heal
Benefits: With this feat, when you cast any of the Cure Wound spells, the range is now Short (1-100′) and it is considered a ranged touch attack. However, instead of using your Base Attack Bonus, you use your total score in Heal (i.e. ranks, ability bonus, any other bonuses). You still have to successfully hit with a ranged touch attack. You also have the ability to Critically Heal on a natural 20 at times 3, however there is no critical threat. If you roll a natural 20, the amount healed is automatically tripled.

Maiming Reach

Prerequisites: The ability to cast any of the Inflict Wounds spells
Benefits: With this feat, when you cast any of the Inflict Wounds spells, the spell range is now Short (1-100′) and it is considered a ranged touch attack. You still use your Base Attack Bonus to hit, but it does have the ability to gain a Critical. It’s range is 19-20 x 2, all normal Critical rules apply (i.e. you need to roll another successful hit to crit).

New Uses for Old Feats

Rapid Reload – Though normally reserved for crossbows, if you take this feat you essentially half your reload time for any firearm. Thus, a Standard Action becomes a Move Action, 2 Standard Actions become 1, etc. This can only counts for reloading Pistols, SMGs, Rifles, LMGs, and Mini-Guns.

Shot on the Run – This is essentially the same, but with this feat you can also move while performing Burst Fire or any of the Full Auto options. Without this feat, you would need to stand still for Burst Fire or Full Auto options.

New Random Occurrence Feats

Feat Name Prerequisites Description
Tactical Advantage BAB +3, Combat Expertise, Point Blank Shot, Quickdraw Possibility to gain a melee or ranged attack as a Swift Action
Arcane Barrage Ability to cast Magic Missle Possibility to cast Magic Missile as a Swift Action
Quickening Quicken Spell Possibility to cast a Quickened spell of level 3 or lower
Explosive Spell Any Metamagic Feat Possibility of a cast spell to become explosive and affect an area
Restorative Heals Ability to cast Cure spells and 1 rank of heal Possibility that your Cure Wound spell will also cast Lesser Restoration
Regenerative Heals Ability to cast Cure spells and 1 rank of heal Possibility that your Cure Wound spell will cure 1d4 per round over time
Energy Barrage Ability to Manifest Energy Ray Possiblity to manifest Energy Ray as a Swift Action
Mental Barrage Ability to Manifest Mind Thrust Possiblity to manifest Mind Thrust as a Swift Action
Quick Mind Quicken Power Possibliity to manifest a Quickened Power of level 3 or lower

General Proc Feat Rules

The majority of Proc feats rely on spells. Only one relies on actual attacks. With the spell Proc feats, they require that you naturally roll above 15 on a Spellcraft roll. Thus, every time you cast a spell, you need to roll Spellcraft. Regardless of the Spellcraft result, the spell still works unless some other circumstance causes it not to work. You are only rolling Spellcraft in this case to see if the Proc occurred. Any other use of Spellcraft (e.g. carefully placing an Area of Effect spell) will need to be rolled separately. Again, it is on a NATURAL 15 or higher, if you have 10 ranks in Spellcraft and a +3 Int modifier and you roll a 5, you still do not Proc. Essentially, your ranks in Spellcraft do not matter when it comes to the Random Occurrence.

Likewise, on the one attack Proc feat, you need to roll above a natural 17. If with your BAB and other bonuses you still hit, excellent, do damage. But unless the d20 is specifically 17 or higher, you do not proc.

Tactical Advantage

Prerequisites: BAB +3, Expertise, Point Blank Shot, Quick Draw
Benefits: With this Random Occurrence feat, you have the chance of gaining an extra attack when you roll a natural 17 or higher. However, it’s not just any attack. Only specific attacks are allowed. Here is the list:

  • If you are using a ranged weapon, you can attack with a melee weapon any opponent in melee range. You must roll a normal attack at -2 and hit normally.
  • If you are using a melee weapon, you can attack with a ranged weapon any opponent in range. You must roll a normal attack at -2 and hit normally. Regardless of ROF, you only get one shot/attack with this ranged weapon.
  • If you are using a ranged weapon, you can fire another SS weapon on your person. This can a hidden, smaller firearm, an attached weapon (attached either via Cybernetics or an Armor enhancement, e.g. Mini missile launcher or rail shot), or tossing a thrown weapon such as a grenade.
  • If you do not have a weapon or piece of equipment that will allow you to do one of the above attacks, you do not get the extra attack.

Special: You can take this feat multiple times. Each time you do, it drops the range by one, e.g. the second time you take it the range is natural 16 or higher, the third time is natural 15 or higher. The max you can take this feat is 4 times.

Arcane Barrage

Prerequisites: Ability to cast Magic Missile
Benefits: Any time you cast a level 3 spell or lower that deals damage to an opponent, roll a Spellcraft and on a natural 15 or higher, you can immediately cast Magic Missile as a swift action. Magic Missile is cast normally, but it does not take away from your allotted level 1 spells and it is cast at your level.
Special: You can take this feat multiple times. When you do, it raises the maximum spell level by one. So, when you take it a second time, it becomes any 4th level spell or lower. However, the spell still has to be a spell that causes damage to an opponent.

Quickening

Prerequisites: Quick Spell metamagic feat
Benefits: Any time you cast a level 3 spell or lower, roll a Spellcraft and on a natural 15 or higher, you can immediately cast any Quickened spell you know that is of equal or lower level than the one you cast. All Quickened rules apply save for the spell does not take away from your allotted spells, but you still need to be able to cast it. For example, you cast a 3 level spell, gain the proc, and decide to cast a level 2 spell. Though you will not use a level 6 spell slot, you still must have one. If you do not have a level 6 spell slot, then you can’t cast a level 2 spell.
Special: You can take this feat multiple times. When you do, it raises the maximum spell level by one. So, when you take it a second time, it becomes any 4th level spell or lower.

Explosive Spell

Prerequisites: Any metamagic feat
Benefits: Any time you cast a spell that affects a single opponent, roll a Spellcraft and on a natural 15 or higher your spell “explodes” and affects a number of adjacent enemies within10 feet equal to your casting ability’s modifier (i.e. a Wizards Int modifier, a Clerics Wis modifier, etc). Each affected enemy will also be affected by the spell, but is also allowed any saves. If the effect is damage (taken or healed), all damage is rolled once and all affected targets take (or are healed) the same damage (or half if they save). If it is a specific effect, like Sickened or Fatigued, all enemies gain the effect unless they saved.
Special: You can take this feat multiple times. When you do you add +1 to the total number affected, or +1 more target than your casting ability modifier will allow. You can only take this feat four times.

Restorative Heals

Prerequisites: Ability to cast any Cure Wounds spell and 1 rank in Heal
Benefits: Any time you cast any spell in the Cure Wounds line, roll a Spellcraft and on a natural 15 or higher the spell also has the same effect as the spell Lesser Restoration as if both were cast on the target.
Special: You can take this feat multiple times. Each time you do, the Restoration is raised to the next spell type, e.g. the second time the feat is taken it goes from Lesser Restoration to Restoration, with all benefits of the better spell applied. Upon the third, it raises from Restoration to Greater Restoration. Taking this feat a 4th time does nothing.

Regenerative Heals

Prerequisites: Ability to cast any Cure Wounds spell and 1 rank in Heal
Benefits: Any time you cast any spell in the Cure Wounds line, roll a Spellcraft and on a natural 15 or higher the spell also heals the target for 1d4 per round for a number of rounds equal to your main casting ability’s modifier.
Special: You can take this feat multiple times. Each time you do new effects are added
Second time you take the feat you can add +1 rounds to the total rounds the regenerative healing lasts and you can add your casting ability’s modifier to the damage healed, so 1d4 + modifier each round.
Third time you take this feat, the dice category raises by one, so you now heal 1d6 + modifier per round
Fourth time you take this feat you can add +2 rounds to the total rounds

Energy Barrage

Prerequisites: Ability to manifest Energy Ray
Benefits: Any time you manifest a level 3 power or lower that deals damage to an opponent, roll a Spellcraft and on a natural 15 or higher, you can immediately manifest Energy Ray as a swift action. Energy Ray is manifested normally, but it does not use any power points and it is manifested at your level. It cannot be augmented when manifested as a random occurrence.
Special: You can take this feat multiple times. When you do, it raises the maximum power level by one. So, when you take it a second time, it becomes any 4th level power or lower. However, the power still has to be a power that causes damage to an opponent.

Mental Barrage

Prerequisites: Ability to manifest Mind Thrust
Benefits: Any time you manifest a level 3 power or lower that deals damage to an opponent, roll a Spellcraft and on a natural 15 or higher, you can immediately manifest Mind Thrust as a swift action. Mind Thrust is manifested normally, but it does not use any power points and it is manifested at your level. It cannot be augmented when manifested as a random occurrence.
Special: You can take this feat multiple times. When you do, it raises the maximum power level by one. So, when you take it a second time, it becomes any 4th level power or lower. However, the power still has to be a power that causes damage to an opponent.

Quick Mind

Prerequisites: Quicken Power metapsionic feat
Benefits: Any time you manifest a level 3 power or lower, roll a Spellcraft and on a natural 15 or higher, you can immediately cast any Quickened power you know that is of equal or lower level than the one you cast. All Quickened rules apply save for the power does not cost any power points, but you still need to be able to manifest it.
Special: You can take this feat multiple times. When you do, it raises the maximum spell level by one. So, when you take it a second time, it becomes any 4th level spell or lower.