Feats

Feats are divided into lists by application in specific areas incuding their descriptions. After follows a list of all the feats in the sub-categories. After that is an alphabetical list for reference.



ARMOR AND DEFENSE
Feat Name Prerequisite Benefits
Armor Proficiency (Alloy) Str 15, Con 15, training with Kevlar Armor Training with Alloy Armors.
Armor Proficiency (Composite) Str 12, Con 12 training with Plastic Armor Training with Composite Armors.
Armor Proficiency (Fibre) - Training with Fibre Armors.
Armor Proficiency (Heavy) Str 15, Con 15, training with Alloy Armor Training with Heavy Armors.
Armor Proficiency (Kevlar) Str 13, Con 13 Training with Composite Armor Training with Kevlar Armors.
Armor Proficiency (Plastic) Str 12, Con 12 training with Fibre Armor Training with Plastic Armors.
Armor Specialization Proficiency with Chosen Armor Type Gain Additional DR4 to chosen armor.
Combat Expertise Int 13 +3 to AC and Reflex for -3 to attack rolls.
Defensive Mobility Dodge +4 AC against opportunity attacks.
Die Hard Con 15, trained in Endurance Stay conscious but dazed when at 0 or lower HP.
Dodge Dex 13 Gain +1 bonus to AC and Reflex against declared target each round.
Duck and Cover Trained in Stealth or Acrobatics When you are the target of an area attack that misses you, you may shift 2 squares as an immediate reaction.
Durable Con 13 Increase Healing Surges by 2.
Improved Defenses - +1 to your Reflex, Fortitude, and Will defenses.
Natural Toughness Con 13, humanoid Add a natural +3 DR.
Toughness - Gain an additional 5 HP, may take this feat repeatedly.
Two Weapon Defense Dex 13, Two Weapon Style +1 to AC and Reflex when holding a weapon in each hand.
Wary Defender - Whenever you use the fight defensively combat action, you gain +2 to your Will and Fortitude defenses until the start of your next turn.
COMBAT EFFECTIVENESS
Feat Name Prerequisite Benefits
Accelerated Attack Level 11 Once per encounter with a weapon you are proficient with you may make a full round attack action as a standard action.
Advantageous Attack Level 4 Gain full level to bonus damage instead of half against targets who have not yet acted in the encounter.
Brink of Death - When you deal sufficient damage to reduce a target to 0 hit points or less, you may choose to reduce them instead to 0 HP and unconscious.
Coalition Military Training Coalition Service in background Whenever you are adjacent to one or more allies in combat, you gain +1 on all attack rolls made during your turn.
Combat Reflexes Dex 13 +2 with opportunity attack rolls.
Conditioning Strength 13, Constitution 13 You may reroll Strength and Constitution based skill rolls, you must use the second result. Also once per encounter you may add your Strength bonus to your Fortitude defense as an immediate interrupt.
Coordinated Attack Level 6 Automatic success with Aid Another attack action when within 6 squares of target.
Coordinated Barrage Coordinated Attack When you aid another’s attack action, and their attack roll exceeds the targets AC by more than 3, add +1 dice of damage against the target.
Cornered - When unable to take the Withdraw action you gain +2 on attack rolls.
Critical Strike Level 11, Weapon Focus in weapon used You may spend two minor actions in one round to increase your melee critical range by one.
Desperate Gambit - Reroll a missed attack roll, but suffer a -2 penalty to AC and Reflex, if the miss was a natural 1, the penalty is -5.
Double Attack Level 6, proficient with weapon Make an extra attack with chosen weapon, all attacks suffer a -5 penalty. Without this feat making two attacks incurs a -10 penalty to all attacks.
Flash and Clear - Whenever you damage a target with a grenade or similar explosive weapon you gain concealment to that target until the start of your next turn.
Free Quebec Military Training Proficient with Armor worn, Free Quebec in background Whenever you wear armor that gives a bonus to your Fortitude Defense, apply that bonus to your Will Defense as well.
Impetuous Move Con 13 Once per encounter, when you use a Second Wind, you may choose to only regain half the hit points and shift half your speed.
Improved Charge Defensive Mobility You can charge without moving in a straight line.
Improved Disarm Int 13, Combat Expertise You gain a +5 bonus to attempt to disarm, and the enemy does not get a free attack against you should you fail.
Improved Feint trained in Bluff You may now feint (Bluff skill) a target by using a move action instead of a standard action.
Improved Initiative - +4 to initiative checks.
Lazlo Military Training Lazlo in background The first status effect which you are struck by in each encounter does not affect you.
NGR Military training NGR in background When you take this feat one of your weapons becomes a Triax weapon, Triax weapons have a +1 to attack and damage rolls.
Opportunistic Retreat Combat Reflexes Sacrifice opportunity attack to shift half your speed away from enemy.
Reckless Offense - When you use the attack or full attack action in combat you may take a -4 penalty to AC & Reflex defenses to gain a +2 on attack rolls until the start of your next turn.
Relentless Double Attack, Proficient with weapon Whenever you miss an attack with a weapon you are trained in Double Attack with, you gain a +2 to bonus to your next attack against that target with that weapon before the end of your next turn.
Savage Attack Double Attack, Proficient with weapon If your first attack in a full attack action hits, you gain +1 die of damage for each attack that hits for the rest of the full attack action against that target.
Staggering Attack Str 15, +Die of damage Ability Any time you succeed in an attack that allows you to add extra dice of damage you may sacrifice the dice to slide the target 2 squares per die sacrificed.
Tactical Advantage Combat Reflexes When you damage an opponent with an opportunity attack, you may immediately shift 1 square.
Triple Attack Level 9, Double Attack Make third attack with weapon when making a full attack action, all attacks suffer an additional -5 penalty.
Triple Crit Level 11, Proficient with weapon Chose a weapon you are proficient with, you now do triple damage instead of double on a critical hit with chosen weapon.
Two Weapon Style I Dex 15 Can make attacks with weapons in both hands. All attacks Suffer a -5. Without this feat attacking with two weapons causes all attacks to suffer a -10.
Two Weapon Style II Dex 17 Can make attacks with weapons in both hands. All attacks Suffer a -2.
Two Weapon Style III Dex 19 Can make attacks with weapons in both hands at no penalty.
Two-Weapon Threat Dex 13, Two Weapon Style Gain +3 to attack on opportunity attacks when holding two weapons.
Weapon Focus Proficient With Weapon +1 to attack roll with chosen weapon group.
Weapon Proficiency - Gain Proficiency with a weapon of your choice.
Zen Combatant Wis 15 You may use your Wisdom modifier in place or Dex or Str for attack rolls.
CLASS RACE SPECIFIC
Feat Name Prerequisite Benefits
Adept Hunter Wilderness Scout Scout’s Quarry Dice increase to D8s.
Deadly Sniper Wilderness Scout, Sniper Talent When making a ranged attack against a target who is not aware of you, gain +1 to attack roll, and +1 die of damage on a hit.
Destructive Wizardry Dex 13, Ley Line Walker When you use a damaging attack spell that hits 2 or more creatures you gain +2 damage.
Dog-Fu I Str 13, Dog Boy When a dog boy is using vibro short claws, and wielding no other weapons, their damage die increases by one, and they gain +1 to AC and Reflex.
Dog-Fu II Str 15, Dog Boy, Dog-Fu I Your claw attacks damage die increases by one die size, and you gain a +1 to attack and damage rolls, as well as +1 to AC and Reflex.
Dog-Fu III Str 15, Dex 15, Dog Boy, Dog Fu III Your claw weapon’s die size increases by one, and you gain a +2 bonus to attack and damage roll, and a +2 to AC and Reflex.
Dolby Noise Reduction Borg Upgraded eyesight and hearing software now adds an additional +4 to perception rolls and gives a +1 to attack rolls with ranged weapons.
Dragon-Fu I Str 13, Dragon Hatchling Your natural weapons increase by one die size, and you gain a +1 to AC and reflex.
Dragon-Fu II Str 15, Dragon Hatchling, Dragon-Fu I Your natural weapons increase by one die size, and you gain a +1 to AC and reflex. Your attacks may also now push the target one square on a successful hit.
Dragon-Fu III Str 17, Dragon Hatchling, Dragon-Fu I, Dragon-Fu II Your natural weapons increase by one die size, and you gain a +1 to AC and reflex. Your attacks may also now push the target a number of squares equal to your Dex modifier (minimum 1).
Empower Power Mind Melter Once per encounter you may release your psionic focus when making an attack to increase damage dealt by 1.5. Declare you are attempting an Empowered Power before making your attack roll. If you miss on your attack, your focus is expended, but this feat may be attempted again.
Empower Spell Ley Line Walker Once per day you may empower a spell with extra energy and increase damage dealt by 1.5. Declare you are casting a spell ‘empowered’ before making your attack roll, on a hit the target(s) suffer damage x1.5. Reliable Power.
Enhanced Dragon Breath Dragon Hatchling Dragon Breath dice increase to D8s.
Enlarge Power Mind Melter Once per encounter you may release your psionic focus when making a burst or blast attack and increase the size of the burst or blast by 1. Your focus and your use of this feat are both expended with the attempt.
Enlarge Spell Ley Line Walker Once per day you may infuse a burst or blast spell you are casting to increase its size by 1 per tier. Reliable Power.
Enlarged Dragon Breath Dragon Hatchling Dragon Breath becomes an area burst 2 or close blast 5.
Group Assault Cyber-Knight, Borg, Psi-Stalker Allies gain +2 to attacks against your marked target.
Human Perseverance Human +1 to saving throws.
Inspiring Lunacy Crazy Once per encounter as a minor action, you can give an ally who can hear you a bonus to all defenses equal to your wisdom modifier. This lasts until the end of the encounter
Ion Resistance Borg Gain an Ion DR of 3.
Juicer Agility Juicer Attacker Takes -2 with Auto Dodge reroll.
Master Exploiter Int 15, Rogue Scholar You may now add your INT modifier to damage rolls as well as to attack rolls.
Oil Can Borg You have gotten very good at minimizing the sound of your servo motors when you want to, and can now gain a +4 bonus to Stealth checks instead of a -4 penalty
Opportunity Power Mind Melter Once per round, if you expend your Psionic Focus, you may use a psionic attack which only effects one target in place of an opportunity attack an enemy provokes from you.
Perfectly Centered Chi Mind Melter Your Psionic Focus dice increase to D8s.
Plan B Int 15, Rogue Scholar Plan ability becomes a minor action.
Practiced Backstabber City Rat, Sneak Attack Sneak Attack dice increase to D8s.
Psionic Beacon Mind Melter All allies gain +1 to attack the target of your Minds Torment, and damage dice increase to D8s.
Psionic Meditation Mind Melter, Level 8 You may now become Psionically Focused with a move action.
Quick Metamorphing Dragon Hatchling Perform Metamorph as a minor action.
Shield Bash Cyber-Knight, Active Psi-Shield Extra attack roll as a minor action vs target hit by Psi-Sword at half your Psi-Sword attack bonus, damage is Str +2D6 at levels 1-10; 3D6 at 11-20, 4D6 at 21-30.
With Allstate Operator You’re In Good Hands heals an extra amount equal to your INT modifier, double INT on Borgs.
MELEE SPECIFIC
Feat Name Prerequisite Benefits
Cleave Str 13, Power Attack Extra melee attack after dropping target.
Great Cleave Str 13, Power Attack, Cleave No limit to number of cleave attacks each round.
Improved Rapid Strike Rapid Strike Take a -5 penalty to attack rolls to gain +2 dice of damage, if you do not have a Dexterity of at least 13, you take a -10 penalty to attacks.
Power Attack Str 13 +2 damage for -2 to melee attack.
Rapid Strike Str 13, Proficient with Weapon Take a -2 penalty to a melee attack to deal +1 die of damage. If you do not possess a Dexterity of at least 13 the penalty to attack is -5.
Reaping Blade Str 15, Power Attack, Cleave Shift 1 square before Cleave when dropping a foe with melee attack.
Weapon Finesse Dex 13 Use Dex modifier instead of Str for attack rolls with Light Melee Weapons.
Wicked Strike Rapid Strike When you damage a target using a non area Rapid Strike attack, you may make a secondary attack against an adjacent target at -2 within your reach. If you are successful on the second attack, the target takes half the damage of the original attack.
MOVEMENT
Feat Name Prerequisite Benefits
Power Armor & Robot Combat PA & Robot Piloting Ability to fire weapons & engage in melee combat with PA & Giant Robots. Gain an additional +2 to attack and damage rolls with vehicle weapons.
Power Armor & Robot Piloting Trained in Pilot Ability to drive or fly PA & Giant Robots. Gain +2 to attack rolls with vehicle weapons.
Vehicular Combat Trained in Pilot Once per round, you may take half damage from a successful attack against a vehicle you are piloting by making a successful pilot check against the attack roll.
PSIONICS AND MAGIC
Feat Name Prerequisite Benefits
Antimagic Psionics Trained in Psi-Craft Gain +2 on psionic attack rolls against creatures with the Magical Study feat.
Antipsionic Magic Trained in Arcana Gain +2 on spell attack rolls against creatures with the Psionic Study feat.
Cellular Aptitude Psionic Ability, Cellular Adjustment Add an extra 1D8 to healing given by Cellular Adjustment.
Magical Ability INT 15 You become trained in Arcana and learn to cast all cantrips.
Magic Mastery Trained in Arcana One spell which you know gains your total level as a bonus to damage instead of half, this feat may not be purchased twice.
Magical Study INT 15, Magical Ability You gain 1D6 P.P.E. and INT+1 spell selection points. You may never have more Daily spells than Encounter spells, and no more Encounters than you have At Wills. Ley Line Walkers, Dragon Hatchlings, True Atlanteans and other magic rich bloodlines gain 2D8 P.P.E and INT+2 spell selection points.
Psionic Ability Non Borg or Bionics You gain training in Psi-Craft, learn the psionic cantrips, and are able to learn psionic disciplines.
Psionic Defense No psionic ability, lose this feat if you ever gain psionic ability Gain +1 to Will defense, and whenever you are targeted by a psionic power, you gain +5 to your Fortitude and Reflex defenses.
Psionic Mastery Trained in Psi-Craft One power which you know gains your level as a bonus to damage, this feat may not be purchased twice.
Psionic Study Wis 15, Psionic Ability You gain your Wisdom modifier+1 number of selection points towards the purchase of psionic abilities. Costs for powers are found on the Psionic Abilities table. Mind Melters, Deryni and other psionic races gain their wisdom modifier+2 in selection points.
Ritual Caster Magical Ability Master and perform ritual magic.
Spell Focus Trained in Arcana Select one spell you know, you now gain a +1 per tier bonus to attack rolls with this spell. You may select this feat multiple times, each time a different spell.
Spell Specialization Trained in Arcana, Spell Focus with spell Select one spell you have selected for Spell Focus, you now gain a +2 per tier bonus to damage with this spell. You may select this feat multiple times, each time selecting a different spell you have Spell Focus with.
RANGED SPECIFIC
Feat Name Prerequisite Benefits
Angled Throw Dex 13 You can bounce grenades over cover, if your attack roll hits AC 20.
Autofire Sweep Weapon Focus in weapon used, Burst Fire Whenever you perform an Autofire attack, you may affect an area burst 1 instead of a 2×2 square.
Burst Fire Str 13, Proficient with Weapon Use an Autofire attack against a single target. Take a -5 penalty to the attack roll, but deal +2 dice of damage. This consumes as many shots as an Autofire attack.
Careful Shot Point Blank Shot or Precise Shot If you aim, you gain a +1 bonus to the attack roll.
Collateral Damage Rapid Shot, Level 6 When you damage a target using a non area Rapid Shot attack, make a secondary attack against a target within 2 squares of the first target at -2. If you are successful on the second attack, the target takes half the damage of the original attack.
Crossfire Point Blank Shot, Precise Shot Once per encounter, when you miss on a ranged attack against a target who is behind soft cover (another person, creature, vehicle, etc.) you may make another attack at the same bonus immediately to attack the cover.
Deadeye Point Blank Shot, Precise Shot If you aim, you deal +1 die of damage.
Distant Advantage Point Blank Shot or Precise Shot Gain combat advantage with ranged and area attacks against flanked enemies.
Far Shot Point Blank Shot or Precise Shot Increase weapon range by 5 squares.
Gun In Your Face (Pistol) Proficiency with your Pistol Pistol attacks against adjacent foes no longer provoke attacks of opportunity.
Gun In Your Face (Rifle) Proficiency with your Rifle Rifle attacks against adjacent foes no long provoke attacks of opportunity.
Improved Rapid Shot Rapid Shot Take a -5 penalty to attack rolls to gain +2 dice of damage, if you do not have a Strength of at least 13, you take a -10 penalty to attacks.
Point Blank Shot Dex 13 +1 bonus on attack and damage rolls against targets within 6 squares.
Power Blast Dex 13 +2 damage for -2 to ranged attack.
Precise Shot Dex 13 Gain +1 bonus to attack rolls against targets who are 7 or more squares away.
Rapid Shot Dex 13, Proficient with Weapon Take a -2 penalty to a ranged attack to deal +1 die of damage. If you do not possess a Strength of at least 13 the penalty to attack is -5.
Return Fire Dex 15, Quick Draw, Weapon Focus (Chosen weapon group or Superior Weapon) Once per encounter as an immediate reaction you may fire a shot with a hand held weapon at a target within line of sight who has missed you with a ranged attack. If you have the Combat Reflexes feat, you may use this ability a number of times equal to your Dex modifier, although only once during any enemies turn.
Strafe Point Blank Shot or Precise Shot Extra basic ranged attack after dropping target with ranged attack against foe within line of sight and within 4 squares from original target.
Zero Range Point Blank Shot, Gun In Your Face(either) You gain a +1 to attack rolls and +1 die of damage when attacking a target adjacent to you with a ranged weapon. This feat does not stack with extra damage from the Burst Fire feat, or the Rapid Shot feat. It also does not apply to heavy or vehicle weapons.
SKILL AND STAT RELATED
Feat Name Prerequisite Benefits
Alertness - No combat advantage when surprised, +2 to Perception.
Athletics (General) Str 15 Gain a permanent +1 to Str and +2 to Athletics checks.
Combat Medic Trained in Medicine Stabilize the dying as minor action, +2 to Heal checks.
Escape Artist Trained in Acrobatics Escape grab as a minor action, +2 to acrobatics.
Fool Me Once… Int 15, Written Back-story Gain a permanent +1 to Int, and +2 to Perception.
Hercules Type Shit - Once per encounter you may take 20 on a Strength related skill roll which you are trained in even when distracted or threatened.
Jack of All Trades Int 13 +2 to untrained skill checks.
Juggling Dex 15 Gain a permanent +1 to Dex and the ability to juggle simple objects.
Linguist Int 13 Learn to speak new languages in number equal to 1+ your Int modifier.
Literacy Int 13 You are able to read in languages equal to 1+ your Int modifier.
Long Jumper Trained in Athletics Make standing jumps as if from a running start, +1 to Athletics.
Marathon Running Con 13 Gain a permanent +1 to Con and +1 to movement speed.
Natural Salesman Cha 13 Gain a permanent +1 to Cha and +2 to Bluff checks.
Quick Draw Dex 13 Draw a weapon with attack action, +2 to initiative.
Resurgence Trained in Endurance When using Second Wind, you gain a move action to be used immediately.
Sidekick - When using the Aid Another action, add an additional +2 bonus.
Skill Focus Training in chosen skill +3 to checks with chosen skill.
Skill Training - Gain Training in one skill.
Traumatic Life Experience Wis 15, Written Back-story Gain a permanent +1 to Wis and +2 to Insight.
Walk It Off Trained in Endurance Make a DC 20 Endurance Check to use Second Wind again.








Quickjumps

Borg | Burster | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Grunt | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Techno Wizard | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set | Glossary

Feats

Rifts Earth 4e Saga FenrathJurath